VLDB 2026 Research / reviewers in the wild / expert
Lonni Besançon
dblp:177/9050
· DBLP profile ↗
28ranked-venue papers
8as first author
20since 2021 · last 2026
0000-0002-7207-1276ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 18 · 5 first-author · 13 since 2021Human-computer interaction and ubiquitous computing · 10 · 2 first-author · 7 since 2021Databases, data management, data science and information retrieval · 1 · 1 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | MarioChart: Autonomous Tangibles as Active Proxy Interfaces for Embodied Casual Data ExplorationabstractWe introduce the notion of an Active Proxy interface, i.e. tangible models as proxies for physical data referents, supporting interactive exploration of data through active manipulation. We realise an active proxy data visualisation system, “MarioChart", using robot carts relocating themselves on a tabletop, e.g., to align with their data referents in a map or other visual layout. We consider a casual-data exploration scenario involving a multivariate campus sustainability dataset, using scale models as proxies for their physical building data referents. Our empirical study (n=12) compares active proxy use with conventional tablet interaction, finding that our active proxy system enhances short-term spatial memory of data and enables faster completion of certain data analytic tasks. It shows no significant differences compared to traditional touchscreens in long-term memory, physical fatigue, mental workload, or user engagement. Our study offers an initial baseline for active proxy techniques and advances understanding of tangible interfaces in situated data visualisation. Shaozhang Dai, Kadek Ananta Satriadi, Jim Smiley, Barrett Ens, Lonni Besançon, Tim Dwyer |
CHI | 5 |
| 2026 | Criminator: An Easy-to-Use XR "Crime Animator" for Rapid Reconstruction and Analysis of Dynamic Crime ScenesabstractLaw enforcement authorities are increasingly interested in 3D modelling for virtual crime scene reconstruction, enabling offline analysis without the cost and contamination risk of on-site investigation. Past work has demonstrated spatial relationships through static modelling but validating the sequence of events in dynamic scenarios is crucial for solving a case. Yet, animation tools are not well suited to crime scene reconstruction, and complex for non-experts in 3D modelling/animation. Through a co-design process with criminology experts, we designed “Criminator”—a methodological framework and XR tool that simplifies animation authoring. We evaluated this tool with participants trained in criminology (n=6) and untrained individuals (n=12). Both groups were able to successfully complete the character animation tasks and provided high usability ratings for observation tasks. Criminator has potential for hypothesis testing, demonstration, sense-making, and training. Challenges remain in how such a tool fits into the entire judicial process, with questions about including animations as evidence. Vahid Pooryousef, Lonni Besançon, Maxime Cordeil, Chris Flight, Alastair M. Ross, Richard Bassed, Tim Dwyer |
CHI | 2 |
| 2026 | IEEE VR 2026 Message from the Program Chairs and Guest Editors
Lonni Besançon, Bobby Bodenheimer, Daisuke Iwai, Shohei Mori, Tabitha C. Peck, Richard Skarbez |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2026 | Visual Extraction of Interaction Patterns Guided by Hierarchical Clustering and Process MiningabstractUnderstanding user interactions in digital systems is essential in analyzing user behaviors and improving system usability. However, a collection of interaction sequences is often large and unstructured, making it challenging to uncover interaction patterns. To address this challenge, we introduce a visual analytics approach that integrates hierarchical clustering and process mining techniques to support analysts in exploring unstructured, large interaction sequence data. Our system employs a tailored dynamic time warping-based similarity measure to enable comparison of interaction sequences. Based on the sequence similarities, we provide stepwise, interactive navigation of clustering results with contextual visual cues for refinement and validation. We further apply process mining to characterize derived clusters. Through these hierarchical clustering and process mining steps, analysts can progressively uncover meaningful interaction patterns while utilizing visual guidance and incorporating domain expertise. We demonstrate our system's effectiveness and applicability through two case studies involving system designers, developers, and domain experts. Peilin Yu 0002, Aida Nordman, Takanori Fujiwara, Marta Koc-Januchta, Konrad J. Schönborn, Lonni Besançon, Katerina Vrotsou |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2025 | Precise Embodied Data Selection with Haptic Feedback while Retaining Room-Scale Visualisation ContextabstractRoom-scale immersive data visualisations provide viewers a wide-scale overview of a large dataset, but to interact precisely with individual data points they typically have to navigate to change their point of view. In traditional screen-based visualisations, focus-and-context techniques allow visualisation users to keep a full dataset in view while making detailed selections. Such techniques have been studied