Zdeněk Stachoň

Dr. Zdeněk Stachoň

Department of Geography, Masaryk University, Brno, Kotlářská 2, 61137, Brno, Czech Republic
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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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AÇArzu Çöltekin
Arzu Çöltekin
ILian Lochhead
ian Lochhead
Marguerite MaddenMarguerite Madden
Marguerite Madden
SCSidonie Christophe
Sidonie Christophe
ADAlexandre Devaux
Alexandre Devaux
NHNicholas Hedley
Nicholas Hedley
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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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.

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LHLukáš Herman
Lukáš Herman
VJVojtěch Juřík
Vojtěch Juřík
ZSZdeněk Stachoň
Zdeněk Stachoň
DVDaniel Vrbík
Daniel Vrbík
JRJan Russnák
Jan Russnák
Tomas ReznikTomas Reznik
Tomas Reznik
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.

3 April 2024 in Journal of Location Based Services
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RRRobert Roth
Robert Roth
AÇArzu Çöltekin
Arzu Çöltekin
LDLuciene Delazari
Luciene Delazari
BDBradley Denney
Bradley Denney
AMAndré Mendonça
André Mendonça
MWMingguang Wu
Mingguang Wu

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.

2 December 2018 in International Journal of Digital Earth
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PKPetr Kubíček
Petr Kubíček
MKMilan Konecny
Milan Konecny
ZSZdeněk Stachoň
Zdeněk Stachoň
JSJie Shen
Jie Shen
LHLukáš Herman
Lukáš Herman
ŠLŠimon Leitgeb
Šimon Leitgeb
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.