VLDB 2026 Research / reviewers in the wild / expert
Andrew Cunningham
dblp:34/2068
· DBLP profile ↗
40ranked-venue papers
1as first author
24since 2021 · last 2026
0000-0003-2536-3011ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 27 · 1 first-author · 18 since 2021Graphics, computer vision, multimedia, augmented reality and games · 25 · 14 since 2021Applied, interdisciplinary, general and emerging computing · 3 · 2 since 2021Artificial intelligence and machine learning · 2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Challenges in Synchronous & Remote Collaboration Around VisualizationabstractWe characterize 16 challenges faced by those investigating and developing remote and synchronous collaborative experiences around visualization. Our work reflects the perspectives and prior research efforts of an international group of 29 experts from across human-computer interaction and visualization sub-communities. The challenges are anchored around five collaborative activities that exhibit a centrality of visualization and multimodal communication. These activities include exploratory data analysis, creative ideation, visualization-rich presentations, joint decision making grounded in data, and real-time data monitoring. The challenges also reflect the changing dynamics of these activities in the face of recent advances in extended reality (XR) and artificial intelligence (AI). As an organizing scheme for future research at the intersection of visualization and computer-supported cooperative work, we align the challenges with a sequence of four sets of research and development activities: technological choices, social factors, AI assistance, and evaluation. Matthew Brehmer, Maxime Cordeil, Christophe Hurter, Takayuki Itoh, Wolfgang Büschel, Mahmood Jasim, Arnaud Prouzeau, David Saffo, Lyn Bartram, Sheelagh Carpendale, Chen Zhu-Tian, Andrew Cunningham, Tim Dwyer, Samuel Huron, Masahiko Itoh, Alark Joshi, Kiyoshi Kiyokawa, Hideaki Kuzuoka, Bongshin Lee, Gabriela Molina León, Harald Reiterer, Bektur Ryskeldiev, Jonathan A. Schwabish, Brian A. Smith 0001, Yasuyuki Sumi, Ryo Suzuki 0001, Anthony Tang 0001, Yalong Yang 0001, Jian Zhao 0010 |
CHI | 12 |
| 2026 | Less is More! Visual Suppression for Bottom-up and Top-down Attention in Dynamic EnvironmentsabstractDynamic virtual environments pose growing challenges for users who must manage attention across competing visual elements, where distractors can divert focus from relevant objects in these scenarios. Because human attention functions as a filter, it is shaped by competing influences from bottom-up salience and top-down relevance. We explore the salience and relevance of objects and introduce suppression-based visual filtering mechanisms, implemented through Dim and Blur visual filters at Weak and Strong intensity levels. A controlled abstract virtual environment with colorful moving objects was used to evaluate these against Baseline (no filtering) across nine varied salience-relevance situations, involving 38 participants in visual search and sustained monitoring tasks. Results showed that visual suppression enhanced participants’ attention over Baseline, with Dim outperforming Blur, Strong exceeding Weak, and Dim-Strong achieving superior performance overall. These findings imply the principle of attention redistribution and offer insights for domains involving objects with varying salience and relevance. Ruochen Cao, Andrew Cunningham, James A. Walsh |
CHI | 3 |
| 2026 | Do I Have Your Attention Now? Supporting Attention in Dynamic Virtual EnvironmentsabstractThere are many problem domains where users have to pay attention to a series of targets. In this article, we evaluated visual cues to support attention in dynamic situations in virtual environments. Three immersive visualizations (Emphasis, Deemphasis, Emphasis+Deemphasis) have been examined across four different attention types (sustained, alternating, divided, and selective attention) to support the user's attention on targets. Emphasis highlights targets of interest using outlines; Deemphasis removes details with masks, and Emphasis+Deemphasis combines both techniques. An experiment with 34 participants examined the cues through four scenarios that required different attention types in dynamic situations. Results indicated that while Emphasis supported significantly faster reactions in most attention types, the other two visual cues showed superiority across other measurements. Although evaluated in a virtual environment, the findings offer guidance for designing visual cues in other dynamic situations that involve different attention types. Ruochen Cao, Andrew Cunningham, Allison Jing, James A. Walsh |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2025 | Strollytelling: Coupling Animation with Physical Locomotion to Explore Immersive Data Stories
Radhika Jain, Adam Drogemuller, Kadek Ananta Satriadi, Ross Smith 0001, Andrew Cunningham |
CHI | 5 |
| 2025 | Simultaneous Presence Continuum: Portal Overlays for Overlapping Worlds in Virtual RealityabstractThis paper introduces the Simultaneous Presence (SP) Continuum, a novel concept designed to enhance the use of portals in virtual reality (VR) by understanding users' experiences across multiple environments. Portals traditionally provide access to secondary worlds, but their limited field of view (FoV) can hinder full engagement with these environments. To overcome this, we introduce portal overlays, which expand the portal's FoV by superimposing the secondary world over the user's view of the primary world. We explore several overlay techniques-Contours, Blended (Opacity and Stencil), and Absolute-to adjust user experience across the SP Continuum. The Contours overlay, renders only the edges of objects, offering a minimalistic view and immersion of the secondary world. The Blended overlay allows for adjustable immersion between worlds through opacity or the distribution of pixels. The Absolute overlay virtually immerses users