Visualization in virtual reality: a systematic review

Download
2022-03-01
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.

Suggestions

Visualization in virtual reality: a systematic review
Korkut, Elif Hilal; Sürer, Elif (2023-01-01)
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, the emphasis has been on the employment of game technologies. Despite the growing interest and potential, 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...
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...
Immersive technologies in STEAM: A Metaverse User Experience
Kaplan, Göknur (2022-09-11)
This paper aims to explicate the perceptions and reflections of pre-service teachers, who designed and experienced an immersive 3D environment both in virtual reality and augmented reality modes. Twenty-four undergraduate students affiliated with various departments (science, mathematics, computer education) under the School of Education at Middle East Technical University (METU) in Ankara, Turkey participated in the study. Forty percent of the participants were males, where 60% were females with an age ran...
Citation Formats
E. H. Korkut and E. Sürer, “Visualization in virtual reality: a systematic review,” 2022, Accessed: 00, 2022. [Online]. Available: https://arxiv.org/abs/2203.07616.