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DC poleHodnotaJazyk
dc.contributor.authorBlum, Sebastian
dc.contributor.authorCetin, Gokhan
dc.contributor.authorStuerzlinger, Wolfgang
dc.contributor.editorSkala, Václav
dc.date.accessioned2019-10-23T07:20:31Z
dc.date.available2019-10-23T07:20:31Z
dc.date.issued2019
dc.identifier.citationWSCG 2019: Short and Poster papers proceedings: 27. International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision, p.69-80.en
dc.identifier.isbn978-80-86943-38-1 (CD/-ROM)
dc.identifier.issn2464–4617 (print)
dc.identifier.issn2464-4625 (CD/DVD)
dc.identifier.urihttp://hdl.handle.net/11025/35636
dc.format12 s.cs
dc.format.mimetypeapplication/odt
dc.language.isoenen
dc.publisherVáclav Skala - UNION Agencycs
dc.rights© Václav Skala - UNION Agencycs
dc.subjectvizuální analytikacs
dc.subjectvelké displeje s vysokým rozlišenímcs
dc.subjectperiferní rozptýlení displejecs
dc.subjectvirtuální realitacs
dc.subjectdispleje namontované na hlavěcs
dc.subjectspatializacecs
dc.subjectshlukovánícs
dc.subjectvizualizacecs
dc.subjectvytváření smyslucs
dc.subjectimerzivní analytikacs
dc.titleImmersive Analytics Sensemaking on Different Platformsen
dc.typekonferenční příspěvekcs
dc.typeconferenceObjecten
dc.rights.accessopenAccessen
dc.type.versionpublishedVersionen
dc.description.abstract-translatedIn this work we investigated sensemaking activities on different immersive platforms. We observed user s during a classification task on a very large wall-display system (experiment I) and in a modern Virtual Reality headset (experiment II). In experiment II, we also evaluated a condition with a VR headset with an extended field of view, through a sparse peripheral display. We evaluated the results across the two studies by analyzing quantitative and qualitative data, such as task completion time, number of classifications, followed strategies, and shape of clusters. The results showed differences in user behaviors between the different immersive platforms, i.e., the very large display wall and the VR headset. Even though quantitative data showed no significant differences, qualitatively, users used additional strategies on the wall-display, which hints at a deeper level of sensemaking compared to a VR Headset. The qualitative and quantitative results of the comparison between VR Headsets do not indicate that users perform differently with a VR Headset with an extended field of view.en
dc.subject.translatedvisual analyticsen
dc.subject.translatedsparse peripheral displaysen
dc.subject.translatedvirtual realityen
dc.subject.translatedhead-mounted displaysen
dc.subject.translatedspatializationen
dc.subject.translatedclusteringen
dc.subject.translatedvisualizationen
dc.subject.translatedsensemakingen
dc.subject.translatedimmersive analyticsen
dc.subject.translatedlarge high-resolution displaysen
dc.identifier.doihttps://doi.org/10.24132/CSRN.2019.2902.2.9
dc.type.statusPeer-revieweden
Vyskytuje se v kolekcích:WSCG '2019: Short Papers Proceedings

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