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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>The experience of using virtual reality for interactive spatial visualisation of environmental data</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Isak de Villiers Bosman</string-name>
          <email>isak.bosman@up.ac.za</email>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Annique Smith</string-name>
          <email>annique.smith@up.ac.za</email>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kwan Sui Dave Ka</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Koos de Beer</string-name>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jan A. Maritz</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Mining Engineering, University of Pretoria</institution>
          ,
          <addr-line>Cnr Lynnwood and Roper Street, Pretoria</addr-line>
          ,
          <country country="ZA">South Africa</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Gamification Group, Faculty of Information Technology and Communication Sciences, Tampere University</institution>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Virtual Reality and Interaction Lab, Department of Information Science, University of Pretoria</institution>
          ,
          <addr-line>Cnr Lynnwood and Roper Street, Pretoria</addr-line>
          ,
          <country country="ZA">South Africa</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>XRi Research and Development</institution>
          ,
          <addr-line>Pretoria</addr-line>
          ,
          <country country="ZA">South Africa</country>
        </aff>
      </contrib-group>
      <fpage>164</fpage>
      <lpage>175</lpage>
      <abstract>
        <p>Virtual reality possesses various properties that have the potential to be beneficial for the visualisation of spatial data, including intuitive gestural affordances for looking around and interacting with data and the illusion of being physically located within a virtual space. However, some properties of the medium might also be detrimental to this purpose, such as limitations of the display technology and the possibility of motion sickness. While the medium is already being used for a variety of 3D visualisation purposes, there is no formulation of clear use-cases for virtual reality as a visualisation tool based on medium-specific considerations. Our work provides a preliminary overview towards this purpose by comparing two versions of an application for visualising environmental data in a mine: a virtual reality version and a standard desktop version. Using an exploratory approach with 26 participants and both qualitative and quantitative methods, the results highlight the ability of virtual reality to engage with spatial cognition but also some pitfalls in the design of user interfaces for interacting with large datasets.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Virtual reality</kwd>
        <kwd>data visualisation</kwd>
        <kwd>user interface design</kwd>
        <kwd>user experience</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Data visualisation utilises the visual
capabilities of technology to represent datasets in
an intuitive manner, which facilitates pattern and
trend recognition in individuals [1]. Visualising
data can help individuals make intuitive sense of
their properties, even if such individuals are
unable to explain these properties in technical
language [2]. Digital technologies also allow
visualisation parameters to be controlled and the
resulting data to be updated in real time [3].</p>
      <p>While information visualisation generally
makes predominant use of 2-dimensional (2D)
visuals, i.e., where data is mapped only on the
xand y-axis, the use of 3D visualisation that creates
the illusion of a z-axis for the mapping of
properties for more complex/multi-dimensional
datasets has been utilised in previous research [2].
There are several arguments to consider for or
against the choice of using 3D to represent data.
Firstly, some data are inherently 3D, such as
spatial data derived from representations of the
physical world [4], which makes representing
them in 3D a logical choice in such cases. Beyond
this, however, 3D visualisation affords the ability
to view data from various perspectives [3] which
in turn provides a larger visual area on which to
map data points [4] and allows for larger and more
complex datasets to be visualised than when
relying only on 2D. Conversely, criticism against
the use of 3D visualisation includes the fact that it
is often used without adding value through the
potential to generate new insights and has the
ability to bias interpretation of data, e.g., by
occluding data points behind other data or
distorting the relative size of data points based on
viewing perspective [2]. Appropriate use of 3D
visualisation of data therefore requires
consideration of the perceived benefits against the
limitations and how these may be addressed.</p>
      <p>
        Virtual reality (VR) technology offers many
benefits that could improve 3D visualisation. A
VR user wearing a head-mounted display (HMD)
controls their viewpoint by moving their head
around, which is a much more intuitive way to
explore 3D space than traditional approaches such
as mouse and keyboard [5], [6]. The display itself
provides stereoscopic 3D by delivering different
images to either eye, which creates a more
accurate representation of depth [7]. VR also
facilitates the illusion of finding oneself located
within the virtual environment created by the
software, which is sometimes referred to as
immersion [5], embodiment [1], [8], or the place
illusion as part of the experience of presence [6].
By creating spatially embodied experiences, VR
has been anecdotally linked to ease of
understanding information visualisation [5], [8].