completely in the secondary world. Importantly, these overlays are context-activated instead of always on, to suit situational needs. Our study revealed high SP was possible in both worlds, and overlays significantly impacted users' experiences on the SP Continuum. The Blended overlay provided balanced SP, while Contours had the highest primary presence but lower secondary presence. In contrast, the Absolute overlay, alternating full immersion between worlds, had the highest secondary presence but resulted in reduced primary presence, slower navigation and selection times, higher effort and frustration, and lower usability. Daniel Ablett, Andrew Cunningham, Gun A. Lee, Bruce H. Thomas |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2025 | The Role of Visual Augmentation on Embodied Skill Acquisition Across Perspectives and Body RepresentationsabstractImmersive embodiment holds great promise for motor skill acquisition, however the design and effect of real-time visual guidance across perspectives and body representations remain underexplored. This study introduces a puppet-inspired visual feedback framework that uses continuous visual linkages - line, color, and thickness cues - to externalize spatial deviation and scaffold embodied learning. To evaluate its effectiveness, we conducted a controlled virtual reality experiment (N = 40) involving gesture imitation tasks with fine (sign language) and gross (aviation marshalling) motor components, under first- and third-person viewpoints. Results showed that color-based guidance significantly improved imitation accuracy, short-term learning, and perceived embodiment, especially in finger-based and first-person settings. Subjective assessments (NASA-TLX, Motivation, IPQ, Embodiment) confirmed improvements in presence, agency, and task engagement. Ruochen Cao, Zequn Liang, Andrew Cunningham, James A. Walsh |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2025 | Smart Pipette: Elevating Laboratory Performance With Tactile Authenticity and Real-Time FeedbackabstractMastering the correct use of laboratory equipment is a fundamental skill for undergraduate science students involved in laboratory-based training. However, hands-on laboratory time is often limited, and remote students may struggle as their absence from the physical lab limits their skill development. An air displacement micropipette was selected for this investigation, as accuracy and correct technique are essential in generating reliable assay data. Handling small liquid volumes demands hand dexterity and practice to achieve proficiency. This research assesses the importance of tactile authenticity during training by faithfully replicating the micropipette's key physical and operational characteristics. We developed a custom haptic training approach called 'Smart Pipette' which promotes accurate operation and enhances laboratory dexterity training. A comparative user study with 34 participants evaluated the effectiveness of the Smart Pipette custom haptic device against training with off-the-shelf hardware, specifically the Quest VR hand controller, which was chosen because it is held mid-air similar to a laboratory micropipette. Both training conditions are integrated with the same self-paced virtual simulation displayed on a computer screen, offering audiovisual instructions and real-time guidance. Results demonstrated that participants trained with the Smart Pipette custom haptic exhibited increased accuracy and precision while making fewer errors than those trained with off-the-shelf hardware. The Smart Pipette and the Quest VR controller had no significant differences in cognitive load or system usability scores. Tactile authentic interaction devices address challenges faced by online learners, while their applicability extends to traditional classrooms, where real-time feedback significantly enhances overall training performance outcomes. Juan M. Pieschacon, Maurizio Costabile, Andrew Cunningham, Joanne E. Zucco, G. Stewart Von Itzstein, Ross Smith 0001 |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2024 | That's Rough! Encoding Data into Roughness for PhysicalizationabstractWhile visual channels (e.g., color, shape, size) have been explored for visualizing data in data physicalizations, there is a lack of understanding regarding how to encode data into physical material properties (e.g., roughness, hardness). This understanding is critical for ensuring data is correctly communicated and for potentially extending the channels and bandwidth available for encoding that data. We present a method to encode ordinal data into roughness, validated through user studies. In the first study, we identified just noticeable differences in perceived roughness from this method. In the second study, we 3D-printed proof of concepts for five different multivariate physicalizations using the model. These physicalizations were qualitatively explored (N=10) to understand people’s comprehension and impressions of the roughness channel. Our findings suggest roughness may be used for certain types of data encoding, and the context of the data can impact how people interpret roughness mapping direction. Xiaojiao Du, Kadek Ananta Satriadi, Adam Drogemuller, Brandon J. Matthews, Ross Smith 0001, James A. Walsh, Andrew Cunningham |
CHI | 7 |
