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Using augmented reality for visualizing complex graphs in three dimensions

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  • In Formation, Inc.

Abstract and Figures

In this paper we explore the effect of using augmented reality (AR) for three-dimensional graph link analysis. Two experiments were conducted. The first was designed to compare a tangible AR interface to a desktop-based interface. Different modes of viewing network graphs were presented using a variety of interfaces. The results of the first experiment show that a tangible AR interface is well suited to link analysis. The second experiment was designed to test the effect of stereographic viewing on graph comprehension. The results show that stereographic viewing has little effect on comprehension and performance. These experiments add support to the work of Ware and Frank, whose studies showed that depth and motion cues provide huge gains in spatial comprehension and accuracy in link analysis.
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ISMAR 2003
Using Augmented Reality for Visualizing Complex Graphs in Three Dimensions
Daniel Belcher
1
, Mark Billinghurst
1, 2
, SE Hayes
1
, and Randy Stiles
3
1
Human Interface Technology Lab, University of Washington, Seattle
2
Human Interface Technology Lab (New Zealand), University of Canterbury, Christchurch, NZ
3
Lockheed Martin Corporation
{
1
danb,
2
grof}@hitl.washington.edu, beephree@u.washington.edu,
3
randy.stiles@lmco.com
Abstract
In this paper we explore the effect of using Augmented
Reality for three-dimensional graph link analysis. Two
experiments were conducted. The first was designed to
compare a tangible AR interface to a desktop-based
interface. Different modes of viewing network graphs
were presented using a variety of interfaces. The results
of the first experiment lend evidence to the view that a
tangible AR interface is well suited to link analysis. The
second experiment was designed to test the effect of
stereographic viewing on graph comprehension. The
results show that stereographic viewing has little effect on
comprehension and performance. These experiments add
support to the work of Ware and Frank, whose studies
showed that depth and motion cues provide huge gains in
spatial comprehension and accuracy in link analysis.
1. Introduction
In two studies, Colin Ware’s group showed that kinetic
depth cues – and to a limited extent stereo depth cues –
can greatly increase comprehension of complex graph
structures. An improvement of 300% in size of the
connected graph was observed, when compared to the
same graph displayed in 2D [9]. Subsequent work by
Ware and Rose [10] has shown that the mode of
manipulation is also a crucial element in the mapping
between the input device and virtual object. Interfaces
that use modes of manipulation that are closer to those
found in everyday physical interaction, and that have
simple spatial logic are what we call tangible interfaces.
They find that tangible interfaces provide increased
comprehension of graph structure.
Augmented Reality (AR) typically involves the overlay of
virtual imagery on the real world. In this paper we explore
how AR interfaces can be used to view complex linked
graph structures. We believe that AR techniques could be
beneficial for several reasons, including:
A large virtual display of graphical links in AR
Increased comprehension of complex link
analysis graphs
Spatial recall of link analysis graphs
For many applications, there is a need to understand
connectivity between linked nodes displayed as a graph.
This is often called link analysis. Ware and Frank showed
that the interface could play a crucial role in accurate and
rapid link analysis. Tangible interfaces provide a
platform upon which to build useful applications that have
improved graph comprehension, but the question remains:
does this effect transfer to Augmented Reality? We
hypothesize that the same increase in comprehension for
connected graphs occurs for Augmented Reality
information displays as for screen-based 3D interfaces.
The use of a tangible object for an input device may
provide an additional positive effect. Finally, we
hypothesize that an AR interface with a stereoscopic
display system will perform as well as a similar 3D on-
screen system using stereographic glasses.
To test these hypotheses we conducted two experiments.
In the first, we were concerned with comparing a 2D On-
screen viewing condition, to 3D on-screen and
Augmented Reality viewing conditions. Participants were
shown randomly generated graphs, at different levels of
complexity, and asked questions about the connectivity of
selected nodes. This study will help us determine the
suitability of AR for link analysis.
