Cognitive Aspects of Collaboration in 3D Virtual Environments

Cognitive Aspects of Collaboration in 3D Virtual Environments

The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, Volume XLI-B2, 2016 XXIII ISPRS Congress, 12–19 July 2016, Prague, Czech Republic COGNITIVE ASPECTS OF COLLABORATION IN 3D VIRTUAL ENVIRONMENTS V. Juřík a, *, L. Herman b , P. Kubíček b , Z. Stachoň b, Č. Šašinka a a Department of Psychology, Faculty of Arts, Masaryk University, Arna Nováka 1/1, 602 00 Brno, Czech Republic – [email protected], [email protected] b Department of Geography, Faculty of Science, Masaryk University, Kotlářská 2, 602 00 Brno, Czech Republic – [email protected], [email protected], [email protected] * corresponding author ThS16: Perceptual and cognitive experiments with imagery and 3D models KEY WORDS: 3D visualization, decision making, human-machine interaction, MUVE, presence, situation awareness virtual collaboration, virtual environments. ABSTRACT: Human-computer interaction has entered the 3D era. The most important models representing spatial information — maps — are transferred into 3D versions regarding the specific content to be displayed. Virtual worlds (VW) become promising area of interest because of possibility to dynamically modify content and multi-user cooperation when solving tasks regardless to physical presence. They can be used for sharing and elaborating information via virtual images or avatars. Attractiveness of VWs is emphasized also by possibility to measure operators’ actions and complex strategies. Collaboration in 3D environments is the crucial issue in many areas where the visualizations are important for the group cooperation. Within the specific 3D user interface the operators' ability to manipulate the displayed content is explored regarding such phenomena as situation awareness, cognitive workload and human error. For such purpose, the VWs offer a great number of tools for measuring the operators’ responses as recording virtual movement or spots of interest in the visual field. Study focuses on the methodological issues of measuring the usability of 3D VWs and comparing them with the existing principles of 2D maps. We explore operators’ strategies to reach and interpret information regarding the specific type of visualization and different level of immersion. 1. INTRODUCTION by individuals working alone. The development of IT technologies instigated the possibilities of virtual collaboration Virtual visualizations have entered the 3D era (Boughzala et al., (Boughzala et al., 2012). 3D virtual maps or other models of 2012). External graphical representations of the space — maps geographical space can represent the metaverses, where more — are often transformed into interactive virtual 3D versions operators are allowed to cooperate (collaborate) when solving with respect to the specific content to be displayed and as such specific task regardless to their physical presence (Davis et al., they can be dynamically modified, updated and customized. 2009). The every particular aspect of reality can be simulated in Regarding the evidence of using interactive 3D maps in many metaverses regarding the usability of such an environment. The fields of applied areas as crisis management, army or aviation virtual supportive platforms for the distanced learning are (Konecny, 2011; Stanek et al., 2010; Maggi et al., 2016; Lin et already now the common technology helping students and staff al., 2015), the relevance of the 3D maps as the base for the on many universities to keep in touch with the current class virtual environments increases. issues and promote class cooperation (Dalgarno et al., 2011; Petrakou, 2010). Some researchers consider the virtual reality (VR) as the application of computer technologies to create interactive, 3- From the simple forms of virtual spaces the development is dimensional world, where the operator feels to be present heading to Multi-User Virtual Environments (MUVEs), where (Bryson, 1999). The level of elaboration of 3D-visualisations the importance of social, cooperative and communicational tends to bring more visual/environmental fidelity (Hochmitz aspects of interaction are emphasized (Montoya et al., 2011; and Yuviler-Gavish, 2011). However, the tendency to increase Dalgarno et al., 2011; Lim et al., 2006; Barab et al., 2005, fidelity or to increase feeling of presence in virtual environment Hideyuki, 2004). MUVEs, as a specific way of interface, can can be ambiguous and may not directly enhance cognitive offer to users or operators more possibilities of real time processes as remembering or making the correct decision interaction when solving particular task. They can be used for (Mania et al., 2006) as well as not promote spatial orientation sharing and elaborating information and allow avatars