3D Interaction with Scientific Data Through Virtual Reality and Tangible Interfacing

Author(s):  
Wen Qi ◽  
Russell M. Taylor ◽  
Christopher Healey ◽  
Jean-Bernard Martens

Three-dimensional (3D) interaction with scientific data is still an immature topic. It involves studying visualization methods to faithfully represent data, on the one hand, and designing interfaces that truly assist users in the data analysis process, on the other hand. In this chapter, we study how the human computer interface influences performance in specific scientific visualization tasks. Although a wide range of virtual reality (VR) systems are in use today, there are few guidelines to help system and application developers in selecting the components most appropriate for the domain problem they are investigating. Using the results of an empirical study, we develop guidelines for the choice of display environment for four specific, but common, volume visualization tasks: identification and judgment of the size, shape, density, and connectivity of objects present in a volume. These tasks are derived from data analysis questions being asked by domain specialists studying Cystic Fibrosis (CF). We compared user performance in three different stereo VR systems: (1) a head-mounted display (HMD); (2) a fish tank VR (fish tank); and (3) a fish tank VR augmented with a haptic device (haptic). HMD participants were placed inside the volume and walked within it to explore its structure. Fish tank and haptic participants saw the entire volume on-screen and rotated it to observe it from different perspectives. Response time and accuracy were used to measure performance. The results show that the fish tank and haptic groups were significantly more accurate at judging the shape, density, and connectivity of objects and completed the tasks significantly faster than the HMD group. Although the fish tank group was itself significantly faster than the haptic group, there were no statistical differences in accuracy between the two. Participants classified the HMD system as an inside-out display (looking outwards from inside the volume), and the fish tank and haptic systems as outside-in displays (looking inwards from outside the volume). Including haptics added an inside-out capability to the fish tank system through the use of touch. We recommend an outside-in system, since it offers both overview and context, two visual properties that are important for the volume visualization tasks we studied. In addition, based on the haptic group’s opinion (80% positive) that haptic feedback aided comprehension, we recommend supplementing the outside-in visual display with inside-out haptics when possible. Based on the results from this user study, we further investigated the 3D interaction tasks from the design perspective of tangible interfaces. Since participants using the fish tank VR system performed better than the other groups in terms of time and accuracy, we asked the question whether or not the user performance could be further improved by adding tangible elements to the interface. In particular, we designed tangible interfaces for performing clipping-plane operations. Because of the dense nature of the data, we believe that adding a tangible clipping plane and an intersection image can help the user to better understand the complex data set. The computing platform and tangible interfaces are described to clarify the different design options. An experimental study is planned to quantitatively measure the added value of different aspects of the tangible interface.

Author(s):  
P. Heinzlreiter ◽  
A. Wasserbauer ◽  
H. Baumgartner ◽  
D. Kranzlmüller ◽  
G. Kurka ◽  
...  

Author(s):  
Denis Bienroth ◽  
Hieu T. Nim ◽  
Dimitar Garkov ◽  
Karsten Klein ◽  
Sabrina Jaeger-Honz ◽  
...  

AbstractSpatially resolved transcriptomics is an emerging class of high-throughput technologies that enable biologists to systematically investigate the expression of genes along with spatial information. Upon data acquisition, one major hurdle is the subsequent interpretation and visualization of the datasets acquired. To address this challenge, VR-Cardiomicsis presented, which is a novel data visualization system with interactive functionalities designed to help biologists interpret spatially resolved transcriptomic datasets. By implementing the system in two separate immersive environments, fish tank virtual reality (FTVR) and head-mounted display virtual reality (HMD-VR), biologists can interact with the data in novel ways not previously possible, such as visually exploring the gene expression patterns of an organ, and comparing genes based on their 3D expression profiles. Further, a biologist-driven use-case is presented, in which immersive environments facilitate biologists to explore and compare the heart expression profiles of different genes.


2019 ◽  
Vol 43 (2) ◽  
Author(s):  
Insil Choi

Hospital autopsy is important for diagnosing neurodegenerative disease in deceased patients. Despite its importance, training autopsy brain removal is challenging for autopsy assistants due to lack of availability of real specimens, initial hesitation to perform the procedure because of proximity to the face, and limited teaching tools. To address these deficits, a virtual reality (VR) simulation was created to teach proper methods to perform the steps of the procedure. This simulation features real-time visual feedback of user performance during the step of opening the cranium with an oscillating saw in order to assist in skill improvement. It also provides an immersive VR interactive experience using realistic virtual patient models, sound effects, and haptic responses.


Author(s):  
Martin Rieser

This chapter will examine and critically align a number of pioneering projects from around the world, using mobile and pervasive technologies, which have challenged the design and delivery of mobile artworks, as documented on the author’s weblog and book The Mobile Audience (Rodopi, 2011). These will be presented together with examples from the artist’s own research and practice, which have been concerned with the liminal nature of digital media and the intersection of the real and virtual, the physicality of place, and the immateriality of the imaginary in artistic spaces. Two projects in process are also referenced: The Prisoner—a motion-captured, emotionally responsive avatar in the round—and Secret Garden—a virtual reality digital opera. Lastly, this chapter considers the nature of digital materiality in the exhibition of miniature Internet transmitted sculptures: Inside Out: Sculpture in the Digital Age.


