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.
Immersive virtual reality (iVR) devices are rapidly becoming an important part of our lives and forming a new way for people to interact with computers and each other. The impact and consequences of this innovative technology have not yet been satisfactory explored. This empirical study investigated the cognitive and social aspects of collaboration in a shared, immersive virtual reality. A unique application for implementing a collaborative immersive virtual environment (CIVE) was developed by our interdisciplinary team as a software solution for educational purposes, with two scenarios for learning about hypsography, i.e., explanations of contour line principles. Both scenarios allow switching between a usual 2D contour map and a 3D model of the corresponding terrain to increase the intelligibility and clarity of the educational content. Gamification principles were also applied to both scenarios to augment user engagement during the completion of tasks. A qualitative research approach was adopted to obtain a deep insight into the lived experience of users in a CIVE. It was thus possible to form a deep understanding of very new subject matter. Twelve pairs of participants were observed during their CIVE experience and then interviewed either in a semistructured interview or a focus group. Data from these three research techniques were analyzed using interpretative phenomenological analysis, which is research method for studying individual experience. Four superordinate themes—with detailed descriptions of experiences shared by numerous participants—emerged as results from the analysis; we called these (1) Appreciation for having a collaborator, (2) The Surprising “Fun with Maps”, (3) Communication as a challenge, and (4) Cognition in two realities. The findings of the study indicate the importance of the social dimension during education in a virtual environment and the effectiveness of dynamic and interactive 3D visualization.
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 ‘spatial understanding’ and ‘combined’ 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.
2 December 2018 in International Journal of Digital Earth
Population distribution modelling can benefit many different domains, for example, transportation, urban planning, ecology or emergency management. Information about the location and number of people in an affected area is crucial for decision-makers during emergencies and crises. Mobile phone data represents relatively reliable and time accurate information on real-time population distribution, movement and behaviour. In this study, we evaluate the spatio-temporal distribution of population derived from phone data of the selected pilot area (City of Brno, Czech Republic). Analysis is based on the dataset describing the estimated human presence (EHP) with two values – visitors and transiting persons. The temporal change of data is first analysed and further processed using two methodological approaches. First, the dasymetric method is used where the building geometry and technical attributes served as a target layer. Second, the results of building level analysis are transformed into a regular grid zone of both visitors and the general EHP. Resulting spatio-temporal patterns are compared to the census data. Results demonstrate how the proposed building level dasymetric approach can improve the spatial granularity of EHP. Potential use of proposed methodology within selected emergency situations is further discussed.
Intensive farming on land represents an increased burden on the environment due to, among other reasons, the usage of agrochemicals. Precision farming can reduce the environmental burden by employing site specific crop management practices which implement advanced geospatial technologies for respecting soil heterogeneity. The objectives of this paper are to present the frontier approaches of geospatial (Big) data processing based on satellite and sensor data which both aim at the prevention and mitigation phases of disaster risk reduction in agriculture. Three techniques are presented in order to demonstrate the possibilities of geospatial (Big) data collection in agriculture: (1) farm machinery telemetry for providing data about machinery operations on fields through the developed MapLogAgri application; (2) agrometeorological observation in the form of a wireless sensor network together with the SensLog solution for storing, analysing, and publishing sensor data; and (3) remote sensing for monitoring field spatial variability and crop status by means of freely-available high resolution satellite imagery. The benefits of re-using the techniques in disaster risk reduction processes are discussed. The conducted tests demonstrated the transferability of agricultural techniques to crisis/emergency management domains.
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’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’ 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.