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二维、三维及物理化网络中的路径追踪

Path Tracing in 2D, 3D, and Physicalized Networks.

作者信息

McGuffin Michael J, Servera Ryan, Forest Marie

出版信息

IEEE Trans Vis Comput Graph. 2024 Jul;30(7):3564-3577. doi: 10.1109/TVCG.2023.3238989. Epub 2024 Jun 27.

Abstract

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.

摘要

通常不建议使用三维(3D)来可视化诸如网络之类的抽象数据,然而,韦尔(Ware)和米切尔(Mitchell)2008年的研究表明,在网络中进行路径追踪时,三维比二维更不易出错。然而,尚不清楚当使用边缘路由改进网络的二维呈现方式,以及有用于探索网络的简单交互技术时,三维是否仍保持其优势。我们通过两项在新条件下进行的路径追踪研究来解决这个问题。第一项研究预先进行了注册,有34名用户参与,比较了用户可以使用手持控制器在虚拟现实中旋转和移动的二维和三维布局。尽管二维使用了边缘路由,且使用鼠标驱动对边缘进行交互式突出显示,但三维中的错误率仍低于二维。第二项研究有12名用户参与,研究了数据实体化,比较了虚拟现实中的三维布局与使用微软HoloLens头戴式设备增强的网络实体三维打印输出。在错误率方面未发现差异,但在实体条件下,用户用手指执行了各种操作,这可为新的交互技术提供参考。

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