23 results on '"Zdeněk Stachoň"'
Search Results
2. A comparison of the performance on extrinsic and intrinsic cartographic visualizations through correctness, response time and cognitive processing
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Jiří Čeněk, Zdeněk Stachoň, David Lacko, Pavel Ugwitz, Alžběta Šašinková, Stanislav Popelka, and Čeněk Šašinka
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Male ,010504 meteorology & atmospheric sciences ,genetic structures ,Eye Movements ,Computer science ,Vision ,Physiology ,Visual System ,Sensory Physiology ,0211 other engineering and technologies ,Word error rate ,Social Sciences ,02 engineering and technology ,01 natural sciences ,Systems Science ,Cognition ,Psychology ,Data Management ,Multidisciplinary ,Geography ,Information processing ,Sensory Systems ,Physical Sciences ,Medicine ,Female ,Sensory Perception ,Research Article ,Adult ,Cartography ,Computer and Information Sciences ,Science ,Bivariate analysis ,Humanities ,Young Adult ,Data visualization ,Reaction Time ,Humans ,021101 geological & geomatics engineering ,0105 earth and related environmental sciences ,Data collection ,Color Vision ,business.industry ,Data Visualization ,Cognitive Psychology ,Response time ,Biology and Life Sciences ,Pattern recognition ,Visualization ,Reading ,Earth Sciences ,Cognitive Science ,Perception ,Artificial intelligence ,business ,Mathematics ,Neuroscience ,Dwell Time - Abstract
The aim of this study was to compare the performance of two bivariate visualizations by measuring response correctness (error rate) and response time, and to identify the differences in cognitive processes involved in map-reading tasks by using eye-tracking methods. The present study is based on our previous research and the hypothesis that the use of different visualization methods may lead to significant cognitive-processing differences. We applied extrinsic and intrinsic visualizations in the study. Participants in the experiment were presented maps which depicted two variables (soil moisture and soil depth) and asked to identify the areas which displayed either a single condition (e.g., “find an area with low soil depth”) or both conditions (e.g., “find an area with high soil moisture and low soil depth”). The research sample was composed of 31 social sciences and humanities university students. The experiment was performed under laboratory conditions, and Hypothesis software was used for data collection. Eye-tracking data were collected for 23 of the participants. An SMI RED-m eye-tracker was used to determine whether either of the two visualization methods was more efficient for solving the given map-reading tasks. Our results showed that with the intrinsic visualization method, the participants spent significantly more time with the map legend. This result suggests that extrinsic and intrinsic visualizations induce different cognitive processes. The intrinsic method was observed to generally require more time and led to higher error rates. In summary, the extrinsic method was found to be more efficient than the intrinsic method, although the difference was less pronounced in the tasks which contained two variables, which proved to be better suited to intrinsic visualization.
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- 2020
3. Extended Reality in Spatial Sciences: A Review of Research Challenges and Future Directions
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Arzu Çöltekin, Sidonie Christophe, Dajana Snopková, Ian Lochhead, Petr Kubíček, Christopher Pettit, Shashwat Shukla, Oliver Lock, Marguerite Madden, Nicholas Hedley, Lukáš Herman, Alexandre Devaux, Sergio Bernardes, Zdeněk Stachoň, Institute for Interactive Technologies, FHNW University of Applied Sciences and Arts Northwestern Switzerland, Brugg-Windisch, Switzerland, Laboratoire des Sciences et Technologies de l'Information Géographique (LaSTIG), École nationale des sciences géographiques (ENSG), Institut National de l'Information Géographique et Forestière [IGN] (IGN)-Institut National de l'Information Géographique et Forestière [IGN] (IGN), Cities Analytics Lab UNSW Sydney Australia, Masaryk University [Brno] (MUNI), and Simon Fraser University (SFU.ca)
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Geospatial analysis ,Computer science ,Geography, Planning and Development ,0211 other engineering and technologies ,extended reality (XR) ,lcsh:G1-922 ,GIScience ,02 engineering and technology ,computer.software_genre ,Domain (software engineering) ,0202 electrical engineering, electronic engineering, information engineering ,Earth and Planetary Sciences (miscellaneous) ,Relevance (information retrieval) ,virtual environments (VE) ,mixed reality (MR) ,Computers in Earth Sciences ,ComputingMilieux_MISCELLANEOUS ,virtual reality (VR) ,021101 geological & geomatics engineering ,Haptic technology ,Modalities ,Scope (project management) ,020207 software engineering ,augmented reality (AR) ,Data science ,Mixed reality ,[INFO.INFO-GR]Computer Science [cs]/Graphics [cs.GR] ,Visualization ,computer ,lcsh:Geography (General) - Abstract
This manuscript identifies and documents unsolved problems and research challenges in the extended reality (XR) domain (i.e., virtual (VR), augmented (AR), and mixed reality (MR)). The manuscript is structured to include technology, design, and human factor perspectives. The text is visualization/display-focused, that is, other modalities such as audio, haptic, smell, and touch, while important for XR, are beyond the scope of this paper. We further narrow our focus to mainly geospatial research, with necessary deviations to other domains where these technologies are widely researched. The main objective of the study is to provide an overview of broader research challenges and directions in XR, especially in spatial sciences. Aside from the research challenges identified based on a comprehensive literature review, we provide case studies with original results from our own studies in each section as examples to demonstrate the relevance of the challenges in the current research. We believe that this paper will be of relevance to anyone who has scientific interest in extended reality, and/or uses these systems in their research.
