Aesthetics and comprehension of curved 3D graphs in Virtual Reality

IF 1.7 3区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Adam Drogemuller, Andrew Cunningham, James Walsh, James Baumeister, Ross T. Smith, Bruce H. Thomas
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Abstract

Studies and evaluations of 3D graph aesthetics beyond the desktop currently remain sparse, despite recent advancements and applications with the emergence of Immersive Analytics. This paper explores curvature aesthetics for the edges within a 3D graph visualisation and presents preliminary implementations to a Lombardi-inspired rendering for an edge. Additionally, we evaluate three approaches to curvature through two studies to compare against straight-lines as a baseline. The two studies focused on observing user preference and performance when navigating a curved graph without and with topological-based tasks in Virtual Reality (VR). We found that curved edges without specified orientations tended to perform worse in performance and preference compared to Lombardi-inspired implementations of edges. Pupillary response and the participant’s approaches to navigation were also observed to be indicative of the edge’s respective performance for topological-based tasks.

虚拟现实中曲面三维图形的美学与理解
尽管最近随着沉浸式分析的出现取得了进步和应用,但目前对桌面以外的3D图形美学的研究和评估仍然很少。本文探讨了3D图形可视化中边缘的曲率美学,并介绍了受Lombardi启发的边缘渲染的初步实现。此外,我们通过两项研究评估了三种曲率方法,以比较作为基线的直线。这两项研究的重点是在虚拟现实(VR)中,在没有和有基于拓扑的任务的情况下导航曲线图时,观察用户的偏好和性能。我们发现,与Lombardi启发的边缘实现相比,没有指定方向的弯曲边缘往往在性能和偏好方面表现较差。瞳孔反应和参与者的导航方法也被观察到表明了边缘在基于拓扑的任务中的各自表现。
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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来源期刊
Journal of Computer Languages
Journal of Computer Languages Computer Science-Computer Networks and Communications
CiteScore
5.00
自引率
13.60%
发文量
36
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