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  • 1.
    Alissandrakis, Aris
    et al.
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM), Institutionen för medieteknik (ME).
    Reski, Nico
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM), Institutionen för medieteknik (ME).
    Using Mobile Augmented Reality to Facilitate Public Engagement2017Ingår i: Extended Papers of the International Symposium on Digital Humanities (DH 2016) / [ed] Koraljka Golub, Marcelo Milrad, CEUR-WS , 2017, Vol. 2021, s. 99-109Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper presents our initial efforts towards the development of a framework for facilitating public engagement through the use of mobile Augmented Reality (mAR), that fall under the overall project title "Augmented Reality for Public Engagement" (PEAR). We present the concept, implementation, and discuss the results from the deployment of a mobile phone app (PEAR 4 VXO). The mobile app was used for a user study in conjunction with a campaign carried out by Växjö municipality (Sweden) while exploring how to get citizens more engaged in urban planning actions and decisions. These particular activities took place during spring 2016.One of the salient features of our approach is that it combines novel ways of using mAR together with social media, online databases, and sensors, to support public engagement. In addition, the data collection process and audience engagement were tested in a follow-up limited deployment.The analysis and outcomes of our initial results validate the overall concept and indicate the potential usefulness of the app as a tool, but also highlight the need for an active campaign from the part of the stakeholders.Our future efforts will focus on addressing some of the problems and challenges that we have identified during the different phases of this user study.

    Ladda ner fulltext (pdf)
    Alissandrakis_Reski_PEAR_2017.pdf
  • 2.
    Alissandrakis, Aris
    et al.
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM).
    Reski, Nico
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM).
    Laitinen, Mikko
    University of Eastern Finland, Finland.
    Tyrkkö, Jukka
    Linnéuniversitetet, Fakulteten för konst och humaniora (FKH), Institutionen för språk (SPR).
    Levin, Magnus
    Linnéuniversitetet, Fakulteten för konst och humaniora (FKH), Institutionen för språk (SPR).
    Lundberg, Jonas
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM).
    Visualizing dynamic text corpora using Virtual Reality2018Ingår i: ICAME 39 : Tampere, 30 May – 3 June, 2018: Corpus Linguistics and Changing Society : Book of Abstracts, Tampere: University of Tampere , 2018, s. 205-205Konferensbidrag (Refereegranskat)
    Abstract [en]

    In recent years, data visualization has become a major area in Digital Humanities research, and the same holds true also in linguistics. The rapidly increasing size of corpora, the emergence of dynamic real-time streams, and the availability of complex and enriched metadata have made it increasingly important to facilitate new and innovative approaches to presenting and exploring primary data. This demonstration showcases the uses of Virtual Reality (VR) in the visualization of geospatial linguistic data using data from the Nordic Tweet Stream (NTS) project (see Laitinen et al 2017). The NTS data for this demonstration comprises a full year of geotagged tweets (12,443,696 tweets from 273,648 user accounts) posted within the Nordic region (Denmark, Finland, Iceland, Norway, and Sweden). The dataset includes over 50 metadata parameters in addition to the tweets themselves.

    We demonstrate the potential of using VR to efficiently find meaningful patterns in vast streams of data. The VR environment allows an easy overview of any of the features (textual or metadata) in a text corpus. Our focus will be on the language identification data, which provides a previously unexplored perspective into the use of English and other non-indigenous languages in the Nordic countries alongside the native languages of the region.

    Our VR prototype utilizes the HTC Vive headset for a room-scale VR scenario, and it is being developed using the Unity3D game development engine. Each node in the VR space is displayed as a stacked cuboid, the equivalent of a bar chart in a three-dimensional space, summarizing all tweets at one geographic location for a given point in time (see: https://tinyurl.com/nts-vr). Each stacked cuboid represents information of the three most frequently used languages, appropriately color coded, enabling the user to get an overview of the language distribution at each location. The VR prototype further encourages users to move between different locations and inspect points of interest in more detail (overall location-related information, a detailed list of all languages detected, the most frequently used hashtags). An underlying map outlines country borders and facilitates orientation. In addition to spatial movement through the Nordic areas, the VR system provides an interface to explore the Twitter data based on time (days, weeks, months, or time of predefined special events), which enables users to explore data over time (see: https://tinyurl.com/nts-vr-time).