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- 2020
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4. An instance-based scoring system for indoor landmark salience evaluation
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Zhu Litao, Li Xiao, Hana Švedová, Jiafeng Shi, Dajana Snopková, Jie Shen, and Zdeněk Stachoň
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Landmark ,Scoring system ,Interview ,Computer science ,business.industry ,Shopping mall ,05 social sciences ,Geography, Planning and Development ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,0211 other engineering and technologies ,Analytic hierarchy process ,050109 social psychology ,02 engineering and technology ,Machine learning ,computer.software_genre ,Salience (neuroscience) ,11. Sustainability ,Evaluation methods ,Eye tracking ,0501 psychology and cognitive sciences ,Artificial intelligence ,business ,computer ,021101 geological & geomatics engineering ,Earth-Surface Processes - Abstract
Navigation in a complex indoor environment can be difficult, and pedestrians may find themselves disoriented. As the featured objects of an environment, indoor landmarks play an important role in navigation. A review of the existing literature in outdoor landmark evaluation methods, however, shows that they cannot be fully applicable in any indoor environment. In this paper, an instance-based scoring system is proposed for analyzing the indicators that influence the salience of spatial objects from visual, semantic and structural aspects. An Analytic Hierarchy Process was applied to calculate landmark weights using these indicators. Two types of indoor scenes were employed as instances to verify the validity of this method, the Dongchenghui shopping mall (Nanjing, China) using a subjective questionnaire and interview method, and the headquarters of Masaryk University (Brno, Czechia) using an objective eyetracking method. Be result of the two instances showed that the proposed method was feasible.
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- 2019
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5. The Impact of Global/Local Bias on Task-Solving in Map-Related Tasks Employing Extrinsic and Intrinsic Visualization of Risk Uncertainty Maps
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Markéta Kukaňová, Aleš Matas, Zdeněk Stachoň, Petr Kubíček, Čeněk Šašinka, and Sascha Tamm
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Computer science ,business.industry ,Global local ,05 social sciences ,0211 other engineering and technologies ,Representation (systemics) ,02 engineering and technology ,050105 experimental psychology ,Task (project management) ,Visualization ,Eye tracking ,0501 psychology and cognitive sciences ,Computer vision ,Artificial intelligence ,business ,021101 geological & geomatics engineering ,Earth-Surface Processes ,Cognitive style - Abstract
The form of visual representation affects both the way in which the visual representation is processed and the effectiveness of this processing. Different forms of visual representation may require...
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- 2018
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6. The Design and Testing of 3DmoveR: an Experimental Tool for Usability Studies of Interactive 3D Maps
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Tomáš Řezník, Zdeněk Stachoň, Lukáš Herman, and Jan Russnák
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Orientation (computer vision) ,business.industry ,Computer science ,Movement (music) ,0211 other engineering and technologies ,020207 software engineering ,Usability ,02 engineering and technology ,JavaScript ,Visualization ,Human–computer interaction ,0202 electrical engineering, electronic engineering, information engineering ,General Earth and Planetary Sciences ,business ,Cluster analysis ,computer ,Requirements analysis ,Spatial analysis ,021101 geological & geomatics engineering ,General Environmental Science ,computer.programming_language - Abstract
Various widely available applications such as Google Earth have made interactive 3D visualizations of spatial data popular. While several studies have focused on how users perform when interacting with these with 3D visualizations, it has not been common to record their virtual movements in 3D environments or interactions with 3D maps. We therefore created and tested a new web-based research tool: a 3D Movement and Interaction Recorder (3DmoveR). Its design incorporates findings from the latest 3D visualization research, and is built upon an iterative requirements analysis. It is implemented using open web technologies such as PHP, JavaScript, and the X3DOM library. The main goal of the tool is to record camera position and orientation during a user’s movement within a virtual 3D scene, together with other aspects of their interaction. After building the tool, we performed an experiment to demonstrate its capabilities. This experiment revealed differences between laypersons and experts (cartographers) when working with interactive 3D maps. For example, experts achieved higher numbers of correct answers in some tasks, had shorter response times, followed shorter virtual trajectories, and moved through the environment more smoothly. Interaction-based clustering as well as other ways of visualizing and qualitatively analyzing user interaction were explored.
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- 2018
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7. Cross-cultural differences in figure–ground perception of cartographic stimuli
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Jiří Čeněk, Sara Irina Fabrikant, Zdeněk Stachoň, Čeněk Šašinka, Zbyněk Štěrba, Kamil Morong, Radim Štampach, Stephan Angsuesser, University of Zurich, and Čeněk, Jiří
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Visual perception ,media_common.quotation_subject ,2205 Civil and Structural Engineering ,Geography, Planning and Development ,0211 other engineering and technologies ,0507 social and economic geography ,02 engineering and technology ,Empirical research ,3305 Geography, Planning and Development ,Management of Technology and Innovation ,Cultural diversity ,Stress (linguistics) ,1405 Management of Technology and Innovation ,910 Geography & travel ,021101 geological & geomatics engineering ,Civil and Structural Engineering ,media_common ,Planning and Development ,Geography ,Point (typography) ,05 social sciences ,Figure–ground ,Symbol ,10122 Institute of Geography ,Visuospatial perception ,Psychology ,050703 geography ,Cognitive psychology - Abstract
This article reports on an empirical study investigating cultural differences in the visuospatial perception and cognition of qualitative point symbols shown on reference maps. We developed two informationally equivalent symbol sets depicted on identical reference maps that were shown to Czech and Chinese map readers. The symbols varied in visual contrast with respect to the base map. Our empirical results suggest the existence of cultural influences on map reading, but not in the predicted direction based on the previous cross-cultural studies. Our findings stress the importance of considering the cultural background of map readers, especially when designing reference maps aimed for global online use.