extensively on desktop to allow precise selection within large data sets, but they have not been explored in immersive 3D modalities. In this paper we develop a novel immersive focus-and-context technique based on a "magic portal" metaphor adapted specifically for data visualisation scenarios. An extendable-hand interaction technique is used to place a portal close to the region of interest. The other end of the portal then opens comfortably within the user's physical reach such that they can reach through to precisely select individual data points. Through a controlled study with 12 participants, we find strong evidence that portals reduce overshoots in selection and overall hand trajectory length, reducing arm and shoulder fatigue compared to ranged interaction without the portal. The portals also enable us to use a robot arm to provide haptic feedback for data within the limited volume of the portal region. In a second study with another 12 participants we found that haptics provided a positive experience (qualitative feedback) but did not significantly reduce fatigue. We demonstrate applications for portal-based selection through two use-case scenarios. Shaozhang Dai, Yi Li 0058, Barrett Ens, Lonni Besançon, Tim Dwyer |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2025 | VOICE: Visual Oracle for Interaction, Conversation, and ExplanationabstractWe present VOICE, a novel approach to science communication that connects large language models' conversational capabilities with interactive exploratory visualization. VOICE introduces several innovative technical contributions that drive our conversational visualization framework. Based on the collected design requirements, we introduce a two-layer agent architecture that can perform task assignment, instruction extraction, and coherent content generation. We employ fine-tuning and prompt engineering techniques to tailor agents' performance to their specific roles and accurately respond to user queries. Our interactive text-to-visualization method generates a flythrough sequence matching the content explanation. In addition, natural language interaction provides capabilities to navigate and manipulate 3D models in real-time. The VOICE framework can receive arbitrary voice commands from the user and respond verbally, tightly coupled with a corresponding visual representation, with low latency and high accuracy. We demonstrate the effectiveness of our approach by implementing a proof-of-concept prototype and applying it to the molecular visualization domain: analyzing three 3D molecular models with multiscale and multi-instance attributes. Finally, we conduct a comprehensive evaluation of the system, including quantitative and qualitative analyses on our collected dataset, along with a detailed public user study and expert interviews. The results confirm that our framework and prototype effectively meet the design requirements and cater to the needs of diverse target users. Donggang Jia, Alexandra Irger, Lonni Besançon, Ondrej Strnad, Deng Luo, Johanna Björklund, Alexandre Kouyoumdjian, Anders Ynnerman, Ivan Viola |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2025 | Revealing Interaction Dynamics: Multi-Level Visual Exploration of User Strategies with an Interactive Digital EnvironmentabstractWe present a visual analytics approach for multi-level visual exploration of users' interaction strategies in an interactive digital environment. The use of interactive touchscreen exhibits in informal learning environments, such as museums and science centers, often incorporate frameworks that classify learning processes, such as Bloom's taxonomy, to achieve better user engagement and knowledge transfer. To analyze user behavior within these digital environments, interaction logs are recorded to capture diverse exploration strategies. However, analysis of such logs is challenging, especially in terms of coupling interactions and cognitive learning processes, and existing work within learning and educational contexts remains limited. To address these gaps, we develop a visual analytics approach for analyzing interaction logs that supports exploration at the individual user level and multi-user comparison. The approach utilizes algorithmic methods to identify similarities in users' interactions and reveal their exploration strategies. We motivate and illustrate our approach through an application scenario, using event sequences derived from interaction log data in an experimental study conducted with science center visitors from diverse backgrounds and demographics. The study involves 14 users completing tasks of increasing complexity, designed to stimulate different levels of cognitive learning processes. We implement our approach in an interactive visual analytics prototype system, named VISID, and together with domain experts, discover a set of task-solving exploration strategies, such as "cascading" and "nested-loop", which reflect different levels of learning processes from Bloom's taxonomy. Finally, we discuss the generalizability and scalability of the presented system and the need for further research with data acquired in the wild. Peilin Yu 0002, Aida Nordman, Marta Koc-Januchta, Konrad J. Schönborn, Lonni Besançon, Katerina Vrotsou |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2024 | Sneaked