ABSTRACT
Two major form factors for virtual reality are head-mounted displays and large display environments such as CAVE®and the LCD-based successor CAVE2®. Each of these has distinct advantages and limitations based on how they’re used. This work explores preserving the high resolution and sense of presence of CAVE2 environments in full stereoscopic mode by using a see-though augmented reality HMD to expand the user’s field of regard beyond the physical display walls. In our explorative study, we found that in a visual search task in a stereoscopic CAVE2, the addition of the HoloLens to expand the field of regard did not hinder the performance or accuracy of the participant, but promoted more physical navigation which in post-study interviews participants felt aided in their spatial awareness of the virtual environment.
Supplemental Material
- 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 - CHI ’07. ACM Press, 191. https://doi.org/10.1145/1240624.1240656Google ScholarDigital Library
- Doug A Bowman, Tobias Höllerer, Cha Lee, Ryan P McMahan, and Regis Kopper. 2012. Evaluating effectiveness in virtual environments with MR simulation. (2012), 11.Google Scholar
- Marco Cavallo, Mishal Dholakia, Matous Havlena, Kenneth Ocheltree, and Mark Podlaseck. 2019. Dataspace: A Reconfigurable Hybrid Reality Environment for Collaborative Information Analysis. ArXiv abs/1903.03700(2019).Google Scholar
- M. Cordeil, T. Dwyer, K. Klein, B. Laha, K. Marriott, and B. H. Thomas. 2017. Immersive Collaborative Analysis of Network Connectivity: CAVE-style or Head-Mounted Display?IEEE Transactions on Visualization and Computer Graphics 23, 1 (Jan 2017), 441–450. https://doi.org/10.1109/TVCG.2016.2599107Google Scholar
- Alessandro Febretti, Arthur Nishimoto, Terrance Thigpen, Jonas Talandis, Lance Long, J. D. Pirtle, Tom Peterka, Alan Verlo, Maxine Brown, and Dana Plepys. 2013. CAVE2: a hybrid reality environment for immersive simulation and information analysis. In IS&T/SPIE Electronic Imaging. International Society for Optics and Photonics, 864903–864903. http://proceedings.spiedigitallibrary.org/proceeding.aspx?articleid=1660803Google Scholar
- Sandra G. Hart and Lowell E. Staveland. 1988. Development of NASA-TLX (Task Load Index): Results of Empirical and Theoretical Research. Human Mental Workload, Vol. 52. North-Holland, 139–183. https://doi.org/10.1016/S0166-4115(08)62386-9Google Scholar
- Hans-Christian Jetter, Johannes Schöning, Roman Rädle3 Harald Reiterer, and Yvonne Rogers. 2013. Collaborative Interactions in Future Crisis Rooms. In Submisson to ECML Workshop. http://hci.uni-konstanz.de/downloads/bigwallhci_jetter_et_al.pdfGoogle Scholar
- M. Klapperstuck, T. Czauderna, C. Goncu, J. Glowacki, T. Dwyer, F. Schreiber, and K. Marriott. 2016. ContextuWall: Peer Collaboration Using (Large) Displays. In 2016 Big Data Visual Analytics (BDVA). 1–8. https://doi.org/10.1109/BDVA.2016.7787047Google Scholar
- Jason Leigh, Andrew Johnson, Luc Renambot, Tom Peterka, Byungil Jeong, Daniel J. Sandin, Jonas Talandis, Ratko Jagodic, Sungwon Nam, Hyejung Hur, and et al.2013. Scalable Resolution Display Walls. Proc. IEEE 101, 1 (Jan 2013), 115–129. https://doi.org/10.1109/JPROC.2012.2191609Google ScholarCross Ref
- Can Liu, Olivier Chapuis, Michel Beaudouin-Lafon, and Eric Lecolinet. 2016. Shared Interaction on a Wall-Sized Display in a Data Manipulation Task. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems(CHI ’16). ACM, 2075–2086. https://doi.org/10.1145/2858036.2858039Google ScholarDigital Library
- 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 Collaborative Computing: Networking, Applications and Worksharing (CollaborateCom), 2014 International Conference on. IEEE, 177–186. http://ieeexplore.ieee.org/xpls/abs_all.jsp?arnumber=7014563Google Scholar
- Mahdi Nabiyouni, Siroberto Scerbo, Doug A. Bowman, and Tobias Höllerer. 2017. Relative Effects of Real-world and Virtual-World Latency on an Augmented Reality Training Task: An AR Simulation Experiment. Frontiers in ICT 3(2017). https://doi.org/10.3389/fict.2016.00034Google Scholar
- K. Nagao, Y. Ye, C. Wang, I. Fujishiro, and K. Ma. 2016. Enabling interactive scientific data visualization and analysis with see-through hmds and a large tiled display. In 2016 Workshop on Immersive Analytics (IA). 1–6. https://doi.org/10.1109/IMMERSIVE.2016.7932374Google ScholarCross Ref
- Markus Rittenbruch. 2014. Evaluating the Use of a Very Large-scale Presentation and Collaboration Framework. In Proceedings of The International Symposium on Pervasive Displays - PerDis ’14. ACM Press, 124–129. https://doi.org/10.1145/2611009.2611023Google ScholarDigital Library
- M. Rodrigue, A. Waranis, T. Wood, and T. Höllerer. 2015. Mixed reality simulation with physical mobile display devices. In 2015 IEEE Virtual Reality (VR). 105–110. https://doi.org/10.1109/VR.2015.7223331Google Scholar
- Thomas Schubert, Frank Friedmann, and Holger Regenbrecht. 2001. The Experience of Presence: Factor Analytic Insights. Presence 10 (Jun 2001), 266–281. https://doi.org/10.1162/105474601300343603Google Scholar
- Jürgen P. Schulze, Andrew Prudhomme, Philip Weber, and Thomas A. DeFanti. 2013. CalVR: an advanced open source virtual reality software framework. In IS&T/SPIE Electronic Imaging. International Society for Optics and Photonics, 864902–864902. http://proceedings.spiedigitallibrary.org/proceeding.aspx?articleid=1660802Google Scholar
Recommendations
Negative Effects Associated with HMDs in Augmented and Virtual Reality
Virtual, Augmented and Mixed Reality. Design and InteractionAbstractHead mounted displays (HMD) are becoming ubiquitous. Simulator sickness has been an issue since the first simulators and HMDs were created. As computational power and display capabilities increase, so does their utilization in technologies such as ...
Haptics in Augmented Reality
ICMCS '99: Proceedings of the IEEE International Conference on Multimedia Computing and Systems - Volume 2An augmented reality system merges synthetic sensory information into a user's perception of a three-dimensional environment. An important performance goal for an augmented reality system is that the user perceives a single seamless environment. In most ...
Speed reading on virtual reality and augmented reality
AbstractMany virtual reality (VR) and augmented reality (AR) applications in education require speed reading. The current study aimed to explore whether the reading performance on VR and AR is different from that on traditional desktop display,...
Highlights- We explored performance of speed reading on virtual and augmented reality.
- ...
Comments