前言
在上一章中,我们简单地介绍了沉浸式可视化的相关概念,及几个研究团队。本章将讨论一些具体的问题。
一个示例场景…
设想一个基础的场景:
一组分析人员正在就某个任务进行讨论。他们可以使用手持平板电脑、大型屏幕、或者头戴式设备,查看视图并找出隐含的信息。
自然地,可以提出以下问题:
- 这个分析场景适合什么样的数据场景/问题场景?
- 为什么这样的设计更好?如何评估不同设计的表现?
- 如何改善当前系统的表现?
我们把问题归纳一下,形成四个主要的类型:
- 视觉设计问题,解决“最适合当前场合的设计”,以及“不同设计的优劣”;
- 交互设计问题,解决“最适合的输入输出手段”;
- 评估问题,解决“如何评价或衡量视图/交互/可视分析系统的表现”;
- 场景问题,解决“不同设计的适应场景”。
详细而言…
根据上一节提出的问题,我们可以继续细化出这些问题的相关因素:
比如:
背景环境是否产生影响?
M. Satkowski and R. Dachselt, “Investigating the impact of real-world environments on the perception of 2d visualizations in augmented reality,” Conf. Hum. Factors Comput. Syst. - Proc., 2021, doi: 10.1145/3411764.3445330.
视图设计中应该考虑什么因素(尺寸、形态、颜色、布局等)?
[尺寸] J. Wagner, W. Stuerzlinger, and L. Nedel, “The Effect of Exploration Mode and Frame of Reference in Immersive Analytics,” IEEE Trans. Vis. Comput. Graph., vol. 2626, no. c, 2021, doi: 10.1109/TVCG.2021.3060666.
[布局] J. Sorger, A. Arleo, P. Kán, W. Knecht, and M. Waldner, Egocentric Network Exploration for Immersive Analytics , vol. 40, no. 7, 2021.
[颜色与形态] M. Whitlock, S. Smart, and D. A. Szafir, “Graphical Perception for Immersive Analytics,” Proc. - 2020 IEEE Conf. Virtual Real. 3D User Interfaces, VR 2020, pp. 616–625, 2020, doi: 10.1109/VR46266.2020.1582298687237.
使用什么交互?
J. Wagner, W. Stuerzlinger, and L. Nedel, “Comparing and Combining Virtual Hand and Virtual Ray Pointer Interactions for Data Manipulation in Immersive Analytics,” IEEE Trans. Vis. Comput. Graph., vol. 27, no. 5, pp. 2513–2523, 2021, doi: 10.1109/TVCG.2021.3067759.
如何改进协作分析流程?
T. Sun, Y. Ye, I. Fujishiro, and K. L. Ma, “Collaborative visual analysis with multi-level information sharing using a wall-size display and see-through HMDs,” IEEE Pacific Vis. Symp., vol. 2019-April, pp. 11–20, 2019, doi: 10.1109/PacificVis.2019.00010.
使用新型设备(如AR眼镜)是否影响了用户表现?
新颖的设备一定好吗?新设备普遍地增强了大多数用户的表现,还是对特定人群更有效?
M. Kraus, N. Weiler, D. Oelke, J. Kehrer, D. A. Keim, and J. Fuchs, “The Impact of Immersion on Cluster Identification Tasks,” IEEE Trans. Vis. Comput. Graph., vol. 26, no. 1, pp. 525–535, 2020, doi: 10.1109/TVCG.2019.2934395.
B. Bach, R. Sicat, J. Beyer, M. Cordeil, and H. Pfister, “The Hologram in My Hand: How Effective is Interactive Exploration of 3D Visualizations in Immersive Tangible Augmented Reality?,” IEEE Trans. Vis. Comput. Graph., vol. 24, no. 1, pp. 457–467, 2018, doi: 10.1109/TVCG.2017.2745941.
Y. Yang, M. Cordeil, J. Beyer, T. Dwyer, K. Marriott, and H. Pfister, “Embodied Navigation in Immersive Abstract Data Visualization: Is Overview+Detail or Zooming Better for 3D Scatterplots?,” IEEE Trans. Vis. Comput. Graph., vol. 27, no. 2, pp. 1214–1224, 2021, doi: 10.1109/TVCG.2020.3030427.
VR与AR,应该用哪个?
M. Whitlock, S. Smart, and D. A. Szafir, “Graphical Perception for Immersive Analytics,” Proc. - 2020 IEEE Conf. Virtual Real. 3D User Interfaces, VR 2020, pp. 616–625, 2020, doi: 10.1109/VR46266.2020.1582298687237.
如何设计沉浸式视图?
W. Buschel, S. Vogt, and R. Dachselt, “Augmented reality graph visualizations,” IEEE Comput. Graph. Appl., vol. 39, no. 3, pp. 29–40, 2019, doi: 10.1109/MCG.2019.2897927.
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