to (Waller et al., 2001). Nevertheless, the immersive 3- interact with each other and/or with software agents (Davis et dimensional visualisations/environments are more and more al., 2009). Attractiveness of VWs is emphasized also by the used in such areas as crisis management (Bandrova et al., 2012; possibility to control and precisely measure operators’ Reznik et al., 2013) or aviation and vehicular traffic, where responses in terms of specific actions, strategies and complex every aspect of the interface has a huge impact on the human behaviour (Wilson and Soranzo, 2015). This attractiveness is safety (Rierson, 2013; Zimmerman and Koebbe, 2013). emphasized also with the use of geographic models as the stimuli, where the amount of communicated information is Levan (2004) defines cooperation (or collaboration) as a social precisely defined. activity that uses the knowledge, skills and efforts of a few individuals to achieve group goals, which could not be achieved This contribution has been peer-reviewed. doi:10.5194/isprsarchives-XLI-B2-663-2016 663 The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, Volume XLI-B2, 2016 XXIII ISPRS Congress, 12–19 July 2016, Prague, Czech Republic 2. PSYCHOLOGICAL PERSPECTIVE ON and Prokopec (2009) speak also about social aspects of INTERACTIVE 3D GEOGRAHICAL INTERFACES interaction in VR. In MUVEs as well as in other types of 3D virtual environments For the design of the virtual collaborative space it is necessary the optimality of specific type of user interface (UI) is to consider particular purpose of the interface. The specific considered. What is the specific role of the selected method of version of MUVEs, Collaborative Virtual Learning 3D visualisation and particular interface settings is an issue for Environment (CVLE), represents the virtual space, where ongoing research. Within the area of Human factors, the use of operators are allowed to communicate and cooperate via text, different user interfaces was explored with respect to the users' pictures and videos or directly by virtual 3D avatars performance and safety (Weinberg et al. 2011). The dominant representing them in the VR with the learning purposes (Biocca issues of the research interest are represented by the concepts as et al., 2003). CVLEs are expected to improve and support the situation awareness (Endsley, 1995) and cognitive workload. process of learning (Barab, et al., 2005; Hideyuki, 2004; Lim et Mentioned concepts provide simple correlation: the more al., 2006; Montoya et al., 2011; Johnson et al., 2002). Ibáñez et information is communicated to help user, the higher risk of the al. (2013) deal with the issue of the communication effectivity cognitive workload and human error may occur (Forsell, 2007; and workflow in VR collaborative learning, where the necessity Tavanti et al., 2003; Lange, 2003). From this point of view, of active group cooperation, communication and discussion is Hammond and Stewart (2001) discuss the issue of proximal suggested as a promoter of effective learning. The aspects of cues playing role in decision-making. In specific collaboration can be analysed from more than one point of view informationally equivalent interfaces there can be some and can be also compared to collaboration in real environment proximal cues prioritized to others, which can affect the human (Riedl et al., 2014; Greiner et al., 2014). behaviour. In some applied areas as crisis management, aviation etc. this issue is crucial for the human life or property safety. 3. INFLUENCE OF CARTOGRAPHIC The Neisser's (1976) perception cycle emphasizes the VISUALIZATION METHODS ON MENTAL sensorimotor nature of cognition by highlighting anticipatory REPRESENTATION schemata as the two-ways modifiable structures affecting the process of searching for information in the environment. In Information science offers concepts that are closely related to coherence with Brunswik's theory (Hammond and Stewart, collaboration via VR. According to Shuman (1992), information 2001) the perception is considered as the cyclic activity based science examines properties and conduct of information, their on the active motor action of observer. Cyclically, based on the transfer and optimization of possibilities of this transmission incoming visual information, the motor activity is further between the natural and artificial systems, and the influence of concentrated on the specific objects in the visual field. The information on the behaviour (feedback) of people and/or nature of the environment-based sensorimotor process is studied machines. The process of transferring information through the also with respect to the human error making (Plant and Stanton, map language was described e. g. by Kolacny (1968) in the 2012).

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