Nelusa Pathmanathan

dblp:266/6874 · DBLP profile ↗
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10ranked-venue papers
4as first author
10since 2021 · last 2026
0000-0002-6848-8554ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 9 · 4 first-author · 9 since 2021Human-computer interaction and ubiquitous computing · 7 · 3 first-author · 7 since 2021
YearPublicationVenuePosition
2026 The Challenges of Eye-Tracking Visualization in Multi-User Collaboration
Kuno Kurzhals, Maurice Koch, Nelusa Pathmanathan, Tobias Rau, Daniel Weiskopf
ETRA3
2026 A Multimodal Framework for Understanding Collaborative Design Processes
abstract
An essential task in analyzing collaborative design processes, such as those that are part of workshops in design studies, is identifying design outcomes and understanding how the collaboration between participants formed the results and led to decision-making. However, findings are typically restricted to a consolidated textual form based on notes from interviews or observations. A challenge arises from integrating different sources of observations, leading to large amounts and heterogeneity of collected data. To address this challenge we propose a practical, modular, and adaptable framework of workshop setup, multimodal data acquisition, AI-based artifact extraction, and visual analysis. Our interactive visual analysis system, reCAPit, allows the flexible combination of different modalities, including video, audio, notes, or gaze, to analyze and communicate important workshop findings. A multimodal streamgraph displays activity and attention in the working area, temporally aligned topic cards summarize participants' discussions, and drill-down techniques allow inspecting raw data of included sources. As part of our research, we conducted six workshops across different themes ranging from social science research on urban planning to a design study on band-practice visualization. The latter two are examined in detail and described as case studies. Further, we present considerations for planning workshops and challenges that we derive from our own experience and the interviews we conducted with workshop experts. Our research extends existing methodology of collaborative design workshops by promoting data-rich acquisition of multimodal observations, combined AI-based extraction and interactive visual analysis, and transparent dissemination of results.
Maurice Koch, Nelusa Pathmanathan, Daniel Weiskopf, Kuno Kurzhals
IEEE Trans. Vis. Comput. Graph.2
2025 Group Gaze-Sharing with Projection Displays
abstract
The eyes play an important role in human collaboration. Mutual and shared gaze help communicate visual attention to each other or to a specific object of interest. Shared gaze was typically investigated for pair collaborations in remote settings and with people in virtual and augmented reality. With our work, we expand this line of research by a new technique to communicate gaze between groups in tabletop workshop scenarios. To achieve this communication, we use an approach based on projection mapping to unify gaze data from multiple participants into a common visualization space on a tabletop. We showcase our approach with a collaborative puzzle-solving task that displays shared visual attention on individual pieces and provides hints to solve the problem at hand.
Maurice Koch, Tobias Rau, Vladimir Mikheev, Seyda Öney, Michael Becher, Nelusa Pathmanathan, Patrick Gralka, Daniel Weiskopf, Kuno Kurzhals
ETRA7
2025 Uncertainty-Aware Scarf Plots
abstract
Multiple challenges emerge when analyzing eye-tracking data with areas of interest (AOIs) because recordings are subject to different sources of uncertainties. Previous work often presents gaze data without considering those inaccuracies in the data. To address this issue, we developed uncertainty-aware scarf plot visualizations that aim to make analysts aware of uncertainties with respect to the position-based mapping of gaze to AOIs and depth dependency in 3D scenes. Additionally, we also consider uncertainties in automatic AOI annotation. We showcase our approach in comparison to standard scarf plots in an augmented reality scenario.
Nelusa Pathmanathan, Seyda Öney, Maurice Koch, Daniel Weiskopf, Kuno Kurzhals
ETRA1
2024 How Deep Is Your Gaze? Leveraging Distance in Image-Based Gaze Analysis
abstract
Image thumbnails are a valuable data source for fixation filtering, scanpath classification, and visualization of eye tracking data. They are typically extracted with a constant size, approximating the foveated area. As a consequence, the focused area of interest in the scene becomes less prominent in the thumbnail with increasing distance, affecting image-based analysis techniques. In this work, we propose depth-adaptive thumbnails, a method for varying image size according to the eye-to-object distance. Adjusting the visual angle relative to the distance leads to a zoom effect on the focused area. We evaluate our approach on recordings in augmented reality, investigating the similarity of thumbnails and scanpaths. Our quantitative findings suggest that considering the eye-to-object distance improves the quality of data analysis and visualization. We demonstrate the utility of depth-adaptive thumbnails for applications in scanpath comparison and visualization.
Maurice Koch, Nelusa Pathmanathan, Daniel Weiskopf, Kuno Kurzhals
ETRA2
2024 Investigating the Gap: Gaze and Movement Analysis in Immersive Environments
abstract
Behavioral data comprising movement and gaze data is an important source to understand how people perceive and interact with their environment. In the past, visual analysis of such data mainly focused on desktop applications. With the improvements in visualization for virtual and augmented reality, new evaluation scenarios come up that also require new analysis approaches. Especially techniques for the analysis of immersive environments are rare. This work provides an overview of existing work presenting visualizations of such data in desktop-based virtual environments and in an immersive context. There is a need for more research on visualizing gaze and movement in immersive environments. We discuss the advantages and disadvantages of desktop-based against immersive visualizations and provide an outlook for future research directions.
