Loading…
Descriptive Markers for the Cognitive Profiling of Desktop 3D Spaces
3D virtual reality spaces, whether running on desktop environments or on immersive displays, have been noted to support a radically new and highly stimulating way of working with digital content in a variety of application domains. At the same time, research in recent decades has produced a number o...
Saved in:
Published in: | Electronics (Basel) 2023-01, Vol.12 (2), p.448 |
---|---|
Main Authors: | , |
Format: | Article |
Language: | English |
Subjects: | |
Citations: | Items that this one cites Items that cite this one |
Online Access: | Get full text |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
Summary: | 3D virtual reality spaces, whether running on desktop environments or on immersive displays, have been noted to support a radically new and highly stimulating way of working with digital content in a variety of application domains. At the same time, research in recent decades has produced a number of experimental results showing that the use of 3D, as opposed to 2D interfaces, can lead to performance improvements from a wide range of aspects, including the ability to comprehend and retain knowledge, ability to work collaboratively in more creative and effective ways, and ability to carry out workflows integrating numerous sources of information in less time. In this paper, we first review the relevant literature; then, we describe an exploratory study that we carried out with test subjects, both in a 3D desktop virtual environment and in a 2D web-based environment, while collecting eye tracking data. In the study, subjects were presented with a set of multimedia content on a range of topics within the field of astronomy, based on which they were subsequently asked to fill out a set of questionnaires. By comparing the 2D and 3D cases in terms of correctness of answers, time taken to perform the task, pupil dilation measurements, subjects’ self-reported difficulty assessments, as well as various kinds of high-level interaction patterns employed during the task (in 3D), we were able to identify a set of descriptive markers which may be relevant to the prediction of users’ effectiveness in virtual reality workspaces. In a weaker sense, the results also seem to support previous research works claiming improved effectiveness in 3D spaces compared to 2D web-based interfaces, although further work is needed to more clearly identify the constraints within which such benefits can be guaranteed. |
---|---|
ISSN: | 2079-9292 2079-9292 |
DOI: | 10.3390/electronics12020448 |