In 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 ...
In this article, we compare three different input technologies (gamepad, vision-based motion control...
© 2018 Copyright is held by the owner/author(s). Virtual Reality (VR) has often been discussed as a ...
BSC1004 Strategies for using virtual reality 2 Immersive virtual reality systems employing head-mou...
In this work we investigated sensemaking activities on different immersive platforms. We observed us...
Nowadays, visual analytics is mainly performed by programming approaches and viewing the results on ...
Recent developments in technology encourage the use of head-mounted displays (HMDs) as a medium to e...
Spatial decision-making in different virtual environments may vary based on the levels of spatial aw...
In the Perception and Action in Virtual Environments research group, our aim is to investigate human...
Navigation and search are fundamental daily activities, however, their ubiquity belies their complex...
Eliciting accurate and complete knowledge from individuals is a non-trivial challenge. In this paper...
In medicine or industry, the analysis of high-dimensional data sets is increasingly required. Howeve...
The focus of computer systems in the field of visual analytics is to make the results clear and unde...
Virtual Reality (VR) has generated much excitement but little formal proof that it is useful. Becaus...
An important issue of psychological research is how experiments conducted in the laboratory or theor...
Abstract Using the theory of affordance from perceptual psychology and through discussion of literat...
In this article, we compare three different input technologies (gamepad, vision-based motion control...
© 2018 Copyright is held by the owner/author(s). Virtual Reality (VR) has often been discussed as a ...
BSC1004 Strategies for using virtual reality 2 Immersive virtual reality systems employing head-mou...
In this work we investigated sensemaking activities on different immersive platforms. We observed us...
Nowadays, visual analytics is mainly performed by programming approaches and viewing the results on ...
Recent developments in technology encourage the use of head-mounted displays (HMDs) as a medium to e...
Spatial decision-making in different virtual environments may vary based on the levels of spatial aw...
In the Perception and Action in Virtual Environments research group, our aim is to investigate human...
Navigation and search are fundamental daily activities, however, their ubiquity belies their complex...
Eliciting accurate and complete knowledge from individuals is a non-trivial challenge. In this paper...
In medicine or industry, the analysis of high-dimensional data sets is increasingly required. Howeve...
The focus of computer systems in the field of visual analytics is to make the results clear and unde...
Virtual Reality (VR) has generated much excitement but little formal proof that it is useful. Becaus...
An important issue of psychological research is how experiments conducted in the laboratory or theor...
Abstract Using the theory of affordance from perceptual psychology and through discussion of literat...
In this article, we compare three different input technologies (gamepad, vision-based motion control...
© 2018 Copyright is held by the owner/author(s). Virtual Reality (VR) has often been discussed as a ...
BSC1004 Strategies for using virtual reality 2 Immersive virtual reality systems employing head-mou...