The paper describes SeamlessVR, a method for switching effectively from immersive visualization, in a virtual reality (VR) headset, to non-immersive visualization, on screen. SeamlessVR implements a continuous morph of the 3D visualization to a 2D visualization that matches what the user will see on screen after removing the headset. This visualization continuity reduces the cognitive effort of connecting the immersive to the non-immersive visualization, helping the user continue on screen a visualization task started in the headset. We have compared SeamlessVR to the conventional approach of directly removing the headset in an IRB-approved user study with N = 30 participants. SeamlessVR had a significant advantage over the conventional approach in terms of time and accuracy for target tracking in complex abstract and realistic scenes and in terms of participants' perception of the switch from immersive to non-immersive visualization, as well as in terms of usability. SeamlessVR did not pose cybersickness concerns.
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http://dx.doi.org/10.1109/TVCG.2025.3549564 | DOI Listing |
IEEE Trans Vis Comput Graph
March 2025
The paper describes SeamlessVR, a method for switching effectively from immersive visualization, in a virtual reality (VR) headset, to non-immersive visualization, on screen. SeamlessVR implements a continuous morph of the 3D visualization to a 2D visualization that matches what the user will see on screen after removing the headset. This visualization continuity reduces the cognitive effort of connecting the immersive to the non-immersive visualization, helping the user continue on screen a visualization task started in the headset.
View Article and Find Full Text PDFIEEE Trans Vis Comput Graph
March 2025
Virtual Reality has been used to improve motivation and help in the visualization of complex computing topics. However, few studies directly compared immersive and non-immersive environments. To address this limitation, we developed Abacus, a programming environment that can run in both immersive and non-immersive modes.
View Article and Find Full Text PDFIperception
January 2025
The University of Tokyo, Japan.
This study focuses on the process of viewers' engagement with artwork in virtual spaces. Specifically, we propose a methodology that combines two approaches: (a) measuring movements within virtual spaces, and (b) using non-immersive virtual reality. We attempt to demonstrate the effectiveness of this methodology through experimentation.
View Article and Find Full Text PDFFront Hum Neurosci
September 2023
Motion Capture and Visualization Laboratory, Applied Information Technology Group, Department of Computer Science, Norwegian University of Science and Technology, Trondheim, Norway.
To investigate event-related activity in human brain dynamics as measured with EEG, triggers must be incorporated to indicate the onset of events in the experimental protocol. Such triggers allow for the extraction of ERP, i.e.
View Article and Find Full Text PDFMemory
November 2023
Department of Psychology, University of Bern, Bern, Switzerland.
Since immersive virtual reality (IVR) emerged as a research method in the 1980s, the focus has been on the similarities between IVR and actual reality. In this vein, it has been suggested that IVR methodology might fill the gap between laboratory studies and real life. IVR allows for high internal validity (i.
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