This paper provided empirical knowledge of the user experience for using collaborative visualization in a distributed asymmetrical setting through controlled user studies. With the ability to access various computing devices, such as Virtual Reality (VR) head-mounted displays, scenarios emerge when collaborators have to or prefer to use different computing environments in different places. However, we still lack an understanding of using VR in an asymmetric setting for collaborative visualization. To get an initial understanding and better inform the designs for asymmetric systems, we first conducted a formative study with 12 pairs of participants. All participants collaborated in asymmetric (PC-VR) and symmetric settings (PC-PC and VR-VR). We then improved our asymmetric design based on the key findings and observations from the first study. Another ten pairs of participants collaborated with enhanced PC-VR and PC-PC conditions in a follow-up study. We found that a well-designed asymmetric collaboration system could be as effective as a symmetric system. Surprisingly, participants using PC perceived less mental demand and effort in the asymmetric setting (PC-VR) compared to the symmetric setting (PC-PC). We provided fine-grained discussions about the trade-offs between different collaboration settings.
翻译:本文通过受控制的用户研究,提供了关于在分布式不对称环境中使用协作视觉化的用户经验的经验知识。由于能够访问各种计算设备,例如虚拟现实(VR)头挂式显示,合作者不得不或愿意在不同地方使用不同的计算环境时会出现情况。然而,我们仍然缺乏对在协作视觉化的不对称环境中使用VR的理解。为了初步了解并更好地为不对称系统的设计提供信息,我们首先与12对参与者进行了成型研究。所有参与者都参与了不对称(PC-VR)和对称设置(PC-PC和VR-VR)的合作。然后,我们根据第一项研究的主要结果和观察改进了我们的不对称设计。另外10对参与者在后续研究中与强化的PC-VR和PC条件合作。我们发现,设计完善的不对称合作系统可以像对称系统一样有效。令人惊讶的是,在不对称设置(PC-VR)和对称设置(PC-PC-PC-PC-PC-PC-C)中,我们提供了与不同贸易设置(PC-C-C-C-C-C-C-C)相比,在不对称设置中进行精细化讨论时使用PC-讨论。