Affiliation:
1. University Research and Innovation Center, Óbuda University, H-1034 Budapest, Hungary
2. Doctoral School of Multidisciplinary Engineering Sciences, Széchenyi István University, H-9026 Gyor, Hungary
3. Eötvös Loránd Research Network, Piarista u. 4, H-1052 Budapest, Hungary
Abstract
Three-dimensional virtual reality (VR) environments, whether operating on desktop platforms or immersive screens, have been recognized for enabling novel and extremely engaging methods of interacting with digital content across various fields of application. Studies conducted over the past several years have also consistently suggested that utilizing 3D in contrast to 2D interfaces can lead to enhancements in multiple performance dimensions. These enhancements encompass better understanding and retention of information, increased capacity for inventive and efficient collaboration, and the ability to execute workflows that integrate numerous information sources more quickly. At the same time, how digital content such as documents, audio–visual content and web browsers are integrated into 3D spaces is often decided by the creators of the spaces based on either aesthetic considerations, or on a case-by-case basis depending on the workflow. In this paper, we present the results of an experiment we conducted to better understand how users prefer to arrange digital content in their 3D environments, depending on the subject matter, the format of the content (e.g., text-based, image, or audio–visual) and the 3D objects within the space. The results of the experiment presented in the paper can help inform future 3D VR design methodologies and may also provide support for automated content arrangement solutions.
Subject
Electrical and Electronic Engineering,Computer Networks and Communications,Hardware and Architecture,Signal Processing,Control and Systems Engineering
Reference53 articles.
1. Exploring barriers to adoption of Virtual Reality through Social Media Analytics and Machine Learning—An assessment of technology, network, price and trialability;Laurell;J. Bus. Res.,2019
2. IDC (2023, April 24). IDC Spending Guide Forecasts Strong Growth for Augmented and Virtual Reality. Available online: https://www.idc.com/getdoc.jsp?containerId=prUS49916122.
3. An insider’s view of the future of virtual reality;Lanier;J. Commun.,1992
4. Dalgarno, B., Hedberg, J., and Harper, B. (2002, January 8–11). The contribution of 3D environments to conceptual understanding. Proceedings of the 19th Annual Conference of the Australasian Society for Computers in Learning in Tertiary Education, Winds of Change in the Sea of Learning, Auckland, New Zealand.
5. A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda;Radianti;Comput. Educ.,2020
Cited by
5 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献