In comparison with desktop-based visualisation,
the use of VR has been linked to performance
advantages, such as increased accuracy and depth
of insights gleaned from data, as well as
experiential advantages, such as feeling more
successful and satisfied in terms of task
performance for dataset exploration [1]. More
broadly, the use of VR compared with desktop has
also been linked with desirable experience
outcomes, such as an increase in intense positive
emotions, immersion, and flow [9] as well as a
reduced sense of boredom and mental workload
[
        <xref ref-type="bibr" rid="ref12">10</xref>
        ].
      </p>
      <p>
        The use of VR, however, is not without its
limitations. Firstly, the field of view (FOV) of the
visual display technology for most commercial
HMDs is less than half of the average human FOV
[
        <xref ref-type="bibr" rid="ref13">11</xref>
        ]. Compared to desktop screens, the resolution
of HMDs also requires text to be relatively large
to be easily readable [
        <xref ref-type="bibr" rid="ref13">11</xref>
        ], which makes these
devices less useful for text-heavy applications.
Lastly, while research on extended VR use is
scarce, some research indicates substantially
worse performance and experience measures
compared to desktop setups due to factors such as
motion sickness and discomfort [
        <xref ref-type="bibr" rid="ref14">12</xref>
        ]; this
currently limits the use of VR to short periods of
time.
      </p>
      <p>
        While there have been explorations in the use
of VR as a visualisation tool in various ways, there
is still frequent occurrence of converting 2D
techniques, such as bar graphs and scatter plots, to
3D [7] and such explorations are often limited to
providing specific demonstrations or
proof-ofconcept applications for using VR technology. As
such, there are a lack of broader perspectives on
the use of VR for visualisation that consider the
benefits and limitations of the medium itself
toward the formulation of sensible use-cases [8],
[
        <xref ref-type="bibr" rid="ref15">13</xref>
        ]. Similar to the gratuitous use of 3D for data
visualisation, there are many examples of
unmotivated use of VR within visualisation
contexts [
        <xref ref-type="bibr" rid="ref15">13</xref>
        ], which is especially pertinent given
the considerable resources required to create such
applications due to the lack of dedicated tools and
standardised approaches. To inform the sensible
use of VR, our study provides a starting point for
the development of use-cases for VR visualisation
by focusing on the differences in user experience
as a result of the technological differences
between two versions of an application for
visualising 3D environmental data: one using a
VR headset and one using a standard desktop PC.
By comparing these two versions using an
exploratory approach, we provide insight into the
platform-specific differences that have the
potential to impact the experiential differences of
the application as a visualisation tool. These
differences provide preliminary guidance on the
design of VR visualisation applications and point
to future research areas that have the potential to
yield fruitful results.
      </p>
      <p>The study was driven by the following
research questions:
1. How is the experience of using VR
beneficial over a desktop application for the
visualisation of environmental data?
2. How is the experience of using VR
detrimental or ineffective over a desktop
application for the visualisation of
environmental data?</p>
    </sec>
    <sec id="sec-2">
      <title>Method</title>
      <p>A small-scale within-subjects exploratory study
was conducted to compare the desktop (PC)
version of the system to the VR version in order
to determine the effectiveness of VR in this
context. The participants in the study were
students with a background in engineering or
technology at the University of Pretoria. A total of
26 participants were recruited through a message
posted on the institutional learning management
system and chosen using convenience sampling.
No incentives were offered for participation.
2.1.</p>
    </sec>
    <sec id="sec-3">
      <title>Materials</title>
      <p>The study involved an application which is
aimed at visualising environmental data in the
form of land formations in the context of mining
engineering. The 3D layouts of these formations
indicate future mining face positions as per the
mine plan. Users interact with the application by
moving their input device to control a “laser
pointer” and pressing buttons to click and/or drag
interface elements (Figure 1). Users can alter the
appearance of the mine over time by controlling
separate sliders for future days, months, and years
(Figure 2). Movement is performed by navigating
to a minimap and selecting a position to
instantaneously “teleport” there. Users can also
click on blocks of land to view information about
them, such as the weight of mining material.</p>
      <p>The application’s intended goal is for
mineplanning purposes and it is meant to be used by
employees of a mining company to make
decisions about resource-use over time.
Traditionally, systems of this kind take the form
of complicated desktop applications. Presenting
this data in VR is therefore a novel way of
visualising the changes to the mine over time.
Furthermore, VR was chosen for its ability to
make it easier for users to explore the large mine
space and make informed decisions whilst being
far removed from the physical location. It was
assumed that the improved visualisation of the
terrain afforded by VR over PC would allow
stakeholders to interact with the data more
intuitively.</p>
      <p>Two versions of the application were
developed: a VR version and a desktop version.
