Immersive quality control for 3D data curation
DOI:
https://doi.org/10.47989/ir31iConf64136Keywords:
XR, 3D, Data curation, Augmented reality, Virtual realityAbstract
Introduction. We report quantitative findings from a multi‑site experiment evaluating the impact of immersive viewing (XR) on routine quality control (QC) tasks in academic labs regularly producing 3D content across the United States.
Method. 29 participants were recruited to complete orientation, error‑detection, and comparison tasks under two viewing conditions: Meta Quest 3 (XR) and iPad tablet computer (control). Time‑to‑completion (TTC) and accuracy performance were measured. Post-condition NASA‑TLX and SUS captured perceived cognitive load and system usability.
Analysis. We ran one‑tailed within‑subjects t‑tests for TTC, TLX, and SUS with Holm–Bonferroni correction; accuracy was modeled via logistic regression (participant as random effect); Cohen’s dz reported.
Results. XR demonstrated faster TTC (M = 11.90 s) than tablet (M = 20.42 s; Holm‑corrected p = .0129; dz = .56) and lower cognitive load (TLX) (14.6 vs. 18.92; Holm‑corrected p = .026; dz = .46). Accuracy (.76 vs .77) and usability (SUS) (83.9 vs. 80.2) did not differ significantly across conditions.
Conclusion. Immersive review of scholarly 3D assets shows promise as a tool for supporting 3D data curation workflows. Using the XR platform was found to reduce time and perceived effort for 3D creators on QC tasks without impacting accuracy or usability.
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