Cognitive Aspects of 2D Content Integration and Management in 3D Virtual Reality Spaces

被引:0
|
作者
Setti, Tarek [1 ]
Csapo, Adam B. [2 ,3 ]
机构
[1] Szechenyi Istvan Univ, Doctoral Sch Multidisciplinary Engn Sci, Gyor, Hungary
[2] Obuda Univ, Univ Res & Innovat Ctr, Budapest, Hungary
[3] Eotvos Lorand Res Network, Budapest, Hungary
来源
关键词
content management; digital reality; cognitive aspects of virtual reality; DIGITAL REALITY; INTERNET;
D O I
10.36244/ICJ.2023.6.5
中图分类号
TN [电子技术、通信技术];
学科分类号
0809 ;
摘要
The advent of 2D graphical user interfaces in the 1980s shifted user interactions from line-based ter minals to icon-based interfaces. As smartphones emerged in the 2010s, portable 2D graphical interfaces became a reality, liberating users from being confined to a single location when accessing digital services. These transformations have profoundly altered our understanding of digital information systems, with impacts that cannot be easily quantified. Current advancements in virtual and augmented reality (VR/AR), the Internet of Things (loT), and artificial intelligence (Al) are on the verge of ushering in the next significant leap in cognitive expansion, introducing portable and highly contextual spatial inter faces, also sometimes referred to as Digital Realities (DRs). As a result, users now anticipate the ability to engage with an increasing array and variety of digital content in ways that are more contextualized and tailored to their needs, taking into account factors such as time, location, personalized goals and user-specific histories. In this paper, we aim to give an overview of cognitive aspects relevant to content integration and management specifically in DR environments, and to propose solutions and / or best practices to address them. Our discussion is centered around a paradigm called the Doing-When-Seeing (DWS) paradigm, which we propose for the design of Digital Reality inter faces. We demonstrate the applicability of this paradigm to the design of inter faces for creating content, organizing content, and semantically representing and retrieving content within 3D Digital Reality environments.
引用
收藏
页码:37 / 45
页数:9
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