The versions differ only in terms of the interaction
techniques, where the PC version uses a mouse
and keyboard, and the VR version runs on an
Oculus Quest 2 device and uses the standard
device controllers. In all other ways, the versions
are the same.</p>
      <p>The study consisted of two parts, the first of
which involved a usability test to compare the two
versions of the application. The participants were
randomly allocated to one of two groups, with one
group starting with the VR version and the other
group starting with the PC version. This was done
to counteract order effects from learning to use the
application [14]. Each test was carried out in a
private room, with a facilitator present to assist the
participants, deliver the tasks, and conduct the
post-test interview. The test lasted about 40
minutes. During the test, participants executed a
series of predefined tasks, which were defined
with the assistance of a mining engineer who was
familiar with the purpose of the application, and
which could be considered typical tasks which
might be carried out using such a system. The
tasks included navigating around the virtual
space, selecting blocks and viewing their
information, and modifying the time sliders to
view the changes to the mine over time.</p>
      <p>
        After using each version, participants
completed a validated user experience
questionnaire (UEQ) [
        <xref ref-type="bibr" rid="ref16">15</xref>
        ]. The UEQ is a
commonly-used instrument for measuring a range
of experiential aspects through six subscales.
Attractiveness is an overarching dimension which
describes the user’s overall subjective impression
of the product. The pragmatic dimensions are
perspicuity (how easy it is to become familiar with
the product), efficiency (how much effort is
required to perform a task), and dependability
(whether the user feels in control of the
interaction). The hedonic dimensions are
stimulation (whether the product is exciting and
motivating to use) and novelty (whether the
product is innovative).
      </p>
      <p>Due to the intuitive gestural affordances of the
VR technology it was expected that the VR
version would be easier to learn and perform tasks
with. We also expected the relative novelty of the
technology to significantly influence participants’
affective experiences. The null hypothesis was
formulated as follows:</p>
      <p>H0: There is no statistically significant
difference between the VR and PC versions
regarding i, where i ɛ (attractiveness, perspicuity,
efficiency, dependability, stimulation, novelty).</p>
      <p>In the second part of the study, a
semistructured interview with open-ended questions
was used to explore participants’ feelings about
the two systems (see appendix for interview
questions). These interviews were recorded and
later transcribed.</p>
      <p>All participants provided their informed
consent before the commencement of the study
and the study was approved by the institutional
ethics review committee (protocol number:
EBIT/206/2022). Clearance was not granted to
collect demographic information such as gender
and age.</p>
    </sec>
    <sec id="sec-4">
      <title>Results</title>
      <p>This section presents the qualitative results
from the interviews followed by the quantitative
results of the UEQ survey.
3.1.</p>
    </sec>
    <sec id="sec-5">
      <title>Qualitative data</title>
      <p>
        For the qualitative analysis, the interview
transcriptions were imported into ATLAS.ti 22.
The first two authors worked together and
performed a thematic analysis on the data
according to the procedure described by Braun
and Clarke [
        <xref ref-type="bibr" rid="ref17">16</xref>
        ]. First, both researchers
familiarised themselves with the data by reading
through it and taking notes and then
collaboratively coded the data. Using the initial
candidate set of codes, the first two authors
separately reviewed this list and made a list of
suggested changes, which were then resolved
together. Following this, the codes were analysed
and grouped into themes and then sub-themes.
The themes were then reviewed by reading the
collated extracts relating to each one and
determining whether they formed a coherent
whole or whether they needed to be re-coded or
the theme renamed. An initial candidate thematic
map was created to gain a better understanding of
the themes and this was used to further refine the
themes. Lastly, the theme names were refined and
the data read through again by each researcher to
check for inconsistencies.
