在沉浸式分析中标记视图外对象以支持情境视觉搜索
Labeling Out-of-View Objects in Immersive Analytics to Support Situated Visual Searching
摘要:
增强现实(AR)将数字信息嵌入到物理世界的对象中。数据可以在现场显示,从而在现实生活中的用户任务中实现实时视觉比较和对象搜索,例如比较产品和查找体育比赛中的分数。虽然已经有研究设计的AR界面,位于信息检索,只有有限的研究AR对象标记的视觉搜索任务在空间环境中。在本文中,我们识别和分类AR标签设计的不同设计方面,并报告了一个正式的用户研究标签的视图外的对象,以支持视觉搜索任务的AR。我们设计了三种可视化技术用于AR中的视外对象标记,分别对对象的相对物理位置(高度编码)、旋转方向(角度编码)和标签值(值编码)进行编码。我们进一步实现了两种传统的视图内对象标记技术,其中标签被放置在相应对象(位于)旁边或AR FoV(边界)的边缘。我们评估这五个不同的标签条件在三个视觉搜索任务的静态对象。我们的研究表明,当搜索FoV、空间方向之外的对象以及比较多个空间稀疏对象时,视图外对象标签是有益的。带有周围物体方向提示的角度编码标签具有最高的用户满意度和最佳的整体性能。我们讨论了我们的研究结果对未来沉浸式AR界面设计的影响。
英文摘要:
Augmented Reality (AR) embeds digital information into objects of the physical world. Data can be shown in-situ, thereby enabling real-time visual comparisons and object search in real-life user tasks, such as comparing products and looking up scores in a sports game. While there have been studies on designing AR interfaces for situated information retrieval, there has only been limited research on AR object labeling for visual search tasks in the spatial environment. In this paper, we identify and categorize different design aspects in AR label design and report on a formal user study on labels for out-of-view objects to support visual search tasks in AR. We design three visualization techniques for out-of-view object labeling in AR, which respectively encode the relative physical position (height-encoded), the rotational direction (angle-encoded), and the label values (value-encoded) of the objects. We further implement two traditional in-view object labeling techniques, where labels are placed either next to the respective objects (situated) or at the edge of the AR FoV (boundary). We evaluate these five different label conditions in three visual search tasks for static objects. Our study shows that out-of-view object labels are beneficial when searching for objects outside the FoV, spatial orientation, and when comparing multiple spatially sparse objects. Angle-encoded labels with directional cues of the surrounding objects have the overall best performance with the highest user satisfaction. We discuss the implications of our findings for future immersive AR interface design.
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