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= Impact of 3D bookmarks on navigation
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== Impact of 3D bookmarks on navigation
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We now describe an experiment that we conducted on 51 participants, with two goals in mind.
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First, we want to measure the impact of 3D bookmarks on navigation within an NVE\@.
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Second, we want to collect traces from the users so that we can replay them for reproducible experiments for comparing streaming strategies in Section~\ref{bi:system}.
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== Our NVE
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=== Our NVE
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To ease the deployment of our experiments to users in distributed locations on a crowdsourcing platform, we implement a simple web-based NVE client using THREE.js// \footnote{http://threejs.org}.
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The NVE server is implemented with node.js. // \footnote{http://nodejs.org}.
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The NVE server streams a 3D scene to the client; the client renders the scene as the 3D content is received.
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@@ -19,7 +19,7 @@ The mouse movement controls the camera rotation.
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The user can always choose to lock the pointer, or unlock it using the escape key.
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The interface also includes a button to reset the camera back to the starting position in the scene.
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== 3D bookmarks
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=== 3D bookmarks
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Our NVE supports 3D bookmarks.
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A 3D bookmark, or bookmark for short, is simply a fixed camera location (in 3D space), a view direction, and a focal.
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Bookmarks visible from the user's current viewpoint are shown as 3D objects in the scene.
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@@ -40,22 +40,22 @@ Since bookmarks are part of the scene, they are visible only when not hidden by
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We chose size and colors that are salient enough to be easily seen, but not too large to limit the occlusion of regions within the scene.
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When reaching the bookmark, the corresponding arrow or viewport is not visible anymore, and subsequently will appear in a different color, to indicate that it has been clicked (similar to web links).
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== User study
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=== User study
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We now describe in details our experimental setup and the user study that we conducted on 3D navigation.
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#heading(level: 3, numbering: none)[Models]
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#heading(level: 4, numbering: none)[Models]
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We use four 3D scenes (one for the tutorial and three for the actual experiments) which represent recreated scenes from a famous video game.
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Those models are light (a few thousand of triangles per model) and are sent before the experiment starts.
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We keep the models small so that users can perform the task with acceptable latency from any country using a decent internet connection.
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Our NVE does not stream the 3D content for these experiments, in order to avoid unreliable conditions caused by the network bandwidth variation, which might affect how the users interact.
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#heading(level: 3, numbering: none)[Task design]
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#heading(level: 4, numbering: none)[Task design]
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Since we are interested in studying how efficiently users navigate in the 3D scene, we ask our participants to complete a task which forces them to visit, at least partially, various regions in the scene.
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To this end, we hide a set of 8 coins on the scene: participants are asked to collect the coins by clicking on them.
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In order to avoid any bias due to the coins position, we predefined 50 possible coin locations per scene, and randomly select 8 out of these 50 positions each time a new participant starts the experiment.
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#heading(level: 3, numbering: none)[Experiment]
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#heading(level: 4, numbering: none)[Experiment]
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Participants are first presented with an initial screen to collect some preliminary information: age, gender, the last time they played 3D video games, and self-rated 3D gaming skills. We ask those questions because we believe that someone who is used to playing 3D video games should browse the scene more easily, and thus, may not need to use our bookmarks.
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Then, the participants go through a tutorial to learn how the UI works, and how to complete the task.
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@@ -94,15 +94,15 @@ After completing the three tasks, the participants have to answer a set of quest
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caption: [List of questions in the questionnaire and summary of answers. Questions 1 and 2 have a 99% confidence interval.],
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)<bi:questions>
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#heading(level: 3, numbering: none)[Participants]
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#heading(level: 4, numbering: none)[Participants]
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The participants were recruited on microworkers.com, a crowdsourcing website.
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There were 51 participants (36 men and 15 women), who are in average 30.44 years old.
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== Experimental results
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=== Experimental results
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We now present the results from our user study, focusing on whether bookmarks help users navigating the 3D scene.
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#heading(level: 3, numbering: none)[Questionnaire]
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#heading(level: 4, numbering: none)[Questionnaire]
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We had 51 responses to the questionnaire.
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The answers are summarized in Table~\ref{bi:questions}.
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Note that not all questions were answered by all participants.
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@@ -116,7 +116,7 @@ This is slightly in contradiction with our setup; even if coins may appear in so
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The strongest result is that almost all users (49 out of 51) find bookmarks to be helpful.
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In addition, users seem to have a preference for \Arrows{} against \Viewports{} (32 against 7).
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#heading(level: 3, numbering: none)[Analysis of interactions]
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#heading(level: 4, numbering: none)[Analysis of interactions]
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#figure(
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table(
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@@ -159,7 +159,7 @@ Although users tend to spend less time on the tasks when they do not have bookma
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As a consequence, they visit the scene faster in average with bookmarks, than without bookmarks.
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The table shows that this higher speed is due to the bookmarks, as more than 60\% of the distance traveled by users with bookmarks happens when users click on bookmarks and fly to the destination.
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#heading(level: 3, numbering: none)[Discussion]
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#heading(level: 4, numbering: none)[Discussion]
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In the previous paragraphs, we have shown how bookmarks are well perceived by users (looking at the questionnaire answers).
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We also showed that users tend to be more efficient in completing the task when they have bookmarks than when they do not.
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