ABSTRACT
Large, high-resolution displays (LHRD) are known to be well suited to support visual analysis in ways that surpass desktop/laptop displays. This paper describes our work on SageXR, an initial effort to determine the extent to which physical displays can be replaced by head mounted displays to support the visual analysis process from start to finish. Findings from studies of veteran LHRD users showed that: HMD workspaces has future potential towards providing the benefits of a LHRD; all participants used at least two times more virtual space than physical space - given the opportunity users desire and are able to make meaningful use of more working space; the virtual viewing area used by a single participant was equivalent to physical LHRDs; and while participants tended to surround themselves with data, most actually wanted a virtualized LHRD.
- Christopher Andrews, Alex Endert, and Chris North. 2010. Space to think: large high-resolution displays for sensemaking. In Proceedings of the SIGCHI conference on human factors in computing systems. 55–64.Google ScholarDigital Library
- Christopher Andrews, Alex Endert, Beth Yost, and Chris North. 2011. Information visualization on large, high-resolution displays: Issues, challenges, and opportunities. Information Visualization 10, 4 (2011), 341–355. https://doi.org/10.1177/1473871611415997 arXiv:https://doi.org/10.1177/1473871611415997Google ScholarDigital Library
- Christopher Andrews, Alex Endert, Beth Yost, and Chris North. 2011. Information visualization on large, high-resolution displays: Issues, challenges, and opportunities. Information Visualization 10, 4 (2011), 341–355.Google ScholarDigital Library
- Robert Ball and Chris North. 2005. Effects of tiled high-resolution display on basic visualization and navigation tasks. In CHI’05 extended abstracts on Human factors in computing systems. 1196–1199.Google Scholar
- Robert Ball, Chris North, and Doug A Bowman. 2007. Move to improve: promoting physical navigation to increase user performance with large displays. In Proceedings of the SIGCHI conference on Human factors in computing systems. 191–200.Google ScholarDigital Library
- Andrea Batch, Andrew Cunningham, Maxime Cordeil, Niklas Elmqvist, Tim Dwyer, Bruce H. Thomas, and Kim Marriott. 2020. There Is No Spoon: Evaluating Performance, Space Use, and Presence with Expert Domain Users in Immersive Analytics. IEEE Transactions on Visualization and Computer Graphics 26, 1(2020), 536–546. https://doi.org/10.1109/TVCG.2019.2934803Google ScholarCross Ref
- Doug A Bowman. 2020. Embracing Physical Keyboards for Virtual Reality. IEEE Annals of the History of Computing 53, 09 (2020), 9–10.Google ScholarCross Ref
- Lauren Bradel, Alex Endert, Kristen Koch, Christopher Andrews, and Chris North. 2013. Large high resolution displays for co-located collaborative sensemaking: Display usage and territoriality. International Journal of Human-Computer Studies 71, 11 (2013), 1078–1088.Google ScholarDigital Library
- Mary Czerwinski, Greg Smith, Tim Regan, Brian Meyers, George G Robertson, and Gary K Starkweather. 2003. Toward characterizing the productivity benefits of very large displays.. In Interact, Vol. 3. 9–16.Google Scholar
- Stephen Di Verdi, Daniel Nurmi, and Tobias Hollerer. 2003. ARWin-a desktop augmented reality window manager. In The Second IEEE and ACM International Symposium on Mixed and Augmented Reality, 2003. Proceedings. IEEE, 298–299.Google ScholarCross Ref
- Tilman Dingler, Kai Kunze, and Benjamin Outram. 2018. Vr reading uis: Assessing text parameters for reading in vr. In Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems. 1–6.Google ScholarDigital Library
- Barrett Ens, Benjamin Bach, Maxime Cordeil, Ulrich Engelke, Marcos Serrano, Wesley Willett, Arnaud Prouzeau, Christoph Anthes, Wolfgang Büschel, Cody Dunne, 2021. Grand challenges in immersive analytics. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems. 1–17.Google ScholarDigital Library
- Barrett Ens, Juan David Hincapié-Ramos, and Pourang Irani. 2014. Ethereal planes: a design framework for 2D information space in 3D mixed reality environments. In Proceedings of the 2nd ACM symposium on Spatial user interaction. 2–12.Google ScholarDigital Library