    In addition to demonstrating how the VR methods aid data visualization and exploration, we will also briefly discuss the pedagogical implications of using VR to showcase linguistic diversity.

  • 3.
    Alissandrakis, Aris
    et al.
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM).
    Reski, Nico
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM).
    Laitinen, Mikko
    University of Eastern Finland, Finland.
    Tyrkkö, Jukka
    Linnéuniversitetet, Fakulteten för konst och humaniora (FKH), Institutionen för språk (SPR).
    Lundberg, Jonas
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM).
    Levin, Magnus
    Linnéuniversitetet, Fakulteten för konst och humaniora (FKH), Institutionen för språk (SPR).
    Visualizing rich corpus data using virtual reality2019Ingår i: Studies in Variation, Contacts and Change in English, E-ISSN 1797-4453, Vol. 20Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    We demonstrate an approach that utilizes immersive virtual reality (VR) to explore and interact with corpus linguistics data. Our case study focuses on the language identification parameter in the Nordic Tweet Stream corpus, a dynamic corpus of Twitter data where each tweet originated within the Nordic countries. We demonstrate how VR can provide previously unexplored perspectives into the use of English and other non-indigenous languages in the Nordic countries alongside the native languages of the region and showcase its geospatial variation. We utilize a head-mounted display (HMD) for a room-scale VR scenario that allows 3D interaction by using hand gestures. In addition to spatial movement through the Nordic areas, the interface enables exploration of the Twitter data based on time (days, weeks, months, or time of predefined special events), making it particularly useful for diachronic investigations.

    In addition to demonstrating how the VR methods aid data visualization and exploration, we briefly discuss the pedagogical implications of using VR to showcase linguistic diversity. Our empirical results detail students’ reactions to working in this environment. The discussion part examines the benefits, prospects and limitations of using VR in visualizing corpus data.

  • 4.
    Reski, Nico
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    Change your Perspective: Exploration of a 3D Network created with Open Data in an Immersive Virtual Reality Environment using a Head-mounted Display and Vision-based Motion Controls2015Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    Year after year, technologies are evolving in an incredible rapid pace, becoming faster, more complex, more accurate and more immersive. Looking back just a decade, especially interaction technologies have made a major leap. Just two years ago in 2013, after being researched for quite some time, the hype around virtual reality (VR) arouse renewed enthusiasm, finally reaching mainstream attention as the so called head-mounted displays (HMD), devices worn on the head  to grant a visual peek into the virtual world, gain more and more acceptance with the end-user. Currently, humans interact with computers in a very counter-intuitive two dimensional way. The ability to experience digital content in the humans most natural manner, by simply looking around and perceiving information from their surroundings, has the potential to be a major game changer in how we perceive and eventually interact with digital information. However, this confronts designers and developers with new challenges of how to apply these exciting technologies, supporting interaction mechanisms to naturally explore digital information in the virtual world, ultimately overcoming real world boundaries. Within the virtual world, the only limit is our imagination.

    This thesis investigates an approach of how to naturally interact and explore information based on open data within an immersive virtual reality environment using a head-mounted display and vision-based motion controls. For this purpose, an immersive VR application visualizing information as a network of European capital cities has been implemented, offering interaction through gesture input. The application lays a major focus on the exploration of the generated network and the consumption of the displayed information. While the conducted user interaction study with eleven participants investigated their acceptance of the developed prototype, estimating their workload and examining their explorative behaviour, the additional dialog with five experts in the form of explorative discussions provided further feedback towards the prototype’s design and concept. The results indicate the participants’ enthusiasm and excitement towards the novelty and intuitiveness of exploring information in a less traditional way than before, while challenging them with the applied interface and interaction design in a positive manner. The design and concept were also accepted through the experts, valuing the idea and implementation. They provided constructive feedback towards the visualization of the information as well as emphasising and encouraging to be even bolder, making more usage of the available 3D environment. Finally, the thesis discusses these findings and proposes recommendations for future work.

