论文标题
路径跟踪2D,3D和物理化网络
Path Tracing in 2D, 3D, and Physicalized Networks
论文作者
论文摘要
通常建议不要使用3D可视化诸如网络之类的抽象数据,但是Ware and Mitchell的2008年研究表明,网络中的路径跟踪在3D中比2D中的误差低。但是,目前尚不清楚,如果使用边缘路线改善网络的2D表示,并且当可探索网络的简单交互技术时,则3D保留了其优势。我们通过在新条件下进行两项路径追踪的研究来解决这一问题。第一个研究进行了预剖分,涉及34位用户,并比较了用户可以在虚拟现实中旋转和移动的2D和3D布局,并将其与手持式控制器进行了比较。尽管在2D中使用边缘路线以及使用鼠标驱动的边缘的边缘,但3D的错误率却低于2D。第二项研究涉及12名用户并研究了数据物理化,比较了虚拟现实中的3D布局与Microsoft Hololens耳机增强网络的物理3D打印输出。没有发现错误率的差异,但是用户在身体状况下用手指执行了各种动作,这可以为新的互动技术提供信息。
It is common to advise against using 3D to visualize abstract data such as networks, however Ware and Mitchell's 2008 study showed that path tracing in a network is less error prone in 3D than in 2D. It is unclear, however, if 3D retains its advantage when the 2D presentation of a network is improved using edge-routing, and when simple interaction techniques for exploring the network are available. We address this with two studies of path tracing under new conditions. The first study was preregistered, involved 34 users, and compared 2D and 3D layouts that the user could rotate and move in virtual reality with a handheld controller. Error rates were lower in 3D than in 2D, despite the use of edge-routing in 2D and the use of mouse-driven interactive highlighting of edges. The second study involved 12 users and investigated data physicalization, comparing 3D layouts in virtual reality versus physical 3D printouts of networks augmented with a Microsoft HoloLens headset. No difference was found in error rate, but users performed a variety of actions with their fingers in the physical condition which can inform new interaction techniques.