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- 2018
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8. Identification of altitude profiles in 3D geovisualizations: the role of interaction and spatial abilities
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Jiří Chmelík, Zdeněk Stachoň, Vojtěch Juřík, Petr Kubíček, Lukáš Herman, Čeněk Šašinka, and Tomáš Urbánek
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010504 meteorology & atmospheric sciences ,Computer science ,business.industry ,0211 other engineering and technologies ,Terrain ,Stereoscopy ,Usability ,02 engineering and technology ,01 natural sciences ,Computer Science Applications ,Visualization ,law.invention ,Identification (information) ,Interactivity ,Human–computer interaction ,law ,General Earth and Planetary Sciences ,Think aloud protocol ,Digital elevation model ,business ,Software ,021101 geological & geomatics engineering ,0105 earth and related environmental sciences - Abstract
Three-dimensional geovisualizations are currently pushed both by technological development and by the demands of experts in various applied areas. In the presented empirical study, we compared the features of real 3D (stereoscopic) versus pseudo 3D (monoscopic) geovisualizations in static and interactive digital elevation models. We tested 39 high-school students in their ability to identify the correct terrain profile from digital elevation models. Students’ performance was recorded and further analysed with respect to their spatial abilities, which were measured by a psychological mental rotation test and think aloud protocol. The results of the study indicated that the influence of the type of 3D visualization (monoscopic/stereoscopic) on the performance of the users is not clear, the level of navigational interactivity has significant influence on the usability of a particular 3D visualization, and finally no influences of the spatial abilities on the performance of the user within the 3D environment were identified.
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- 2017
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9. The 3D hype: Evaluating the potential of real 3D visualization in geo-related applications
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Jiří Chmelík, Zdeněk Stachoň, Dajana Snopková, Lukáš Herman, Vojtěch Juřík, Adrianne John R. Galang, Čeněk Šašinka, and Petr Kubíček
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Male ,Visual perception ,Vision ,Computer science ,0211 other engineering and technologies ,Social Sciences ,Geographic Mapping ,Stereoscopy ,02 engineering and technology ,Computer Architecture ,law.invention ,Cognition ,law ,Human–computer interaction ,Geoinformatics ,Medicine and Health Sciences ,0202 electrical engineering, electronic engineering, information engineering ,Psychology ,Multidisciplinary ,Geography ,Middle Aged ,Visual Perception ,Medicine ,Sensory Perception ,Female ,020201 artificial intelligence & image processing ,Anatomy ,Research Article ,Adult ,Computer and Information Sciences ,Science ,Terrain ,Human Geography ,Urban Geography ,Young Adult ,Imaging, Three-Dimensional ,Interactivity ,Ocular System ,Computer Graphics ,Reaction Time ,Humans ,Interactive visualization ,021101 geological & geomatics engineering ,Data Visualization ,Biology and Life Sciences ,Geomorphology ,Visualization ,Earth Sciences ,Linear Models ,Cognitive Science ,Eyes ,Geovisualization ,Head ,Neuroscience ,User Interfaces - Abstract
The use of 3D visualization technologies has increased rapidly in many applied fields, including geovisualization, and has been researched from many different perspectives. However, the findings for the benefits of 3D visualization, especially in stereoscopic 3D forms, remain inconclusive and disputed. Stereoscopic “real” 3D visualization was proposed as encouraging the visual perception of shapes and volume of displayed content yet criticised as problematic and limited in a number of ways, particularly in visual discomfort and increased response time in tasks. In order to assess the potential of real 3D visualization for geo-applications, 91 participants were engaged in this study to work with digital terrain models in different 3D settings. The researchers examined the effectivity of stereoscopic real 3D visualization compared to monoscopic 3D (or pseudo 3D) visualization under static and interactive conditions and applied three tasks with experimental stimuli representing different geo-related phenomena, i.e. objects in the terrain, flat areas marked in the terrain and terrain elevation profiles. The authors explored the significant effects of real 3D visualization and interactivity factors in terms of response time and correctness. Researchers observed that the option to interact (t = -10.849, p < 0.001) with a virtual terrain and its depiction with real 3D visualization (t = 4.64, p < 0.001) extended the participants’ response times. Counterintuitively, the data demonstrated that the static condition increased response correctness (z = 5.38, p < 0.001). Regarding detailed analysis of data, an interactivity factor was proposed as a potential substitute for real 3D visualization in 3D geographical tasks.
