对分布式非对称协作可视化解决问题的理解

Wai Tong, Meng Xia, Kamkwai Wong, D. Bowman, T. Pong, Huamin Qu, Yalong Yang
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引用次数: 2

摘要

本文通过控制用户研究,为在分布式不对称设置中使用协作可视化提供了用户体验的经验知识。由于能够访问各种计算设备,例如虚拟现实(VR)头戴式显示器,当协作者不得不或更喜欢在不同的地方使用不同的计算环境时,场景就会出现。然而,我们仍然缺乏对在非对称环境中使用VR进行协作可视化的理解。为了获得对不对称系统的初步理解和更好的设计信息,我们首先对12对参与者进行了形成性研究。所有参与者在不对称(PC-VR)和对称(PC-PC和VR-VR)环境下进行合作。然后,我们根据第一项研究的主要发现和观察结果改进了我们的不对称设计。在一项后续研究中,另外十对参与者在增强的PC-VR和PC-PC条件下进行合作。我们发现,设计良好的非对称协作系统可以和对称协作系统一样有效。令人惊讶的是,使用PC的参与者在不对称环境(PC- vr)中感知到的心理需求和努力比对称环境(PC-PC)要少。我们提供了关于不同协作设置之间权衡的细粒度讨论。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Towards an Understanding of Distributed Asymmetric Collaborative Visualization on Problem-solving
This paper provided empirical knowledge of the user experience for using collaborative visualization in a distributed asymmetrical setting through controlled user studies. With the ability to access various computing devices, such as Virtual Reality (VR) head-mounted displays, scenarios emerge when collaborators have to or prefer to use different computing environments in different places. However, we still lack an understanding of using VR in an asymmetric setting for collaborative visualization. To get an initial understanding and better inform the designs for asymmetric systems, we first conducted a formative study with 12 pairs of participants. All participants collaborated in asymmetric (PC-VR) and symmetric settings (PC-PC and VR-VR). We then improved our asymmetric design based on the key findings and observations from the first study. Another ten pairs of participants collaborated with enhanced PC-VR and PC-PC conditions in a follow-up study. We found that a well-designed asymmetric collaboration system could be as effective as a symmetric system. Surprisingly, participants using PC perceived less mental demand and effort in the asymmetric setting (PC-VR) compared to the symmetric setting (PC-PC). We provided fine-grained discussions about the trade-offs between different collaboration settings.
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