references: Fabricated reference metadata distort citation countsabstractAbstract We report evidence of an undocumented method to manipulate citation counts involving “sneaked” references. Sneaked references are registered as metadata for published scientific articles in which they do not appear. This manipulation exploits trusted relationships between various actors: publishers, the Crossref metadata registration agency, digital libraries, and bibliometric platforms. By collecting metadata from various sources, we show that extra undue references are actually sneaked in at Digital Object Identifier (DOI) registration time, resulting in artificially inflated citation counts. As a case study, focusing on three journals from a given publisher, we identified at least 9% sneaked references () mainly benefiting two authors. Despite not being present in the published articles, these sneaked references exist in metadata registries and inappropriately propagate to bibliometric dashboards. Furthermore, we discovered “lost” references: the studied bibliometric platform failed to index at least 56% () of the references present in the HTML version of the publications. This research led to an investigation by Crossref (confirming our findings) and to subsequent corrective actions. The extent of the distortion—due to sneaked and lost references—in the global literature remains unknown and requires further investigations. Bibliometric platforms producing citation counts should identify, quantify, and correct these flaws to provide accurate data to their patrons and prevent further citation gaming. Lonni Besançon, Guillaume Cabanac, Cyril Labbé, Alexander Magazinov |
J. Assoc. Inf. Sci. Technol. | 1 |
| 2024 | Collaborative Forensic Autopsy Documentation and Supervised Report Generation Using a Hybrid Mixed-Reality Environment and Generative AIabstractForensic investigation is a complex procedure involving experts working together to establish cause of death and report findings to legal authorities. While new technologies are being developed to provide better post-mortem imaging capabilities-including mixed-reality (MR) tools to support 3D visualisation of such data-these tools do not integrate seamlessly into their existing collaborative workflow and report authoring process, requiring extra steps, e.g. to extract imagery from the MR tool and combine with physical autopsy findings for inclusion in the report. Therefore, in this work we design and evaluate a new forensic autopsy report generation workflow and present a novel documentation system using hybrid mixed-reality approaches to integrate visualisation, voice and hand interaction, as well as collaboration and procedure recording. Our preliminary findings indicate that this approach has the potential to improve data management, aid reviewability, and thus, achieve more robust standards. Further, it potentially streamlines report generation and minimise dependency on external tools and assistance, reducing autopsy time and related costs. This system also offers significant potential for education. A free copy of this paper and all supplemental materials are available at https://osf.io/ygfzx. Vahid Pooryousef, Maxime Cordeil, Lonni Besançon, Richard Bassed, Tim Dwyer |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2023 | Working with Forensic Practitioners to Understand the Opportunities and Challenges for Mixed-Reality Digital AutopsyabstractForensic practitioners analyse intrinsic 3D data daily on 2D screens. We explore novel immersive visualisation techniques that enable digital autopsy through analysis of 3D imagery. We employ a user-centred design process involving four rounds of user feedback: (1) formative interviews eliciting opportunities and requirements for mixed-reality digital autopsies; (2) a larger workshop identifying our prototype’s limitations and further use-cases and interaction ideas; (3+4) two rounds of qualitative user validation of successive prototypes of novel interaction techniques for pathologist sensemaking. Overall, we find MR holds great potential to enable digital autopsy, initially to supplement physical autopsy, but ultimately to replace it. We found that experts were able to use our tool to perform basic virtual autopsy tasks, MR setup promotes exploration and sense making of cause of death, and subject to limitations of current MR technology, the proposed system is a valid option for digital autopsies, according to experts’ feedback. Vahid Pooryousef, Maxime Cordeil, Lonni Besançon, Christophe Hurter, Tim Dwyer, Richard Bassed |
CHI | 3 |
| 2023 | Studies of Part-to-Whole Glanceable Visualizations on Smartwatch FacesabstractWe present three studies that investigate the effectiveness of multiple glanceable part-to-whole proportion representations on smartwatch faces. Our goal was to understand how quickly and accurately people can make judgments about their progress toward multiple goals displayed in a small space. We designed our three studies with increasing external validity. The first study compared bar charts, radial bar charts, and text representations—shown with a digital time display. The second study added an analog time dial as a distractor to increase the complexity of the watch face. To emulate realistic viewing conditions, the third study investigated the effect of viewing angles. In Study 1 bar and radial bar charts outperformed text representations, in Study 2 adding an analog time dial as a distractor did not affect task performance, and in Study 3 only the most extreme angle led to some performance decrease. Supplementary material is available at https://osf.io/ad2z7/. Tanja Blascheck, Lonni Besançon, Anastasia Bezerianos, Bongshin Lee, Alaul Islam, Tingying He, Petra Isenberg |
PacificVis | 2 |
| 2023 | Moliverse: Contextually embedding the microcosm into the universeabstractWe present Moliverse, an integration of the molecular visualization framework VIAMD into the astronomical visualization software OpenSpace, allowing us to bridge the two extreme ends of the scale spectrum to show, for example, the gas composition in a planet’s atmosphere or molecular structures in comet trails and can empower the creation of educational exhibitions. For that purpose we do not use a linear scale traversal but break the scale continuity and show molecular simulations as focus in the context of celestial bodies. We demonstrate the application of our concept in two storytelling scenarios and envision the application both for science presentations to lay audiences and for dedicated exploration, potentially also in a molecule-only environment. Mathis Brossier, Robin Skånberg, Lonni Besançon, Mathieu Linares, Tobias Isenberg 0001, Anders Ynnerman, Alexander Bock 0002 |
Comput. Graph. | 3 |
| 2023 | RoboHapalytics: A Robot Assisted Haptic Controller for Immersive AnalyticsabstractImmersive environments offer new possibilities for exploring three-dimensional volumetric or abstract data. However, typical mid-air interaction offers little guidance to the user in interacting with the resulting visuals. Previous work has explored the use of haptic controls to give users tangible affordances for interacting with the data, but these controls have either: been limited in their range and resolution; were spatially fixed; or required users to manually align them with the data space. We explore the use of a robot arm with hand tracking to align tangible controls under the user's fingers as they reach out to interact with data affordances. We begin with a study evaluating the effectiveness of a robot-extended slider control compared to a large fixed physical slider and a purely virtual mid-air slider. We find that the robot slider has similar accuracy to the physical slider but is significantly more accurate than mid-air interaction. Further, the robot slider can be arbitrarily reoriented, opening up many new possibilities for tangible haptic interaction with immersive visualisations. We demonstrate these possibilities through three use-cases: selection in a time-series chart; interactive slicing of CT scans; and finally exploration of a scatter plot depicting time-varying socio-economic data. Shaozhang Dai, Jim Smiley, Tim Dwyer, Barrett Ens, Lonni Besançon |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2022 | Hybrid Touch/Tangible Spatial Selection in Augmented RealityabstractAbstract We study tangible touch tablets combined with Augmented Reality Head‐Mounted Displays (AR‐HMDs) to perform spatial 3D selections. We are primarily interested in the exploration of 3D unstructured datasets such as cloud points or volumetric datasets. AR‐HMDs immerse users by showing datasets stereoscopically, and tablets provide a set of 2D exploration tools. Because AR‐HMDs merge the visualization, interaction, and the users' physical spaces, users can also use the tablets as tangible objects in their 3D space. Nonetheless, the tablets' touch displays provide their own visualization and interaction spaces, separated from those of the AR‐HMD. This raises several research questions compared to traditional setups. In this paper, we theorize, discuss, and study different available mappings for manual spatial selections using a tangible tablet within an AR‐HMD space. We then study the use of this tablet within a 3D AR environment, compared to its use with a 2D external screen. Mickaël Sereno, Stéphane Gosset, Lonni Besançon, Tobias Isenberg 0001 |
Comput. Graph. Forum | 3 |
| 2022 | Understanding differences between combinations of 2D and 3D input and output devices for 3D data visualization
Lonni Besançon, Mehdi Ammi, Tobias Isenberg 0001 |
Int. J. Hum. Comput. Stud. | 2 |
| 2022 | Collaborative Work in Augmented Reality: A SurveyabstractIn Augmented Reality (AR), users perceive virtual content anchored in the real world. It is used in medicine, education, games, navigation, maintenance, product design, and visualization, in both single-user and multi-user scenarios. Multi-user AR has received limited attention from researchers, even though AR has been in development for more than two decades. We present the state of existing work at the intersection of AR and Computer-Supported Collaborative Work (AR-CSCW), by combining a systematic survey approach with an exploratory, opportunistic literature search. We categorize 65 papers along the dimensions of space, time, role symmetry (whether the roles of users are symmetric), technology symmetry (whether the hardware platforms of users are symmetric), and output and input modalities. We derive design considerations for collaborative AR environments, and identify under-explored research topics. These