      </p>
      <p>As a result of the analysis, three primary
themes were identified and a fourth
“miscellaneous” theme was used to group the
codes that did not fit elsewhere. The themes
describe (1) outcomes directly related to the VR
display technology, (2) outcomes directly related
to the design of the interface, and (3) experiential
outcomes of using VR. The themes are discussed
below.</p>
    </sec>
    <sec id="sec-6">
      <title>3.1.1. Outcomes</title>
      <p>technology
of</p>
      <p>VR
display</p>
      <p>This theme describes outcomes of participants’
experiences that are specifically related to
attributes of the VR display technology,
specifically the stereoscopic 3D display,
proximity of the display to one’s eyes, and the
visual resolution.</p>
      <p>Sub-theme A - Spatial cognition: This
subtheme is arguably one of the most important in
this study as it relates to the preference for VR
with reference to the specific aspects that
contributed to its visualisation capabilities. The
VR version allowed participants to understand the
layout of the mine more effectively by providing
a clearer indication of the distances between
objects and giving them a broader perspective of
the mine as a whole. This clearer indication is
aided by the inherent ability of VR displays to
provide stereoscopic 3D imagery by providing
slightly different perspectives for the left and right
eye respectively. “You can see the depth, whereas
on the desktop version you don't have stereo 3D,
it's less pronounced.” (P8).</p>
      <p>Closely related to this was the concept of scale.
Participants found the VR version more effective
at showing the relative sizes of objects, thus
making effective use of scale to visually represent
information. Some also felt that on the desktop
version, the objects were smaller than they would
be in real life or, conversely, that in the VR
version things felt closer: “When you're working
on the [desktop] screen you can't really look or
see the scale of things…you can't get the depth or
the width of the real value or size or scale of it, so
VR definitely brings out the scale of the actual pit
in relation to the benches and the height and all
of that.” (P1)</p>
      <p>In addition to improved depth and scale, the
VR version also allowed the participants to view
the data more easily. This was coded as “taking in
more” and it describes instances where
participants explained that the VR version
allowed them to see the minute changes in the life
of the mine more clearly: “The desktop, I think the
difference was more visible on a larger scale, like
2022 and 2026 for example, that's when I could
see an actual difference. Whereas with the VR it
was more visible what happens within
months...The data made sense on a larger span,
so on what was happening monthly or daily, it was
not very apparent to see that this has been mined
out [on PC]…whereas the VR provided all of
that....” (P9)</p>
      <p>While some participants did note a similar
level of understanding from both platforms, this
sub-theme underscores the benefit of the VR
version for applications where spatial data are
being visualised. The ability of VR to provide
users with a more realistic representation of what
they are seeing affords them the ability to grasp
what is being shown more easily.</p>
      <p>Sub-theme B - Visual quality: A common
problem in VR is the quality of display due to the
proximity of the displays to the viewer’s eyes,
causing lower perceived resolution and resulting
in problems with reading text. The lower
resolution of the VR version led to some
participants expressing a preference for the
desktop version in that regard, causing blurry text
and eye strain for some users: “I think I would
have to say the desktop one was a bit more
visually clear. So like, it's just a monitor, so you
can just see it, and in the VR one you still have to
look around a lot and the text is very hazy, so I
think the font size is too small, so maybe if that's
bigger then you'll probably see it a lot better.”
(P20)</p>
      <p>In summary, current VR technology possesses
varying attributes that are especially relevant for
3D data visualisation. The stereoscopic and
surrounding display aid spatial cognition while
the low perceived resolution creates a negative
sense of display quality and harms the readability
of text. The potential for some users to experience
eye strain also limits the amount of time VR can
be used.</p>
    </sec>
    <sec id="sec-7">
      <title>3.1.2. Outcomes of interface design</title>
      <p>This theme describes outcomes directly related
to the way that the technology allows participants
to interface with the application. This relates
mostly to the design aspects of the VR hardware
and software on its own, but also compares this
with participants’ previous experience with
desktop hardware and software.</p>
      <p>Sub-theme C - Learnability: Participants
expressed varying stances on the learnability of
the VR application. Firstly, some participants
expressed a preference for the manner in which
they could interact with the application, both in
terms of navigating through the virtual
environment and the use of the controls. The
concept of intuitive/natural interaction was raised
by some participants as the reason why they
preferred the VR version. The interaction with the
system was described as “easier” and “more
natural” compared to a desktop and mouse,
although the latter was considered by some to be
faster: “...even though you can do it faster with the
keyboard, but I would prefer the controls [of the
VR version] because it's effortless, you just click,
you don't have to think about stuff.” (P11)</p>
      <p>On the other hand, some participants explained
that they were “more comfortable” or “more
familiar” with using a desktop and this made it
easier for them to interact with the PC version
initially: “…it took me some time to get used to the
VR controls, whereas with the PC and the mouse
it was quite easier [sic] for me to get used to it
because with VR, I'm adding the fact that it was
the first time that I was using it, so the learning
curve was a bit steeper than with the PC version.”
