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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>November</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Individual and Collaborative Cross-reality Immersive Analytics - Initial Ideas</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Nanjia Wang</string-name>
          <email>nanjia.wang1@ucalgary.ca</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Amir Aminbeidokhti</string-name>
          <email>amir.aminb97@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Frank Maurer</string-name>
          <email>frank.maurer@ucalgary.ca</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Calgary</institution>
          ,
          <addr-line>Calgary, Alberta</addr-line>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <volume>8</volume>
      <issue>2020</issue>
      <abstract>
        <p>This paper presents research questions on supporting analytics work using cross reality (CR) and the initial idea of the investigation we want to conduct.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>INTRODUCTION
CR is a eld that aims to create interactive environments that allow
users to bring virtual content into the physical or bring physical
world objects into the virtual world to help users to have a better
perception of data and information. Our work aims to develop the
CR application to o er users a be er understanding of complex
datasets in the immersive environment.</p>
      <p>
        The term mixed reality has been around for decades , but
realworld deployment has recently exploded due the availability of
commodity hardware. Hardware is available for applications
targeting the whole Milgram reality-virtuality spectrum. A ordable
hardware and software enable researchers and developers to create
augmented-reality (AR), extended reality (XR), mixed-reality (MR)
and virtual-reality (VR) applications on smartphones, tablet or Head
Mounted Displays (HMDs).[
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] The term "cross-reality" (CR) is
relatively new and describes a new kind of software systems that bridge
between two or more points on the Milgram spectrum(Figure 1).
Such applications allow their users to move data or visualizations
from a PC to a physical space and/or a virtual space and back.
In our studies, we want to explore how to support analytics work
using CR from both individual and collaborative perspective.The
SIERA project done by Lawton et al. is an example of using the
virtual reality application for understanding complex datasets(Figure
2).[
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] We consider the following Research Questions (RQs) as
objectives of our studies:
• RQ1: How can we support analytics work by moving
visualizations across the Milgram continuum ?
Data analysis is the process of discovering useful
information by cleaning, inspecting, transforming, and modeling
data.[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] Data visualization helps data analysis and
interpretation. In a CR environment, information can be presented
at any point of the Milgram spectrum and the application or
the user can determine where it should be presented to t
their needs.[
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] In our study, we want to explore information
visualization across the continuum to determine what kind
of information is best presented at speci c levels of virtuality
to provide better support to analytics work.
• RQ2: What interactions do users naturally use for
crossreality applications?
With the support of XR, users could interact with data in
3D space without the limitation of the 2D screen, keyboard,
and mouse. The XR environment that will be created for
our study will be a mix of the physical world and the virtual
world. Our study will explore under what circumstance users
want to move visualization from monitors in the physical
world to virtual space and how they will do it. We also want
to study how users want to interact with visualization in
XR space naturally when they have more options, including
hand gestures and eye gazing.
• RQ3: How does control over a shared reality impact
team collaboration?
Collaboration in the physical world can make reasonable
assumptions about a shared reality: when two people work
together in a room, they have an intuitive understanding
of what the other person can see and not see. They also
know that if they both look at an object in the room, they
both see the same object. This creates an intuitive shared
understanding of the world around them. CR applications
can break this intuition: the CR system can show one object
to one person, and a di erent object - in the same place - to
the other person. This "unsharing" of real-world intuition
can be accidental (e.g. incorrect calibration resulting in a
shift of an object), on purpose (e.g. orienting text towards
people on opposite sides or showing additional information
to only a domain expert) or even malicious (e.g. a hacker
creating a misunderstanding). We want to investigate how
to balance between shared and unshared reality to enhance
team collaboration e ciency.
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>INITIAL IDEAS TO INVESTIGATE</title>
      <p>CR is a new research area with plenty of unknowns, creating
immense research opportunities ranging from questions related to
cognition all the way to engineering processes and development
guidelines. In this spectrum, we will be focusing on a small number
of speci c research topics.
2.1</p>
    </sec>
    <sec id="sec-3">
      <title>Move information from a 2d screen to a 3d space and back</title>
      <p>
        To better support analytic work, we want to investigate applying
CR to increase productivity and enhance sense-making and
communication. A previous study shows that work stations with more
monitors could potentially increase productivity.[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] We want to
investigate how to move information from a 2D monitor to a 3D
space and back in order to overcome the limitation of the number
of the physical display. Haskell and Wickens show that 3D displays
are more useful for lateral and altitude ight path tracking. In the
meantime, 2D displays have an advantage in the accurate
measurement of airspeed.[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] We will conduct case studies to explore
what visualizations should be moved to 3D AR space to support
individual and team collaboration. We will also investigate how
user want to interact with CR applications.
2.2
      </p>
    </sec>
    <sec id="sec-4">
      <title>Impact of mixing AR and VR collaborators</title>
      <p>We want to explore mixing analytic data collaborators with
different systems work in the same extended reality space. We will
investigate the potential impact of collaborators using devices with
di erent degrees of virtuality across Milgram’s continuum. We are
particularly interested in studying how collaboration works out
when some participants are using AR while others are using VR
spaces.
2.3</p>
    </sec>
    <sec id="sec-5">
      <title>Natural gestures to support interactions</title>
      <p>We will conduct an elicitation study to investigate how individuals
and teams want to interact with the CR system with natural gestures
intuitively. He hope that a common set of gestures and interactions
will materialize so that toolkits can be developed to support them.
2.4</p>
    </sec>
    <sec id="sec-6">
      <title>Engineering guidelines</title>
      <p>In the long run, we would like to develop engineering guidelines to
provide evidence-based advice to developers on how to design CR
applications and which kind of data should be presented on speci c
places of the virtuality continuum.
2.5
"Unshared" experiences in cross-reality
visualizations
As CR systems can overcome physical limitations, we are interested
to investigate if creating realted but di erent realities can support
collaboration of hinder them. We will conduct studies to explore
how to present user-speci c perspectives on shared information
while users are in di erent locations in a virtual space. Questions
include: How far can a virtual representation deviate from intuitive
physical norms without hindering collaboration? Can we enhance
collaboration by "unsharing" visualizations of information?</p>
    </sec>
    <sec id="sec-7">
      <title>ACKNOWLEDGMENTS</title>
      <p>The authors would like of thank Bryson Lawton and the ASE team
for providing a screenshot of SIERA, a Seismic Information
Extended Reality Analytics tool. We are grateful the support of NSERC,
the Natural Sciences and Engineering Research Council of Canada,
for our work.
Individual and Collaborative Cross-reality Immersive Analytics – Initial Ideas</p>
    </sec>
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