    Ladda ner fulltext (pdf)
    fulltext
  • 5.
    Reski, Nico
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM).
    Supporting Data Interaction and Hybrid Asymmetric Collaboration Using Virtual Reality Within the Context of Immersive Analytics2022Doktorsavhandling, monografi (Övrigt vetenskapligt)
    Abstract [sv]

    De senaste åren har så kallade immersiva skärm- och interaktionsteknologier utvecklas i snabb takt. Sådana teknologier erbjuder mer avancerade tekniska lösningar jämfört med mer traditionell människa-datorinteraktion. Immersiva inslag som datorgenererade virtuella miljöer med stereoskopisk djupuppfattning och 3D-interaktion kan på ett mer exakt och naturligt sätt representera de interaktioner vi utför i den verkliga världen.

    Dataanalys är ett lovande användningsområde för immersiva teknologier, med potential att underlätta intuitiv interaktion, skapa och uppmuntra engagemang, samarbete och nyfikenhet för data, samt främja relevant kontextuell visualisering. Även när teknologier som maskininlärning och datautvinning används är det fortfarande nödvändigt att komplettera resultatet med en överordnad mänsklig nivå av tolkning, kontextualisering och meningsskapande för att göra analyserna kompletta och användbara. Designen av immersiv visualisering och interaktion är en krävande utmaning på grund av de teknologiska och mänskliga aspekternas komplexitet och fordrar därför en tvärvetenskaplig forskningsmetod.

    Avhandlingens syfte är att utforska metoder som kan stödja undersökning, interaktion och samarbete med hjälp av Virtual Reality och 3D-handinteraktioner i immersiva miljöer inom ramen för analys av datamängder som innehåller rumsliga och tidsmässiga data. Denna typ av Immersive Analytics baseras på teoretiska utgångspunkter från tidigare forskning, samt en tillämpad, tvärvetenskaplig forskningsmetod. Fokuset på datamängder som innehåller rumsliga och tidsmässiga data är relevant för flera olika ämnesområden och sammanhang, som till exempel sociolingvistik och klimatanalys, eftersom data som samlas in i nu för tiden ofta innehåller beskrivningar av var och när de mättes eller observerades. Ett immersivt datanalys-system har för detta arbete implementerats och utvärderats i tre iterationer. Två grundläggande områden för ett användarcentrerat perspektiv är interaktion och samarbete. Designen av användbara och engagerande interaktionstekniker via 3D-handinteraktioner stödjer utförandet av typiska analytiska uppgifter och underlättar undersökningen av data och därmed upptäckten av nya insikter. Dataanalys är sällan en aktivitet som utförs ensam, utan sker snarare i ett samarbete där flera analytiker med sin kombinerade kunskap tolkar och diskuterar upptäckter tillsammans. För detta ändamål har begreppet Hybrid Asymmetric Collaboration definierats, vilket syftar till att beskriva ett betydligt bredare analytiskt arbetsflöde som förutsätter och omfattar en blandning av nya immersiva och nuvarande icke-immersiva gränssnitt (hybrid) såväl som distinkta användarroller (asymmetric). För att kombinera och integrera dataanalys mellan heterogena typer av användargränssnitt utforskas designen av visuella informationssignaler med syfte att stödja grundläggande samarbetsaspekter såsom medvetenhet, gemensam grund, referens och kontext.

    Den genomförda forskningen har utvärderats empiriskt med en kombination av standardiserade och anpassade metoder i totalt sex större studier. Resultatet av dessa studier möjliggör reflektioner kring samt förslag på olika designriktlinjer för interaktion och samarbete i immersiva miljöer.

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  • 6.
    Reski, Nico
    et al.
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    Alissandrakis, Aris
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    Change Your Perspective: Exploration of a 3D Network Created from Open Data in an Immersive Virtual Reality Environment2016Ingår i: ACHI 2016: The Ninth International Conference on Advances in Computer-Human Interactions / [ed] Alma Leora Culén, Leslie Miller, Irini Giannopulu, Birgit Gersbeck-Schierholz, International Academy, Research and Industry Association (IARIA), 2016, s. 403-410Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper investigates an approach of how to naturally interact and explore information (based on open data) within an immersive virtual reality environment (VRE) using a head-mounted display and vision-based motion controls. We present the results of a user interaction study that investigated the acceptance of the developed prototype, estimated the workload as well as examined the participants' behavior. Additional discussions with experts provided further feedback towards the prototype's overall design and concept. The results indicate that the participants were enthusiastic regarding the novelty and intuitiveness of exploring information in a VRE, as well as were challenged (in a positive manner) with the applied interface and interaction design. The presented concept and design were well received by the experts, who valued the idea and implementation and encouraged to be even bolder, making more use of the available 3D environment.

