Čeněk  Šašinka

Čeněk Šašinka

orcid

Research Focus & Metrics

Academic Career Length

17Years (2010-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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ČŠČeněk Šašinka
Čeněk Šašinka
ZSZdeněk Stachoň
Zdeněk Stachoň
MSMichal Sedlák
Michal Sedlák
JCJiří Chmelík
Jiří Chmelík
LHLukáš Herman
Lukáš Herman
VJVojtěch Juřík
Vojtěch Juřík
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.

19 January 2022 in Applied Sciences
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PUPavel Ugwitz
Pavel Ugwitz
OKOndřej Kvarda
Ondřej Kvarda
ZJZuzana Jurikova
Zuzana Jurikova
ČŠČeněk Šašinka
Čeněk Šašinka
STSascha Tamm
Sascha Tamm
Not all eye-tracking methodology and data processing are equal. While the use of eye-tracking is intricate because of its grounding in visual physiology, traditional 2D eye-tracking methods are supported by software, tools, and reference studies. This is not so true for eye-tracking methods applied in virtual reality (imaginary 3D environments). Previous research regarded the domain of eye-tracking in 3D virtual reality as an untamed realm with unaddressed issues. The present paper explores these issues, discusses possible solutions at a theoretical level, and offers example implementations. The paper also proposes a workflow and software architecture that encompasses an entire experimental scenario, including virtual scene preparation and operationalization of visual stimuli, experimental data collection and considerations for ambiguous visual stimuli, post-hoc data correction, data aggregation, and visualization. The paper is accompanied by examples of eye-tracking data collection and evaluation based on ongoing research of indoor evacuation behavior.

1 January 2016 in Computational Intelligence and Neuroscience
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SPStanislav Popelka
Stanislav Popelka
ZSZdeněk Stachoň
Zdeněk Stachoň
ČŠČeněk Šašinka
Čeněk Šašinka
JDJitka Doležalová
Jitka Doležalová
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.

18 October 2022 in PLOS ONE
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MSMichal Sedlák
Michal Sedlák
ČŠČeněk Šašinka
Čeněk Šašinka
ZSZdeněk Stachoň
Zdeněk Stachoň
JCJiří Chmelík
Jiří Chmelík
MDMilan Doležal
Milan Doležal
Many university-taught courses moved to online form since the outbreak of the global pandemic of coronavirus disease (COVID-19). Distance learning has become broadly used as a result of the widely applied lockdowns, however, many students lack personal contact in the learning process. A classical web-based distance learning does not provide means for natural interpersonal interaction. The technology of immersive virtual reality (iVR) may mitigate this problem. Current research has been aimed mainly at specific instances of collaborative immersive virtual environment (CIVE) applications for learning. The fields utilizing iVR for knowledge construction and skills training with the use of spatial visualizations show promising results. The objective of this study was to assess the effectiveness of collaborative and individual use of iVR for learning geography, specifically training in hypsography. Furthermore, the study’s goals were to determine whether collaborative learning would be more effective and to investigate the key elements in which collaborative and individual learning were expected to differ–motivation and use of cognitive resources. The CIVE application developed at Masaryk University was utilized to train 80 participants in inferring conclusions from cartographic visualizations. The collaborative and individual experimental group underwent a research procedure consisting of a pretest, training in iVR, posttest, and questionnaires. A statistical comparison between the geography pretest and posttest for the individual learning showed a significant increase in the score (p = 0.024, ES = 0.128) and speed (p = 0.027, ES = 0.123), while for the collaborative learning, there was a significant increase in the score (p<0.001, ES = 0.333) but not in speed (p = 1.000, ES = 0.000). Thus, iVR as a medium proved to be an effective tool for learning geography. However, comparing the collaborative and individual learning showed no significant difference in the learning gain (p = 0.303, ES = 0.115), speed gain (p = 0.098, ES = 0.185), or performance motivation (p = 0.368, ES = 0.101). Nevertheless, the collaborative learning group had significantly higher use of cognitive resources (p = 0.046, ES = 0.223) than the individual learning group. The results were discussed in relation to the cognitive load theories, and future research directions for iVR learning were proposed.

7 May 2019 in Applied Sciences
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Journal Article
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PUPavel Ugwitz
Pavel Ugwitz
VJVojtěch Juřík
Vojtěch Juřík
LHLukáš Herman
Lukáš Herman
ZSZdeněk Stachoň
Zdeněk Stachoň
PKPetr Kubíček
Petr Kubíček
ČŠČeněk Šašinka
Čeněk Šašinka
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.

26 May 2016 in The Cartographic Journal
Verified
Journal Article
Closed access
PKPetr Kubíček
Petr Kubíček
ČŠČeněk Šašinka
Čeněk Šašinka
ZSZdeněk Stachoň
Zdeněk Stachoň
ZŠZbyněk Štěrba
Zbyněk Štěrba
JAJiří Apeltauer
Jiří Apeltauer
TUTomáš Urbánek
Tomáš Urbánek
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.