With the commercialization of virtual/augmented reality (VR/AR) devices, there is an increasing interest in combining immersive and non-immersive devices (e.g., desktop computers) for asymmetric collaborations. While such asymmetric settings have been examined in social platforms, significant questions around layout dimensionality in data-driven decision-making remain underexplored. A crucial inquiry arises: although presenting a consistent 3D virtual world on both immersive and non-immersive platforms has been a common practice in social applications, does the same guideline apply to lay out data? Or should data placement be optimized locally according to each device's display capacity? This study aims to provide empirical insights into the user experience of asymmetric collaboration in data-driven decision-making. We tested practical dimensionality combinations between PC and VR, resulting in three conditions: PC2D+VR2D, PC2D+VR3D, and PC3D+VR3D. The results revealed a preference for PC2D+VR3D, and PC2D+VR2D led to the quickest task completion. Our investigation facilitates an in-depth discussion of the trade-offs associated with different layout dimensionalities in asymmetric collaborations.
翻译:随着虚拟/增强现实(VR/AR)设备的商业化,结合沉浸式与非沉浸式设备(例如台式计算机)进行非对称协作的需求日益增长。尽管此类非对称设置在社交平台中已得到研究,但数据驱动决策中布局维度的关键问题仍未得到充分探索。一个核心问题随之产生:虽然在社交应用中,在沉浸式与非沉浸式平台上呈现一致的三维虚拟世界已成为常见做法,但这一准则是否同样适用于数据布局?抑或应根据各设备的显示能力对数据布局进行本地优化?本研究旨在为数据驱动决策中非对称协作的用户体验提供实证依据。我们测试了PC与VR之间可行的维度组合,形成三种实验条件:PC二维+VR二维、PC二维+VR三维以及PC三维+VR三维。结果显示用户更倾向于PC二维+VR三维组合,而PC二维+VR二维组合能实现最快的任务完成速度。本研究通过深入探讨不同布局维度在非对称协作中的权衡关系,为相关设计提供了理论参考。