  • 7.
    Reski, Nico
    et al.
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM).
    Alissandrakis, Aris
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM).
    Open data exploration in virtual reality: a comparative study of input technology2020Ingår i: Virtual Reality, ISSN 1359-4338, E-ISSN 1434-9957, Vol. 24, nr 1, s. 1-22Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    In this article, we compare three different input technologies (gamepad, vision-based motion controls, room-scale) for an interactive virtual reality (VR) environment. The overall system is able to visualize (open) data from multiple online sources in a unified interface, enabling the user to browse and explore displayed information in an immersive VR setting. We conducted a user interaction study (n=24; n=8 per input technology, between-group design) to investigate experienced workload and perceived flow of interaction. Log files and observations allowed further insights and comparison of each condition. We have identified trends that indicate user preference of a visual (virtual) representation, but no clear trends regarding the application of physical controllers (over vision-based controls), in a scenario that encouraged exploration with no time limitations.

    Ladda ner fulltext (pdf)
    fulltext
  • 8.
    Reski, Nico
    et al.
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM).
    Alissandrakis, Aris
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM).
    Using an Augmented Reality Cube-like Interface and 3D Gesture-based Interaction to Navigate and Manipulate Data2018Ingår i: VINCI '18 Proceedings of the 11th International Symposium on Visual Information Communication and Interaction, New York: Association for Computing Machinery (ACM), 2018, s. 92-96Konferensbidrag (Refereegranskat)
    Abstract [en]

    In this paper we describe our work-in-progress to create an interface that enables users to browse and select data within an Augmented Reality environment, using a virtual cube object that can be interacted with through 3D gestural input. We present the prototype design (including the graphical elements), describe the interaction possibilities of touching the cube with the hand/finger, and put the prototype into the context of our Augmented Reality for Public Engagement (PEAR) framework. An interactive prototype was implemented and runs on a typical off-the-shelf smart-phone device.

  • 9.
    Reski, Nico
    et al.
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM).
    Alissandrakis, Aris
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM).
    Kerren, Andreas
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM). Linköping University, Sweden.
    An Empirical Evaluation of Asymmetric Synchronous Collaboration Combining Immersive and Non-Immersive Interfaces Within the Context of Immersive Analytics2022Ingår i: Frontiers in Virtual Reality, E-ISSN 2673-4192, Vol. 2, artikel-id 743445Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Collaboration is an essential part of data analysis, allowing multiple users to combine their expertise and to debate about the interpretation of data discoveries using their contextual knowledge. The design of collaborative interfaces within the context of Immersive Analytics remains challenging, particularly due to the various user-centered characteristics of immersive technologies. In this article, we present the use case of a system that enables multiple users to synchronously explore the same data in a collaborative scenario that combines immersive and non-immersive interfaces in an asymmetric role setup. Such a setup allows for bridging the gap when applying heterogeneous display and interaction technologies, enabling each analyst to have an independent and different view of the data, while maintaining important collaborative aspects during the joint data exploration. We developed an immersive VR environment (head- mounted display, 3D gestural input) and a non-immersive desktop terminal (monitor, keyboard and mouse) centered around spatio-temporal data exploration. Supported through a real-time communication interface, synchronous collaborative features are integrated in both interfaces, facilitating the users in their ability to establish a shared context and to make spatio-temporal references. We conducted an empirical evaluation with five participant pairs (within-subject design) to investigate aspects of usability, user engagement, and collaboration during a confirmative analysis task. Synthesis of questionnaire results in combination with additional log file analysis, audio activity analysis, and observations, revealed good usability scores, high user engagement, as well as overall close and balanced collaboration of enthusiastic pairs during the task completion independent of their interface type, validating our system approach in general. Further supported through the self-constructed Spatio-Temporal Collaboration Questionnaire, we are able to contribute with discussion and considerations of the presented scenario and the synchronous collaborative features for the design of similar applications.