In our second experiment, we were concerned with the
effects of stereo on link analysis. Ware and Frank [9]
showed little positive effect for stereo when compared
with that of kinetic depth effects. Though we believe
facility of movement and a simplified interface will
provide the most gain, it is incumbent upon us to test
stereo effects in our own interface. Therefore, our second
experiment will compare On-screen interfaces, both
monoscopic and stereoscopic, to the corresponding mono-
and stereo-AR interfaces.
Although several groups have used AR interfaces for
scientific [3] and mathematical [4] visualization, there
have been no user studies conducted yet comparing
performance with these interfaces to screen-based
systems. If our research shows that AR interfaces
perform as well, or better than screen-based interfaces on
graph analysis tasks then this may have significant
implications for future AR visualisation interfaces.
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2. Experiment 1: Modes of Viewing
The question we were asking in this experiment was
“How different is an AR interface than a 2D – or 3D – on-
screen interface for path tracing in a graph?” In order to
get a quantitative evaluation, we have adopted (and
adapted) the task used in Ware and Franck [9]: path
tracing in an interconnected graph. The independent
variable was the viewing condition. The dependent
variables were percent error and response time.
Three viewing conditions (Figure 1) were employed:
1. 2D On-screen interface: The 3D graph was
shown on screen projected onto a 2D plane with
a black background. The viewer was allowed to
zoom toward and away from the projection plane
using the right mouse button. There was no
rotation of the model.
2. 3D On-screen interface: The 3D graph was
shown on acreen atop a white disk placed to
mimic the tracking disc in the AR condition.
The subject used the left-mouse button to spin
the viewpoint relative to the 3D graph in a
trackball-like fashion. The right mouse button
zoomed the viewpoint in and out.
3. Augmented Reality interface: The subject
manipulated a real disk while wearing a Head
Mounted Display with a small video camera
attached to it. The disk had a square marker on it
that was used by computer vision tracking
software [1] to track the users viewpoint and
overlay the graphic on the disc. The tracking
marker was then occluded with a smaller virtual
disc that covered the marker itself. When the
subject rotated or tilted the disc, the graph was
rotated or tilted accordingly.
We predict that the tangible AR interface will perform as
well as the 3D on-screen interface, both in terms of
accuracy (or minimal percent error) and response time.
2.1. Equipment
The hardware used in this study consisted of one Dell
Dimension 4500 Pentium 4 with a PNY Nvidia Quadro4
XGL Series graphics card. For the Augmented Reality
condition, an ELMO mini-camera was mounted on a
SONY Glasstron LDI-D100B Head Mounted Display
(SVGA 800x600, 30-degree field of view). A
Hauppauge! WinTV GO 190 video capture card was used
to capture the NTSC signal from the video camera. The
subjects manually manipulated a cardboard disc with a
tracking marker positioned in the center. Figure 2 shows
a user during the AR condition. In the two onscreen
conditions, a two-button mouse was used to manipulate
the orientation and position of the graph displayed on a
Dell Ultrascan SVGA monitor.
Figure 2: The experimental setup. The AR Condition
2.2. Participants
16 subjects took part in this experiment, ranging between
20 and 48 years old, with the average age being 25. The
female to male ratio was 5:11. Two of the subjects were
left-handed; one ambidextrous; and the remaining thirteen
were right handed.
1: 2D On-screen condition 2: 3D On-screen condition 3: AR condition
Figure 1: Experiment 1 Conditions correspond to interfaces.
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2.3. Experimental Procedure
The task was to decide whether there was a path of length
two connection between two highlighted nodes in a
randomly generated graph. On each trial there was either
a path of length two – from one highlighted node to
another with only one intervening node between – or no
such path (Figure 3).
Figure 3: No Connected Path
The 3D graphs displayed consisted of a number of small
nodes arranged randomly in a simulated 17cm³ volume.
In order to generate such graphs, the nodes were divided
into three equally sized groups. Two such groups were
the “potentially highlighted” nodes and the third group
consisted of the “intermediate nodes.” Each potentially
highlighted node was connected via arcs to two different
nodes in the intermediate group. For n nodes, this
produced a total of (4/3 * n) connecting links. All the
nodes were placed randomly in the simulated volume.
