Deadeye Visualization Revisited: Investigation of Preattentiveness and Applicability in Virtual Environments
Autor: | Andrey Krekhov, Sebastian Cmentowski, Andre Waschk, Jens Krüger |
---|---|
Rok vydání: | 2019 |
Předmět: |
FOS: Computer and information sciences
Computer science Computer Science - Human-Computer Interaction 020207 software engineering Stereoscopy Volume rendering 02 engineering and technology Computer Graphics and Computer-Aided Design Rendering (computer graphics) law.invention Visualization Human-Computer Interaction (cs.HC) Informatik Human–computer interaction law Signal Processing 0202 electrical engineering electronic engineering information engineering Computer Vision and Pattern Recognition Dichoptic presentation Software |
Zdroj: | IEEE transactions on visualization and computer graphics. 26(1) |
ISSN: | 1941-0506 |
Popis: | Visualizations rely on highlighting to attract and guide our attention. To make an object of interest stand out independently from a number of distractors, the underlying visual cue, e.g., color, has to be preattentive. In our prior work, we introduced Deadeye as an instantly recognizable highlighting technique that works by rendering the target object for one eye only. In contrast to prior approaches, Deadeye excels by not modifying any visual properties of the target. However, in the case of 2D visualizations, the method requires an additional setup to allow dichoptic presentation, which is a considerable drawback. As a follow-up to requests from the community, this paper explores Deadeye as a highlighting technique for 3D visualizations, because such stereoscopic scenarios support dichoptic presentation out of the box. Deadeye suppresses binocular disparities for the target object, so we cannot assume the applicability of our technique as a given fact. With this motivation, the paper presents quantitative evaluations of Deadeye in VR, including configurations with multiple heterogeneous distractors as an important robustness challenge. After confirming the preserved preattentiveness (all average accuracies above 90 %) under such real-world conditions, we explore VR volume rendering as an example application scenario for Deadeye. We depict a possible workflow for integrating our technique, conduct an exploratory survey to demonstrate benefits and limitations, and finally provide related design implications. |
Databáze: | OpenAIRE |
Externí odkaz: |