Is embodied interaction beneficial? A study on navigating network visualizations

Author:

Huang Helen H1,Pfister Hanspeter1,Yang Yalong2ORCID

Affiliation:

1. John A. Paulson School of Engineering and Applied Sciences, Harvard University, Cambridge, MA, USA

2. Department of Computer Science, Virginia Tech, Blacksburg, VA, USA

Abstract

Network visualizations are commonly used to analyze relationships in various contexts, such as social, biological, and geographical interactions. To efficiently explore a network visualization, the user needs to quickly navigate to different parts of the network and analyze local details. Recent advancements in display and interaction technologies inspire new visions for improved visualization and interaction design. Past research into network design has identified some key benefits to visualizing networks in 3D versus 2D. However, little work has been done to study the impact of varying levels of embodied interaction on network analysis. We present a controlled user study that compared four network visualization environments featuring conditions and hardware that leveraged different amounts of embodiment and visual perception ranging from a 2D visualization desktop environment with a standard mouse to a 3D visualization virtual reality environment. We measured the accuracy, speed, perceived workload, and preferences of 20 participants as they completed three network analytic tasks, each of which required unique navigation and substantial effort to complete. For the task that required participants to iterate over the entire visualization rather than focus on a specific area, we found that participants were more accurate using a VR HMD and a trackball mouse than conventional desktop settings. From a workload perspective, VR was generally considered the least mentally demanding and least frustrating to use in two of our three tasks. It was also preferred and ranked as the most effective and visually appealing condition overall. However, using VR to compare two side-by-side networks was difficult, and it was similar to or slower than other conditions in two of the three tasks. Overall, the accuracy and workload advantages of conditions with greater embodiment in specific tasks suggest promising opportunities to create more effective environments in which to analyze network visualizations.

Publisher

SAGE Publications

Subject

Computer Vision and Pattern Recognition

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

1. Exploring Embodied Asymmetric Two-Handed Interactions for Immersive Data Exploration;Extended Abstracts of the CHI Conference on Human Factors in Computing Systems;2024-05-11

2. Evaluating Navigation and Comparison Performance of Computational Notebooks on Desktop and in Virtual Reality;Proceedings of the CHI Conference on Human Factors in Computing Systems;2024-05-11

3. Universal Access for Social XR Across Devices: The Impact of Immersion on the Experience in Asymmetric Virtual Collaboration;2024 IEEE Conference Virtual Reality and 3D User Interfaces (VR);2024-03-16

4. Multi-Focus Querying of the Human Genome Information on Desktop and in Virtual Reality: an Evaluation;2023 IEEE International Symposium on Mixed and Augmented Reality (ISMAR);2023-10-16

5. A Computational Design Pipeline to Fabricate Sensing Network Physicalizations;IEEE Transactions on Visualization and Computer Graphics;2023

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