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- 2020
10. Indoor path visualization method based on the spatial characteristics of indoor environment
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Jie Shen, Chen Yawei, Jiafeng Shi, and Zdeněk Stachoň
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Landmark ,Computer science ,010401 analytical chemistry ,Real-time computing ,Perspective (graphical) ,0211 other engineering and technologies ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,Interlacing ,02 engineering and technology ,General Medicine ,01 natural sciences ,0104 chemical sciences ,Visualization ,11. Sustainability ,Path (graph theory) ,Key (cryptography) ,Motion planning ,021101 geological & geomatics engineering ,Communication channel - Abstract
With the increasing number of large buildings and more frequent indoor activities, indoor location-based service has expanded. Due to the complicated internal passages of large public buildings and the three-dimensional interlacing, it is difficult for users to quickly reach the destination, the demand of indoor paths visualization increases. Isikdag (2013), Zhang Shaoping (2017), Huang Kejia (2018) provided navigation services for users based on path planning algorithm. In terms of indoor path visualization, Nossum (2011) proposed a “Tubes” map design method, which superimposed the channel information of different floors on the same plane by simplifying the indoor corridor and the room. Lorenz et al (2013) focused on map perspective (2D/3D) and landmarks, developed and investigated cartographic methods for effective route guidance in indoor environments. Holscher et al (2007) emphasized using the landmark objects at the important decision points of the route in indoor map design. The existing studies mainly focused on two-dimensional plane to visualize the indoor path, lacking the analysis of three-dimensional connectivity in indoor space, which makes the intuitiveness and interactivity of path visualization greatly compromised. Therefore, it is difficult to satisfy the wayfinding requirements of the indoor multi-layer continuous space. In order to solve this problem, this paper aims to study the characteristics of the indoor environment and propose a path visualization method. The following questions are addressed in this study: 1) What are the key characteristics of the indoor environment compared to the outdoor space? 2) How to visualize the indoor paths to satisfy the users’ wayfinding needs?
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- 2019
11. Spatial Analysis of Navigation in Virtual Geographic Environments
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Petr Kubíček, Pavel Ugwitz, Čeněk Šašinka, Lukáš Herman, Zdeněk Stachoň, and Vojtěch Juřík
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Computer science ,virtual geographic environment ,0211 other engineering and technologies ,Exploratory research ,spatial navigation ,Sample (statistics) ,02 engineering and technology ,Spatial memory ,visual cognitive styles ,lcsh:Technology ,exploration strategies ,spatial data collection ,lcsh:Chemistry ,03 medical and health sciences ,0302 clinical medicine ,spatial cognition ,Human–computer interaction ,General Materials Science ,Instrumentation ,Spatial analysis ,lcsh:QH301-705.5 ,021101 geological & geomatics engineering ,Fluid Flow and Transfer Processes ,lcsh:T ,Process Chemistry and Technology ,General Engineering ,Cognition ,Spatial cognition ,lcsh:QC1-999 ,Computer Science Applications ,Spatial relation ,spatial data analysis ,lcsh:Biology (General) ,lcsh:QD1-999 ,lcsh:TA1-2040 ,lcsh:Engineering (General). Civil engineering (General) ,030217 neurology & neurosurgery ,lcsh:Physics ,Cognitive style - Abstract
Human performance and navigation activity in virtual environments can be measured and assessed with the aim to draw specific conclusions about human cognition. This paper presents an original virtual geographic environment (VGE) designed and used for this purpose. The presented research is rooted in an interdisciplinary approach combining knowledge and principles from the fields of psychology, cartography, and information technologies. The VGE was embedded with user logging functionality to provide a basis from which conclusions about human cognitive processes in a VGE could be drawn. The scope of this solution is introduced, described, and discussed under a behavioral measurement framework. An exploratory research design was adopted to demonstrate the environment&rsquo, s utility in proof-of-concept user testing. Twenty participants were observed in interactive, semi-interactive and non-interactive tasks, their performance and individual differences were analyzed. The behavioral measurements were supplemented by Object-Spatial Imagery and a Verbal Questionnaire to determine the participants&rsquo, cognitive styles. In this sample, significant differences in exploration strategies between men and women were detected. Differences between experienced and non-experienced users were also found in their ability to identify spatial relations in virtual scenes. Finally, areas for future research areas and development were pinpointed.
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- 2019
12. A Comparison of Monoscopic and Stereoscopic 3D Visualizations: Effect on Spatial Planning in Digital Twins
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Zdeněk Stachoň, Tomáš Řezník, Pavel Ugwitz, Dajana Snopková, Vojtěch Juřík, Čeněk Šašinka, Jiří Chmelík, and Lukáš Herman
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Geospatial analysis ,Computer science ,Science ,3D geovisualization ,0211 other engineering and technologies ,Stereoscopy ,02 engineering and technology ,user testing ,Virtual reality ,computer.software_genre ,digital twin ,pseudo-3D visualization ,real-3D visualization ,virtual reality ,Spatial memory ,GeneralLiterature_MISCELLANEOUS ,law.invention ,law ,Human–computer interaction ,Shutter ,0202 electrical engineering, electronic engineering, information engineering ,021101 geological & geomatics engineering ,Perspective (graphical) ,020207 software engineering ,Cognition ,General Earth and Planetary Sciences ,Depth perception ,computer - Abstract
From the user perspective, 3D geospatial data visualizations are one of the bridges between the physical and the digital world. As such, the potential of 3D geospatial data visualizations is frequently discussed within and beyond the digital twins. The effects on human cognitive processes in complex spatial tasks is rather poorly known. No uniform standards exist for the 3D technologies used in these tasks. Although stereoscopic geovisualizations presented using 3D technologies enhance depth perception, it has been suggested that the visual discomfort experienced when using 3D technology outweighs its benefits and results in lower efficiency and errors. In the present study, sixty participants using 3D technologies were tested in terms of their ability to make informed decisions in selecting the correct position of a virtual transmitter in a digital twin and a digital terrain model, respectively. Participants (n = 60) were randomly assigned into two groups, one using 3D technology engaging stereoscopic shutter glasses and the second working with standard computer screen-based visualizations. The results indicated that the participants who used shutter glasses performed significantly worse in terms of response time (W = 175.0; p < 0.001, r = −0.524). This finding verifies previous conclusions concerning the unsuitability of stereoscopic visualization technology for complex decision-making in geospatial tasks.
