Evaluating Layout Dimensionalities in PC+VR Asymmetric Collaborative Decision Making

With the commercialization of virtual/augmented reality (VR/AR) devices, there is an increasing interest in combining immersive and non-immersive devices (e.g., desktop computers) for asymmetric collaborations. While such asymmetric settings have been examined in social platforms, significant questions around layout dimensionality in data-driven decision-making remain underexplored. A crucial inquiry arises: although presenting a consistent 3D virtual world on both immersive and non-immersive platforms has been a common practice in social applications, does the same guideline apply to lay out data? Or should data placement be optimized locally according to each device's display capacity? This study aims to provide empirical insights into the user experience of asymmetric collaboration in data-driven decision-making. We tested practical dimensionality combinations between PC and VR, resulting in three conditions: PC2D+VR2D, PC2D+VR3D, and PC3D+VR3D. The results revealed a preference for PC2D+VR3D, and PC2D+VR2D led to the quickest task completion. Our investigation facilitates an in-depth discussion of the trade-offs associated with different layout dimensionalities in asymmetric collaborations.

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Publication Details

Journal
Proceedings of the ACM on Human-Computer Interaction
Published
2024-10-24
DOI
https://doi.org/10.1145/3698130
Citations
3
Primary Topic
Interactive and Immersive Displays
Type
article
Field-Weighted Citation Impact
1.12
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article

Evaluating Layout Dimensionalities in PC+VR Asymmetric Collaborative Decision Making

Daniel Enriquez, Wai Tong, Chris North, Yalong Yang et al.
3 citations
Proceedings of the ACM on Human-Computer Interaction
Interactive and Immersive Displays
1.12
article

Evaluating Layout Dimensionalities in PC+VR Asymmetric Collaborative Decision Making

Daniel Enriquez, Wai Tong, Chris North, Yalong Yang, Huamin Qu
article en
3 citations

Abstract

With the commercialization of virtual/augmented reality (VR/AR) devices, there is an increasing interest in combining immersive and non-immersive devices (e.g., desktop computers) for asymmetric collaborations. While such asymmetric settings have been examined in social platforms, significant questions around layout dimensionality in data-driven decision-making remain underexplored. A crucial inquiry arises: although presenting a consistent 3D virtual world on both immersive and non-immersive platforms has been a common practice in social applications, does the same guideline apply to lay out data? Or should data placement be optimized locally according to each device's display capacity? This study aims to provide empirical insights into the user experience of asymmetric collaboration in data-driven decision-making. We tested practical dimensionality combinations between PC and VR, resulting in three conditions: PC2D+VR2D, PC2D+VR3D, and PC3D+VR3D. The results revealed a preference for PC2D+VR3D, and PC2D+VR2D led to the quickest task completion. Our investigation facilitates an in-depth discussion of the trade-offs associated with different layout dimensionalities in asymmetric collaborations.

Proceedings of the ACM on Human-Computer InteractionVol. 8(ISS)
Georgia Institute of Technology (US), Hong Kong University of Science and Technology (HK), Cornell University (US), Jacobs Institute (US), Virginia Tech (US), Texas A&M University (US)
Peace, Justice and strong institutions
Openalex Percentile: Top 21%
Interactive and Immersive Displays
1.12
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Evaluating Layout Dimensionalities in PC+VR Asymmetric Collaborative Decision Making — Daniel Enriquez, Wai Tong, et al. · Proceedings of the ACM on Human-Computer Interaction (2024) | TGRS Research Map | TGRS