Pavel Ugwitz

Mr. Pavel Ugwitz

orcid

Research Focus & Metrics

Academic Career Length

8Years (2019-Present)

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

Representative Publications

View All Publications
Verified
Journal Article
Open access
PDF file
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
Verified
Journal Article
Open access
PDF file
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.

3 May 2021 in Spatial Cognition & Computation
Verified
Journal Article
Open access
DSDajana Snopková
Dajana Snopková
PUPavel Ugwitz
Pavel Ugwitz
ZSZdeněk Stachoň
Zdeněk Stachoň
JHJiří Hladík
Jiří Hladík
VJVojtěch Juřík
Vojtěch Juřík
PKPetr Kubíček
Petr Kubíček
During evacuation, individual navigation behavior is often dictated by the legibility of evacuation signs and the environmental setting itself. People tend to follow previously-used and known routes (to retrace) rather than follow evacuation signage. This has proven undesirable, even fatal, in emergencies and such behavior calls for a better understanding of the influencing factors. This contribution consists of a virtual reality experiment in which 72 participants evacuated from a hotel building in which the spatial configurations were altered. The tendency to retrace diminished when the evacuation route led through a wider, straight corridor, suggesting that the building’s spatial configuration has an important influence on retracing and should be more carefully considered in the design of buildings in and agent-based simulations.

7 May 2019 in Applied Sciences
Verified
Journal Article
Open access
PDF file
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.

6 January 2021 in Behavior Research Methods
Verified
Journal Article
Closed access
PDF file
PUPavel Ugwitz
Pavel Ugwitz
AŠAlžběta Šašinková
Alžběta Šašinková
ČŠČeněk Šašinka
Čeněk Šašinka
ZSZdeněk Stachoň
Zdeněk Stachoň
VJVojtěch Juřík
Vojtěch Juřík

Verified
Journal Article
Open access
PDF file
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.