Anna Sudar

57193135860

Publications - 7

Elicitation of Content Layout Preferences in Virtual 3D Spaces Based on a Free Layout Creation Task

Publication Name: Electronics Switzerland

Publication Date: 2023-05-01

Volume: 12

Issue: 9

Page Range: Unknown

Description:

Three-dimensional virtual reality (VR) environments, whether operating on desktop platforms or immersive screens, have been recognized for enabling novel and extremely engaging methods of interacting with digital content across various fields of application. Studies conducted over the past several years have also consistently suggested that utilizing 3D in contrast to 2D interfaces can lead to enhancements in multiple performance dimensions. These enhancements encompass better understanding and retention of information, increased capacity for inventive and efficient collaboration, and the ability to execute workflows that integrate numerous information sources more quickly. At the same time, how digital content such as documents, audio–visual content and web browsers are integrated into 3D spaces is often decided by the creators of the spaces based on either aesthetic considerations, or on a case-by-case basis depending on the workflow. In this paper, we present the results of an experiment we conducted to better understand how users prefer to arrange digital content in their 3D environments, depending on the subject matter, the format of the content (e.g., text-based, image, or audio–visual) and the 3D objects within the space. The results of the experiment presented in the paper can help inform future 3D VR design methodologies and may also provide support for automated content arrangement solutions.

Open Access: Yes

DOI: 10.3390/electronics12092078

Descriptive Markers for the Cognitive Profiling of Desktop 3D Spaces

Publication Name: Electronics Switzerland

Publication Date: 2023-01-01

Volume: 12

Issue: 2

Page Range: Unknown

Description:

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.

Open Access: Yes

DOI: 10.3390/electronics12020448

Handheld 3D Scanning and Image Processing for Printing Body Parts - A Workflow Concept and Current Results

Publication Name: 2022 IEEE 1st International Conference on Internet of Digital Reality Iod 2022

Publication Date: 2022-01-01

Volume: Unknown

Issue: Unknown

Page Range: 61-68

Description:

The combination of current technical possibilities of handheld 3D scanning devices, 3D data analysis and interaction, and novel 3D bioprinting technologies has opened the way to develop workflows and scenarios for the generation of personalized human prosthesis. Specifically, using the human ear as one example to develop a cost-effective chain of methods and tools, the above mentioned combined and interacting technologies can be used to understand and demonstrate the possibilities for rapid bio prototyping. Production workflows for personalized soft-material bio-prosthesis gain significance in reconstructive and plastic surgery. This paper introduces a workflow concept, presents a list of appropriate and accessible state-of-the-art handheld scanners, followed by an image processing solution based on the MeshLab application and printing first prototypes.

Open Access: Yes

DOI: 10.1109/IoD55468.2022.9987113

Measuring virtual rotation skills in MaxWhere

Publication Name: 11th IEEE International Conference on Cognitive Infocommunications Coginfocom 2020 Proceedings

Publication Date: 2020-09-23

Volume: Unknown

Issue: Unknown

Page Range: 587-590

Description:

A new virtual reality-based test battery is now under development as part of an aptitude test and skill development project to support human resource assessment. This test space focuses on the subjects' virtual rotation skills. Namely the ability to both internally visualize and to manipulate the spatial orientation of a 3D cube with specific configurable parts missing. This paper includes a detailed description of the test space, the logged variables, the methods for the virtual rotations, and the possible configurations.

Open Access: Yes

DOI: 10.1109/CogInfoCom50765.2020.9237889

A test space for virtual rotation measurement in MaxWhere

Publication Name: 11th IEEE International Conference on Cognitive Infocommunications Coginfocom 2020 Proceedings

Publication Date: 2020-09-23

Volume: Unknown

Issue: Unknown

Page Range: 585-586

Description:

This demo presents a virtual reality test space, which is part of a test battery that is now under development as a part of an aptitude test and skill development project to support human resource assessment. The test space focuses on subjects' ability to both internally visualize and to manipulate the spatial orientation of a 3D cube with specific, configurable parts missing.

Open Access: Yes

DOI: 10.1109/CogInfoCom50765.2020.9237865

Interaction Patterns of Spatial Navigation in VR Workspaces

Publication Name: 10th IEEE International Conference on Cognitive Infocommunications Coginfocom 2019 Proceedings

Publication Date: 2019-10-01

Volume: Unknown

Issue: Unknown

Page Range: 615-618

Description:

During the discovery of any new environment-be it real or virtual-the first step is usually that of exploration. The goal exploration in this context is to find the location that provides the most informative, or otherwise useful viewpoint in the space. Depending on the complexity of the space and the task at hand, this can be a difficult challenge. Nevertheless, the finding of useful viewpoints can be facilitated, at least in virtual reality, by changing the layout of the space, as well as by changing other visual features to lower the cognitive load of navigation. In this paper, we present a set of experiments using the MaxWhere desktop virtual environment which suggest that besides the arrangement of a space, its key points of discovery can also influence the time it takes to accomplish a task. This conclusion is supported both by data on key points of navigation and on the activation mode that was utilized on the various smartboards laid out in 3D space. In this research, we hope to show how specific nodes can be found, based on a data-oriented approach, which can lead users to focus on the most important information and obtain the best overview of any virtual space in general.

Open Access: Yes

DOI: 10.1109/CogInfoCom47531.2019.9089998

Factors contributing to the enhanced performance of the maxwhere 3D VR platform in the distribution of digital information

Publication Name: Acta Polytechnica Hungarica

Publication Date: 2018-01-01

Volume: 15

Issue: 3

Page Range: 149-173

Description:

The rapid evolution of information technology and of a new networked culture in the 21st Century has brought a new question to the forefront of scientific interest: the question of how new technologies influence the effectiveness with which humans are able to perform specific tasks. This paper presents an experiment contrasting traditional 2D interfaces and the MaxWhere 3D VR educational platform in order to shed light on how the effectiveness of various operations and workflows constituting the core of digital literacy has evolved in recent times. In order to draw specific conclusions, a new framework of concepts, qualitative and quantitative metrics and experimental procedures is proposed in the paper. The final goal of the proposed framework is to help evaluate the effectiveness of digital workflows. The results of the experiment, evaluated in terms of the proposed framework, point to the conclusion that when using MaxWhere instead of traditional 2D interfaces, users are able to accomplish the same digital workflows with 30% less user operations, and up to 80% less machine operations. Based on these results, the paper concludes that MaxWhere as an educational platform offers users a number of ways to accomplish tasks that would otherwise require extremely complicated digital workflows in more traditional 2D environments.

Open Access: Yes

DOI: 10.12700/APH.15.3.2018.3.9