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AR EARTHQUAKE VISUALIZATION

AARAV KUMAR | CSCI 1951T

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CLASS ACTIVITY RESULTS

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  • Tradeoff between cognitive and physical load on 2D platform. No tradeoff in AR
  • Immersion in 2D was significantly lower
  • Overall understanding, confidence, and engagement was substantially poorer in 2D
  • Both AR parts performed nearly equally – Part 2 (with more controls) was marginally favored in confidence, understanding, engagement, and ease of navigation

Averaged scores

1 – Low

5 - High

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  • Most people (7/9) did prefer to choose what visual elements to display
  • Around half (5/9) did not find additional options overwhelming. Remaining were split on finding it mildly, or highly overwhelming (personal preference plays a role)
  • Almost unanimous agreement that increased choice over visualization settings made data comprehension easier, with 1 feeling indifferent.

AR WITH VS  AR W/O

USER CHOICE

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Identifying spatial patterns

Understanding earthquake depth

Comparing earthquakes

Remembering specific characteristics

Encouraged to explore more deeply

WHICH WAS BEST FOR … ?

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FEATURES AND CONTROLS

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  • Features with same controls were viewed differently. Scaling and text toggling was more intuitive with buttons, while error bars and map overlays were less so.
  • Error bars were most informative, but also most frustrating — caused confusion +  less helpful
  • On average, non-button mapped features felt most immersive and interactive — particularly haptic feedback. Changes to the map (terrain exaggeration + map view) also felt particularly interactive.
  • Many found map movement controls unintuitive — particularly using the triggers to do so

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HAPTICS EXPERIENCE

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  • Most users felt the vibrations made the experience more immersive and engaging
  • Several users intentionally sought out higher-magnitude earthquakes based on haptic intensity, and found it useful for quick comparisons of different earthquakes
  • Mixed perceptions of sensitivity — some users easily felt differences between magnitudes, while others felt they were too subtle to distinguish without text labels.
  • Encouraged users to spend more time interacting with the map and made the data feel more memorable

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WIKI DELIVERABLES

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Haptics Integration Software Comparison

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Haptics Integration Software Comparison P2

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Comparison Table

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Meta Haptics Studio Tutorial

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Haptics Types + Applications

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Using Mapbox in Unity (Tutorial) + Resolving Conflicts

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HAPTICS PROCESS

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TAKEAWAYS

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  • Importance of menus — ran out of buttons, and based on class activity, some features were less intuitive with buttons
  • Strengths and limitations of controller haptics — amplitude differences weren't as pronounced as expected, but fine grain control was much more precise than expected.
  • Benefits of having broader milestones — I had several backups in mind if different features failed, which made it easy to pivot (e.g., 2nd visualization)

CHALLENGES

  • Mapbox + Unity Compatibility – had to struggle for a while with removing bits of code line by line after installing Mapbox SDK, due to many (often unrelated) features being outdated + breaking the Unity builds
  • Finding a comprehensive dataset — had to work with two different datasets and match up data manually (one website for earthquake data, other for corresponding seismographs)
  • Manual editing of earthquake audio for haptics — much more time consuming than expected.

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LEARNINGS

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  • How haptics development works (at a low level) — learned similarity to audio/sound engineering
  • How to integrate multiple Unity scenes into the same project — rather than having two separate projects / apps, and controlling the scenes with a scene manager instead
  • How user choice can be empowering, and encourage deeper exploration (based on results of class activity)
  • How to resolve repeated dependency conflicts (caused by Mapbox) in Unity

IMAGES