Five levels of graph complexity were used:
Level Num. of Nodes Num. of Links
1 21 28
2 36 48
3 48 64
4 63 84
5 75 100
This resulted in 15 graph level to condition combinations.
There were 10 trials per level and all were performed in
each condition, resulting in 150 trials per experimental
session.
Highlighted nodes were drawn in bright red, and the
unhighlighted (intermediate) nodes were drawn in gray.
Lighting was applied to all nodes in the graph. Each node
was set to be 0.4 cm on each side. The connecting arcs
were drawn in blue with two-pixel lines. The background
color was black in all conditions (see Figure 3).
Upon arrival at the lab, the subjects were given a set of
simple written instructions and were allowed two minutes
to practice in each condition and ten practice trials.
Subjects were instructed to “answer as accurately and
quickly as possible” and to respond with a verbal “yes” or
no”. The experimenter recorded the subject’s answer by
pressing either ‘y’ or ‘n’ on the keyboard. The orders of
the conditions, as well as the order of the size of the
graphs presented, were blocked and counterbalanced
across all subjects. Prior to each trial, subjects were told
which graph level to expect. During each trial, subject
were given as much time as necessary to respond. The
response time and response validity were recorded.
2.4. Results
The error data for this experiment is summarized in
Figure 4. The x-axis represents the graph complexity, as
reflected in the number of nodes. The y-axis represents
the mean percent error. As can be seen, the percentage of
errors in the 2D On-screen condition is greater than that
of the 3D On-screen condition and the AR condition.
These results are virtually identical to, and consistent
with, those found in [9]. An analysis of variance revealed
a significant main effect of condition on mean percent
error, F(2,12) = 11.021, p < 0.05. An ANOVA revealed a
significant difference between the 3D and 2D conditions
for mean error with F(1,8) = 16.707, p < 0.05 and a
significant difference between 2D and AR, with F(1,8) =
15.103, p < 0.05. An ANOVA revealed no significant
difference between the 3D and AR conditions.
Figure 4: Mean Percent Error for Experiment 1
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Figure 5 summarizes the time data in this experiment. It
shows a series of curves roughly separated by one order
of magnitude from each other. The x-axis represents the
number of nodes. The y-axis represents the mean
response time in seconds. Surprisingly, the AR condition
remains the most time-consuming of the conditions across
all levels of graph size. Furthermore, the 2D condition
took the least amount of time across all levels of
complexity. An analysis of variance revealed a
significant main effect of condition on response time with
F(2,12) = 3.975, p < 0.05 and a significant difference
between the AR and 2D conditions, F(1,8) = 7.986, p <
0.05.
Figure 5: Mean Response Time for Experiment 1
2.5. User Feedback
After the experiment the subjects were asked a number of
questions. First they were asked to “rank the three
interfaces in terms of overall ease of use,” with 1 being
assigned to the easiest condition, and 3 to the most
difficult. Figure 6 shows that users preferred the 3D On-
screen and AR conditions over the 2D condition. An
analysis of variance revealed a significant main effect of
condition on ranking, F
(2,45)
= 7.34, p < 0.01.
The second statement was: “please rank the three
interfaces/conditions in the order in which you preferred
the information displayed,” with 1 being the condition
most preferred, and 3 being the least (see figure 6). An
analysis of variance revealed a significant main effect of
condition on the information display preference ranking,
F
(2,21)
= 14.38, p < 0.01.
Figure 6: Avge. Rankings of Ease of Use and
Information Preference
The next questions was to “rank the three
interfaces/conditions in terms of ease of physical
manipulation of the position and orientation of the
graphic” with a score of 1 being the easiest and 3 being
the most difficult (see figure 7). An analysis of variance
revealed no significant main effect of condition on the
physical manipulation ranking.
The final ranking was phrased as: “rank the three
interfaces in terms of how well you believe you performed
the given task” with 1 the best, and 3 the worst (see figure
7). An analysis of variance revealed a significant main
effect of condition on perceived performance ranking,
F
(2,45)
= 35.1, p < 0.01. The majority of subjects believed
they performed best in the 3D On-screen condition, and
many participants thought they performed worst in the 2D
On-screen condition.