Nelusa Pathmanathan, Kuno Kurzhals
ETRA1
2024 Eyes on the Task: Gaze Analysis of Situated Visualization for Collaborative Tasks
abstract
The use of augmented reality technology to support humans with situated visualization in complex tasks such as navigation or assembly has gained increasing importance in research and industrial applications. One important line of research regards supporting and understanding collaborative tasks. Analyzing collaboration patterns is usually done by conducting observations and interviews. To expand these methods, we argue that eye tracking can be used to extract further insights and quantify behavior. To this end, we contribute a study that uses eye tracking to investigate participant strategies for solving collaborative sorting and assembly tasks. We compare participants’ visual attention during situated instructions in AR and traditional paper-based instructions as a baseline. By investigating the performance and gaze behavior of the participants, different strategies for solving the provided tasks are revealed. Our results show that with situated visualization, participants focus more on task-relevant areas and require less discussion between collaboration partners to solve the task at hand.
Nelusa Pathmanathan, Tobias Rau, Xiliu Yang, Aimée Sousa Calepso, Felix Amtsberg, Achim Menges, Michael Sedlmair, Kuno Kurzhals
VR1
2023 Visual Gaze Labeling for Augmented Reality Studies
abstract
Abstract Augmented Reality (AR) provides new ways for situated visualization and human‐computer interaction in physical environments. Current evaluation procedures for AR applications rely primarily on questionnaires and interviews, providing qualitative means to assess usability and task solution strategies. Eye tracking extends these existing evaluation methodologies by providing indicators for visual attention to virtual and real elements in the environment. However, the analysis of viewing behavior, especially the comparison of multiple participants, is difficult to achieve in AR. Specifically, the definition of areas of interest (AOIs), which is often a prerequisite for such analysis, is cumbersome and tedious with existing approaches. To address this issue, we present a new visualization approach to define AOIs, label fixations, and investigate the resulting annotated scanpaths. Our approach utilizes automatic annotation of gaze on virtual objects and an image‐based approach that also considers spatial context for the manual annotation of objects in the real world. Our results show, that with our approach, eye tracking data from AR scenes can be annotated and analyzed flexibly with respect to data aspects and annotation strategies.
Seyda Öney, Nelusa Pathmanathan, Michael Becher, Michael Sedlmair, Daniel Weiskopf, Kuno Kurzhals
Comput. Graph. Forum2
2023 Been There, Seen That: Visualization of Movement and 3D Eye Tracking Data from Real-World Environments
abstract
Abstract The distribution of visual attention can be evaluated using eye tracking, providing valuable insights into usability issues and interaction patterns. However, when used in real, augmented, and collaborative environments, new challenges arise that go beyond desktop scenarios and purely virtual environments. Toward addressing these challenges, we present a visualization technique that provides complementary views on the movement and eye tracking data recorded from multiple people in real‐world environments. Our method is based on a space‐time cube visualization and a linked 3D replay of recorded data. We showcase our approach with an experiment that examines how people investigate an artwork collection. The visualization provides insights into how people moved and inspected individual pictures in their spatial context over time. In contrast to existing methods, this analysis is possible for multiple participants without extensive annotation of areas of interest. Our technique was evaluated with a think‐aloud experiment to investigate analysis strategies and an interview with domain experts to examine the applicability in other research fields.
Nelusa Pathmanathan, Seyda Öney, Michael Becher, Michael Sedlmair, Daniel Weiskopf, Kuno Kurzhals
Comput. Graph. Forum1
2022 Accessibility for Color Vision Deficiencies: Challenges and Findings of a Large Scale Study on Paper Figures
abstract
We present an exploratory study on the accessibility of images in publications when viewed with color vision deficiencies (CVDs). The study is based on 1,710 images sampled from a visualization dataset (VIS30K) over five years. We simulated four CVDs on each image. First, four researchers (one with a CVD) identified existing issues and helpful aspects in a subset of the images. Based on the resulting labels, 200 crowdworkers provided 30,000 ratings on present CVD issues in the simulated images. We analyzed this data for correlations, clusters, trends, and free text comments to gain a first overview of paper figure accessibility. Overall, about 60 % of the images were rated accessible. Furthermore, our study indicates that accessibility issues are subjective and hard to detect. On a meta-level, we reflect on our study experience to point out challenges and opportunities of large-scale accessibility studies for future research directions.
Katrin Angerbauer, Nils Rodrigues, René Cutura, Seyda Öney, Nelusa Pathmanathan, Cristina Morariu, Daniel Weiskopf, Michael Sedlmair
CHI5