Immersive Analytics

Poppy Riddle

What is it?

Immersive Analytics (IA) is defined as “the use of engaging, embodied analysis tools to support data understanding and decision making” [5].

How can VR/AR help?

Immersive environments (IE) are proposed to: offer increased spatial opportunities research is still needed to understand navigation, spatial knowledge and orientation, and how structural understanding is enabled

My interest in this area

Navigation

Orientation

Structural understanding

Information seeking behaviours

Overview of studies we’re examining

Two articles provide a view of navigation, orientation and behavioural patterns that provide some insight into how IA heightens understanding of complex multivariate datasets.

Study 1

Batch, Cunningham, Cordeil, Elmqvist, Dwyer, Thomas, & Marriot, 2020

There is no spoon: Evaluating performance, space use, and presence with expert domain users in immersive analytics.

https://doi.org/10.1109/TVCG.2019.2934803

introduced with Cordeil et al., article

Motivation

The authors investigated macroeconomics analysis as a use case that many IA applications propose to support.

Typically large-scale, high-dimensional, and abstract, temporal data

Research objective

Gaps in knowledge about using IEs for data analysis:

  • the use and organization of space to support analysis and presentation

  • barriers of data analysis within IE

  • how immersion affects navigation and orientation

Methodology

Two studies: formative and summative (there was also a pilot study to calibrate tools)

Formative

  • Office context for 3 weeks observing 6 users collecting 3.8 hours cummulative observations

  • Data was collected on voluntary demographics, telemetry from their HMD, video observation, screen recording, audio recording, and exit interviews consisting of survey and open ended questions

  • Expert users at a US government agency which included data analysts, expert analysts and economists (n=6)

  • The authors recorded users working with the IA tool defined in Cordeil et al.

Summative study

  • Contextual inquiry, in office with 12 participants

  • directed tutorial, exploration phase (30 minutes), presentation phase (30 minutes) and a post-test semi-structured interview

  • Summative data was analyzed to understand user motivations of actions and behaviours as well as user sentiment

Findings

  • Expert users had few effects of fatigue
  • Legibility was not a concern
  • Participants with little VR experience were able to learn and create advanced visualizations
  • During the exploration stage, users would place ad-hoc visualizations close to them
  • Collected visualizations would then be curated as an understanding of data developed
  • Participants did not use the full space available, just a capped spherical arrangement close to them

Critical assessment

The use of space was dictated by object interaction limitations.

Visual cues of depth: monocular and binocular depth cues or just monocular?

Other cues such including ergonomics, display fidelity, proprioception, FOV, but also auditory, vestibular, somatosensory may influence near-body placement.

Study 2

Wang, Besançon, Rousseau, Sereno, Ammi, & Isenberg

Towards an understanding of augmented reality extensions for existing 3D data analysis tools. https://doi.org/10.1145/3313831.3376657

Motivation

Particle physics researchers must synthesize data from multiple sources to understand complex particle physics events. IA has not been used to explore this domain yet.

Domain experts depend on existing analysis tools and are reluctant to adopt new tech.

Research objective

To understand behaviours of exploration and structural comprehension using 3D models of a particle physics events from a dataset

Applying AR using an optical passthrough HWD (Hololens) to meet contextual needs of domain experts who need to synthesize data from multiple sources, including 2D data from desktop displays.

Methodology

7 domain experts

Data was collected with video, audio, and observer notation.

The three part experiment consisted of:

  • explanation and tutorials
  • free exploration and thinking-aloud protocol
  • post-test questionnaires and semi-structured interviews

Findings

7 emergent themes

interface, perception and data understanding, synchronazation, input, walking around, application and collaboration, and prediction of realistic usage.

Support for hybrid applications where AR supplements 2D desktop work

The expanding AR ‘screen space’ is highly advantageous

“walking through” the data was more beneficial than view manipulation.

Critical assessment

Ergonomics - while the authors identified the walking through data was beneficial, questions of ergonomics were not discussed, possibly due to the short nature of the test. Would we continue to see effort expended to walk around if there were other means of manipulation?

If the virtual object was not anchored in the real world with registration markers?

How might the benefits of walk-through change with fatigue?

Conclusions

  • IA can be easy to learn and work with advanced visualizations

  • Users will optimize the space nearest to them

  • Hybrid AR can be advantageous for analyzing complex data

  • Walking through and expanding the view considered beneficial

Future research

  • Monoscopic depth cues were sufficient - why use AR/VR?
  • Scatterplots in all conditions - what about other visual idioms? Static or animated?
  • Information was perceived to be easier to find - is novelty influencing this?
  • Required less navigation and effort - for the task.
  • Increase to task completion times - does this affect adoption?
  • Accomodation is 2.0m away with the hololens - does this contribute to task fatigue?

Discussion

Do experiences with other magical environments (such as games) give some users an advantage to spatial utilization/navigation/orientation? (Should we include games as part of conditioning?)

Fatigue and ergonomics - While this is novel the first time, do you always play like this?

References

  1. Andrea Batch, Andrew Cunningham, Maxime Cordeil, Niklas Elmqvist, Tim Dwyer, Bruce H. Thomas, and Kim Marriott. 2020. There is no spoon: Evaluating performance, space use, and presence with expert domain users in immersive analytics. IEEE Transactions on Visualization and Computer Graphics 26, 1 (January 2020), 536–546. DOI:https://doi.org/10.1109/TVCG.2019.2934803

  2. Maxime Cordeil, Andrew Cunningham, Tim Dwyer, Bruce H. Thomas, and Kim Marriott. 2017. UIST ’17: The 30th Annual ACM Symposium on User Interface Software and Technology. ACM, Québec City QC Canada, 71–83. DOI:https://doi.org/10.1145/3126594.312661

  3. Kim Marriott, Falk Schreiber, Tim Dwyer, Karsten Klein, Nathalie Henry Riche, Takayuki Itoh, Wolfgang Stuerzlinger, and Bruce H. Thomas (Eds.). 2018. Immersive analytics. Springer International Publishing, Cham. DOI:https://doi.org/10.1007/978-3-030-01388-2