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- 2021
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13. TOUCH INTERACTION WITH 3D GEOGRAPHICAL VISUALIZATION ON WEB: SELECTED TECHNOLOGICAL AND USER ISSUES
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Radim Stuchlík, Lukáš Herman, Jiří Hladík, Petr Kubíček, and Zdeněk Stachoň
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lcsh:Applied optics. Photonics ,Correctness ,Computer science ,0211 other engineering and technologies ,0507 social and economic geography ,02 engineering and technology ,Interpersonal communication ,JavaScript ,computer.software_genre ,lcsh:Technology ,Software ,Human–computer interaction ,021101 geological & geomatics engineering ,computer.programming_language ,Multimedia ,SIMPLE (military communications protocol) ,lcsh:T ,business.industry ,05 social sciences ,lcsh:TA1501-1820 ,Visualization ,lcsh:TA1-2040 ,lcsh:Engineering (General). Civil engineering (General) ,business ,050703 geography ,computer ,Gesture - Abstract
The use of both 3D visualization and devices with touch displays is increasing. In this paper, we focused on the Web technologies for 3D visualization of spatial data and its interaction via touch screen gestures. At the first stage, we compared the support of touch interaction in selected JavaScript libraries on different hardware (desktop PCs with touch screens, tablets, and smartphones) and software platforms. Afterward, we realized simple empiric test (within-subject design, 6 participants, 2 simple tasks, LCD touch monitor Acer and digital terrain models as stimuli) focusing on the ability of users to solve simple spatial tasks via touch screens. An in-house testing web tool was developed and used based on JavaScript, PHP, and X3DOM languages and Hammer.js libraries. The correctness of answers, speed of users’ performances, used gestures, and a simple gesture metric was recorded and analysed. Preliminary results revealed that the pan gesture is most frequently used by test participants and it is also supported by the majority of 3D libraries. Possible gesture metrics and future developments including the interpersonal differences are discussed in the conclusion.
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- 2016
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14. Cartographic Design and Usability of Visual Variables for Linear Features
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Petr Kubíček, Zbyněk Štěrba, Jiří Apeltauer, Čeněk Šašinka, Zdeněk Stachoň, and Tomáš Urbánek
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Computer science ,business.industry ,05 social sciences ,0211 other engineering and technologies ,Usability ,02 engineering and technology ,Object (computer science) ,050105 experimental psychology ,Symbol (chemistry) ,Visualization ,Task (computing) ,Feature (machine learning) ,0501 psychology and cognitive sciences ,business ,Set (psychology) ,Cartography ,021101 geological & geomatics engineering ,Earth-Surface Processes ,Cognitive style - Abstract
This article addresses the measurement and assessment of response times and error rates in map-reading tasks relative to various modes of linear feature visualization. In a between-subject design study, participants completed a set of map-reading tasks generated by approaches to a traffic problem. These entailed quick and correct decoding of graphically represented quantitative and qualitative spatial information. The tasks first involved the decoding of one graphic variable, then of two variables simultaneously. While alternative representations of qualitative information included colour hue and symbol shape, the quantitative information was communicated either through symbol size or colour value. In bivariate tasks, quantitative and qualitative graphical elements were combined in a single display. Individual differences were also examined. The concept of cognitive style partially explains the variability in people’s perception and thinking, describing individual preferences in object representation and problem-solving strategies. The data obtained in the experiment suggest that alternative forms of visualization may have different impacts on performance in map-reading tasks: colour hue and size proved more efficient in communicating information than shape and colour value. Apart from this, it was shown that individual facets of cognitive style may affect task performance, depending on the type of visualization employed.
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- 2016
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15. COGNITIVE ASPECTS OF COLLABORATION IN 3D VIRTUAL ENVIRONMENTS
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Lukáš Herman, Čeněk Šašinka, Vojtěch Juřík, Petr Kubíček, and Zdeněk Stachoň
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lcsh:Applied optics. Photonics ,Engineering ,010504 meteorology & atmospheric sciences ,Situation awareness ,Human error ,0211 other engineering and technologies ,02 engineering and technology ,Metaverse ,lcsh:Technology ,01 natural sciences ,Human–computer interaction ,0105 earth and related environmental sciences ,021101 geological & geomatics engineering ,lcsh:T ,business.industry ,05 social sciences ,lcsh:TA1501-1820 ,050301 education ,Usability ,Cognition ,Visualization ,lcsh:TA1-2040 ,Virtual collaboration ,Virtual image ,lcsh:Engineering (General). Civil engineering (General) ,business ,0503 education - Abstract
Human-computer interaction has entered the 3D era. The most important models representing spatial information — maps — are transferred into 3D versions regarding the specific content to be displayed. Virtual worlds (VW) become promising area of interest because of possibility to dynamically modify content and multi-user cooperation when solving tasks regardless to physical presence. They can be used for sharing and elaborating information via virtual images or avatars. Attractiveness of VWs is emphasized also by possibility to measure operators’ actions and complex strategies. Collaboration in 3D environments is the crucial issue in many areas where the visualizations are important for the group cooperation. Within the specific 3D user interface the operators' ability to manipulate the displayed content is explored regarding such phenomena as situation awareness, cognitive workload and human error. For such purpose, the VWs offer a great number of tools for measuring the operators’ responses as recording virtual movement or spots of interest in the visual field. Study focuses on the methodological issues of measuring the usability of 3D VWs and comparing them with the existing principles of 2D maps. We explore operators’ strategies to reach and interpret information regarding the specific type of visualization and different level of immersion.