include the use of heterogeneous hardware considerations and 3D data exploration research areas. This survey is useful for newcomers to the field, readers interested in an overview of CSCW in AR applications, and domain experts seeking up-to-date information. Mickaël Sereno, Lonni Besançon, Michael J. McGuffin, Tobias Isenberg 0001 |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2021 | Service-based Analysis and Abstraction for Content Moderation of Digital ImagesabstractThis paper presents a service-based approach towards content moderation of digital visual media while browsing web pages. It enables the automatic analysis and classification of possibly offensive content, such as images of violence, nudity, or surgery, and applies common image abstraction techniques at different levels of abstraction to these to lower their affective impact. The system is implemented using a microservice architecture that is accessible via a browser extension, which can be installed in most modern web browsers. It can be used to facilitate content moderation of digital visual media such as digital images or to enable parental control for child protection. Moritz Hilscher, Hendrik Tjabben, Hendrik Rätz, Amir Semmo, Lonni Besançon, Jürgen Döllner, Matthias Trapp 0001 |
Graphics Interface | 5 |
| 2021 | The State of the Art of Spatial Interfaces for 3D VisualizationabstractAbstract We survey the state of the art of spatial interfaces for 3D visualization. Interaction techniques are crucial to data visualization processes and the visualization research community has been calling for more research on interaction for years. Yet, research papers focusing on interaction techniques, in particular for 3D visualization purposes, are not always published in visualization venues, sometimes making it challenging to synthesize the latest interaction and visualization results. We therefore introduce a taxonomy of interaction technique for 3D visualization. The taxonomy is organized along two axes: the primary source of input on the one hand and the visualization task they support on the other hand. Surveying the state of the art allows us to highlight specific challenges and missed opportunities for research in 3D visualization. In particular, we call for additional research in: (1) controlling 3D visualization widgets to help scientists better understand their data, (2) 3D interaction techniques for dissemination, which are under‐explored yet show great promise for helping museum and science centers in their mission to share recent knowledge, and (3) developing new measures that move beyond traditional time and errors metrics for evaluating visualizations that include spatial interaction. Lonni Besançon, Anders Ynnerman, Daniel F. Keefe, Lingyun Yu 0001, Tobias Isenberg 0001 |
Comput. Graph. Forum | 1 |
| 2021 | The MADE-Axis: A Modular Actuated Device to Embody the Axis of a Data DimensionabstractTangible controls-especially sliders and rotary knobs-have been explored in a wide range of interactive applications for desktop and immersive environments. Studies have shown that they support greater precision and provide proprioceptive benefits, such as support for eyes-free interaction. However, such controls tend to be expressly designed for specific applications. We draw inspiration from a bespoke controller for immersive data visualisation, but decompose this design into a simple, wireless, composable unit featuring two actuated sliders and a rotary encoder. Through these controller units, we explore the interaction opportunities around actuated sliders; supporting precise selection, infinite scrolling, adaptive data representations, and rich haptic feedback; all within a mode-less interaction space. We demonstrate the controllers' use for simple, ad hoc desktop interaction,before moving on to more complex, multi-dimensional interactions in VR and AR. We show that the flexibility and composability of these actuated controllers provides an emergent design space which covers the range of interactive dynamics for visual analysis. In a user study involving pairs performing collaborative visual analysis tasks in mixed-reality, our participants were able to easily compose rich visualisations, make insights and discuss their findings. Jim Smiley, Benjamin Lee 0001, Siddhant Tandon, Maxime Cordeil, Lonni Besançon, Jarrod Knibbe, Bernhard Jenny, Tim Dwyer |
Proc. ACM Hum. Comput. Interact. | 5 |
| 2021 | Can Visualization Alleviate Dichotomous Thinking? Effects of Visual Representations on the Cliff EffectabstractCommon reporting styles for statistical results in scientific articles, such as p-values and confidence intervals (CI), have been reported to be prone to dichotomous interpretations, especially with respect to the null hypothesis significance testing framework. For example when the p-value is small enough or the CIs of the mean effects of a studied drug and a placebo are not overlapping, scientists tend to claim significant differences while often disregarding the magnitudes and absolute differences in the effect sizes. This type of reasoning has been shown to be potentially harmful to science. Techniques relying on the visual estimation of the strength of evidence have been recommended to reduce such dichotomous interpretations but their effectiveness has also been challenged. We