Jim Smiley

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11ranked-venue papers
2as first author
11since 2021 · last 2026
—ORCID · conflict

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

Human-computer interaction and ubiquitous computing · 8 · 2 first-author · 8 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 since 2021
YearPublicationVenuePosition
2026 MarioChart: Autonomous Tangibles as Active Proxy Interfaces for Embodied Casual Data Exploration
abstract
We 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
CHI3
2025 In Sync: Exploration of a Multi-sensory Artefact for Dance Accessibility with People who are Blind or Have Low Vision and Dance Teachers
abstract
Figure 1: Overview of the research study.Left: A multi-sensory artefact combining contrasting spatialised audio and haptic feedback supports BLV dancers to align with a teacher's movement.Right: Three reflexive themes illustrate how the artefact shaped learning, teaching, and multi-sensory adaptation.
Madhuka Thisuri De Silva, Jim Smiley, Leona Holloway, Sarah Goodwin, Matthew Butler 0002
ASSETS2
2025 Sensing Movement: Contemporary Dance Workshops with People who are Blind or have Low Vision and Dance Teachers
abstract
Dance teachers rely primarily on verbal instructions and visual demonstrations to convey key dance concepts and movement. These techniques, however, have limitations in supporting students who are blind or have low vision (BLV). This work explores the role technology can play in supporting instruction for BLV students, as well as improvisation with their instructor. Through a series of design workshops with dance instructors and BLV students, ideas were generated by physically engaging with probes featuring diverse modalities including tactile objects, a body tracked sound and musical probe, and a body tracked controller with vibrational feedback. Implications for the design of supporting technologies were discovered for four contemporary dance learning goals: learning a phrase; improvising; collaborating through movement; and awareness of body and movement qualities. We discuss the potential of numerous multi-sensory methods and artefacts, and present design considerations for technologies to support meaningful dance instruction and participation.
Madhuka Thisuri De Silva, Jim Smiley, Sarah Goodwin, Leona Holloway, Matthew Butler 0002
CHI2
2025 MagnePins: A Modular, Affordable, and DIY Refreshable Braille and Tactile Display
Jim Smiley, Swamy Ananthanarayan, Leona Holloway, Matthew Butler 0002, Tim Dwyer
UIST1
2024 3D Remote Monitoring and Diagnosis during a Pandemic: Holoportation and Digital Twin Requirements
abstract
COVID-19 regulations presented clinicians with a new set of challenges that affected their ability to efficiently provide patient care and, as a result, telemedicine was rapidly adopted to deliver care remotely. However, these telemedicine platforms undermine patient care due to clinicians' inability to acquire all the relevant patient information required to diagnose and treat the patient. To explore this gap, we conducted a requirements analysis for the development of a 3D remote patient monitoring and diagnosis platform, by using a user-centric design methodology. In this requirements analysis, we elicited information about the clinical domain, identified clinicians’ requirements, elicited clinicians’ insights, and documented the clinicians' requirements. The outcome was the emergence of refined clinicians' requirements to guide the implementation of the Digital Twin concept paired with holoportation for remote 3D monitoring and diagnosis of patients. We anticipate that the application of a 3D telemedicine platform with these requirements for patient care during a pandemic could potentially enhance clinicians' efficiency and the effectiveness of remote patient care.
Kabir Ahmed Rufai, Jim Smiley, Patrick Reuter, Chris Bain, Peter Chan, Barrett Ens, Helen C. Purchase
Proc. ACM Hum. Comput. Interact.2
2023 DataDancing: An Exploration of the Design Space For Visualisation View Management for 3D Surfaces and Spaces
abstract
Recent studies have explored how users of immersive visualisation systems arrange data representations in the space around them. Generally, these have focused on placement centred at eye-level in absolute room coordinates. However, work in HCI exploring full-body interaction has identified zones relative to the user’s body with different roles. We encapsulate the possibilities for visualisation view management into a design space (called “DataDancing”). From this design space we extrapolate a variety of view management prototypes, each demonstrating a different combination of interaction techniques and space use. The prototypes are enabled by a full-body tracking system including novel devices for torso and foot interaction. We explore four of these prototypes, encompassing standard wall and table-style interaction as well as novel foot interaction, in depth through a qualitative user study. Learning from the results, we improve the interaction techniques and propose two hybrid interfaces that demonstrate interaction possibilities of the design space.
Jiazhou Liu, Barrett Ens, Arnaud Prouzeau, Jim Smiley, Isobel Kara Nixon, Sarah Goodwin, Tim Dwyer