- Steven Feiner, Blair MacIntyre, Marcus Haupt, and Eliot Solomon. 1993. Windows on the world: 2D windows for 3D augmented reality. In Proceedings of the 6th annual ACM symposium on User interface software and technology. 145–155.Google ScholarDigital Library
- Tera Marie Green, William Ribarsky, and Brian Fisher. 2009. Building and applying a human cognition model for visual analytics. Information visualization 8, 1 (2009), 1–13.Google Scholar
- Cameron Grout, William Rogers, Mark Apperley, and Steve Jones. 2015. Reading text in an immersive head-mounted display: An investigation into displaying desktop interfaces in a 3D virtual environment. In Proceedings of the 15th New Zealand Conference on Human-Computer Interaction. 9–16.Google ScholarDigital Library
- John Paulin Hansen, Vijay Rajanna, I Scott MacKenzie, and Per Bækgaard. 2018. A Fitts’ law study of click and dwell interaction by gaze, head and mouse with a head-mounted display. In Proceedings of the Workshop on Communication by Gaze Interaction. 1–5.Google ScholarDigital Library
- Ratko Jagodic, Luc Renambot, Andrew Johnson, Jason Leigh, and Sachin Deshpande. 2011. Enabling multi-user interaction in large high-resolution distributed environments. Future Generation Computer Systems 27, 7 (2011), 914–923.Google ScholarDigital Library
- Louise C Johnson. 2006. Browsing the modern kitchen—a feast of gender, place and culture (part 1). Gender, Place & Culture 13, 2 (2006), 123–132.Google ScholarCross Ref
- Nurit Kirshenbaum, Dylan Kobayashi, Alberto Gonzalez Martinez, and Jason Leigh. 2019. On a side note: observations on using digital notes on a large display with users sitting at extreme sides. In Proceedings of the 8th ACM International Symposium on Pervasive Displays. 1–7.Google ScholarDigital Library
- Max Krichenbauer, Goshiro Yamamoto, Takafumi Taketom, Christian Sandor, and Hirokazu Kato. 2017. Augmented reality versus virtual reality for 3d object manipulation. IEEE transactions on visualization and computer graphics 24, 2(2017), 1038–1048.Google Scholar
- Jason Leigh. 2019. Travel in Virtual Reality. In VR Developer Gems. AK Peters/CRC Press, 229–242.Google Scholar
- Jason Leigh, Andrew Johnson, Luc Renambot, Tom Peterka, Byungil Jeong, Daniel J Sandin, Jonas Talandis, Ratko Jagodic, Sungwon Nam, Hyejung Hur, 2012. Scalable resolution display walls. Proc. IEEE 101, 1 (2012), 115–129.Google ScholarCross Ref
- Jason Leigh, Andrew E Johnson, Christina A Vasilakis, and Thomas A DeFanti. 1996. Multi-perspective collaborative design in persistent networked virtual environments. In Proceedings of the IEEE 1996 Virtual Reality Annual International Symposium. IEEE, 253–260.Google ScholarCross Ref
- Jason Leigh, Dylan Kobayashi, Nurit Kirshenbaum, Troy Wooton, Alberto Gonzalez, Luc Renambot, Andrew Johnson, Maxine Brown, Andrew Burks, Krishna Bharadwaj, Arthur Nishimoto, Lance Long, Jason Haga, John Burns, Francis Cristobal, Jared McLean, Roberto Pelayo, and Mahdi Belcaid. 2019. Usage Patterns of Wideband Display Environments In e-Science Research, Development and Training. In 2019 15th International Conference on eScience (eScience). 301–310. https://doi.org/10.1109/eScience.2019.00041Google ScholarCross Ref
- Lee Lisle, Kylie Davidson, Edward J.K. Gitre, Chris North, and Doug A. Bowman. 2021. Sensemaking Strategies with Immersive Space to Think. In 2021 IEEE Virtual Reality and 3D User Interfaces (VR). 529–537. https://doi.org/10.1109/VR50410.2021.00077Google ScholarCross Ref
- Jock D. Mackinlay and Jeffrey Heer. 2004. Wideband Displays: Mitigating Multiple Monitor Seams. In CHI ’04 Extended Abstracts on Human Factors in Computing Systems (Vienna, Austria) (CHI EA ’04). Association for Computing Machinery, New York, NY, USA, 1521–1524. https://doi.org/10.1145/985921.986105Google ScholarDigital Library
- Steve Mann, Tom Furness, Yu Yuan, Jay Iorio, and Zixin Wang. 2018. All reality: Virtual, augmented, mixed (x), mediated (x, y), and multimediated reality. arXiv preprint arXiv:1804.08386(2018).Google Scholar
- G Elisabeta Marai, Jason Leigh, and Andrew Johnson. 2019. Immersive analytics lessons from the electronic visualization laboratory: a 25-year perspective. IEEE computer graphics and applications 39, 3 (2019), 54–66.Google Scholar