| 2024 | Results from the NASA Tropics Mission After One Year in OrbitabstractThe four NASA TROPICS Earth Venture (EVI-3) CubeSat constellation satellites were successfully launched into orbit on May 8 and May 26, 2023 (NZST) – two satellites were deployed in each launch. TROPICS is now providing nearly all-weather observations of 3-D temperature and humidity, as well as cloud ice and precipitation horizontal structure, at a median refresh rate of approximately 60 minutes to conduct high-value science investigations of tropical cyclones. TROPICS provides microwave measurements in twelve channels spanning 90-205 GHz over the tropics that can be used to observe the thermodynamics of the troposphere and precipitation structure for storm systems at the mesoscale and synoptic scale over the entire storm lifecycle. Hundreds of high-resolution images of tropical cyclones have been captured thus far by the TROPICS mission, revealing detailed structure of the eyewall and surrounding rain bands. The new 205-GHz channel in particular (together with a traditional channel near 91.65 GHz) is providing new information on the inner storm structure, and, coupled with the relatively frequent revisit and low downlink latency, is informing tropical cyclone analysis at operational centers. In this paper, the radiance and geophysical performance of Pathfinder and the constellation satellites is presented, showing that the mission is on track to meet its baseline requirements. William J. Blackwell, Andrew Cunningham, Michael DiLiberto, Shawn Donnelly, Chris Kidd, Min-Jeong Kim, Robert Vincent Leslie, Adam B. Milstein, Glenn Perras, Michael L. Pieper, Joelle Prince, Nicholas Zorn |
IGARSS | 2 |
| 2024 | Adaptive Portals: Enhancing Virtual Reality Interaction Spaces With Real-Time Self-Adjusting PortalsabstractThis paper introduces foundational techniques for Adaptive Portals (AP); portals that adjust to users’ needs in Virtual Reality (VR). At the forefront of our contributions is the AP-Reach technique, with Entry and Exit strategies, designed to overcome the spatial limitations of portals and VR, enabling users to comfortably extend their reach to objects beyond their immediate vicinity. In parallel, we present PH-Reach as an alternative to the AP concept, also aimed at extending user reach inside portals. The effectiveness of these reach techniques is evaluated through a comparative user study, which compared Entry AP-Reach, Exit AP-Reach, and PHReach techniquesagainst traditional natural reach as a baseline. Results show Exit AP-Reach surpassed both its counterparts and the baseline to various degrees in terms of reducing task completion time, physical movement/demand, effort, and frustration. Additionally, this paper introduces AP-Bounds and AP-Restriction. Daniel Ablett, Andrew Cunningham, Gun A. Lee, Bruce H. Thomas |
ISMAR | 2 |
| 2024 | Immersive Focus+Context Techniques to Assist in Interpretation of High Density Forest Point CloudsabstractVirtual Reality (VR) is changing how we interact with complex spatial datasets. VR has the potential within forestry to help analyse remotely sensed spatial data for inventory management. However, challenges of scale and legibility of dense forest point clouds must be addressed. To do so, we present three VR Focus+Context (F+C) techniques: Wedgelight, Remote Lantern, and Ray Lantern. These techniques present point cloud data using a constrained highdetail focus within a broader abstracted context representation, manipulated using egocentric and exocentric interactions. We conducted two user studies. The first informed the design of the F+C techniques. The results from the first study indicate that VR significantly outperforms desktop displays in basic analysis of forestry point clouds, with improvements to both time and accuracy. The second study evaluated the performance of the resulting F+C techniques in a task analogous to real-world forestry operations. Our F+C techniques significantly outperformed current approaches, confirming their viability for facilitating detailed and effective forest assessments. These findings indicate that VR has significant advantages for spatial data analysis tasks in forestry, making a strong argument for its adoption in future analytical frameworks. The FF+CC visualisation techniques we introduced show considerable promise for analysis of high density point clouds, opening new avenues for development in immersive analytics. Supplemental materials (code, scans, results) are available at https://osf.io/hqc9u. Spencer O'Keeffe, Bruce H. Thomas, Jim O'Hehir, Jan Rombouts, Michelle Balasso, Andrew Cunningham |
ISMAR | 6 |
| 2024 | Whatever could be, could be: Visualizing Future Movement PredictionsabstractAs technology grants us superhuman powers, looking into what the future may hold is no longer science fiction. Artificial Intelligence and Mixed Reality technologies can allow users to see what the future may hold. In this paper, we present our work evaluating visualizations of future predictions in the Football domain. We explore the problem space, examining what a future may be. Three visualizations—2 Arrow Lines, 5 Arrow Lines, and Heatmap—are introduced as representations that show both individual predictions of movement (2 Arrow Lines and 5 Arrow Lines) and more generalized predictions (Heatmap). Whilst football is used as an example domain in this work, the visualizations and findings aim to generalize to other scenarios that contain trajectory information. Two VR studies $(2 \times \mathrm{n}=24)$ examined the visualizations in both simple/complex, timed/non-timed, and short/long-range viewing situations. Results show Heatmap as the most effective and preferred by the vast majority of participants. Findings offer insights into future visualization, serving as visual heuristics beyond the realm of sports and into the real world. Ruochen Cao, Andrew Cunningham, James A. Walsh |
VR | 3 |