(P25)</p>
      <p>Lastly, some participants did not prefer one
particular system over the other when it came to
visualising the data. The VR and PC versions
were designed to be as similar as possible, with
only the method of interaction differing between
the two, as this allowed the users to compare the
systems more easily. It is therefore not surprising
that some users would find little to no difference
between the systems when it came to using them
to interact with the data.</p>
      <p>
        Sub-theme D - Selection accuracy: While
participants noted that the natural interactions of
the VR version made the system easier to use, the
lack of precision afforded by the VR version
somewhat harmed the experience. Participants
described having difficulty selecting specific
sliders on the dashboard or specific benches to
view information. One participant attributed this
to having shaky hands and a lack of familiarity
with VR, while others spoke more generally of
having less control and accuracy with the VR
controls. The problem of reduced accuracy by
way of utilising larger arm movements rather than
smaller actions (hand or finger movements) has
been discussed in previous research and
alternative approaches have been suggested to
improve interaction accuracy, such as using a
“pen grip” instead [
        <xref ref-type="bibr" rid="ref18">17</xref>
        ].
      </p>
      <p>Sub-theme E - Navigation: This theme
generally describes the navigability of the virtual
space. The intuitive controls discussed in
subtheme C extended to navigating around the virtual
mine. Some participants attributed this to
controls, while others explained that being able to
look around in the space made it easier to identify
where to go and how to get there. However, some
participants described navigation within the
virtual space as a challenge, partially because the
VR headset needed to be tethered to a computer
via a cable, which hampered head movement.
This is also related to a suggestion given by some
participants to show position on the minimap in a
way that also indicates orientation, e.g., in the
form of a cone. This is an important consideration
to make for 3D visualisation applications, where
the navigable space may be too large for users to
easily keep track of their position within the
space.</p>
    </sec>
    <sec id="sec-8">
      <title>3.1.3. Experiential outcomes of VR</title>
      <p>While the previous two themes are related to
specific aspects of the VR technology, this theme
describes participants’ descriptions of their
experiences while using the VR application.
These outcomes relate to the holistic experience
created by the VR technology, rather than specific
aspects of the input/output mechanisms.</p>
      <p>Sub-theme F - Affect: This sub-theme
described general feelings of enjoyment relating
to the use of the VR version. As an explanation
for these feelings, some participants only used the
word “fun” when describing the VR version in
comparison to the desktop version: “...it feels
more fun to play with the VR versus the desktop
version.” (P7).</p>
      <p>The concept of novelty is also included in this
sub-theme because several participants mentioned
that the VR experience was more interesting or
exciting because it was their first time
experiencing VR: “I definitely prefer VR more
than the PC version, probably because it was the
first time I used VR, so it was quite exciting…”
(P25).</p>
      <p>
        The benefits of novelty in terms of data
visualisation, however, are complex. On the one
hand, novelty has been associated with desirable
outcomes such as increased learning and retention
[
        <xref ref-type="bibr" rid="ref19">18</xref>
        ] and satisfaction [
        <xref ref-type="bibr" rid="ref20">19</xref>
        ]. On the other hand, it is
unclear how persistent these benefits might be
once the novelty effects start to wear off with
prolonged use [20]. Nevertheless, considering that
the design of the application did not include any
direct attempts at improving its hedonic, i.e.,
nongoal-oriented qualities, the perceived positive
affect experienced from the VR platform alone is
worth mentioning. Novelty is also a double-edged
sword in this instance, as the lack of experience
with VR controllers was seen as a drawback of
VR by some participants, as discussed in
subtheme C.
      </p>
      <p>Sub-theme G - Immersion and presence:
This sub-theme collectively refers to all instances
where participants mentioned experiences that, in
the VR literature, are generally referred to as
either immersion or presence. A notable example
is that of facilitating the place illusion [6] where
participants felt like they were “in” the
environment being visualised: “I think the VR one
[contributed to understanding the data being
visualised], because I was actually in the space,
so you could see everything around you and it
made you feel like you were there, I think, a lot
more than the PC which was more like you were
just looking at a simulation or something like
that.” (P21)</p>
      <p>The term “immersive” was used by
participants to describe a wider range of
experiences, but a central commonality was the
surrounding nature of displays that replace
sensory stimuli from the physical world and direct
more of their attention toward the application:
“[Preference for] the VR version, because it's user
friendly, you don't have the keyboard in front of
you, you don't have too many screens, you're only
focusing on one thing…compared to the screen
where there's a laptop, there's people, so you're
kind of focusing on one thing with the VR.” (P11)
“But other than [the resolution] the VR version
felt natural to use, the clicking on the box, the
pointer and the map, everything just felt like I was
engrossed in the system.” (P16)</p>
      <p>As illustrated by the second quote, the
immersive experience was also facilitated by the
natural interaction metaphors provided by VR, as
discussed in sub-theme C.</p>
    </sec>
    <sec id="sec-9">
      <title>3.1.4. Miscellaneous</title>
      <p>This theme contained one code which could
not logically be grouped with any others, which
relates to the “learning effects” where a
participant described their experience of either the
PC or VR version of the system being made easier
because of their prior experience with the other
version. While this is a limitation of the
withinsubjects design, it was also countered to some
extent by randomly dividing the participants
between the conditions and ensuring that half
began with either condition. Furthermore, the
other themes provide evidence that users did
experience a difference between the two versions
in terms of how the data was presented and
interacted with and that this difference was
attributable to the nature of VR as a medium.