Author(s):  
Christopher D. Wickens ◽  
Polly Baker

Virtual reality involves the creation of multisensory experience of an environment (its space and events) through artificial, electronic means; but that environment incorporates a sufficient number of features of the non-artificial world that it is experienced as “reality.” The cognitive issues of virtual reality are those that are involved in knowing and understanding about the virtual environment (cognitive: to perceive and to know). The knowledge we are concerned with in this chapter is both short term (Where am I in the environment? What do I see? Where do I go and how do I get there?), and long term (What can and do I learn about the environment as I see and explore it?). Given the recent interest in virtual reality as a concept (Rheingold, 1991; Wexelblat, 1993; Durlach and Mavor, 1994), it is important to consider that virtual reality is not, in fact, a unified thing, but can be broken down into a set of five features, any one of which can be present or absent to create a greater sense of reality. These features consist of the following five points. 1. Three-dimensional (perspective and/or stereoscopic) viewing vs. two-dimensional planar viewing. (Sedgwick, 1986; Wickens et al., 1989). Thus, the geography student who views a 3D representation of the environment has a more realistic view than one who views a 2D contour map. 2. Dynamic vs. static display. A video or movie is more real than a series of static images of the same material. 3. Closed-loop (interactive or learner-centered) vs. open-loop interaction. A more realistic closed-loop mode is one in which the learner has control over what aspect of the learning “world” is viewed or visited. That is, the learner is an active navigator as well as an observer. 4. Inside-out (ego-referenced) vs. outside-in (world-referenced) frame-of-reference. The more realistic inside-out frame-of-reference is one in which the image of the world on the display is viewed from the perspective of the point of ego-reference of the user (that point which is being manipulated by the control). This is often characterized as the property of “immersion.” Thus, the explorer of a virtual undersea environment will view that world from a perspective akin to that of a camera placed on the explorer’s head;


2015 ◽  
Vol 6 (1) ◽  
pp. 83-91 ◽  
Author(s):  
Brian R. Ham ◽  
Christopher A. Myrick ◽  
Frederic T. Barrows ◽  
Carl J. Yeoman ◽  
Glenn C. Duff ◽  
...  

Abstract Hatchery-cultured cutthroat trout Oncorhynchus clarkii fed some commercially available rainbow trout feeds display slow growth and increased mortality. Feed characteristics such as buoyancy and texture alter feed acceptance in some fish species, but their effects have not been adequately addressed in cutthroat trout. Therefore, the objective of this study was to examine whether feed structure and behavior preferences explain the decreased hatchery performance of juvenile cutthroat trout. To achieve this, we conducted two feeding trials in which we fed Westslope cutthroat trout O. clarkii lewisi and Snake River finespotted cutthroat trout O. clarkii behnkei a single diet formulation manufactured to display four different characteristics (floating, sinking, semimoist pellets, or a flake feed) and compared consumption, weight gain, and survival. In the first feeding trial, we stocked Westslope cutthroat trout (initial weight 11.3 g ± 0.5 g) at 20 fish/tank. We used two different sizes of tanks, with four replicate small tanks (54-L) and two replicate large tanks (96-L) per feed type. Results of the first trial demonstrated a significant effect of feed type but not tank size on weight gain of Westslope cutthroat trout with no interaction. Westslope cutthroat trout fed the flake feed gained less weight than did fish fed any of the other feed types. Feed conversion ratio was affected by both feed type and tank size with no interaction. In a second feeding trial, Snake River cutthroat trout (initial weight 19.5 g ± 0.5 g) were stocked at 20 fish/tank in 96-L tanks with four replicate tanks per feed type. Results of the second trial demonstrated that Snake River cutthroat trout fed the flake feed grew less, had higher feed conversion ratio, elevated hepatosomatic index, and reduced muscle ratio compared with fish fed the other feeds. Results demonstrate that flake feeds are not adequate for cutthroat trout at this life stage. However, additional research is needed to address other culture-related limitations because only minor differences between fish fed other feed types were detected.


2020 ◽  
Vol 10 (1) ◽  
pp. 322 ◽  
Author(s):  
Luis Muñoz-Saavedra ◽  
Lourdes Miró-Amarante ◽  
Manuel Domínguez-Morales

Augmented reality and virtual reality technologies are increasing in popularity. Augmented reality has thrived to date mainly on mobile applications, with games like Pokémon Go or the new Google Maps utility as some of its ambassadors. On the other hand, virtual reality has been popularized mainly thanks to the videogame industry and cheaper devices. However, what was initially a failure in the industrial field is resurfacing in recent years thanks to the technological improvements in devices and processing hardware. In this work, an in-depth study of the different fields in which augmented and virtual reality have been used has been carried out. This study focuses on conducting a thorough scoping review focused on these new technologies, where the evolution of each of them during the last years in the most important categories and in the countries most involved in these technologies will be analyzed. Finally, we will analyze the future trend of these technologies and the areas in which it is necessary to investigate to further integrate these technologies into society.


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