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Chen, JYC ; Fragomeni, G eds (Ed.)Crime data visualization plays a key role in understanding and dealing with criminal activities. This paper focuses on the integration of mixed reality (MR) and crime data analysis. There are many barriers and challenges when developing MR three-dimensional (3D) environments for visualization and inspection. The main problem is the lack of commonly shared data structures and interfaces between them. The rise in crime rates over the past few years is a huge source of issue for police departments and law enforcement organizations. As the crime rates significantly changed throughout time, both upward and downward, these changes are then compared to external factors, such as population, unemployment, and poverty. There is a need for visualizing the multiple crime datasets in multiple states with external factors. This work proposes a novel interactive approach for loading crime datasets into the HoloLens 2 device and displaying them in a mixed-reality setting for data analysis. By allowing people to engage and analyze datasets in a 3D space, the suggested system seeks to close the gap between data analysis and machine learning. Users can import many datasets, such as spatial, category, and numerical data, into the HoloLens 2 device and interactively visualize crime data for different states simultaneously. The system offers user-friendly capabilities for interactive data visualization in mixed reality once the data has been imported. The dataset is manipulated and transformed by users, who can also rotate, scale, and position it in 3D. To depict various characteristics and dimensions of the data, the system also supports a variety of visual encoding techniques, such as color mapping, size scaling, and spatial layout with the use of the imported datasets and the HoloLens 2’s visualization capabilities, users can discover new insights and intricate linkages within the data. Natural movements and voice instructions allow users to engage with the visible data, enabling a hands-free and immersive data exploration experience. This paper also visualizes the crime data for four different cities: Chicago, Baltimore, Dallas, and Denton. Analyzing crime against factors such as population, employment, unemployment rate, and poverty rates provides information about the complex relationship between social factors and criminal behavior. The results and outcomes of this work will help the police department and law enforcement organizations better understand crime issues and supply insight into factors affecting crime that will help them deploy resources and help their decision-making process.more » « lessFree, publicly-accessible full text available June 1, 2025
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Chen, Jessie Y ; Fragomeni, G (Ed.)Numerous applications of Virtual Reality (VR) and Augmented Reality (AR) continue to emerge. However, many of the current mechanisms to provide input in those environments still require the user to perform actions (e.g., press a number of buttons, tilt a stick) that are not natural or intuitive. It would be desirable to enable users of 3D virtual environments to use natural hand gestures to interact with the environments. The implementation of a glove capable of tracking the movement and configuration of a user’s hand has been pursued by multiple groups in the past. One of the most recent approaches consists of tracking the motion of the hand and fingers using miniature sensor modules with magnetic and inertial sensors. Unfortunately, the limited quality of the signals from those sensors and the frequent deviation from the assumptions made in the design of their operations have prevented the implementation of a tracking glove able to achieve high performance and large-scale acceptance. This paper describes our development of a proof-of-concept glove that incorporates motion sensors and a signal processing algorithm designed to maintain high tracking performance even in locations that are challenging to these sensors, (e.g., where the geomagnetic field is distorted by nearby ferromagnetic objects). We describe the integration of the required components, the rationale and outline of the tracking algorithms and the virtual reality environment in which the tracking results drive the movements of the model of a hand. We also describe the protocol that will be used to evaluate the performance of the glove.more » « lessFree, publicly-accessible full text available June 1, 2025
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Chen, J.Y.C. ; Fragomeni, G. (Ed.)Virtual Access to STEM Careers (VASC) is a technology-rich, inquiry and problem-based curriculum designed to expose and stimulate student interest in marine, environmental, computer, and geological sciences. Intended for 3rd through 5th grade students, VASC builds academic momentum at the intermediate level to prepare students for STEM opportunities later in middle school and high school. Our program is aligned with “Next Generation Science Standards” and “Common Core State Standards” and immerses students in rigorous, high-interest learning modules where students are introduced to and take on the roles of different STEM occupations. We are specifically developing and testing virtual reality-based modules that place students in a coastal environment where they learn about the sea turtle life-cycle. Students also practice the types of measurements and conservation tasks that park rangers and marine scientists regularly perform. The investigations focused on the design of a user interface that meets the needs of students and their teachers. We collected feedback on user interface design and knowledge gained by the users from the simulation. Additionally, we compared two different virtual reality head-mounted displays; i) HTC Vive and ii) Oculus Quest 2, to identify the pros and cons of each technology in future classroom settings. Our investigations yielded valuable information about how instructions should be presented to users, how the interface should provide immediate feedback for user error, how surveys should be administered, what equipment is most efficient for transporting and setting up large scale experiments in schools, and what types of interactions students and teachers want to experience in VASC.more » « less
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Chen, J.Y.C. ; Fragomeni, G (Ed.)Visualizing data effectively is critical for the discovery process in the age of big data. We are exploring the use of immersive virtual reality platforms for scientific data visualization for COVID-19 pandemic. We are interested in finding ways to better understand, perceive and interact with multidimensional data in the field of cognition technology and human-computer interaction. Immersive visualization leads to a better understanding and perception of relationships in the data. This paper presents a data visualization tool for immersive data visualizations based on the Unity development platform. The data visualization tool is capable of visualizing the real-time COVID pandemic data for the fifty states in the USA. Immersion provides a better understanding of the data than traditional desktop visualization tools and leads to more human-centric situational awareness insights. This research effort aims to identify how graphical objects like charts and bar graphs depicted in Virtual Reality tools, developed in accordance with an analyst’s mental model can enhance an analyst’s situation awareness. Our results also suggest that users feel more satisfied when using immersive virtual reality data visualization tools and thus demonstrate the potential of immersive data analytics.more » « less