Figure 7: Avge. Rankings of Ease of Manipulation and
How Well Task Performed
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2.6. Discussion
On the survey, 15 of the 16 respondents ranked the
conditions identically for the “overall ease of use” and
“ease of physical manipulation scores.” This may
indicate the potential of AR lies in its usability and
tangibility. This is supported by the rankings between the
AR and the 3D condition, which are strikingly similar.
One of the most common complaints in the AR condition
was the marker tracking. In order to have effective AR
tracking the tracking marker needed to be in view at all
times. This was not possible because a virtual disk
covered the marker. Thus the virtual graph model
sometimes flicked in and out of view.
Subjects were also asked to describe the strategy they
used The most common was a “process of elimination”.
Respondents would focus on one of the highlighted nodes
and then trace a path to the immediately connecting nodes
to see if their arcs angled back toward the other
highlighted node. The most common variation was to
look at the angle of the arcs leaving both highlighted
nodes in an attempt to determine if there was a possible
viewpoint from which these lines intersect.
3. Experiment 2: Stereo vs. Mono
Experiment 2 explored the effect of stereopsis. The task
remains unchanged: path tracing in an interconnected
graph. As in the previous experiment, the independent
variable was the viewing condition. The dependent
variables were percent error and response time. Four
viewing conditions were employed:
1/ On-screen Mono: This was the same as 3D On-
screen interface in Experiment 1. However, the
background was gray and a texture map of the
tracking marker used in the AR condition was
attached to the virtual tracking disk.
2/ On-screen Stereo: Same as condition 1, except in
stereo. The correct view of the graph was generated
for each eye position and continuously updated. The
subject wore a pair of LCD shutter glasses.
3/ Augmented Reality Mono: This interface was the
same as the AR interface in Experiment 1, with the
tracking marker no longer occluded.
4/ Augmented Reality Stereo: Same as the preceding
condition, except in stereo. Two cameras (instead of
one) were mounted on the HMD and the AR image
was presented using quad-buffered stereo.
In light of the findings of Ware and Frank [7], we predict
that stereo will add little positive effect to performance,
both in terms of accuracy and response time.
3.1. Equipment
As in Experiment 1, the experimental display system for
the Augmented Reality conditions consisted of a SONY
Glasstron LDI-100B HMD. However, in this experiment,
two ELMO mini-NTSC cameras were mounted on the
HMD. A second video capture card was installed to
handle the second video stream. The Sony Glasstron
LDI-100B supports quad-buffered stereo. The same
tracking card and pattern were used. The StereoGraphics
CrystalEyes 3D LCD shutter glasses, in synch with the
emitter and the monitor provided the stereo effect in the
Onscreen Stereo condition. The vertical refresh rate of
the monitor was set to 120 Hz, with each eye receiving an
update at 60 Hz (Figure 8).
3.2. Participants
Participants in Experiment 2 consisted of 16 subjects,
ranging between 18 and 48 years old, with an average age
of 25. The female to male ratio was 8:8. Only one of the
subjects was left-handed; the remaining 15 were right
handed. One of the subjects had previously used an AR
interface, but none had previously used a stereographic
display system. All were familiar with the use of a
mouse
.
Figure 8: The On-screen stereo setup.
3.3. Experimental Procedure
The experimental procedure in Experiment 2 was
virtually unchanged from that of the preceding
experiment with the same task. However, due to the
increased number of conditions, and in order to complete
the required number of trials in the allotted experimental
time-slot, we were forced to lower the number of levels of
graph complexity from 5 to 4. The range of complexity –
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from 21 to 75 – remained the same. The levels of graph
complexity were as follows:
Level Num. of Nodes Num. of Links
1 21 28
2 39 52
3 57 76
4 75 100
This resulted in 16 graph level to condition (interface)
combinations. There were 10 trials per level and all
levels were performed with each interface. This resulted
in a total of 160 trials per experimental session.
The color and lighting of the nodes and arcs remains
unchanged from Experiment 1. However, in order to
reduce the ghosting affects associated with stereo, the
background color was changed to gray in all conditions.
Subjects wore the shutter glasses in both the On-screen
stereo and On-screen mono conditions.
As previously mentioned, the tracking marker in the AR
conditions was no longer occluded and a texture map of
the square and symbol was placed in the On-screen
conditions. The decision to do this was at the request of
Experiment 1’s subjects (see section 2.5)
Upon arrival at the lab, the subjects were given a set of
simple written instructions outlining the task. Before
beginning the experiment proper, subjects were allowed
two minutes to practice in each condition and ten practice
trials to make sure they understood the task. Subjects
were instructed toanswer as accurately and quickly as
possible” and to respond with a verbal “yes” or “no”. The
experimenter recorded the subject’s answer by pressing
either ‘y’ or ‘n’ on the keyboard. The orders of the
conditions, as well as the order of the size of the graphs
presented, were blocked and counterbalanced across all
subjects. Prior to each block of trials, subjects were told
which graph level to expect. During each trials, subject
were given as much time as necessary to respond. The
response time and response validity were recorded. All
participants were given as many breaks as they required
and the overall experiment duration averaged one hour
and fifteen minutes.
3.4. Results
The error data for this experiment is summarized in
Figure 9. The x-axis represents the graph complexity, as
reflected in the number of nodes. The y-axis represents
the mean percent error. As expected the mean error
increases with the number of nodes, but there is little
difference in error percentage across conditions for a
given graph complexity. An analysis of variance for this
data reveals no significant main effects or differences
between conditions.
Figure 9: Mean Percent Error for Experiment 2.
Figure 10 summarizes the time data in Experiment 2. It
shows a series of curves almost indistinguishable. The x-
axis represents the number of nodes, from 21 to 75. The
y-axis represents the mean response time as measured in
seconds. An analysis of variance for this data reveals no
significant effects or difference between conditions.
Figure 10: Mean Response Time for Experiment 2.
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3.5. User Feedback
As in Experiment 1, the participants were asked for their
feedback on the experimental conditions. The
quantitative results for this survey consisted of two
ranking questions. In the first ranking, subjects were
asked to “rank the four interfaces in terms of overall ease
of use,” with 1 being the easiest, and 4 the most difficult.
The responses are summarized in Figure 11. The four
conditions tested are on the x-axis, while the average
ranking are displayed on the y-axis.
Figure 11: Avge. Rankings of Ease of Use
Figure 11 shows that subjects felt there was little
difference in ease of use among the four conditions. It
should be noted that those subjects who did not notice any
particular difference between the AR Mono and the AR
Stereo or between the On-screen Mono and the On-screen
Stereo conditions decided to evenly rank the two
respective conditions. So a subject who did not
differentiate between AR Stereo and AR Mono simply
gave the same ranking to both. This resulted in more than
first (1) and second (2) place rankings for each condition
that third (3) or fourth (4) rankings. An analysis of
variance revealed no significant main effect of condition
on ranking.
The second question was: “please rank the three
interfaces in terms of how well you believe you performed
the given task” with 1 being the best performance, and 4
being the worst performance. The responses to this
ranking are summarized in Figure 12.
Figure 12 shows that the majority of subject believed they
performed best in the AR conditions. It should be noted
that those subjects who did not notice any particular
difference between the AR Mono and the AR Stereo or
between the On-screen Mono and the On-screen Stereo
conditions decided to evenly rank the two respective
conditions. So a subject who did not differentiate
between AR Stereo and AR Mono simply gave the same
ranking to both. It is clear from Figure 12 that a majority
of participants thought they performed worst in the On-
screen mono condition. Subjects that reported ranking the
AR Stereo condition as their best performance (with a
ranking of 1) claimed to have done so because “they
could better distinguish between the lines (arcs).” An
analysis of variance revealed no significant main effect of
condition on ranking.
Figure 12: Avge. Rankings of Perceived Performance
3.6. Discussion
The search strategies used were virtually identical to those
reported in Experiment 1. Most of the subjects reported
using the “process of elimination” strategy, after a small
amount of exploration. Many of the subjects (10 of 16)
reported to have “just looked for the intermediary node”
in the On-screen Stereo and AR Stereo conditions in
which the node count was low (21 or 39).
One of the limitations of stereo video-capture based
Augmented Reality is the fixed camera angles. The two
cameras were mounted 5.8 cm apart (the average inter-
ocular distance) on the top of the HMD, at such an angle
(1.5 degrees) as to focus on an area roughly 85 cm away
(slightly less than the average arm length). However, the
focal length of the cameras remains fixed no matter how
near or far the objects in the field-of-view. This becomes
a problem when the user wishes to zoom in close to the
tracking-card, as the camera angles do not change with
the distance of the object. This limitation is not inherent
in screen-based quad-buffered stereo (On-screen stereo
condition) because the OpenGL buffer rendering code
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dynamically changes the focal length based upon the
location of the 3D object.
4. Conclusion
In this paper we reproduced the classic experiments of
Ware and Franck [9] to evaluate the usefulness of using
Augmented Reality for visualizing complex three-
dimensional node-graph representations. In their work
they found that kinetic depth cues were more important
than stereo cues in performing link analysis on complex
graphs.
In this paper we have performed two experiments. In the
first we compared link understanding in 2D and 3D
screen conditions to an AR interface. Subjects took longer
in the AR condition than the two screen-based conditions,
but produced as few errors as the 3D screen condition and
significantly less than the 2D screen case. In subjective
rankings of Ease of Use, Information Display Preference,
Ease of Manipulation and Perceived Performance,
subjects felt that the AR condition was equivalent to the
3D screen condition and significantly better than the 2D
screen case.
The second experiment explored the effect of adding
stereo cues and compared accuracy and timing results
across four conditions (stereo and non-stereo screen
interfaces and stereo and non-stereo AR). Although
performance got worse as the number of graph nodes
increased, there was no difference in performance
between these conditions at a given graph complexity.
The major difference between the 2D screen condition
and the 3D and AR conditions is in the ability to rotate the
model. Thus these results support those of Ware and
Franck, namely that graph understanding is significantly
improved by the support for kinetic depth cues. The lack
of performance and accuracy differences between the
stereo and non-stereo conditions similarly highlight the
dominance of kinetic over stereo cues for this task.
In experiment one, users performed as accurately with the
AR interface as with the 3D screen interface and felt it
was just as good to use. This implies that AR interfaces
could be an effective way to visualize abstract
information such as interconnected graphs.
One key advantage of AR interfaces is the support for a
tangible interaction metaphor, with its direct mapping
between a real-world physical object and virtual object.
The use of a tangible AR metaphor enables users to easily
manipulate the graph content and view it from any
perspective, improving their comprehension.
Even though the users performed as accurately in the AR
interfaces they took more time than in the 2D and 3D
screen conditions. This may have been because of the
perceptual qualities of the HMD compared the screen.
Although the screen and HMD had the same resolution,
they both had different Fields of View and color and
contrast properties.
Although these results are interesting, there are just the
beginning. In the future we want to explore other types of
graph visualization and comprehension tasks and compare
between screen-based and AR visualization. We also want
to explore a wider range of manipulation and interaction
techniques for AR interfaces for scientific visualization.
5. Acknowledgements
The primary source of support for this research came
from the Lockheed-Martin Gi2Vis Grant. Thanks to
Hannah Slay of the WCL at the University of South
Australia for her help and insight. Thanks to Kiyoshi
Kiyokawa of Osaka University for his help, criticism and
encouragement. We also thank Konrad Schroder of the
HIT Lab Seattle for much needed technical support.
Finally, thanks go to the lab members at the HIT Lab
Seattle and the HIT Lab New Zealand for providing such
an amazing collaborative atmosphere.
6. References
[1] ARToolKit 2001. ARToolKit website:
http://www.hitl.washington.edu/artoolkit.
[2] K. Arthur, K.S. Booth, and C. Ware. “Evaluating
Human Performance for Fishtank Virtual Reality.” ACM
Transactions on Information Systems, 11(3), 216-266,
1993.
[3] A. Fuhrmann, H. Löffelmann, D. Schmalstieg
“Collaborative Augmented Reality: Exploring Dynamical
Systems” IEEE Visualization 1997, pp. 459-462,
November 1997.
[4] H. Kaufmann, D. Schmalstieg, M. Wagner.
“Construct3D: A Virtual Reality Application for
Mathematics and Geometry Education” Education and
Information Technologies 5:4, special issue on "Virtual
Reality", pp. 263-276, 2000.
[5] G. Parker, G. Franck, and C. Ware. “Visualization of
Large Nested Graphs in 3D: Navigation and Interaction.”
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1998.
[6] R.L. Sollenberger, and P. Milgram. “A comparative
Study of Rotational and Stereoscopic Computer Graphic
Depth Cues.” Proceedings of the Human Factors Society
Annual Meeting, 1452-1456, 1991.
[7] R.L. Sollenberger, and P. Milgram. “The effects of
Stereoscopic and Rotational Displays in a Three-
Dimensional Path-Tracing Task.” Human Factors, 35 (3)
483-500, 1993.
[8] C. Ware, K. Arthur, and K.S. Booth. “Fishtank
Virtual Reality.” INTERCHI’93 Technical Paper
Proceedings, 37-42, 1993.
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[9] C. Ware, and G. Franck. “Evaluating Stereo and
Motion Cues for Visualizing Information Nets in Three
Dimensions.” ACM Transactions on Graphics, 15(2)
121-139, 1996.
[10] C. Ware, and J. Rose. “Rotating Virtual Objects with
Real Handles.” ACM Transactions on CHI, 6(2) 162-180,
1999.
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... In a research paper on IA, Kraus et al. (2022) [18] analyze and characterize the body of theoretical work in this area between 1990 and 2020. Under 'comparing media' the authors present a set of studies comparing the conventional computer screen with immersive AR and VR media, including [19]; [20]; [21] and [22]. Despite studies comparing different types of devices in Immersive Analytics, this comparison is not made specifically in the field of Immersive Unit Visualization, which is based on the premise of representing each unit individually rather than synthesizing information. ...
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Immersive Unit Visualization is an emergent form of visualization that arose from Immersive Analytics where, unlike traditional visualizations, each data point is represented by an individual visual mark in an immersive virtual environment. This practice has focused almost exclusively on virtual reality, excluding augmented reality (AR). This article develops and tests a prototype of an immersive Unit Visualization (Floating Companies II) with two AR devices: head-mounted display (HMD) and hand-held display (HHD). Results from the testing sessions with 20 users were analyzed through qualitative research analysis and thematic coding indicating that, while the HHD enabled a first contact with AR visualization on a familiar device, HMD improved the perception of hybrid space by supporting greater stability of virtual content; wider field of view; improved spatial perception; increased sense of immersion; and more realistic simulation, which impacted on information reading and sense-making. The materialization of abstract quantitative values into concrete reality through its simulation in the real environment and the ludic dimension stand out as important opportunities of this type of visualization. This paper investigates the aspects distinguishing two experiences regarding data visualization in hybrid space; and characterizes ways of seeing information with AR, identifying opportunities to advance information design research.
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User evaluation is a common and useful tool for systematically generating knowledge and validating novel approaches in the domain of Immersive Analytics. Since this research domain centres around users, user evaluation is of extraordinary relevance. Additionally, Immersive Analytics is an interdisciplinary field of research where different communities bring in their own methodologies. It is vital to investigate and synchronise these different approaches with the long‐term goal to reach a shared evaluation framework. While there have been several studies focusing on Immersive Analytics as a whole or on certain aspects of the domain, this is the first systematic review of the state of evaluation methodology in Immersive Analytics. The main objective of this systematic literature review is to illustrate methodologies and research areas that are still underrepresented in user studies by identifying current practice in user evaluation in the domain of Immersive Analytics in coherence with the PRISMA protocol. (see https://www.acm.org/publications/class-2012)
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