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- 2016
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16. COMPARISON OF USER PERFORMANCE WITH INTERACTIVE AND STATIC 3D VISUALIZATION – PILOT STUDY
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Lukáš Herman and Zdeněk Stachoň
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lcsh:Applied optics. Photonics ,010504 meteorology & atmospheric sciences ,Computer science ,Exploratory research ,0211 other engineering and technologies ,02 engineering and technology ,computer.software_genre ,01 natural sciences ,lcsh:Technology ,Task (project management) ,Human–computer interaction ,Set (psychology) ,Interactive visualization ,0105 earth and related environmental sciences ,021101 geological & geomatics engineering ,Point (typography) ,business.industry ,lcsh:T ,lcsh:TA1501-1820 ,Usability ,021001 nanoscience & nanotechnology ,Visualization ,Virtual machine ,lcsh:TA1-2040 ,business ,0210 nano-technology ,lcsh:Engineering (General). Civil engineering (General) ,computer - Abstract
Interactive 3D visualizations of spatial data are currently available and popular through various applications such as Google Earth, ArcScene, etc. Several scientific studies have focused on user performance with 3D visualization, but static perspective views are used as stimuli in most of the studies. The main objective of this paper is to try to identify potential differences in user performance with static perspective views and interactive visualizations. This research is an exploratory study. An experiment was designed as a between-subject study and a customized testing tool based on open web technologies was used for the experiment. The testing set consists of an initial questionnaire, a training task and four experimental tasks. Selection of the highest point and determination of visibility from the top of a mountain were used as the experimental tasks. Speed and accuracy of each task performance of participants were recorded. The movement and actions in the virtual environment were also recorded within the interactive variant. The results show that participants deal with the tasks faster when using static visualization. The average error rate was also higher in the static variant. The findings from this pilot study will be used for further testing, especially for formulating of hypotheses and designing of subsequent experiments.
- Published
- 2016
17. Evaluation of User Performance in Interactive and Static 3D Maps
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Lukáš Herman, Jan Russnák, Vojtěch Juřík, Zdeněk Stachoň, Daniel Vrbík, and Tomáš Řezník
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Geospatial analysis ,010504 meteorology & atmospheric sciences ,Computer science ,Geography, Planning and Development ,Interactive 3d ,0211 other engineering and technologies ,lcsh:G1-922 ,02 engineering and technology ,3DmoveR ,Virtual reality ,computer.software_genre ,01 natural sciences ,level of interactivity ,User studies ,Interactivity ,Experimental testing ,Human–computer interaction ,Earth and Planetary Sciences (miscellaneous) ,OSIVQ ,3D map ,Computers in Earth Sciences ,021101 geological & geomatics engineering ,0105 earth and related environmental sciences ,map tasks ,user study ,3D geovisualizations ,user’s performance ,computer ,lcsh:Geography (General) ,map users - Abstract
Interactive 3D visualizations of geospatial data are currently available and popular through various applications such as Google EarthTM and others. Several studies have focused on user performance with 3D maps, but static 3D maps were mostly used as stimuli. The main objective of this paper was to identify differences between interactive and static 3D maps. We also explored the role of different tasks and inter-individual differences of map users. In the experimental study, we analyzed effectiveness, efficiency, and subjective preferences, when working with static and interactive 3D maps. The study included 76 participants and used a within-subjects design. Experimental testing was performed using our own testing tool 3DmoveR 2.0, which was based on a user logging method and open web technologies. We demonstrated statistically significant differences between interactive and static 3D maps in effectiveness, efficiency, and subjective preferences. Interactivity influenced the results mainly in &lsquo, spatial understanding&rsquo, and &lsquo, combined&rsquo, tasks. From the identified differences, we concluded that the results of the user studies with static 3D maps as stimuli could not be transferred to interactive 3D visualizations or virtual reality.