3.2.</p>
    </sec>
    <sec id="sec-10">
      <title>Quantitative data</title>
      <p>The quantitative analysis was performed in IBM
SPSS 28.0.1.0. First a Shapiro-Wilk normality
test was carried out on each of the six subscales of
the UEQ. The results showed that normality was
violated for the subscales relating to dependability
(p = .009), stimulation (p = .008) and novelty (p &lt;
.001), while it was not violated for attractiveness
(p = .054), perspicuity (p = .132) and efficiency (p
= .031). However, the non-parametric Wilcoxon
signed-rank test was still used to analyse all the
scales due to the small sample size and to make it
possible to compare the results.</p>
      <p>Table 1 shows the descriptive statistics for the
survey results, categorised according to each
system type. Each question in the survey was
rated on a Likert scale ranging from 1 to 7.</p>
      <p>A Wilcoxon signed-rank test was conducted to
compare the ratings for each of the six UEQ
subscales for the VR and PC versions of the
system (Table 2). Data are medians unless
otherwise stated.</p>
      <p>For attractiveness, 17 out of the 26 participants
rated the VR version higher than the PC version,
6 rated the PC higher than the VR and 3 rated no
difference between the two systems. There was a
statistically significant median difference (.333)
between the VR (6.08) and the PC (5.5) version, z
= -2.684, p = .007 with a moderate effect size (r =
.372). Therefore, the alternative hypothesis is
supported.</p>
      <p>For perspicuity, 13 out of the 26 participants
rated the VR version higher than the PC version,
9 rated the PC higher than the VR and 4 rated no
difference between the two systems. There was no
statistically significant median difference (.125)
between the VR (6.13) and PC (5.88) version, z =
-0.717, p = .473. Therefore, we fail to reject the
null hypothesis.</p>
      <p>For efficiency, 12 out of the 26 participants
rated the VR version higher than the PC version,
10 rated the PC higher than the VR and 4 rated no
difference between the two systems. There was no
statistically significant median difference (.0)
between the VR (6.25) and the PC (5.75) version,
z = -.717, p = .473. Therefore, we fail to reject the
null hypothesis.</p>
      <p>For dependability, 13 out of the 26 participants
rated the VR version higher than the PC, 11 rated
the PC version higher than the VR and 2
participants rated no difference between the two
systems. There was no statistically significant
median difference (.125) between the VR (5.5)
and the PC (5.75) version, z = -.433, p = .665.
Therefore, we fail to reject the null hypothesis.</p>
      <p>For stimulation, 20 out of the 26 participants
rated the VR version higher than the PC, 3 rated
the PC version higher than the VR and 3
participants rated no difference between the two
systems. There was a statistically significant
median difference (.75) between the VR (6.25)
and the PC (5.13) version, z = -3.507, p &lt; .001
with a moderate effect size (r = .486). Therefore,
the alternative hypothesis is supported.</p>
      <p>For novelty, 21 out of the 26 participants rated
the VR version higher than the PC, 1 rated the PC
version higher than the VR and 4 participants
rated no difference between the two systems.
There was a statistically significant median
difference (.75) between the VR (6.0) and the PC
(5.38) version, z = -4.034, p &lt; .001 with a large
effect size (r = .559). Therefore, the alternative
hypothesis is supported. The summary of
hypotheses is provided in Table 3.
