A Controlled Experiment on Spatial Orientation in VR-Based Software Cities

Marc O. Rüdel, J. Ganser, R. Koschke
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引用次数: 17

Abstract

Multiple authors have proposed a city metaphor for visualizing software. While early approaches have used threedimensional rendering on standard two-dimensional displays, recently researchers have started to use head-mounted displays to visualize software cities in immersive virtual reality systems (IVRS). For IVRS of a higher order it is claimed that they offer a higher degree of engagement and immersion as well as more intuitive interaction. On the other hand, spatial orientation may be a challenge in IVRS as already reported by studies on the use of IVRS in domains outside of software engineering such as gaming, education, training, and mechanical engineering or maintenance tasks. This might be even more true for the city metaphor for visualizing software. Software is immaterial and, hence, has no natural appearance. Only a limited number of abstract aspects of software are mapped onto visual representations so that software cities generally lack the details of the real world, such as the rich variety of objects or fine textures, which are often used as clues for orientation in the real world. In this paper, we report on an experiment in which we compare navigation in a particular kind of software city (EvoStreets) in two variants of IVRS. One with head-mounted display and hand controllers versus a 3D desktop visualization on a standard display with keyboard and mouse interaction involving 20 participants.
基于vr的软件城市空间定位控制实验
许多作者提出了一个可视化软件的城市比喻。虽然早期的方法是在标准的二维显示器上使用三维渲染,但最近研究人员开始使用头戴式显示器在沉浸式虚拟现实系统(IVRS)中可视化软件城市。据称,对于更高阶的IVRS,它们提供了更高程度的参与度和沉浸感,以及更直观的交互。另一方面,空间定位在IVRS中可能是一个挑战,正如已经报道的,在软件工程以外的领域,如游戏、教育、培训、机械工程或维护任务中使用IVRS的研究。对于可视化软件的城市比喻来说,这可能更加真实。软件是非物质的,因此没有自然的外观。只有有限数量的软件抽象方面被映射到视觉表示上,因此软件城市通常缺乏现实世界的细节,例如丰富多样的物体或精细的纹理,这些通常被用作现实世界中方向的线索。在本文中,我们报告了一项实验,在该实验中,我们比较了两种IVRS变体在特定类型的软件城市(EvoStreets)中的导航。一个是头戴式显示器和手动控制器,另一个是标准显示器上的3D桌面可视化,有键盘和鼠标交互,涉及20名参与者。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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