| 2024 | Hey Building! Novel Interfaces for Parametric Design Manipulations in Virtual RealityabstractParametric Design enables designers to formulate and explore new ideas through parameters, typically by manipulating numerical values. However, visualising and exploring the design space of an established parametric design solution is natively difficult through desktop displays for designers due to screen space constraints and requiring familiarity with visual-language programming interfaces. Thus, we sought to explore Virtual Reality (VR), inspired by Natural User Interfaces (NUI), to develop and explore new interfaces departing from traditional programming interfaces, that could complement the spatial and embodied affordances of contemporary VR devices. Informed by two industry-led focus groups with architects we developed and examined the usability of three different interfaces: 1) Paramaxes , an axes-based interface that allows designers to distribute and manipulate parameter visualisations around them in physical space; 2) ParamUtter , a Voice-based User Interface (VUI) that allows designers to manipulate parameter visualisations through natural languages; 3) Control Panel , which presents the parameters as sliders in a scrollable pane and acts as baseline comparison. We ran an exploratory study with experts and found that the Control Panel was ultimately the preferred interface for a design manipulation task. However, participants commented favorably towards qualities in the unconventional interfaces, with ParamUtter scoring highest in System Usability Scores (SUS), and participants valuing the potential of using physical space to explore design spaces with Paramaxes . Adam Drogemuller, Brandon J. Matthews, Andrew Cunningham, Rongrong Yu, Ning Gu 0002, Bruce H. Thomas |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2023 | ProxSituated Visualization: An Extended Model of Situated Visualization using Proxies for Physical ReferentsabstractExisting situated visualization models assume the user is able to directly interact with the objects and spaces to which the data refers (known as physical referents). We review a growing body of work exploring scenarios where the user interacts with a proxy representation of the physical referent rather than immediately with the object itself. This introduces a complex mixture of immediate situatedness and proxies of situatedness that goes beyond the expressiveness of current models. We propose an extended model of situated visualization that encompasses Immediate Situated Visualization and ProxSituated (Proxy of Situated) Visualization. Our model describes a set of key entities involved in proxSituated scenarios and important relationships between them. From this model, we derive design dimensions and apply them to existing situated visualization work. The resulting design space allows us to describe and evaluate existing scenarios, as well as to creatively generate new conceptual scenarios. Kadek Ananta Satriadi, Andrew Cunningham, Ross Smith 0001, Tim Dwyer, Adam Drogemuller, Bruce H. Thomas |
CHI | 2 |
| 2023 | Point & Portal: A New Action at a Distance Technique For Virtual RealityabstractThis paper introduces Point & Portal, a novel Virtual Reality (VR) interaction technique, inspired by Point & Teleport. This new technique enables users to configure portals using pointing actions, and supports seamless action at a distance and navigation without requiring line of sight. By supporting multiple portals, Point & Portalenables users to create dynamic portal configurations to manage multiple remote tasks. Additionally, this paper introduces Relative Portal Positioning for reliable portal interactions, and the concept of maintaining Level Portals. In a comparative user study, Point & Portal demonstrated significant advantages over the traditional Point & Teleport technique to bring interaction devices within-arm’s reach. In the presence of obstacles, Point & Portal exhibited faster speed, lower cognitive load and was preferred by participants. Overall, participants required less physical movement, pointing actions, and reported higher involvement and “good” usability. Daniel Ablett, Andrew Cunningham, Gun A. Lee, Bruce H. Thomas |
ISMAR | 2 |
| 2023 | Message from the ISMAR 2023 Science and Technology Conference Program Chairs
Gerd Bruder, Anne-Hélène Olivier, Andrew Cunningham, Yifan Peng 0001, Jens Grubert, Ian Williams 0001 |
ISMAR | 3 |
| 2022 | The NASA Tropics Mission as a Pathfinder for Future LEO Microwave SoundersabstractThe Time-Resolved Observations of Precipitation structure and storm Intensity with a Constellation of Smallsats (TROPICS) mission was selected by NASA as part of the Earth Venture-Instrument (EVI-3) program. TROPICS comprises a constellation of six CubeSats in three low-Earth low-inclination orbital planes. Each CubeSat will host a high performance millimeterwave radiometer to provide temperature profiles using seven channels near the 118.75 GHz oxygen absorption line, water vapor profiles using three channels near the 183 GHz water vapor absorption line, imagery in a single channel near 90 GHz for precipitation measurements (when combined with higher resolution water vapor channels), and a single channel at 205 GHz that is more sensitive to precipitation-sized ice particles. Spatial resolution at nadir ranges from approximately 15 km for the G-band channels to 30 km for the W-band channels. The Pathfinder (Qualification Unit) was launched on June 30, 2021, and the six constellation flight units are scheduled to launch in the first half of 2022. The TROPICS Pathfinder mission has provided an opportunity to checkout and optimize all mission elements prior to the primary constellation mission. This presentation will describe the on-orbit results for the successful TROPICS Pathfinder precursor mission and will highlight numerous technical innovations that have made the TROPICS mission possible and enabled new capabilities for future Earth observing missions [4]. William J. Blackwell, Andrew Cunningham, Shawn Donnelly, Robert Vincent Leslie, Nicholas Zorn |
IGARSS | 2 |
| 2022 | Portal Rendering and Creation Interactions in Virtual RealityabstractTransformative portals are a novel technique for supporting visualizations and interactions between locations that are not co-located in virtual reality (VR). We are interested in improving upon current portal rendering for VR, and supporting VR users to create new portals quickly and accurately. In this paper, we introduce a new high-level algorithm for rendering transformative portals in VR and present the benefits of our approach. By leveraging single-pass stereo and stencil portal rendering, we developed our algorithm to support multiple portals with “infinite” recursion, while running performant on mobile VR devices. We then benchmarked our performance against other common portal rendering implementations. In addition, we focused our research on VR interactions for handheld portals, in which the initial placement of the portal’s destination is imperative to its effectiveness. In this paper, we present four new portal creation interactions for handheld portals: fishing reel, raycast with fishing reel, marker, and projectile curve. Based on existing research, we also established standard controls for fine-grained portal manipulation. In a user study, we compared and evaluated how well the creation interactions performed and argue that projectile curve is the most suitable general-purpose technique. Daniel Ablett, Andrew Cunningham, Gun A. Lee, Bruce H. Thomas |
ISMAR | 2 |
| 2022 | Augmented Scale Models: Presenting Multivariate Data Around Physical Scale Models in Augmented RealityabstractRecent research in immersive visualisations has explored the use of physical 3D models together with virtual data visualisations, with a simple data encoding. However, little is known about how this technique could be extended towards more complex multivariate data with multiple charts. We present augmented scale models, immersive visualisations that place charts of multivariate data via Augmented Reality (AR) registered to physical 3D models. We identified two main factors for presenting AR charts in the limited display space around the models: 1) how charts are laid out (Slides vs Dashboard), and 2) how the chart views are arranged in the 3D space (On Scale Model, On Table, On Virtual Board). In a within-subject user study, we evaluated these two design considerations. We found that chart layout and view arrangement do not affect task error but do vary in response time. Dashboard and Slides perform equally well on simple tasks that require comparison of a single chart across scale models. However, in more complex tasks such as comparing multiple charts within a scale model or across several scale models, Dashboard shows no decrease in time performance, while Slides’s time performance decreases significantly. We also found that On Scale Model has the fastest performance, has good chart-scale model integration, and supports charts comparison well. On Table and On Virtual Board on the other hand, show a trade-off between the ability to support charts comparison across models and the chart-scale model integration. Kadek Ananta Satriadi, Andrew Cunningham, Bruce H. Thomas, Adam Drogemuller, Antoine Odi, Niki Patel, Cathlyn Aston, Ross Smith 0001 |
ISMAR | 2 |
| 2022 | Evaluating Visual Cues for Future Airborne Surveillance Using Simulated Augmented Reality DisplaysabstractThis work explores the interaction between Augmented Reality (AR) and eye accommodation for airborne surveillance by simulating AR environments in Virtual Reality (VR). We simulate the AR display as displays with the capabilities needed for airborne surveillance are limited and because it would be hazardous to experiment directly on surveillance aircraft. While there is precedent for simulating AR in a VR environment, our study account for two of the physical and physiological aspects of AR: we factor in the focal plane of the AR technology and simulate the eye accommodation reflex of the user to provide focus. We ran a study with 24 participants examining AR cues to support visual search. We also compare the effects of having secondary tasks (that surveillance operators are normally responsible for) directly on the observation window using AR. Our results show that the effectiveness of the AR cues is dependent on the modality of the secondary task. We also found that, under certain situations, operators’ performances for the search task are improved if the focal plane of the AR display is at the same distance as subsequent search targets. Nicolas Barbotin, James Baumeister, Andrew Cunningham, Thierry Duval, Olivier Grisvard, Bruce H. Thomas |
VR | 3 |
| 2022 | Supporting Jury Understanding of Expert Evidence in a Virtual EnvironmentabstractThis work investigates the use of Virtual Reality (VR) to present forensic evidence to the jury in a courtroom trial. The findings of a between-participant user study on comprehension of an expert statement are presented, examining the benefits and issues of using VR compared to traditional courtroom presentation (being still images). Participants listened to a forensic scientist explain bloodstain spatter patterns while viewing a mock crime scene in either VR or as still images in video format. Under these conditions, we compared understanding of the expert domain, mental effort and content recall. We found that VR significantly improves the understanding of spatial information and knowledge acquisition. We also identify different patterns of user behaviour depending on the display method. We conclude with suggestions on how to best adapt evidence presentation to VR. Carolin Reichherzer, Andrew Cunningham, Jason Barr, Tracey Coleman, Kurt McManus, Dion Sheppard, Scott Coussens, Mark Kohler, Mark Billinghurst, Bruce H. Thomas |
VR | 2 |
| 2021 | Haptic and Visual Comprehension of a 2D Graph Layout Through PhysicalisationabstractData physicalisations afford people the ability to directly interact with data using their hands, potentially achieving a more comprehensive understanding of a dataset. Due to their complex nature, the representation of graphs and networks could benefit from physicalisation, bringing the dataset from the digital world into the physical one. However, no empirical work exists investigating the effects physicalisations have upon comprehension as they relate to graph representations. In this work, we present initial design considerations for graph physicalisations, as well as an empirical study investigating differences in comprehension between virtual and physical representations. We found that participants perceived themselves as being more accurate via touch and sight (visual-haptic) than the graphical-only modality, and perceived a triangle count task as less difficult in visual-haptic than in the graphical-only modality. Additionally, we found that participants significantly preferred interacting with visual-haptic over other conditions, despite no significant effect on task time or error. Adam Drogemuller, Andrew Cunningham, James A. Walsh, James Baumeister, Ross Smith 0001, Bruce H. Thomas |
