Visualization in the VR-Canvas : How much Reality is Good for Immersive Analytics in Virtual Reality?

dc.contributor.authorKraus, Matthias
dc.contributor.authorWeiler, Niklas
dc.contributor.authorKeim, Daniel A.
dc.contributor.authorDiehl, Alexandra
dc.contributor.authorBach, Benjamin
dc.date.accessioned2019-02-14T14:49:18Z
dc.date.available2019-02-14T14:49:18Z
dc.date.issued2018eng
dc.description.abstractBuilding user interfaces in virtual reality (VR) provides many incentives for the desire to replicate the real world within the “VRCanvas”; three-dimensional spaces and objects, movement, direct interaction, realistic lighting, etc. While many of these design decisions might, in fact, support learning and provide a strong sense of familiarity, their benefit for effective analytic tasks remains controversial. Similar to how desktop interfaces adapt and extend metaphors from the real world, there is a widespread assumption that virtual reality environments will benefit from not replicating every part of the real world and instead focus on transcending reality and improving human experience, perception, and, eventually, cognition. In this paper, we collect evidence from studies, opinions, and examples to foster the current discussion on how replicating the real world can improve or impede tasks in immersive analytics. To clarify what we mean by “real world”, we look at a range of aspects including spatiality, physics, multimodality, and visual appearance.eng
dc.description.versionpublishedeng
dc.identifier.urihttps://kops.uni-konstanz.de/handle/123456789/45047
dc.language.isoengeng
dc.subject.ddc004eng
dc.titleVisualization in the VR-Canvas : How much Reality is Good for Immersive Analytics in Virtual Reality?eng
dc.typeINPROCEEDINGSeng
dspace.entity.typePublication
kops.citation.bibtex
@inproceedings{Kraus2018Visua-45047,
  year={2018},
  title={Visualization in the VR-Canvas : How much Reality is Good for Immersive Analytics in Virtual Reality?},
  url={https://c4pgv.dbvis.de/Kraus_et_al_2018.pdf},
  booktitle={2nd Workshop on the Creation, Curation, Critique and Conditioning of Principles and Guidelines in Visualization at IEEE VIS},
  author={Kraus, Matthias and Weiler, Niklas and Keim, Daniel A. and Diehl, Alexandra and Bach, Benjamin}
}
kops.citation.iso690KRAUS, Matthias, Niklas WEILER, Daniel A. KEIM, Alexandra DIEHL, Benjamin BACH, 2018. Visualization in the VR-Canvas : How much Reality is Good for Immersive Analytics in Virtual Reality?. 2nd Workshop on the Creation, Curation, Critique and Conditioning of Principles and Guidelines in Visualization at IEEE VIS. Berlin, 22. Okt. 2018. In: 2nd Workshop on the Creation, Curation, Critique and Conditioning of Principles and Guidelines in Visualization at IEEE VIS. 2018deu
kops.citation.iso690KRAUS, Matthias, Niklas WEILER, Daniel A. KEIM, Alexandra DIEHL, Benjamin BACH, 2018. Visualization in the VR-Canvas : How much Reality is Good for Immersive Analytics in Virtual Reality?. 2nd Workshop on the Creation, Curation, Critique and Conditioning of Principles and Guidelines in Visualization at IEEE VIS. Berlin, Oct 22, 2018. In: 2nd Workshop on the Creation, Curation, Critique and Conditioning of Principles and Guidelines in Visualization at IEEE VIS. 2018eng
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