## 5 Discussion and Conclusions
### Impact of Findings  
This paper introduced and described a specific VGE that can be used to measure the behavioral activity of human users in a first-person point-of-view interactive geovisualization. A technological solution was outlined, and potential obstacles were reported. A thorough testing procedure supplemented by and compared to real performance data from the VGE was also designed to reveal individual differences in visual cognitive styles. The experimental scene appeared natural and was filled with objects of different shape, color and a range of other visual properties. During the estimation of distance, the operation of object boundary differentiation may have not been universally clear (or understood) by participants. To eliminate the potential intervening variables, we therefore suggest re-creating the experiment with more simplistic objects (e.g., a collection of unified gray boxes--a virtual implementation of research from [PERSON] and [PERSON] [66]). The lens of the VR headset may have also introduced some distortion in the perception of distance. The research was exploratory in character, and it may have also become apparent that not all the variables were controlled and analyzed. However, based on our observations, a discussed construct such as \"spatial cognitive style\" seems to be rather difficult to grasp under a single experimental scenario, since we can further differentiate spatial cognitive style as egocentric and allocentric (i.e., self-centered and scene-centered [67]) design of tasks. In our future research, a larger research sample will be engaged to detect the suggested relationship between cognitive style and observed behavior in VR. Regarding the presented solution and preliminary findings, specific experimental designs for rigorous testing of hypotheses will also be used. To further address the issue of our small, homogenous sample of participants, follow-up research could check for cross-cultural differences by comparing behavior and exploration strategies of geographically or culturally different groups, such as in [PERSON] et al. [68]. Similarly, to alleviate the potential shortcomings of the user interface used in this experiment, a follow-up research employing more humanly intuitive interfaces may be proposed. Because of the exploratory nature of the study and the low number of participants, we do not draw any general conclusions from this initial research. However, the results suggest the need to assess different levels of VGE realism and to better explore the individual differences between various user groups in order to customize and optimize the VGE. The importance of this suggestion will only grow in the future, especially with respect to the increasing trend of using immersive 3D virtual visualizations in practice. Regarding the technological solution and the way exploratory design presented in this paper was conducted, positive conclusions can be made. By laying out a behavioral/interaction data logging framework, we have created a basis (a structure in Unity that can be appended to a virtual representation of a participant inside the VGE, along with virtual objects they interact with) from which other possible/future data can be extracted. This also applies to future interfaces--all depending on how open the interfaces are to reading and logging their interaction data. When such data is extracted, data visualization framework, for which we have also laid a foundation, can be extended. Depending on the shape of the VGE in question, the potential question of how an interface is used or the nature of the data that is to be presented, visualizations can be adapted. Since all the technologies on which our solutions are built are easily accessible, free (software) or affordable (hardware), they are easily customizable and/or deployable. Furthermore, even the process of creating VGEs themselves can be streamlined, to an extent, based on the experience gained and described through this paper.