- Thomas Marrinan, Jillian Aurisano, Arthur Nishimoto, Krishna Bharadwaj, Victor Mateevitsi, Luc Renambot, Lance Long, Andrew Johnson, and Jason Leigh. 2014. SAGE2: A new approach for data intensive collaboration using Scalable Resolution Shared Displays. In 10th IEEE International Conference on Collaborative Computing: Networking, Applications and Worksharing. IEEE, 177–186.Google ScholarCross Ref
- Erin Martel, Feng Su, Jesse Gerroir, Ahmed Hassan, Audrey Girouard, and Kasia Muldner. 2015. Diving Head-First into Virtual Reality: Evaluating HMD Control Schemes for VR Games.. In FDG.Google Scholar
- Kyoung S Park, Yong J Cho, Naveen K Krishnaprasad, Chris Scharver, Michael J Lewis, Jason Leigh, and Andrew E Johnson. 2000. CAVERNsoft G2: a toolkit for high performance tele-immersive collaboration. In Proceedings of the ACM symposium on Virtual reality software and technology. 8–15.Google ScholarDigital Library
- Peter Pirolli and Stuart Card. 2005. The sensemaking process and leverage points for analyst technology as identified through cognitive task analysis. In Proceedings of international conference on intelligence analysis, Vol. 5. McLean, VA, USA, 2–4.Google Scholar
- Khairi Reda, Catherine Offord, Andrew E Johnson, and Jason Leigh. 2014. Expanding the porthole: leveraging large, high-resolution displays in exploratory visual analysis. In CHI’14 Extended Abstracts on Human Factors in Computing Systems. 2047–2052.Google Scholar
- George Robertson, Maarten Van Dantzich, Daniel Robbins, Mary Czerwinski, Ken Hinckley, Kirsten Risden, David Thiel, and Vadim Gorokhovsky. 2000. The Task Gallery: a 3D window manager. In Proceedings of the SIGCHI conference on Human factors in computing systems. 494–501.Google ScholarDigital Library
- Kadek Ananta Satriadi, Barrett Ens, Maxime Cordeil, Tobias Czauderna, and Bernhard Jenny. 2020. Maps Around Me: 3D Multiview Layouts in Immersive Spaces. Proc. ACM Hum.-Comput. Interact. 4, ISS, Article 201 (Nov. 2020), 20 pages. https://doi.org/10.1145/3427329Google ScholarDigital Library
- Lauren Shupp, Robert Ball, Beth Yost, John Booker, and Chris North. 2006. Evaluation of viewport size and curvature of large, high-resolution displays.. In Graphics Interface. 123–130.Google Scholar
- Desney S Tan, Darren Gergle, Peter Scupelli, and Randy Pausch. 2003. With similar visual angles, larger displays improve spatial performance. In Proceedings of the SIGCHI conference on Human factors in computing systems. 217–224.Google ScholarDigital Library
- Robert J Teather and Wolfgang Stuerzlinger. 2015. Factors affecting mouse-based 3d selection in desktop vr systems. In Proceedings of the 3rd ACM Symposium on Spatial User Interaction. 10–19.Google ScholarDigital Library
- Chunxue Wei, Difeng Yu, and Tilman Dingler. 2020. Reading on 3D Surfaces in Virtual Environments. In 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 721–728.Google ScholarCross Ref
Recommendations
Understanding Researchers' Use of a Large, High-Resolution Display Across Disciplines
ITS '15: Proceedings of the 2015 International Conference on Interactive Tabletops & SurfacesA driving force behind the design of increasingly large and high resolution displays (LHRDs) has been the need to support the explosion of data in the natural sciences such as physics, chemistry, and biology. However, our experience with an LHRD ...
Information visualization on large, high-resolution displays: issues, challenges, and opportunities
Special issue on State of the Field and New Research DirectionsLarger, higher-resolution displays are becoming accessible to a greater number of users as display technologies decrease in cost and software for the displays improves. The additional pixels are especially useful for information visualization where ...
Head-mounted display with mid-air tactile feedback
VRST '15: Proceedings of the 21st ACM Symposium on Virtual Reality Software and TechnologyVirtual and physical worlds are merging. Currently users of head-mounted displays cannot have unobtrusive tactile feedback while touching virtual objects. We present a mid-air tactile feedback system for head-mounted displays. Our prototype uses the ...
Comments