Sample VR Visualization software page

README

This wiki entry goes over a template for creating wiki entries for VR Visualization software. Instructions for the individual sections are written in Italics, and you should be replacing any text that is grey. NOTE: Some text is not greyed out. This should be information that is included if the section is applicable to the software you are evaluating. The instructions (all text in italics), as well as this README section, may also be deleted when publishing the page.

Overview

A short paragraph about the VR data visualization software goes here. Make sure to include the important things in a concise manner – Hardware Compatibility, Intended Audience, Key Features.

Official Resources

Feel free to delete any of these criteria if they are not applicable.

Official Documentation: Insert link here for official documentation

User Support: Insert link/details here for user support

Installation Guide: Provide a link to the official installation guide or create one that you made on your own

Usable Environments

Feel free to delete any of these criteria if they are not applicable.

Intended Audience:

This section should describe who the potential users of the software might be.

Example:

Lab Researchers: This software would be useful for any researchers in the fields of x, y, and z, as well as researchers in other fields looking for data visualization methods for ____. Key features this demographic might use are ____ and ____.

Students (Undergraduate and above): This software can be used in classroom environments to demonstrate ____. It can also be used in classes on ____ and ____. Key features this demographic might use are ____ and ____.

Knowledge Prerequisites:

This section should describe the amount of knowledge assumed to use the software.

Example:

This software assumes college level proficiency in Biology.

System/Hardware Requirements:

This section should describe the required and recommended system requirements (for PC and/or VR hardware), as well as VR hardware compatibility.

Example:

Recommended System Requirements:

Required System Requirements:

VR Hardware Compatibility:

Databases:

This section should list the online databases it can connect to. Include any official/self made tutorials for loading data from databases.

Example:

SQL: Tutorial linked here

OpenFMRI: Tutorial linked here

File Formats:

This section should list the filetypes the software can import/export.

Example:

NIFTI (Import)

DICOM (Import and Export)

Integration of third party applications/services:

This section should list all different third party applications/services that are integratabtle with the software

Customizable Plugins:

This section should state whether or not the software supports customizable plugins. Link related wiki tutorials if there are any

APIs:

This section should list all APIs the user can utilize

Software Performance

Feel free to delete any of these criteria if they are not applicable.

Data Visualization Summary

This segment provides a general overview of the main data visualization functionality, as well as some other key/unique features.

Example:

This software is able to visualize a 3D model of MRI images, and has the capability to slice the model, as well as adjust the color scales of different densities...

Feature A (Free License Feature)

Each feature should include an overview, a section indicating required skill level, expected time it takes to use a feature, and any bugs.

Example:

Overview: The slicing feature is located in the top left corner of the main menu and can only be used once the dataset is loaded in.

Required Skillset/Experience Level: Needs college-level background knowledge in Biology.

Expected Time: 3 mins

Bugs: Sometimes the colors don't properly render when using the slicing feature with data loaded from a DICOM file.

Feature B (Free License Feature)

Overview:

Required Skillset/Experience Level:

Expected Time:

Bugs:

Feature C (Academic License Feature)

Overview:

Required Skillset/Experience Level:

Expected Time:

Bugs:

Feature D (Academic License Feature)

Overview:

Required Skillset/Experience Level:

Expected Time:

Bugs:

Feature E (Corporate License Feature)

Overview:

Required Skillset/Experience Level:

Expected Time:

Bugs:

...

GUI

Cost

Substitute image carousel above with pictures of the GUI/CLI

Free License (Free)

  • Feature A

  • Feature B

Academic License ($199/yr, includes all features above)

  • Feature C

  • Feature D

Corporate License (Varies, includes all features above)

  • Feature E

  • Feature F

  • Feature G

  • Feature H

  • Feature J

Communication and Collaboration

Feel free to delete any of these criteria if they are not applicable.

Collaboration Rooms

This section should list the minimum and maximum room sizes for collaborative VR spaces, as well as whether or not these rooms can be toggled private or public. Note that this criteria may change based on the license level.

Methods of Communication

This section should describe the methods where users can communicate.

Example:

  • In game voice chat

  • Laser pointers

  • Avatars with gestures

Reliability of Communication Features

This section should test how usable and reliable the methods of communication are. Some example qualities to pick up on are listed below, with example explanations.

Example:

Replaceability: The in game voice chat feature is slow to the point where it can be replaced by other means of audio communication like Zoom.

Consistency: There are time periods where the laser pointers simply disappear.

Latency: There is substantial lag in the time it takes for a user to gesture using their hand controllers to when other users are able to see it.

Methods of Collaboration

This section should describe the methods in which users can collaborate.

Example:

  • Shared whiteboards

  • Concurrent model manipulation

Reliability of Collaboration Features

This section should test how usable and reliable the methods of collaboration are. Some example qualities to pick up on are listed below, with example explanations.

Example:

Concurrency: The whiteboards glitch out when drawing at the same time.

Consistency: The whiteboard pens work only half the time.

Latency: Whenever a user enlarges the model, it takes a few seconds until it shows up on other users' screens.

Avatars

This section should record the functionality and appearance of the avatars.

Example:

Customizability: The avatar's hair, eyebrows, head shape, nose, ears, and eyes are customizable.

Realness: The avatars have cartoon like features, making it seem less creepy.

Arm Motions: The user's hand controllers are linked with the avatars, and other users can see the user gesture and point at specific objects with their hands.

Mouth Movements When Speaking: The user's mouth moves as they speak, giving other users a visual cue when a certain user is speaking.

User Experience

If you are stuck, or are curious about User Experience in VR, check out this page on UX in VR software by Michael.

Feel free to delete any of these criteria if they are not applicable.

Movement

This section should describe how movement is handled in the software. Below is a list of criteria you should consider when describing the movement. Note that various software often have the option to switch between different ways to move.

Example:

Space (Non stationary/stationary environments):

  • You can use this software with stationary environments, since you can teleport or use the joystick to move around instead of having to physically walk. In addition, any object you would need to grab is at most an arms length away.

Moving (Continuous movement/teleportation):

  • This game offers both joystick movement and teleportations.

Motion Sickness:

  • This software offers the ability to choose how fast the displays pan, as well as the ability to choose between using controllers to pan and swiveling your head to pan. From a survey of 10 users, 5 users reported motion sickness before customizing the panning, while only 2 users did afterwards.

User Controls

This section should describe how to use the handheld controllers to use certain features within the software.

Menu

Movement Controls

Zooming

Panning

Grabbing

Hand Tracking Controls (Optional)

This section should describe how to use hand tracking to use certain features within the software.

Menu

Movement Controls

Zooming

Panning

Grabbing

Other User Experience (Optional)

This section should list other various metrics that measure the usability and maneuverability of the software.

Maximum number of clicks to get to any given feature

Maximum amount of time to get to any given feature




Tutorials

Tutorials: Does the software provide a tutorial for user controls and features? Add links to other self-made tutorials here as well as time estimates.

  • Installation Guide (10 mins)

  • Data Loading Guide (25 mins)

  • Exporting Data Models (15 mins for beginners, 12 mins for experts)