Today, virtual reality (VR) systems are widely available through low-cost devices such as Oculus Rift and HTC Vive. Although VR technology has so far been centered on entertainment, there is a growing interest from developers, technology companies, and consumers to evaluate it in a wider variety of contexts. This paper explores the effectiveness of visualizing and interacting with three-dimensional graphs in VR in comparison with the traditional approach. In particular, we present an empirical evaluation study for exploring and interacting with three-dimensional graphs using Oculus Rift and Leap Motion. We designed several interfaces exploiting the natural user interface in a VR environment and compared them with traditional mouse-keyboard and joypad configurations. Our evaluation suggests that, although these upcoming VR technologies are more challenging than more traditional ones, they facilitate user involvement during graph interaction and visualization tasks, given the enjoyable experience elicited when combining gesture-based interfaces and VR.

Virtual Reality Interfaces for Interacting with Three-Dimensional Graphs

Delfina Malandrino;
2019-01-01

Abstract

Today, virtual reality (VR) systems are widely available through low-cost devices such as Oculus Rift and HTC Vive. Although VR technology has so far been centered on entertainment, there is a growing interest from developers, technology companies, and consumers to evaluate it in a wider variety of contexts. This paper explores the effectiveness of visualizing and interacting with three-dimensional graphs in VR in comparison with the traditional approach. In particular, we present an empirical evaluation study for exploring and interacting with three-dimensional graphs using Oculus Rift and Leap Motion. We designed several interfaces exploiting the natural user interface in a VR environment and compared them with traditional mouse-keyboard and joypad configurations. Our evaluation suggests that, although these upcoming VR technologies are more challenging than more traditional ones, they facilitate user involvement during graph interaction and visualization tasks, given the enjoyable experience elicited when combining gesture-based interfaces and VR.
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11386/4705235
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