The increasing prevalence of Virtual Reality technologies as a platform for gaming and video playback warrants research into how to best apply the current state of the art to challenges in data visualization. Many current VR systems are noncollaborative, while data analysis and visualization is often a multi-person process. Our goal in this paper is to address the technical and user experience challenges that arise when creating VR environments for collaborative data visualization. We focus on the integration of multiple tracking systems and the new interaction paradigms that this integration can enable, along with visual design considerations that apply specifically to collaborative network visualization in virtual reality. We demonstrate a system for collaborative interaction with large 3D layouts of Twitter friend follow networks. The system is built by combining a 'Holojam' architecture (multiple GearVR Headsets within an OptiTrack motion capture stage) and Perception Neuron motion suits, to offer an untethered, full-room multi-person visualization experience.
Work by Donalek et. al. @cite_5 uses uses Unity3D and Oculus VR headsets to visualize astronomical datasets, but has key differences in terms of capabilities and constraints. The rendering in @cite_5 occurs on a personal computer as opposed to a mobile device, and therefore is less resource bound than in our context. Furthermore, the underlying system that we build upon is designed for collaborative full-room VR, allowing users to interact with a social network in much the same way they would a real object.
@cite_5
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Dataset plays an essential role in the training and testing of traffic vision algorithms. However, the collection and annotation of images from the real world is time-consuming, labor-intensive, and error-prone. Therefore, more and more researchers have begun to explore the virtual dataset, to overcome the disadvantages of real datasets. In this paper, we propose a systematic method to construct large-scale artificial scenes and collect a new virtual dataset (named “ParallelEye”) for the traffic vision research. The Unity3D rendering software is used to simulate environmental changes in the artificial scenes and generate ground-truth labels automatically, including semantic instance segmentation, object bounding boxes, and so on. In addition, we utilize ParallelEye in combination with real datasets to conduct experiments. The experimental results show the inclusion of virtual data helps to enhance the per-class accuracy in object detection and semantic segmentation. Meanwhile, it is also illustrated that the virtual data with controllable imaging conditions can be used to design evaluation experiments flexibly.