- Published
- 2018
18. CHEAP AND IMMERSIVE VIRTUAL REALITY: APPLICATION IN CARTOGRAPHY
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Zdeněk Stachoň, Ondřej Kvarda, and Lukáš Herman
- Subjects
lcsh:Applied optics. Photonics ,Focus (computing) ,010504 meteorology & atmospheric sciences ,SIMPLE (military communications protocol) ,Computer science ,lcsh:T ,Headset ,0211 other engineering and technologies ,lcsh:TA1501-1820 ,ComputerApplications_COMPUTERSINOTHERSYSTEMS ,02 engineering and technology ,Virtual reality ,computer.software_genre ,01 natural sciences ,lcsh:Technology ,Visualization ,Virtual machine ,lcsh:TA1-2040 ,Immersion (virtual reality) ,lcsh:Engineering (General). Civil engineering (General) ,Cartography ,computer ,021101 geological & geomatics engineering ,0105 earth and related environmental sciences - Abstract
In this paper, we analysed and tested the possibilities for the use of low-cost VR (Virtual Reality) headsets, with a focus on cartographic visualization. Low-cost devices were compared and classified into three categories (low-end, mid-range and high-end). We also created a pilot virtual environment, called “Carthoreality”, and conducted simple pilot user testing using this virtual environment and the three low-end headsets. Our pilot test shows a few drawbacks to these devices, including weight of the headset and penetrating light. Some problems in terms of user aspects were also identified, such as nausea while wearing headsets or disorientation after removing them, which occurred for all users.
- Published
- 2018
19. When the display matters: A multifaceted perspective on 3D geovisualizations
- Author
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Čeněk Šašinka, Lukáš Herman, Jiří Chmelík, Vojtěch Juřík, and Zdeněk Stachoň
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kinetic depth effect ,3d vision ,Interface (computing) ,0211 other engineering and technologies ,Stereoscopy ,02 engineering and technology ,Environmental Science (miscellaneous) ,Motion capture ,050105 experimental psychology ,law.invention ,geovisualization ,human-computer interaction ,law ,0501 psychology and cognitive sciences ,Computer vision ,Projection (set theory) ,021101 geological & geomatics engineering ,QE1-996.5 ,pseudo 3d visualization ,business.industry ,05 social sciences ,Geology ,stereopsis ,Visualization ,Stereopsis ,General Earth and Planetary Sciences ,real 3d visualization ,Artificial intelligence ,Geovisualization ,Kinetic depth effect ,business ,Cartography - Abstract
This study explores the influence of stereoscopic (real) 3D and monoscopic (pseudo) 3D visualization on the human ability to reckon altitude information in noninteractive and interactive 3D geovisualizations. A two phased experiment was carried out to compare the performance of two groups of participants, one of them using the real 3D and the other one pseudo 3D visualization of geographical data. A homogeneous group of 61 psychology students, inexperienced in processing of geographical data, were tested with respect to their efficiency at identifying altitudes of the displayed landscape. The first phase of the experiment was designed as non-interactive, where static 3D visual displayswere presented; the second phase was designed as interactive and the participants were allowed to explore the scene by adjusting the position of the virtual camera. The investigated variables included accuracy at altitude identification, time demands and the amount of the participant’s motor activity performed during interaction with geovisualization. The interface was created using a Motion Capture system, Wii Remote Controller, widescreen projection and the passive Dolby 3D technology (for real 3D vision). The real 3D visual display was shown to significantly increase the accuracy of the landscape altitude identification in non-interactive tasks. As expected, in the interactive phase there were differences in accuracy flattened out between groups due to the possibility of interaction, with no other statistically significant differences in completion times or motor activity. The increased number of omitted objects in real 3D condition was further subjected to an exploratory analysis.
- Published
- 2017
- Full Text
- View/download PDF
20. Navigation in Indoor Environments: Does the Type of Visual Learning Stimulus Matter?
- Author
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Petr Kubíček, Dajana Snopková, Hana Švedová, and Zdeněk Stachoň
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Computer science ,Geography, Planning and Development ,0211 other engineering and technologies ,lcsh:G1-922 ,02 engineering and technology ,Floor plan ,eye tracking ,level of realism ,Human–computer interaction ,Quantitative research ,0202 electrical engineering, electronic engineering, information engineering ,Earth and Planetary Sciences (miscellaneous) ,Computers in Earth Sciences ,021101 geological & geomatics engineering ,Virtual tour ,Landmark ,spatial orientation ,Cognitive map ,indoor navigation ,020207 software engineering ,evacuation ,virtual tour ,Eye tracking ,Geovisualization ,Visual learning ,lcsh:Geography (General) - Abstract
This work addresses the impact of a geovisualization&rsquo, s level of realism on a user&rsquo, s experience in indoor navigation. The key part of the work is a user study in which participants navigated along a designated evacuation route previously learnt in a virtual tour or traditional 2D floor plan. The efficiency and effectiveness of completing the task was measured by the number of incorrect turns during navigation and completion time. The complexity of mental spatial representations that participants developed before and after navigating the route was also evaluated. The data was obtained using several qualitative and quantitative research methods (mobile eye tracking, structured interviews, sketching of cognitive maps, creation of navigation instructions, and additional questions to evaluate spatial orientation abilities). A total of 36 subjects (17 in the &ldquo, floor plan&rdquo, group and 19 in the &ldquo, virtual tour&rdquo, group) participated in the study. The results showed that the participants from both groups were able to finish the designated navigation route, but more detailed mental spatial representations were developed by the &ldquo, group than the &ldquo, group. The participants in the virtual tour group created richer navigation instructions both before and after evacuation, mentioned more landmarks and could recall their characteristics. Visual landmark characteristics available in the virtual tour also seemed to support the correct decision-making.
