Project Details
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Wahrnehmungs-Realistische Projektion von dreidimensionalen Szenen – das WaRP-Konzept in der virtuellen Realität (Fortsetzungsantrag)

Subject Area Image and Language Processing, Computer Graphics and Visualisation, Human Computer Interaction, Ubiquitous and Wearable Computing
Term from 2008 to 2022
Website Homepage
Project identifier Deutsche Forschungsgemeinschaft (DFG) - Project number 57812888
 
Final Report Year 2022

Final Report Abstract

During the project period, important research and development work has been successfully realized. The main focus was the investigation of perspective contrast as a new way of subtle, user-based attention guiding in the context of glyph-based, multivariate 3D visualizations in immersive environments. Perspective contrast uses the salience of perspective object distortions to draw attention to desired locations in a virtual scene. The distortions are dynamically adjusted in strength depending on the viewpoint of the person using them. Thus, the attraction of attention occurs in the peripheral field of view, and directly viewed objects appear undistorted. In a quantitative study, the basic effectiveness of the method was demonstrated in a data visualization scenario: test subjects completed a search tasks significantly faster when perspective contrast was active. The subtlety and acceptance of the attention guidance was confirmed by various statements of the test persons in a qualitative study. The insights into people's thoughts, opinions, and needs lead to interesting implications for future work in this research area. The goal of attention guidance must be to assist people in their tasks without disturbing or unsettling them. There are numerous application perspectives: for example, warning of potential sources of danger in road traffic or support in training and learning applications. Glyph generator, perspective contrast plugin, virtual experimentation environment and eye tracking analysis tools were implemented. The glyph generator allows the creation of cylindrical glyph rasters in virtual space. The variable parameters of the glyphs enable the randomized generation of exemplary data visualizations including search tasks. The perspective contrast plugin is able to distort objects perspectively correct depending on the gaze movement of the user. The distortion effect becomes more intense the further the gaze moves away from the relevant object. A flexible, object-based method was developed, which works with only one virtual camera. Thus, the method can be used in common engines and immersive environments without any problems. The virtual experiment environment was developed for the study and optimized for viewing in a head-mounted display. The integrated eye tracking allowed the use of the gaze positions of test subjects for attention guidance, as well as the analysis and evaluation of the viewed areas in the scene. From the data, gaze paths could be reconstructed and displayed in corresponding visualizations.

Publications

  • "Using Multiple Perspective Projections to Guide Visual Attention in Glyph-based Data Visualisations in VR." 26th ACM Symposium on Virtual Reality Software and Technology. 2020
    Richter, Robert, Tobias Günther, and Rainer Groh
    (See online at https://doi.org/10.1145/3385956.3422096)
 
 

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