Jiří Chmelík

Dr. Jiří Chmelík

orcid

Research Focus & Metrics

Academic Career Length

10Years (2017-Present)

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

Representative Publications

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Verified
Journal Article
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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.

18 October 2022 in PLOS ONE
Verified
Journal Article
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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.

Verified
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KJKateřina Jochecová
Kateřina Jochecová
MČMichal Černý
Michal Černý
ZSZdeněk Stachoň
Zdeněk Stachoň
HŠHana Švedová
Hana Švedová
NKNatálie Káčová
Natálie Káčová
ČŠČeněk Šašinka
Čeněk Šašinka
The presented study aspires to utilize the gradually validated immense potential of collaborative immersive virtual environments (CIVEs) in higher education when designing and conducting geography lessons. These particular lessons focused on hypsography. A Research through Design approach and relevant qualitative methodology were used as we engaged two groups of domain experts (experienced geography teachers) to validate both the learning scenarios and the virtual environment we used. The lessons were administered via eDIVE—a novel platform for collaborative learning and teaching in virtual reality of our own design. The teachers underwent a hypsography virtual lesson and were randomly divided into two groups to be compared, which differed in the level of structure given to the lesson (one group received detailed instructions on what task they were to solve, while the other was given a free hand in exploring the environment and activities it afforded). The teachers’ experiences were then summarized in a post-lesson reflection and a subsequent focus group following the tasks. The participants’ expertise allowed insights to be gained into their first-hand experience as students, as well as their expert view of the lesson from an educational point of view. Virtual reality’s implementation into teaching practice was the key topic of the discussion.

21 May 2020 in PLOS ONE
Verified
Journal Article
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VJVojtěch Juřík
Vojtěch Juřík
LHLukáš Herman
Lukáš Herman
DSDajana Snopková
Dajana Snopková
AGAdrianne John Galang
Adrianne John Galang
ZSZdeněk Stachoň
Zdeněk Stachoň
ČŠČeněk Šašinka
Čeněk Šašinka
The use of 3D visualization technologies has increased rapidly in many applied fields, including geovisualization, and has been researched from many different perspectives. However, the findings for the benefits of 3D visualization, especially in stereoscopic 3D forms, remain inconclusive and disputed. Stereoscopic “real” 3D visualization was proposed as encouraging the visual perception of shapes and volume of displayed content yet criticised as problematic and limited in a number of ways, particularly in visual discomfort and increased response time in tasks. In order to assess the potential of real 3D visualization for geo-applications, 91 participants were engaged in this study to work with digital terrain models in different 3D settings. The researchers examined the effectivity of stereoscopic real 3D visualization compared to monoscopic 3D (or pseudo 3D) visualization under static and interactive conditions and applied three tasks with experimental stimuli representing different geo-related phenomena, i.e. objects in the terrain, flat areas marked in the terrain and terrain elevation profiles. The authors explored the significant effects of real 3D visualization and interactivity factors in terms of response time and correctness. Researchers observed that the option to interact (t = -10.849, p < 0.001) with a virtual terrain and its depiction with real 3D visualization (t = 4.64, p < 0.001) extended the participants’ response times. Counterintuitively, the data demonstrated that the static condition increased response correctness (z = 5.38, p < 0.001). Regarding detailed analysis of data, an interactivity factor was proposed as a potential substitute for real 3D visualization in 3D geographical tasks.

30 April 2017 in Open Geosciences
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Journal Article
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VJVojtěch Juřík
Vojtěch Juřík
LHLukáš Herman
Lukáš Herman
ČŠČeněk Šašinka
Čeněk Šašinka
ZSZdeněk Stachoň
Zdeněk Stachoň
JCJiří Chmelík
Jiří Chmelík
This study explores the influence of stereoscopic (real) 3D and monoscopic (pseudo) 3D visualization on the human ability to reckon altitude information in noninteractive and interactive 3D geovisualizations. A two phased experiment was carried out to compare the performance of two groups of participants, one of them using the real 3D and the other one pseudo 3D visualization of geographical data. A homogeneous group of 61 psychology students, inexperienced in processing of geographical data, were tested with respect to their efficiency at identifying altitudes of the displayed landscape. The first phase of the experiment was designed as non-interactive, where static 3D visual displayswere presented; the second phase was designed as interactive and the participants were allowed to explore the scene by adjusting the position of the virtual camera. The investigated variables included accuracy at altitude identification, time demands and the amount of the participant’s motor activity performed during interaction with geovisualization. The interface was created using a Motion Capture system, Wii Remote Controller, widescreen projection and the passive Dolby 3D technology (for real 3D vision). The real 3D visual display was shown to significantly increase the accuracy of the landscape altitude identification in non-interactive tasks. As expected, in the interactive phase there were differences in accuracy flattened out between groups due to the possibility of interaction, with no other statistically significant differences in completion times or motor activity. The increased number of omitted objects in real 3D condition was further subjected to an exploratory analysis.

28 July 2021 in Remote Sensing
Verified
Journal Article
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LHLukáš Herman
Lukáš Herman
VJVojtěch Juřík
Vojtěch Juřík
DSDajana Snopková
Dajana Snopková
JCJiří Chmelík
Jiří Chmelík
PUPavel Ugwitz
Pavel Ugwitz
Tomas ReznikTomas Reznik
Tomas Reznik
From the user perspective, 3D geospatial data visualizations are one of the bridges between the physical and the digital world. As such, the potential of 3D geospatial data visualizations is frequently discussed within and beyond the digital twins. The effects on human cognitive processes in complex spatial tasks is rather poorly known. No uniform standards exist for the 3D technologies used in these tasks. Although stereoscopic geovisualizations presented using 3D technologies enhance depth perception, it has been suggested that the visual discomfort experienced when using 3D technology outweighs its benefits and results in lower efficiency and errors. In the present study, sixty participants using 3D technologies were tested in terms of their ability to make informed decisions in selecting the correct position of a virtual transmitter in a digital twin and a digital terrain model, respectively. Participants (n = 60) were randomly assigned into two groups, one using 3D technology engaging stereoscopic shutter glasses and the second working with standard computer screen-based visualizations. The results indicated that the participants who used shutter glasses performed significantly worse in terms of response time (W = 175.0; p < 0.001, r = −0.524). This finding verifies previous conclusions concerning the unsuitability of stereoscopic visualization technology for complex decision-making in geospatial tasks.