In summary, the two hedonic aspects of the
UEQ (stimulation and novelty) were rated
significantly higher for the VR version, while the
three pragmatic aspects (perspicuity, efficiency,
and dependability) did not differ significantly
between the two systems. Attractiveness as an
overarching impression was also significantly
higher for the VR version. Due to the small
sample size, these statistical results are intended
to support the qualitative results, rather than
present a strong argument as to the differences
between the two systems.</p>
      <p>In order to discuss the main outcomes of the
study, this section discusses the results in terms of
the research questions of the study. We also
present suggestions for the design of user
interfaces based on the perceived benefits,
shortcomings, and suggestions gleaned from our
data.</p>
    </sec>
    <sec id="sec-11">
      <title>4.1. RQ1: How is the experience of using VR beneficial over a desktop application for the visualization of environmental data?</title>
      <p>The two scales of novelty and stimulation were
rated significantly higher for the VR than for the
desktop version. The “affect” sub-theme with its
codes of enjoyment and novelty is especially
relevant here, since participants used terms such
as “fun” and “interesting” when describing their
preference for the VR version. However, other
sub-themes also have to be considered as a
contributing factor to feelings of novelty and
stimulation, such as the immersive nature of the
experience, interaction that is intuitive as opposed
to traditional input devices, and the feeling of
“being there”, i.e., the place illusion. This
provides evidence of the usefulness of VR as a
tool to create new and interesting visualisation
experiences that individuals might want to
experience for the sake of the platform itself,
which could be used to extend the reach and
impact of such applications. As also mentioned
above, the effects of novelty and stimulation in
this case are expected to be beneficial for
desirable outcomes such as satisfaction and
retention of information, although the long-term
carryover of such effects are not clear. Research
into future applications of VR visualisations
would thus benefit from deeper insight into how
these hedonic affective components could be
effectively harnessed toward accomplishing
longlasting goals.</p>
      <p>
        Within the UEQ, attractiveness comprises an
overall impression of a product based on both the
pragmatic and hedonic aspects [
        <xref ref-type="bibr" rid="ref16">15</xref>
        ]. As such, it is
worth noting that, even though the pragmatic
components were not rated significantly higher in
either platform, the overall attractiveness for the
VR version was rated higher. In addition to the
hedonic aspects already discussed under novelty
and stimulation, it is expected that intuitive
interaction and realism would have played a role
here, since both were cited by participants as
having a positive effect on their overall
experience of the VR version. Furthermore, while
seemingly goal-oriented aspects such as improved
sense of depth perception and scale did not seem
to have a significant impact on participants’
impression of pragmatic aspects, these might also
have contributed to general feelings of quality
preference of the VR version. Our results also
suggest that the distortion of 3D data could be
addressed by the improved perception of scale and
depth that is facilitated by VR display
technologies. It must, however, be emphasised
that our results are preliminary and that our study
was not specifically aimed at testing the
comprehension of data.
      </p>
    </sec>
    <sec id="sec-12">
      <title>4.2. RQ2: How is the experience of using VR detrimental or ineffective over a desktop application for the visualisation of environmental data?</title>
      <p>Based on UEQ scores, none of the pragmatic,
i.e., goal-oriented aspects of the application were
rated significantly higher for the VR version than
the desktop version. There are several
considerations to be made here.</p>
      <p>Firstly, some participants expressed negative
reactions to limitations in the display resolution.
This led to difficulty reading text, poor resolution,
and eye strain for some. Such discomfort could
put a limit on periods for which VR technologies
can be used in real-world settings and highlights
the necessity to keep text size in mind when
designing VR applications for visualisation.</p>
      <p>Secondly, the fact that some participants
experienced the interaction mechanisms and their
level of understanding to be largely similar in the
two versions supports the lack of a significant
difference in the use of these mechanisms to
interact with and retrieve data from the
application. This is not surprising, considering
that the two versions were intentionally designed
to be similar in every way, except for those
necessitated by the differences in platform. This
does, however, emphasise that designers of VR
visualisation applications need to consider
optimal utilisation of the platform itself in order
to improve pragmatic aspects as well, for which
we provide suggestions based on our data.</p>
      <p>These suggestions relate to the benefits of
intuitive interaction through natural interaction
metaphors as well as the drawback of reduced
precision when using gesture-controlled
controllers. The natural interaction metaphors
contributed to the learnability of the application,
which emphasises the value of this approach
(subtheme C), but this approach also tends to make use
of larger muscle groups, such as the arms and
shoulders, which is appropriate for larger
movements but can make it harder to perform
precise motor actions (sub-theme D). This
problem is especially relevant for visualisation
applications that might have many adjustable
options for displaying and modifying sets of data.</p>
      <p>There are several possible solutions to this
problem, perhaps the most obvious being to make
the menus and selectable elements themselves
larger (i.e., larger hitboxes as mentioned in
subtheme D). However, this is not necessarily ideal,
since a larger menu uses up more screen real
estate and blocks out more of the observable
environment. Furthermore, it is not always
feasible to make interactable elements larger in
visualisation solutions, since size itself is often
used to denote information.</p>
      <p>For general UI elements, a solution that affords
more precise motor movements might be to
approach the design of such elements in a way that
utilises smaller muscle group movements. An
example of such an implementation would be
replacing sliders that afford up/down or left/right
movement with dials/knobs that afford rotation
and thus allow users to anchor their arm in space
and perform precise movements primarily with
their forearm and wrist.</p>
    </sec>
    <sec id="sec-13">
      <title>5. Limitations</title>
      <p>The sample size of the study was small but
considering the research questions and the goal of
the study to provide guidelines to improve the VR
system, the quantitative was considered
supplementary to the qualitative data in this study.
