Visualization in virtual reality: a systematic review

Korkut, Elif Hilal
Sürer, Elif
Rapidly growing virtual reality (VR) technologies and techniques have gained importance over the past few years, and academics and practitioners have been searching for efficient visualizations in VR. To date, emphasis has been on the employment of game technologies. Despite the growing interest and discussion, visualization studies have lacked a common baseline in the transition period of 2D visualizations to immersive ones. To this end, the presented study aims to provide a systematic literature review that explains the state-of-the-art research and future trends on visualization in virtual reality. The research framework is grounded in empirical and theoretical works of visualization. We characterize the reviewed literature based on three dimensions: (a) Connection with visualization background and theory, (b) Evaluation and design considerations for virtual reality visualization, and (c) Empirical studies. The results from this systematic review suggest that: (1) There are only a few studies that focus on creating standard guidelines for virtual reality, and each study individually provides a framework or employs previous studies on traditional 2D visualizations; (2) With the myriad of advantages provided for visualization and virtual reality, most of the studies prefer to use game engines; (3) Although game engines are extensively used, they are not convenient for critical scientific studies; and (4) 3D versions of traditional statistical visualization techniques, such as bar plots and scatter plots, are still commonly used in the data visualization context. This systematic review attempts to add to the literature a clear picture of the emerging contexts, different elements, and their interdependencies.


Usability of virtual reality for basic design education: a comparative study with paper-based design
Özgen, Dilay Seda; Afacan, Yasemin; Sürer, Elif (SPRINGER, VAN GODEWIJCKSTRAAT 30, 3311 GZ DORDRECHT, NETHERLANDS, 2019-11)
Virtual reality (VR) is an emerging technology that is being used in a wide range of fields such as medicine, gaming, psychology and sociology. The use of VR is promising in the field of education and requires investigation, but research on the use of VR in education is still limited. This enables the exploration of new territories, and design education is one of them. Design education, an important part of the curriculum of architecture students who aim to conceptualize problem-solving, is still taught usi...
Architectural Design in Virtual Reality and Mixed Reality Environments: A Comparative Analysis
Ergün, Oğuzcan; Akın, Şahin; Gürsel Dino, İpek; Sürer, Elif (2019-01-01)
Virtual reality (VR) provides a completely digital world of interaction which enables the users to modify, edit, and transform digital elements in a responsive way. Mixed reality (MR), which is the result of blending the digital world and the physical world together, brings new advancements and challenges to human, computer and environment interactions. This paper focuses on adapting the already-existing methods and tools in architecture to both VR and MR environments under sustainable architectural design ...
Developing building information modelling based virtual reality and mixed reality environments for architectural design and improving user interactions with serious games
Ergün, Oğuzcan.; Sürer, Elif; Department of Modeling and Simulation (2019)
Virtual Reality (VR) provides an interactive experience for its users in a fully artificial computer-simulated environment while Mixed Reality (MR) forms environments by mixing the real world and the virtual world elements together. In the first part of this thesis, an architectural visualization and design tool, which is based on Building Information Modeling (BIM), is developed for VR, MR and personal computer (PC) environments. BIM provides detailed information and tools to professionals so that they can...
Development of dental educational simulation with haptic device
Koçak, Umut; Konukseven, Erhan İlhan; Department of Information Systems (2007)
Virtual Reality (VR) applications in medicine had significant improvements. 3D visualization of various anatomical parts using advanced medical scanner images, anatomy education, surgery operation simulation, virtual simulator for laparoscopic skills, virtual endoscopy, psychotherapy and rehabilitation techniques are some of the VR applications in medicine. Integration of the haptic devices into VR applications increased quality of the systems. By using haptic devices, the user can not only feed information...
Acceptance of Virtual Reality Games: A Multi-Theory Approach
Kosa, Mehmet; Uysal, Ahmet; Eren, Pekin Erhan (2020-01-01)
As virtual reality (VR) games are getting more widespread, the need to understand the interaction between players and the VR games is gaining prominence. The present study examines player endorsement of virtual reality games from an amalgamation of technology acceptance, self-determination, and flow theory perspectives. A survey was carried out with participants (N = 396) who had played a VR game at least once and at most five times. Structural equation modeling analyses showed that perceived ease of use wa...
Citation Formats
E. H. Korkut and E. Sürer, “Visualization in virtual reality: a systematic review,” 2022, Accessed: 00, 2022. [Online]. Available: