SAGEXR - DESIGN, DEVELOPMENT AND STUDY OF EFFICACY AND USER BEHAVIOR IN VIRTUAL AND AUGMENTED REALITY PROJECT ROOMS

Date
2021
Authors
Kobayashi, Dylan
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Leigh, Jason
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Computer Science
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Recent years have seen a decrease in cost with significant improvements in quality of XR (Augmented and Virtual Reality) headsets. XR devices are no longer limited to research facilities and have made their way into the consumer market where they are known for entertainment. Over the decades, research has shown the immersion provided by XR devices improves user memory and performance, where its nature is especially suited to 3D and multidimensional data. XR devices are traditionally used in a support role to provide a focused experience or as an inspection apparatus; similar to the role of a microscope. But, such a role prevents XR devices from supporting information analysis from start to finish. Part of this is related to the bias towards 3D and often exclusion of 2D applications which are common in our daily work. However, XR devices have great potential for supporting project room usage of ideation, brainstorming, and information analysis from start to finish. This thesis conducted research to answer hypotheses made in regards to working within immersive environments. The contributions are: COVACh, a framework to guide the design of a system based on user interaction states with information media; SageXR a working prototype designed using the framework; and the discoveries made while testing SageXR to verify the hypothesis. COVACh was found to be successful in guiding the design of SageXR; all user study participants were able to submit their task work for evaluation and formed a favorable option regarding XR’s potential to support project room usage. All participants were observed to make use of at least 2x more virtual area than physical area by the end of their task work, indicating that provided the opportunity, participants wanted and were able to incorporate more space into their workflow than physically accessible. Participants not only used more space but also created information structures which, in some cases, would not be physically possible to replicate due to accessibility. Interestingly there seems to be an underlying desire for layout support best described as dynamic tiled display wall structures within the virtual environment. These are just some of the discoveries made which also includes some caveats found during usage of SageXR. Discussion regarding future development directions and how to address these caveats are covered, describing how SageXR can support usage beyond the project room.
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Computer science, Augmented Reality, HCI, Virtual Reality, XR
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250 pages
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