CHI | 2 |
| 2021 | Bringing the Jury to the Scene of the Crime: Memory and Decision-Making in a Simulated Crime SceneabstractThis paper investigates the use of immersive virtual reconstructions as an aid for jurors during a courtroom trial. The findings of a between-participant user study on memory and decision-making are presented in the context of viewing a simulated hit-run-death scenario. Participants listened to the opening statement of a prosecutor and a defence attorney before viewing the crime scene in Virtual Reality (VR) or as still images. We compare the effects on cognition and usability of using VR over images presented on a screen. We found several significant improvements, including that VR led to more consistent decision-making among participants. This shows that VR could provide a promising solution for the court to present crime scenes when site visitations are not possible. Carolin Reichherzer, Andrew Cunningham, Tracey Coleman, Ruochen Cao, Kurt McManus, Dion Sheppard, Mark Kohler, Mark Billinghurst, Bruce H. Thomas |
CHI | 2 |
| 2021 | Comparing the Neuro-Physiological Effects of Cinematic Virtual Reality with 2D MonitorsabstractIn this work, we explore if the immersion afforded by Virtual Reality can improve the cognitive integration of information in Cinematic Virtual Reality (CVR). We conducted a user study examining participants' cognitive activities (recall performance and cortical response) when consuming visual information of emotional and emotionally neutral scenes in a non-CVR environment (i.e. a monitor) versus a CVR environment (i.e. a head-mounted display). Cortical response was recorded using electroencephalography. The results showed that participants had greater early visual attention with neutral emotions in a CVR environment, and showed higher overall alpha power in a CVR environment. The use of CVR did not significantly affect participants' recall performance. Ruochen Cao, Lena Zou-Williams, Andrew Cunningham, James A. Walsh, Mark Kohler, Bruce H. Thomas |
VR | 3 |
| 2020 | Embodied Axes: Tangible, Actuated Interaction for 3D Augmented Reality Data SpacesabstractWe present Embodied Axes, a controller which supports selection operations for 3D imagery and data visualisations in Augmented Reality. The device is an embodied representation of a 3D data space -- each of its three orthogonal arms corresponds to a data axis or domain specific frame of reference. Each axis is composed of a pair of tangible, actuated range sliders for precise data selection, and rotary encoding knobs for additional parameter tuning or menu navigation. The motor actuated sliders support alignment to positions of significant values within the data, or coordination with other input: e.g., mid-air gestures in the data space, touch gestures on the surface below the data, or another Embodied Axes device supporting multi-user scenarios. We conducted expert enquiries in medical imaging which provided formative feedback on domain tasks and refinements to the design. Additionally, a controlled user study was performed and found that the Embodied Axes was overall more accurate than conventional tracked controllers for selection tasks. Maxime Cordeil, Benjamin Bach, Andrew Cunningham, Bastian Montoya, Ross Smith 0001, Bruce H. Thomas, Tim Dwyer |
CHI | 3 |
| 2020 | Pre-Launch Calibration of the Nasa Tropics Constellation MissionabstractThe NASA TROPICS mission [1] hosts a high performance radiometer to estimate temperature and water vapor profiles, precipitation, and Tropical Cyclone intensity. Noise Diodes (ND) are an attractive option for calibration of small satellite sounders, especially in the face of volume constraints that preclude extensive radiative shielding of internal calibration targets that is utilized in operational missions [2]. Recent operational missions [3], [4] demonstrated on-orbit ND calibration stability better than 0.1 K over more than four years when prelaunch screening of the ND is used. An essential step for TROPICS is the precise prelaunch characterization of the ND performance over a variety of thermal conditions, which will be augmented by post-launch cross-comparisons similar to the techniques used by the GPM Intercalibration (X-CAL) Working Group. This paper introduces the first radiometric calibration and verification with the radiometer integrated on the satellite platform under flight-like conditions. Robert Vincent Leslie, William J. Blackwell, Andrew Cunningham, Michael DiLiberto, James Eshbaugh, Idahosa A. Osaretin |
IGARSS | 3 |
| 2020 | There Is No Spoon: Evaluating Performance, Space Use, and Presence with Expert Domain Users in Immersive AnalyticsabstractImmersive analytics turns the very space surrounding the user into a canvas for data analysis, supporting human cognitive abilities in myriad ways. We present the results of a design study, contextual inquiry, and longitudinal evaluation involving professional economists using a Virtual Reality (VR) system for multidimensional visualization to explore actual economic data. Results from our preregistered evaluation highlight the varied use of space depending on context (exploration vs. presentation), the organization of space to support work, and the impact of immersion on navigation and orientation in the 3D analysis space. Andrea Batch, Andrew Cunningham, Maxime Cordeil, Niklas Elmqvist, Tim Dwyer, Bruce H. Thomas, Kim Marriott |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2020 | Examining the use