CHI4
2023 Revisiting Consumed Endurance: A NICE Way to Quantify Shoulder Fatigue in Virtual Reality
abstract
Virtual Reality (VR) is increasingly being adopted in fitness, gaming, and workplace productivity applications for its natural interaction with body movement. A widely accepted method for quantifying the physical fatigue caused by VR interactions is through metrics such as Consumed Endurance (CE). Proposed in 2014, CE calculates the shoulder torque to infer endurance time (ET)—i.e. the maximum amount of time a pose can be maintained—during mid-air interactions. This model remains widely cited but has not been closely examined beyond its initial evaluation, leaving untested assumptions about exertion from low-intensity interactions and its basis on torque. In this paper, we present two VR studies where we (1) collect a baseline dataset that replicates the foundation of CE and (2) extend the initial evaluation in a pointing task from a two-dimensional (2D) screen to a three-dimensional (3D) immersive environment. Our baseline dataset collected from a high-precision tracking system found that the CE model overestimates ET for low-exertion interactions. Further, our studies reveal that a biomechanical model based on only torque cannot account for additional exertion measured when the shoulder angle exceeds 90° elevation. Based on these findings, we propose a revised formulation of CE to highlight the need for a hybrid approach in future fatigue modelling.
Yi Li 0058, Robert George Crowther, Jim Smiley, Tim Dwyer, Benjamin Tag, Pourang Irani, Barrett Ens
VRST3
2023 RoboHapalytics: A Robot Assisted Haptic Controller for Immersive Analytics
abstract
Immersive 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.2
2022 Tangible Globes for Data Visualisation in Augmented Reality
abstract
Head-mounted augmented reality (AR) displays allow for the seamless integration of virtual visualisation with contextual tangible references, such as physical (tangible) globes. We explore the design of immersive geospatial data visualisation with AR and tangible globes. We investigate the “tangible-virtual interplay” of tangible globes with virtual data visualisation, and propose a conceptual approach for designing immersive geospatial globes. We demonstrate a set of use cases, such as augmenting a tangible globe with virtual overlays, using a physical globe as a tangible input device for interacting with virtual globes and maps, and linking an augmented globe to an abstract data visualisation. We gathered qualitative feedback from experts about our use case visualisations, and compiled a summary of key takeaways as well as ideas for envisioned future improvements. The proposed design space, example visualisations and lessons learned aim to guide the design of tangible globes for data visualisation in AR.
Kadek Ananta Satriadi, Jim Smiley, Barrett Ens, Maxime Cordeil, Tobias Czauderna, Benjamin Lee 0001, Tim Dwyer, Bernhard Jenny
CHI2
2021 The MADE-Axis: A Modular Actuated Device to Embody the Axis of a Data Dimension
abstract
Tangible 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.1
2021 Uplift: A Tangible and Immersive Tabletop System for Casual Collaborative Visual Analytics
abstract
Collaborative visual analytics leverages social interaction to support data exploration and sensemaking. These processes are typically imagined as formalised, extended activities, between groups of dedicated experts, requiring expertise with sophisticated data analysis tools. However, there are many professional domains that benefit from support for short 'bursts' of data exploration between a subset of stakeholders with a diverse breadth of knowledge. Such 'casual collaborative' scenarios will require engaging features to draw users' attention, with intuitive, 'walk-up and use' interfaces. This paper presents Uplift, a novel prototype system to support 'casual collaborative visual analytics' for a campus microgrid, co-designed with local stakeholders. An elicitation workshop with key members of the building management team revealed relevant knowledge is distributed among multiple experts in their team, each using bespoke analysis tools. Uplift combines an engaging 3D model on a central tabletop display with intuitive tangible interaction, as well as augmented-reality, mid-air data visualisation, in order to support casual collaborative visual analytics for this complex domain. Evaluations with expert stakeholders from the building management and energy domains were conducted during and following our prototype development and indicate that Uplift is successful as an engaging backdrop for casual collaboration. Experts see high potential in such a system to bring together diverse knowledge holders and reveal complex interactions between structural, operational, and financial aspects of their domain. Such systems have further potential in other domains that require collaborative discussion or demonstration of models, forecasts, or cost-benefit analyses to high-level stakeholders.
Barrett Ens, Sarah Goodwin, Arnaud Prouzeau, Fraser Anderson, Florence Y. Wang, Samuel Gratzl, Zac Lucarelli, Brendan Moyle, Jim Smiley, Tim Dwyer
IEEE Trans. Vis. Comput. Graph.9