ran two experiments on researchers with expertise in statistical analysis to compare several alternative representations of confidence intervals and used Bayesian multilevel models to estimate the effects of the representation styles on differences in researchers' subjective confidence in the results. We also asked the respondents' opinions and preferences in representation styles. Our results suggest that adding visual information to classic CI representation can decrease the tendency towards dichotomous interpretations - measured as the 'cliff effect': the sudden drop in confidence around p-value 0.05 - compared with classic CI visualization and textual representation of the CI with p-values. All data and analyses are publicly available at https://github.com/helske/statvis. Jouni Helske, Satu Helske, Matthew Cooper 0001, Anders Ynnerman, Lonni Besançon |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2020 | Towards an Understanding of Augmented Reality Extensions for Existing 3D Data Analysis ToolsabstractWe present an observational study with domain experts to understand how augmented reality (AR) extensions to traditional PC-based data analysis tools can help particle physicists to explore and understand 3D data. Our goal is to allow researchers to integrate stereoscopic AR-based visual representations and interaction techniques into their tools, and thus ultimately to increase the adoption of modern immersive analytics techniques in existing data analysis workflows. We use Microsoft's HoloLens as a lightweight and easily maintainable AR headset and replicate existing visualization and interaction capabilities on both the PC and the AR view. We treat the AR headset as a second yet stereoscopic screen, allowing researchers to study their data in a connected multi-view manner. Our results indicate that our collaborating physicists appreciate a hybrid data exploration setup with an interactive AR extension to improve their understanding of particle collision events. Lonni Besançon, David Rousseau, Mickaël Sereno, Mehdi Ammi, Tobias Isenberg 0001 |
CHI | 2 |
| 2020 | Reducing Affective Responses to Surgical Images and Videos Through StylizationabstractAbstract We present the first empirical study on using colour manipulation and stylization to make surgery images/videos more palatable. While aversion to such material is natural, it limits many people's ability to satisfy their curiosity, educate themselves and make informed decisions. We selected a diverse set of image processing techniques to test them both on surgeons and lay people. While colour manipulation techniques and many artistic methods were found unusable by surgeons, edge‐preserving image smoothing yielded good results both for preserving information (as judged by surgeons) and reducing repulsiveness (as judged by lay people). We then conducted a second set of interview with surgeons to assess whether these methods could also be used on videos and derive good default parameters for information preservation. We provide extensive supplemental material at osf.io/4pfes/ . Lonni Besançon, Amir Semmo, David Biau, Bruno Frachet, Virginie Pineau, El Hadi Sariali, Marc Soubeyrand, Rabah Taouachi, Tobias Isenberg 0001, Pierre Dragicevic |
Comput. Graph. Forum | 1 |
| 2019 | Hybrid Touch/Tangible Spatial 3D Data SelectionabstractAbstract We discuss spatial selection techniques for three‐dimensional datasets. Such 3D spatial selection is fundamental to exploratory data analysis. While 2D selection is efficient for datasets with explicit shapes and structures, it is less efficient for data without such properties. We first propose a new taxonomy of 3D selection techniques, focusing on the amount of control the user has to define the selection volume. We then describe the 3D spatial selection technique Tangible Brush, which gives manual control over the final selection volume. It combines 2D touch with 6‐DOF 3D tangible input to allow users to perform 3D selections in volumetric data. We use touch input to draw a 2D lasso, extruding it to a 3D selection volume based on the motion of a tangible, spatially‐aware tablet. We describe our approach and present its quantitative and qualitative comparison to state‐of‐the‐art structure‐dependent selection. Our results show that, in addition to being dataset‐independent, Tangible Brush is more accurate than existing dataset‐dependent techniques, thus providing a trade‐off between precision and effort. Lonni Besançon, Mickaël Sereno, Lingyun Yu 0001, Mehdi Ammi, Tobias Isenberg 0001 |
Comput. Graph. Forum | 1 |
| 2019 | Augmenting Tactile 3D Data Navigation With Pressure SensingabstractAbstract We present a pressure‐augmented tactile 3D data navigation technique, specifically designed for small devices, motivated by the need to support the interactive visualization beyond traditional workstations. While touch input has been studied extensively on large screens, current techniques do not scale to small and portable devices. We use phone‐based pressure sensing with a binary mapping to separate interaction degrees of freedom (DOF) and thus allow users to easily select different manipulation schemes (e. g., users first perform only rotation and then with a simple pressure input to switch to translation). We compare our technique to traditional 3D‐RST (rotation, scaling, translation) using a docking task in a controlled experiment. The results show that our technique increases the accuracy of interaction, with limited impact on speed. We discuss the implications for 3D interaction design and verify that our results extend to older devices with pseudo pressure and are valid in realistic phone usage scenarios. Lonni Besançon, Mehdi Ammi, Tobias Isenberg 0001 |