of narrative constructs in data videosabstractData videos are a highly impactful method of communication and are becoming a prevalent medium for communicating information. While the majority of current research focuses on the cinematic aspects of data videos, very little is known about the narrative methodologies involved. This paper presents our insights derived from an initial exploration of this area. We present a taxonomy based on the analysis of 70 existing data videos examining their narrative and visual approaches. We propose that our taxonomy can be used to explain the characteristics or design of data videos. Applying this taxonomy, we present our observations, including the trend of popular technologies applied in current data videos, the under-utilization of promising methods, and highlight research opportunities in the field. Ruochen Cao, Subrata Dey, Andrew Cunningham, James A. Walsh, Ross Smith 0001, Joanne E. Zucco, Bruce H. Thomas |
Vis. Informatics | 3 |
| 2019 | Immersive analyticsabstractWelcome and Overview Ulrich Engelke, Maxime Cordeil, Andrew Cunningham, Barrett Ens |
SIGGRAPH Asia | 3 |
| 2019 | IATK: An Immersive Analytics ToolkitabstractWe introduce IATK, the Immersive Analytics Toolkit, a software package for Unity that allows interactive authoring and exploration of data visualisation in immersive environments. The design of IATK was informed by interdisciplinary expert-collaborations as well as visual analytics applications and iterative refinement over several years. IATK allows for easy assembly of visualisations through a grammar of graphics that a user can configure in a GUI-in addition to a dedicated visualisation API that supports the creation of novel immersive visualisation designs and interactions. IATK is designed with scalability in mind, allowing visualisation and fluid responsive interactions in the order of several million points at a usable frame rate. This paper outlines our design requirements, IATK's framework design and technical features, its user interface, as well as application examples. Maxime Cordeil, Andrew Cunningham, Benjamin Bach, Christophe Hurter, Bruce H. Thomas, Kim Marriott, Tim Dwyer |
VR | 2 |
| 2019 | GeoGate: Correlating Geo-Temporal Datasets Using an Augmented Reality Space-Time Cube and Tangible InteractionsabstractThis paper introduces GeoGate, an Augmented Reality tabletop system that extends the Space-Time Cube and utilizes a ring-shaped tangible user interface to explore correlations between entities in multiple location datasets. We demonstrate GeoGate in the context of the maritime domain, where operators seek to find geo-temporal associations between trajectories recorded from a global positioning system, and light data extracted from night time satellite images. GeoGate utilizes a tabletop system displaying a traditional 2D map in conjunction with a Microsoft Hololens to present a single view of the data with a novel Augmented Reality extension of the Space-Time Cube. To validate GeoGate, we present the results of a user study comparing GeoGate with the existing 2D approach used in a normal desktop environment. The outcomes of the user study show that GeoGate's approach reduces mistakes in the interpretation of the correlations between various datasets, while the qualitative results show that such a system is preferable for the majority of geo-temporal maritime tasks compared. Seung Youb Ssin, James A. Walsh, Ross Smith 0001, Andrew Cunningham, Bruce H. Thomas |
VR | 4 |
| 2018 | Narrative and Spatial Memory for Jury Viewings in a Reconstructed Virtual EnvironmentabstractThis paper showcases one way of how virtual reconstruction can be used in a courtroom. The results of a pilot study on narrative and spatial memory are presented in the context of viewing real and virtual copies of a simulated crime scene. Based on current court procedures, three different viewing options were compared: photographs, a real life visit, and a 3D virtual reconstruction of the scene viewed in a Virtual Reality headset. Participants were also given a written narrative that included the spatial locations of stolen goods and were measured on their ability to recall and understand these spatial relationships of those stolen items. The results suggest that Virtual Reality is more reliable for spatial memory compared to photographs and that Virtual Reality provides a compromise for when physical viewing of crime scenes are not possible. We conclude that Virtual Reality is a promising medium for the court. Carolin Reichherzer, Andrew Cunningham, James A. Walsh, Mark Kohler, Mark Billinghurst, Bruce H. Thomas |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2017 | Photo-Realistic Single Image Super-Resolution Using a Generative Adversarial NetworkabstractDespite the breakthroughs in accuracy and speed of single image super-resolution using faster and deeper convolutional neural networks, one central problem remains largely unsolved: how do we recover the finer texture details when we super-resolve at large upscaling factors? The behavior of optimization-based super-resolution methods is principally driven by the choice of the objective function. Recent work has largely focused on minimizing the mean squared reconstruction error. The resulting estimates have high peak signal-to-noise ratios, but they are often lacking high-frequency details and are perceptually unsatisfying in the sense that they fail to match the fidelity expected at the higher resolution. In this paper, we present SRGAN, a generative adversarial network (GAN) for image super-resolution (SR). To our knowledge, it is the first framework capable of inferring photo-realistic natural images for 4x upscaling factors. To achieve this, we propose a perceptual loss function which consists of an adversarial loss and a content loss. The adversarial loss pushes our solution to the natural image manifold using a discriminator network that is trained to differentiate between the super-resolved images and original photo-realistic images. In addition, we use a content loss motivated by perceptual similarity instead of similarity in pixel space. Our deep residual network is able to recover photo-realistic textures from heavily downsampled images on public benchmarks. An extensive mean-opinion-score (MOS) test shows hugely significant gains in perceptual quality using SRGAN. The MOS scores obtained with SRGAN are closer to those of the original high-resolution images than to those obtained with any state-of-the-art method. Christian Ledig, Lucas Theis, Ferenc Huszar, Jose Caballero, Andrew Cunningham, Alejandro Acosta, Andrew P. Aitken, Alykhan Tejani, Johannes Totz, Wenzhe Shi |
