Descriptive Markers for the Cognitive Profiling of Desktop 3D Spaces

Author:

Sudár Anna,Csapó Ádám B.ORCID

Abstract

3D virtual reality spaces, whether running on desktop environments or on immersive displays, have been noted to support a radically new and highly stimulating way of working with digital content in a variety of application domains. At the same time, research in recent decades has produced a number of experimental results showing that the use of 3D, as opposed to 2D interfaces, can lead to performance improvements from a wide range of aspects, including the ability to comprehend and retain knowledge, ability to work collaboratively in more creative and effective ways, and ability to carry out workflows integrating numerous sources of information in less time. In this paper, we first review the relevant literature; then, we describe an exploratory study that we carried out with test subjects, both in a 3D desktop virtual environment and in a 2D web-based environment, while collecting eye tracking data. In the study, subjects were presented with a set of multimedia content on a range of topics within the field of astronomy, based on which they were subsequently asked to fill out a set of questionnaires. By comparing the 2D and 3D cases in terms of correctness of answers, time taken to perform the task, pupil dilation measurements, subjects’ self-reported difficulty assessments, as well as various kinds of high-level interaction patterns employed during the task (in 3D), we were able to identify a set of descriptive markers which may be relevant to the prediction of users’ effectiveness in virtual reality workspaces. In a weaker sense, the results also seem to support previous research works claiming improved effectiveness in 3D spaces compared to 2D web-based interfaces, although further work is needed to more clearly identify the constraints within which such benefits can be guaranteed.

Publisher

MDPI AG

Subject

Electrical and Electronic Engineering,Computer Networks and Communications,Hardware and Architecture,Signal Processing,Control and Systems Engineering

Reference43 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 (2022, November 29). Worldwide Spending on Augmented and Virtual Reality Forecast to Deliver Strong Growth Through 2024, According to a New IDC Spending Guide. Available online: https://www.businesswire.com/news/home/20201117005228/en/Worldwide-Spending-on-Augmented-and-Virtual-Reality-Forecast-to-Deliver-Strong-Growth-Through-2024-According-to-a-New-IDC-Spending-Guide.

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 4 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

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3