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    fulltext
  • 10.
    Reski, Nico
    et al.
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM). Linköping University, Sweden.
    Alissandrakis, Aris
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM).
    Kerren, Andreas
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM). Linköping University, Sweden.
    Designing a 3D Gestural Interface to Support User Interaction with Time-Oriented Data as Immersive 3D Radar Charts2024Ingår i: Virtual Reality, ISSN 1359-4338, E-ISSN 1434-9957, Vol. 28, artikel-id 30Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    The design of intuitive three-dimensional user interfaces is vital for interaction in virtual reality, allowing to effectively close the loop between a human user and the virtual environment. The utilization of 3D gestural input allows for useful hand interaction with virtual content by directly grasping visible objects, or through invisible gestural commands that are associated with corresponding features in the immersive 3D space. The design of such interfaces remains complex and challenging. In this article, we present a design approach for a three-dimensional user interface using 3D gestural input with the aim to facilitate user interaction within the context of Immersive Analytics. Based on a scenario of exploring time-oriented data in immersive virtual reality using 3D Radar Charts, we implemented a rich set of features that is closely aligned with relevant 3D interaction techniques, data analysis tasks, and aspects of hand posture comfort. We conducted an empirical evaluation (n=12), featuring a series of representative tasks to evaluate the developed user interface design prototype. The results, based on questionnaires, observations, and interviews, indicate good usability and an engaging user experience. We are able to reflect on the implemented hand-based grasping and gestural command techniques, identifying aspects for improvement in regard to hand detection and precision as well as emphasizing a prototype’s ability to infer user intent for better prevention of unintentional gestures.

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    fulltext
  • 11.
    Reski, Nico
    et al.
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM).
    Alissandrakis, Aris
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM).
    Kerren, Andreas
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM).
    Exploration of Time-Oriented Data in Immersive Virtual Reality Using a 3D Radar Chart Approach2020Ingår i: NordiCHI '20: Proceedings of the 11th Nordic Conference on Human-Computer Interaction: Shaping Experiences, Shaping Society, Tallinn, Estonia, October 25-29, 2020., New York, NY, USA: Association for Computing Machinery (ACM), 2020, s. 1-11, artikel-id 33Konferensbidrag (Refereegranskat)
    Abstract [en]

    In this paper, we present an approach to interact with time-oriented data in Virtual Reality within the context of Immersive Analytics. We implemented a Virtual Reality application that enables its user to explore data in an immersive environment (head-mounted display, 3D gestural input), utilizing potential advantages of immersive technologies, for instance, depth cues for better spatial understanding, natural interaction, and user engagement. The visualization design is inspired by the overall concept of a radar chart, and using the third dimension to represent time-series related data. We conducted a user study with 15 participants, encouraging them to examine a representative dataset within an explorative analysis scenario with no time constraints. Based on the results of usability and user engagement scores, task completion analysis, observations, and interviews, we were able to empirically validate the approach in general, and gain insights in the users’ interaction and data analysis strategies.

    Ladda ner fulltext (pdf)
    2020-Reski-EOT-Submitted
  • 12. Reski, Nico
    et al.
    Alissandrakis, Aris
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM).
    Tyrkkö, Jukka
    Linnéuniversitetet, Fakulteten för konst och humaniora (FKH), Institutionen för språk (SPR).
    Collaborative exploration of rich corpus data using immersive virtual reality and non-immersive technologies2019Ingår i: ADDA: Approaches to Digital Discourse Analysis – ADDA 2, Turku, Finland 23-25 May 2019 ; Book of abstracts, Turku: University of Turku , 2019, s. 7-7Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    In recent years, large textual data sets, comprising many data points and rich metadata, have become a common object of investigation and analysis. Information Visualization and Visual Analytics provide practical tools for visual data analysis, most commonly as interactive two-dimensional (2D) visualizations that are displayed through normal computer monitors. At the same time, display technologies have evolved rapidly over the past decade. In particular, emerging technologies such as virtual reality (VR), augmented reality (AR), or mixed reality (MR) have become affordable and more user-friendly (LaValle 2016). Under the banner of “Immersive Analytics”, researchers started to explore the novel application of such immersive technologies for the purpose of data analysis (Marriott et al. 2018).

    By using immersive technologies, researchers hope to increase motivation and user engagement for the overall data analysis activity as well as providing different perspectives on the data. This can be particularly helpful in the case of exploratory data analysis, when the researcher attempts to identify interesting points or anomalies in the data without prior knowledge of what exactly they are searching for. Furthermore, the data analysis process often involves the collaborative sharing of information and knowledge between multiple users for the goal of interpreting and making sense of the explored data together (Isenberg et al. 2011). However, immersive technologies such as VR are often rather single user-centric experiences, where one user is wearing a head-mounted display (HMD) device and is thus visually isolated from the real-world surroundings. Consequently, new tools and approaches for co-located, synchronous collaboration in such immersive data analysis scenarios are needed.

    In this software demonstration, we present our developed VR system that enables two users to explore data at the same time, one inside an immersive VR environment, and one outside VR using a non-immersive companion application. The context of this demonstrated data analysis activity is centered around the exploration of the language variability in tweets from the perspectives of multilingualism and sociolinguistics (see, e.g. Coats 2017 and Grieve et al. 2017). Our primary data come from the the Nordic Tweet Stream (NTS) corpus (Laitinen et al. 2018, Tyrkkö 2018), and the immersive VR application visualizes in three dimensions (3D) the clustered Twitter traffic within the Nordic region as stacked cuboids according to their geospatial position, where each stack represents a color-coded language share (Alissandrakis et al. 2018). Through the utilization of 3D gestural input, the VR user can interact with the data using hand postures and gestures in order to move through the virtual 3D space, select clusters and display more detailed information, and to navigate through time (Reski and Alissandrakis 2019) ( https://vrxar.lnu.se/apps/odxvrxnts-360/ ). A non-immersive companion application, running in a normal web browser, presents an overview map of the Nordic region as well as other supplemental information about the data that are more suitable to be displayed using non-immersive technologies.

    We will present two complementary applications, each with a different objective within the collaborative data analysis framework. The design and implementation of certain connectivity and collaboration features within these applications facilitate the co-located, synchronous exploration and sensemaking. For instance, the VR user’s position and orientation are displayed and updated in real-time within the overview map of the non-immersive application. The other way around, the selected cluster of the non-immersive user is also highlighted for the user in VR. Initial tests with pairs of language students validated the proof-of-concept of the developed collaborative system and encourage the conduction of further future investigations in this direction.

  • 13.
    Reski, Nico
    et al.
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM).
    Alissandrakis, Aris
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM).
    Tyrkkö, Jukka
    Linnéuniversitetet, Fakulteten för konst och humaniora (FKH), Institutionen för språk (SPR).
    Kerren, Andreas
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM).
    "Oh, that's where you are!": Towards a Hybrid Asymmetric Collaborative Immersive Analytics System2020Ingår i: NordiCHI '20: Proceedings of the 11th Nordic Conference on Human-Computer Interaction: Shaping Experiences, Shaping Society, Tallinn, Estonia, October 25-29, 2020., New York, NY, USA: Association for Computing Machinery (ACM), 2020, s. 1-12, artikel-id 5Konferensbidrag (Refereegranskat)
    Abstract [en]

    We present a hybrid Immersive Analytics system to support asymmetrical collaboration between a pair of users during synchronous data exploration. The system consists of an immersive Virtual Reality application, a non-immersive web application, and a real-time communication interface connecting both applications to provide features to facilitate the collaborators’ mutual understanding and their ability to make (spatial) references. We conducted a real world case study with pairs of language students, encouraging them to use the developed system to investigate a large multivariate Twitter dataset from a sociolinguistic perspective within an explorative analysis scenario. Based on the results of usability scores, log file analyses, observations, and interviews, we were able to validate the approach in general, and gain insights into the users’ collaboration with respect to awareness, deixis, and group dynamics.

    Ladda ner fulltext (pdf)
    2020-Reski-OTW-Submitted
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