CVPR | 5 |
| 2017 | Lossy Image Compression with Compressive Autoencoders
Lucas Theis, Wenzhe Shi, Andrew Cunningham, Ferenc Huszar |
ICLR (Poster) | 3 |
| 2017 | ImAxes: Immersive Axes as Embodied Affordances for Interactive Multivariate Data VisualisationabstractWe introduce ImAxes immersive system for exploring multivariate data using fluid, modeless interaction. The basic interface element is an embodied data axis. The user can manipulate these axes like physical objects in the immersive environment and combine them into sophisticated visualisations. The type of visualisation that appears depends on the proximity and relative orientation of the axes with respect to one another, which we describe with a formal grammar. This straight-forward composability leads to a number of emergent visualisations and interactions, which we review, and then demonstrate with a detailed multivariate data analysis use case. Maxime Cordeil, Andrew Cunningham, Tim Dwyer, Bruce H. Thomas, Kim Marriott |
UIST | 2 |
| 2010 | Seeing more than the graph: evaluation of multivariate graph visualization methodsabstractMany real-world networks are multivariate, i.e., they have attributes associated with nodes and/or edges. Examples include social networks whose nodes represent people and edges represent relationships. There is usually information about each person (such as name, age, and gender) and the relationship (such type, duration, and strength). Besides common graph analysis tasks (such as identifying the most influential or structurally important nodes), there are more complex analyses for multivariate networks. One of these is the multivariate graph clustering, i.e., identifying clusters formed by nodes that have similar attributes and are close to each other in terms of graph distance. For instance, in social network analysis, it is interesting to sociologists whether or not people with similar characteristics (node attributes) are also connected to each other. Currently there are very few visualization methods available for such analysis. Andrew Cunningham, Kai Xu 0003, Bruce H. Thomas |
AVI | 1 |
| 2010 | An Augmented Reality X-Ray system based on visual saliencyabstractIn the past, several systems have been presented that enable users to view occluded points of interest using Augmented Reality X-ray visualizations. It is challenging to design a visualization that provides correct occlusions between occluder and occluded objects while maximizing legibility. We have previously published an Augmented Reality X-ray visualization that renders edges of the occluder region over the occluded region to facilitate correct occlusions while providing foreground context. While this approach is simple and works in a wide range of situations, it provides only minimal context of the occluder object. In this paper, we present the background, design, and implementation of our novel visualization technique that aims at providing users with richer context of the occluder object. While our previous visualization only employed one salient feature (edges) to determine which parts of the occluder to display, our novel visualization technique is an initial attempt to explore the design space of employing multiple salient features for this task. The prototype presented in this paper employs three additional salient features: hue, luminosity, and motion. We have conducted two evaluations with human participants to investigate the benefits and limitations of our prototype compared to our previous system. The first evaluation showed that although our novel visualization provides a richer context of the occluder object, it does not impede users to select objects in the occluded area; but, it also indicated problems in our prototype. In the second evaluation, we have investigated these problems through an online survey with systematically varied occluder and occluded scenes, focussing on the qualitative aspects of our visualizations. The results were encouraging, but pointed out that our novel visualization needs a higher level of adaptiveness. Christian Sandor, Andrew Cunningham, Arindam Dey 0001, Ville-Veikko Mattila |
ISMAR | 2 |
| 2010 | Egocentric space-distorting visualizations for rapid environment exploration in mobile mixed realityabstractMost of today's mobile internet devices contain facilities to display maps of the user's surroundings with points of interest embedded into the map. Other researchers have already explored complementary, egocentric visualizations of these points of interest using mobile mixed reality. Being able to perceive the point of interest in detail within the user's current context is desirable, however, it is challenging to display off-screen or occluded points of interest. We have designed and implemented space-distorting visualizations to address these situations. While this class of visualizations has been extensively studied in information visualization, we are not aware of any attempts to apply them to augmented or mixed reality. Based on the informal user feedback that we have gathered, we have performed several iterations on our visualizations. We hope that our initial results can inspire other researchers to also investigate space-distorting visualizations for mixed and augmented reality. Christian Sandor, Arindam Dey 0001, