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Boorboor S, Castellana MS, Kim Y, Zhu-Tian C, Beyer J, Pfister H, Kaufman AE. VoxAR: Adaptive Visualization of Volume Rendered Objects in Optical See-Through Augmented Reality. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2024; 30:6801-6812. [PMID: 38096098 DOI: 10.1109/tvcg.2023.3340770] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 04/23/2024]
Abstract
We present VoxAR, a method to facilitate an effective visualization of volume-rendered objects in optical see-through head-mounted displays (OST-HMDs). The potential of augmented reality (AR) to integrate digital information into the physical world provides new opportunities for visualizing and interpreting scientific data. However, a limitation of OST-HMD technology is that rendered pixels of a virtual object can interfere with the colors of the real-world, making it challenging to perceive the augmented virtual information accurately. We address this challenge in a two-step approach. First, VoxAR determines an appropriate placement of the volume-rendered object in the real-world scene by evaluating a set of spatial and environmental objectives, managed as user-selected preferences and pre-defined constraints. We achieve a real-time solution by implementing the objectives using a GPU shader language. Next, VoxAR adjusts the colors of the input transfer function (TF) based on the real-world placement region. Specifically, we introduce a novel optimization method that adjusts the TF colors such that the resulting volume-rendered pixels are discernible against the background and the TF maintains the perceptual mapping between the colors and data intensity values. Finally, we present an assessment of our approach through objective evaluations and subjective user studies.
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Borhani Z, Sharma P, Ortega FR. Survey of Annotations in Extended Reality Systems. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2024; 30:5074-5096. [PMID: 37352090 DOI: 10.1109/tvcg.2023.3288869] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/25/2023]
Abstract
Annotation in 3D user interfaces such as Augmented Reality (AR) and Virtual Reality (VR) is a challenging and promising area; however, there are not currently surveys reviewing these contributions. In order to provide a survey of annotations for Extended Reality (XR) environments, we conducted a structured literature review of papers that used annotation in their AR/VR systems from the period between 2001 and 2021. Our literature review process consists of several filtering steps which resulted in 103 XR publications with a focus on annotation. We classified these papers based on the display technologies, input devices, annotation types, target object under annotation, collaboration type, modalities, and collaborative technologies. A survey of annotation in XR is an invaluable resource for researchers and newcomers. Finally, we provide a database of the collected information for each reviewed paper. This information includes applications, the display technologies and its annotator, input devices, modalities, annotation types, interaction techniques, collaboration types, and tasks for each paper. This database provides a rapid access to collected data and gives users the ability to search or filter the required information. This survey provides a starting point for anyone interested in researching annotation in XR environments.
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Schier F, Zeidler D, Chandran K, Yu Z, McGinity M. ViewR: Architectural-Scale Multi-User Mixed Reality With Mobile Head-Mounted Displays. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2024; 30:5609-5622. [PMID: 37549094 DOI: 10.1109/tvcg.2023.3299781] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 08/09/2023]
Abstract
The emergence of mobile head-mounted displays with robust "inside-out" markerless tracking and video-passthrough permits the creation of novel mixed reality (MR) experiences in which architectural spaces of arbitrary size can be transformed into immersive multi-user visualisation arenas. Here we outline ViewR, an open-source framework for rapidly constructing and deploying architectural-scale multi-user MR experiences. ViewR includes tools for rapid alignment of real and virtual worlds, tracking loss detection and recovery, user trajectory visualisation and world state synchronisation between users with persistence across sessions. ViewR also provides control over the blending of the real and the virtual, specification of site-specific blending zones, and video-passthrough avatars, allowing users to see and interact with one another directly. Using ViewR, we explore the transformation of large architectural structures into immersive arenas by creating a range of experiences in various locations, with a particular focus on architectural affordances such as mezzanines, stairs, gangways and elevators. Our tests reveal that ViewR allows for experiences that would not be possible with pure virtual reality, and indicate that, with certain strategies for recovering from tracking errors, it is possible to construct large scale multi-user MR experiences using contemporary consumer virtual reality head-mounted displays.
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In S, Lin T, North C, Pfister H, Yang Y. This is the Table I Want! Interactive Data Transformation on Desktop and in Virtual Reality. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2024; 30:5635-5650. [PMID: 37506003 DOI: 10.1109/tvcg.2023.3299602] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 07/30/2023]
Abstract
Data transformation is an essential step in data science. While experts primarily use programming to transform their data, there is an increasing need to support non-programmers with user interface-based tools. With the rapid development in interaction techniques and computing environments, we report our empirical findings about the effects of interaction techniques and environments on performing data transformation tasks. Specifically, we studied the potential benefits of direct interaction and virtual reality (VR) for data transformation. We compared gesture interaction versus a standard WIMP user interface, each on the desktop and in VR. With the tested data and tasks, we found time performance was similar between desktop and VR. Meanwhile, VR demonstrates preliminary evidence to better support provenance and sense-making throughout the data transformation process. Our exploration of performing data transformation in VR also provides initial affirmation for enabling an iterative and fully immersive data science workflow.
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Jackson B, Lor L, Heggeseth BC. Workspace Guardian: Investigating Awareness of Personal Workspace Between Co-Located Augmented Reality Users. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2024; 30:2724-2733. [PMID: 38437099 DOI: 10.1109/tvcg.2024.3372073] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 03/06/2024]
Abstract
As augmented reality (AR) systems proliferate and the technology gets smaller and less intrusive, we imagine a future where many AR users will interact in the same physical locations (e.g., in shared work places and public spaces). While previous research has explored AR collaboration in these spaces, our focus is on co-located but independent work. In this paper, we explore co-located AR user behavior and investigate techniques for promoting awareness of personal workspace boundaries. Specifically, we compare three techniques: showing all virtual content, visualizing bounding box outlines of content, and a self-defined workspace boundary. The findings suggest that a self-defined boundary led to significantly more personal workspace encroachments.
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Seraji MR, Piray P, Zahednejad V, Stuerzlinger W. Analyzing User Behaviour Patterns in a Cross-Virtuality Immersive Analytics System. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2024; 30:2613-2623. [PMID: 38470602 DOI: 10.1109/tvcg.2024.3372129] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 03/14/2024]
Abstract
Recent work in immersive analytics suggests benefits for systems that support work across both 2D and 3D data visualizations, i.e., cross-virtuality analytics systems. Here, we introduce HybridAxes, an immersive visual analytics system that enables users to conduct their analysis either in 2D on desktop monitors or in 3D within an immersive AR environment - while enabling them to seamlessly switch and transfer their graphs between modes. Our user study results show that the cross-virtuality sub-systems in HybridAxes complement each other well in helping the users in their data-understanding journey. We show that users preferred using the AR component for exploring the data, while they used the desktop to work on more detail-intensive tasks. Despite encountering some minor challenges in switching between the two virtuality modes, users consistently rated the whole system as highly engaging, user-friendly, and helpful in streamlining their analytics processes. Finally, we present suggestions for designers of cross-virtuality visual analytics systems and identify avenues for future work.
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Friedl-Knirsch J, Stach C, Pointecker F, Anthes C, Roth D. A Study on Collaborative Visual Data Analysis in Augmented Reality with Asymmetric Display Types. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2024; 30:2633-2643. [PMID: 38437119 DOI: 10.1109/tvcg.2024.3372103] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 03/06/2024]
Abstract
Collaboration is a key aspect of immersive visual data analysis. Due to its inherent benefit of seeing co-located collaborators, augmented reality is often useful in such collaborative scenarios. However, to enable the augmentation of the real environment, there are different types of technology available. While there are constant developments in specific devices, each of these device types provide different premises for collaborative visual data analysis. In our work we combine handheld, optical see-through and video see-through displays to explore and understand the impact of these different device types in collaborative immersive analytics. We conducted a mixed-methods collaborative user study where groups of three performed a shared data analysis task in augmented reality with each user working on a different device, to explore differences in collaborative behaviour, user experience and usage patterns. Both quantitative and qualitative data revealed differences in user experience and usage patterns. For collaboration, the different display types influenced how well participants could participate in the collaborative data analysis, nevertheless, there was no measurable effect in verbal communication.
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Lee B, Sedlmair M, Schmalstieg D. Design Patterns for Situated Visualization in Augmented Reality. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2024; 30:1324-1335. [PMID: 37883275 DOI: 10.1109/tvcg.2023.3327398] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 10/28/2023]
Abstract
Situated visualization has become an increasingly popular research area in the visualization community, fueled by advancements in augmented reality (AR) technology and immersive analytics. Visualizing data in spatial proximity to their physical referents affords new design opportunities and considerations not present in traditional visualization, which researchers are now beginning to explore. However, the AR research community has an extensive history of designing graphics that are displayed in highly physical contexts. In this work, we leverage the richness of AR research and apply it to situated visualization. We derive design patterns which summarize common approaches of visualizing data in situ. The design patterns are based on a survey of 293 papers published in the AR and visualization communities, as well as our own expertise. We discuss design dimensions that help to describe both our patterns and previous work in the literature. This discussion is accompanied by several guidelines which explain how to apply the patterns given the constraints imposed by the real world. We conclude by discussing future research directions that will help establish a complete understanding of the design of situated visualization, including the role of interactivity, tasks, and workflows.
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Mendoza S, Cortés-Dávalos A, Sánchez-Adame LM, Decouchant D. An Architecture for Collaborative Terrain Sketching with Mobile Devices. SENSORS 2021; 21:s21237881. [PMID: 34883882 PMCID: PMC8659822 DOI: 10.3390/s21237881] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 09/28/2021] [Revised: 10/30/2021] [Accepted: 11/09/2021] [Indexed: 11/20/2022]
Abstract
3D terrains used in digital animations and videogames are typically created by several collaborators with a single-user application, which constrains them to update the shared terrain from their PCs, using a turn-taking strategy. Moreover, collaborators have to visualize the terrain through 2D views, confusing novice users when conceiving its shape in 3D. In this article, we describe an architecture for collaborative applications, which allow co-located users to sketch a terrain using their mobile devices concurrently. Two interaction modes are supplied: the standard one and an augmented reality-based mode, which helps collaborators understand the 3D terrain shape. Using the painting with brushesparadigm, users can modify the terrain while visualizing its shape evolution through the camera of their devices. Work coordination is promoted by enriching the 3D space with each collaborator’s avatar, which provides awareness information about identity, location, and current action. We implemented a collaborative application from this architecture that was tested by groups of users, who assessed its hedonic and pragmatic qualities in both interaction modes and compared them with the qualities of a similar Web terrain editor. The results showed that the augmented reality mode of our prototype was considered more attractive and usable by the participants.
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Affiliation(s)
- Sonia Mendoza
- Computer Science Department, CINVESTAV-IPN, Mexico City 07360, Mexico; (A.C.-D.); (L.M.S.-A.)
- Correspondence:
| | - Andrés Cortés-Dávalos
- Computer Science Department, CINVESTAV-IPN, Mexico City 07360, Mexico; (A.C.-D.); (L.M.S.-A.)
| | | | - Dominique Decouchant
- Information Technologies Department, UAM-Cuajimalpa, Mexico City 05348, Mexico;
- Centre National de la Recherche Scientifique (C.N.R.S.), Laboratoire LIG, University of Grenoble, 38058 Grenoble, France
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Kraus M, Klein K, Fuchs J, Keim D, Schreiber F, Sedlmair M, Rhyne TM. The Value of Immersive Visualization. IEEE COMPUTER GRAPHICS AND APPLICATIONS 2021; 41:125-132. [PMID: 34264822 DOI: 10.1109/mcg.2021.3075258] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/13/2023]
Abstract
In recent years, research on immersive environments has experienced a new wave of interest, and immersive analytics has been established as a new research field. Every year, a vast amount of different techniques, applications, and user studies are published that focus on employing immersive environments for visualizing and analyzing data. Nevertheless, immersive analytics is still a relatively unexplored field that needs more basic research in many aspects and is still viewed with skepticism. Rightly so, because in our opinion, many researchers do not fully exploit the possibilities offered by immersive environments and, on the contrary, sometimes even overestimate the power of immersive visualizations. Although a growing body of papers has demonstrated individual advantages of immersive analytics for specific tasks and problems, the general benefit of using immersive environments for effective analytic tasks remains controversial. In this article, we reflect on when and how immersion may be appropriate for the analysis and present four guiding scenarios. We report on our experiences, discuss the landscape of assessment strategies, and point out the directions where we believe immersive visualizations have the greatest potential.
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