TY - JOUR
T1 - Design and Evaluation of Visualization Techniques of Off-Screen and Occluded Targets in Virtual Reality Environments
AU - Yu, Difeng
AU - Liang, Hai Ning
AU - Fan, Kaixuan
AU - Zhang, Heng
AU - Fleming, Charles
AU - Papangelis, Konstantinos
N1 - Publisher Copyright:
© 1995-2012 IEEE.
PY - 2020/9/1
Y1 - 2020/9/1
N2 - This research explores the design and evaluation of visualization techniques of targets that reside outside of users' view and/or are occluded by other elements within a virtual reality environment (VE). We first compare four techniques (3DWedge, 3DArrow, 3DMinimap, and Radar) that use different types of visual elements to provide direction and distance information of targets. To give structure to their evaluation, we also develop a framework of four tasks (one for direction and three for distance) and their assessment criteria. The results of the first study show that 3DWedge is the best-performing and most usable technique. However, all techniques, including 3DWedge, have poor performance in dense scenarios with a large number of targets. To improve support in dense scenarios, a fifth technique, 3DWedge+, is developed by using 3DWedge as its foundation and including additional visual elements that are derived from the other three techniques which are shown to be useful. A second study is conducted to evaluate the performance of 3DWedge+ in relation to the other techniques. The results show that both 3DWedge and 3DWedge+ are significantly better in distinguishing user-to-target distance and that 3DWedge+ is particularly suitable for dense scenarios. Based on these results, we provide a set of recommendations for the design of visualization techniques of off-screen and occluded targets in 3D VE.
AB - This research explores the design and evaluation of visualization techniques of targets that reside outside of users' view and/or are occluded by other elements within a virtual reality environment (VE). We first compare four techniques (3DWedge, 3DArrow, 3DMinimap, and Radar) that use different types of visual elements to provide direction and distance information of targets. To give structure to their evaluation, we also develop a framework of four tasks (one for direction and three for distance) and their assessment criteria. The results of the first study show that 3DWedge is the best-performing and most usable technique. However, all techniques, including 3DWedge, have poor performance in dense scenarios with a large number of targets. To improve support in dense scenarios, a fifth technique, 3DWedge+, is developed by using 3DWedge as its foundation and including additional visual elements that are derived from the other three techniques which are shown to be useful. A second study is conducted to evaluate the performance of 3DWedge+ in relation to the other techniques. The results show that both 3DWedge and 3DWedge+ are significantly better in distinguishing user-to-target distance and that 3DWedge+ is particularly suitable for dense scenarios. Based on these results, we provide a set of recommendations for the design of visualization techniques of off-screen and occluded targets in 3D VE.
KW - Evaluation
KW - head-mounted displays
KW - occluded targets
KW - off-screen targets
KW - virtual reality
KW - visualization techniques
UR - http://www.scopus.com/inward/record.url?scp=85078953163&partnerID=8YFLogxK
U2 - 10.1109/TVCG.2019.2905580
DO - 10.1109/TVCG.2019.2905580
M3 - Article
C2 - 30892216
AN - SCOPUS:85078953163
SN - 1077-2626
VL - 26
SP - 2762
EP - 2774
JO - IEEE Transactions on Visualization and Computer Graphics
JF - IEEE Transactions on Visualization and Computer Graphics
IS - 9
M1 - 8668384
ER -