Comput. Graph. Forum | 2 |
| 2019 | Glanceable Visualization: Studies of Data Comparison Performance on SmartwatchesabstractWe present the results of two perception studies to assess how quickly people can perform a simple data comparison task for small-scale visualizations on a smartwatch. The main goal of these studies is to extend our understanding of design constraints for smartwatch visualizations. Previous work has shown that a vast majority of smartwatch interactions last under 5 s. It is still unknown what people can actually perceive from visualizations during such short glances, in particular with such a limited display space of smartwatches. To shed light on this question, we conducted two perception studies that assessed the lower bounds of task time for a simple data comparison task. We tested three chart types common on smartwatches: bar charts, donut charts, and radial bar charts with three different data sizes: 7, 12, and 24 data values. In our first study, we controlled the differences of the two target bars to be compared, while the second study varied the difference randomly. For both studies, we found that participants performed the task on average in <300 ms for the bar chart, <220 ms for the donut chart, and in <1780 ms for the radial bar chart. Thresholds in the second study per chart type were on average 1.14-1.35× higher than in the first study. Our results show that bar and donut charts should be preferred on smartwatch displays when quick data comparisons are necessary. Tanja Blascheck, Lonni Besançon, Anastasia Bezerianos, Bongshin Lee, Petra Isenberg |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2017 | Pressure-Based Gain Factor Control for Mobile 3D Interaction using Locally-Coupled DevicesabstractWe present the design and evaluation of pressure-based interactive control of 3D navigation precision. Specifically, we examine the control of gain factors in tangible 3D interactions using locally-coupled mobile devices. By focusing on pressure as a separate input channel we can adjust gain factors independently from other input modalities used in 3D navigation, in particular for the exploration of 3D visualisations. We present two experiments. First, we determined that people strongly preferred higher pressures to be mapped to higher gain factors. Using this mapping, we compared pressure with rate control, velocity control, and slider-based control in a second study. Our results show that pressure-based gain control allows people to be more precise in the same amount of time compared to established input modalities. Pressure-based control was also clearly preferred by our participants. In summary, we demonstrate that pressure facilitates effective and efficient precision control for mobile 3D navigation. Lonni Besançon, Mehdi Ammi, Tobias Isenberg 0001 |
CHI | 1 |
| 2017 | Mouse, Tactile, and Tangible Input for 3D ManipulationabstractWe evaluate the performance and usability of mouse-based, touch-based, and tangible interaction for manipulating objects in a 3D virtual environment. This comparison is a step toward a better understanding of the limitations and benefits of these existing interaction techniques, with the ultimate goal of facilitating an easy transition between the different 3D data exploration environments. For this purpose we analyze participants' performance in 3D manipulation using a docking task. We measured completion times, docking accuracy, as well as subjective criteria such as fatigue, workload, and preference. Our results show that the three input modalities provide similar levels of precision but require different completion times. We also discuss our qualitative observations as well as people's preferences and put our findings into context of the application domain of 3D data analysis environments. Lonni Besançon, Paul Issartel, Mehdi Ammi, Tobias Isenberg 0001 |
CHI | 1 |
| 2017 | Hybrid Tactile/Tangible Interaction for 3D Data ExplorationabstractWe present the design and evaluation of an interface that combines tactile and tangible paradigms for 3D visualization. While studies have demonstrated that both tactile and tangible input can be efficient for a subset of 3D manipulation tasks, we reflect here on the possibility to combine the two complementary input types. Based on a field study and follow-up interviews, we present a conceptual framework of the use of these different interaction modalities for visualization both separately and combined-focusing on free exploration as well as precise control. We present a prototypical application of a subset of these combined mappings for fluid dynamics data visualization using a portable, position-aware device which offers both tactile input and tangible sensing. We evaluate our approach with domain experts and report on their qualitative feedback. Lonni Besançon, Paul Issartel, Mehdi Ammi, Tobias Isenberg 0001 |
IEEE Trans. Vis. Comput. Graph. | 1 |