Secondly, a small amount of discomfort was
encountered by some participants during the study
when the VR version was being used due to the
short cable which was used to attach the headset
to the computer. The cable was necessary since
the large amount of data included in the
application did not allow it to run on the headset
alone. However, the short cable inhibited the
participants’ movement in the virtual world
somewhat and this was commented on by 7
participants and coded under “difficult
navigation”. The participants filled in the UEQ
twice before being interviewed, which could have
primed their interview responses to be more in
line with UEQ measures. Finally, the design of the
application could not be fully described here due
to non-disclosure agreements, thus making
replicability of the study difficult.</p>
    </sec>
    <sec id="sec-14">
      <title>Conclusions and future research</title>
      <p>Our study has provided preliminary evidence
that the VR platform outperforms a traditional
desktop in terms of providing a more attractive,
novel, and stimulating experience for visualising
environmental data. These differences, however,
were not found to be significant for dependability,
perspicuity, and efficiency. We have also
followed an inductive approach to provide factors
that contribute to these differences, or lack
thereof, of which the affordance of spatial
perception might be considered to be the most
relevant. The combined results suggest that
sensible use cases should consider the tradeoffs
between desired outcomes, such as enjoyment,
spatial cognition, and presence, against undesired
ones such as reduced text legibility, selection
accuracy, and knowledge carryover from existing
platforms. Design alternatives should also be
considered, such as avoiding reliance on large
blocks of text, using large/bold fonts, and utilising
smaller muscle movements for selections where
possible.</p>
      <p>Our study has pointed toward fruitful avenues
for future research. Firstly, we have provided
preliminary evidence that VR enhances cognitive
engagement with 3D data through its affordance
of spatial perception, particularly through the
perception of scale and depth. Future work might
thus explore the effects that this has on desired
outcomes of 3D data visualisation, such as
comprehension and retention. Furthermore, while
our study has not attempted to determine the exact
causes of these cognitive benefits, such as
stereoscopic 3D vs. intuitive navigation through
movement, the similar capabilities offered by
other XR technologies such as head-mounted
augmented reality (AR) suggest that these might
provide similar benefits.</p>
    </sec>
    <sec id="sec-15">
      <title>7. Acknowledgements</title>
      <p>This research was funded through the Exxaro
Chair in XR Technology in the Department of
Information Science at the University of Pretoria.
The VR system used for this study was developed
by Zander van Beest van Andel and Liam Botha.
We would like to thank Nicole Lou who helped
with some of the data collection and all the
participants who took part in this study. Finally,
we would like to thank members of the
Gamification Group for their insightful
comments.
8.</p>
    </sec>
    <sec id="sec-16">
      <title>Appendix</title>
      <p>The interview questions used in this study are
provided below: (1) Between the desktop and VR
platform, which did you prefer and why? (2)
Which platform facilitated your understanding of
the visualisation more effectively and why? (3)
How did the different platforms affect your ability
to interact with the data? (4) Please provide some
suggestions for improving the VR application.
novelty and user satisfaction,” Journal of
Strategic Marketing, vol. 0, no. 0, pp. 1–25,
Aug. 2021, doi:
10.1080/0965254X.2021.1967428.
[20] W. Huang, “Investigating the Novelty
Effect in Virtual Reality on STEM
Learning,” Ph.D., Arizona State University,
United States -- Arizona, 2020. Accessed:
Dec. 01, 2022. [Online]. Available:
https://keep.lib.asu.edu/items/158443</p>
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