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- 2019
- Full Text
- View/download PDF
21. EyeTribe Tracker Data Accuracy Evaluation and Its Interconnection with Hypothesis Software for Cartographic Purposes
- Author
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Čeněk Šašinka, Jitka Doležalová, Zdeněk Stachoň, and Stanislav Popelka
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Research design ,General Computer Science ,Article Subject ,Eye Movements ,Computer science ,General Mathematics ,0211 other engineering and technologies ,0507 social and economic geography ,02 engineering and technology ,lcsh:Computer applications to medicine. Medical informatics ,computer.software_genre ,lcsh:RC321-571 ,Data acquisition ,Software ,Web application ,Humans ,lcsh:Neurosciences. Biological psychiatry. Neuropsychiatry ,021101 geological & geomatics engineering ,Data collection ,business.industry ,General Neuroscience ,Design of experiments ,05 social sciences ,General Medicine ,Data Accuracy ,lcsh:R858-859.7 ,Eye tracking ,Data mining ,business ,050703 geography ,computer ,Cartography ,Qualitative research ,Research Article - Abstract
The mixed research design is a progressive methodological discourse that combines the advantages of quantitative and qualitative methods. Its possibilities of application are, however, dependent on the efficiency with which the particular research techniques are used and combined. The aim of the paper is to introduce the possible combination of Hypothesis with EyeTribe tracker. The Hypothesis is intended for quantitative data acquisition and the EyeTribe is intended for qualitative (eye-tracking) data recording. In the first part of the paper, Hypothesis software is described. The Hypothesis platform provides an environment for web-based computerized experiment design and mass data collection. Then, evaluation of the accuracy of data recorded by EyeTribe tracker was performed with the use of concurrent recording together with the SMI RED 250 eye-tracker. Both qualitative and quantitative results showed that data accuracy is sufficient for cartographic research. In the third part of the paper, a system for connecting EyeTribe tracker and Hypothesis software is presented. The interconnection was performed with the help of developed web application HypOgama. The created system uses open-source software OGAMA for recording the eye-movements of participants together with quantitative data from Hypothesis. The final part of the paper describes the integrated research system combining Hypothesis and EyeTribe.
- Published
- 2016
22. The Hypothesis Platform: An Online Tool for Experimental Research into Work with Maps and Behavior in Electronic Environments
- Author
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Zdeněk Stachoň, Čeněk Šašinka, and Kamil Morong
- Subjects
Computer science ,media_common.quotation_subject ,Geography, Planning and Development ,0211 other engineering and technologies ,lcsh:G1-922 ,02 engineering and technology ,eye tracking ,Modularity ,050105 experimental psychology ,Presentation ,Software ,Human–computer interaction ,behavior research method ,Earth and Planetary Sciences (miscellaneous) ,0501 psychology and cognitive sciences ,Formatted text ,Computers in Earth Sciences ,Function (engineering) ,021101 geological & geomatics engineering ,media_common ,cognitive cartography ,business.industry ,experimental testing ,05 social sciences ,computer.file_format ,web-based software ,psychological diagnostic ,Eye tracking ,Computerized adaptive testing ,business ,Raw data ,computer ,lcsh:Geography (General) - Abstract
The article presents a testing platform named Hypothesis. The software was developed primarily for the purposes of experimental research in cartography and psychological diagnostics. Hypothesis is an event-logger application which can be used for the recording of events and their real-time processing, if needed. The platform allows for the application of Computerized Adaptive Testing. The modularity of the platform makes it possible to integrate various Processing.js-based applications for creation and presentation of rich graphic material, interactive animations, and tasks involving manipulation with 3D objects. The Manager Module allows not only the administration of user accounts and tests but also serves as a data export tool. Raw data is exported from the central database in text format and then converted in the selection module into a format suitable for statistical analysis. The platform has many functions e.g., the creation and administration of tasks with real-time interaction between several participants (“multi-player function”) and those where a single user completes several tests simultaneously (“multi-task function”). The platform may be useful e.g., for research in experimental economics or for studies involving collaborative tasks. In addition, connection of the platform to an eye-tracking system is also possible.
- Published
- 2017
- Full Text
- View/download PDF
23. The role of spatial visual analysis in historical religious studies
- Author
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Tomáš Hampejs, Vojtěch Kaše, Adam Mertel, Zdeněk Stachoň, Aleš Chalupa, Tomáš Glomb, and Dalibor Papoušek
- Subjects
Spatial methods ,Computer science ,05 social sciences ,Geography, Planning and Development ,0211 other engineering and technologies ,0507 social and economic geography ,Complex system ,02 engineering and technology ,Data science ,Dynamics (music) ,Phenomenon ,Comparative historical research ,Geovisualization ,Set (psychology) ,050703 geography ,021101 geological & geomatics engineering ,Earth-Surface Processes ,Historical study - Abstract
The goal of this paper is to explore the possibilities and advantages of spatial visual analysis to answering or exploring a hypothesis set by the historical study of religions. The content was based on the GEHIR project that studies the history of ancient Graeco-Roman religions through innovative methods used in the study of the dynamics of complex systems. At the beginning of the paper, three case studies are identified and their hypotheses and input datasets are described. Subsequently, relevant spatial methods are proposed and implemented within a web-based map application that is deployed online (gehir.phil.muni.cz/map). Notwithstanding certain constraints, the new possibilities and advantages of using visual analysis in historical research bring a unique view on the phenomenon. This could open new discussions and contribute to the spreading of geographic approaches to the overall knowledge of historians.
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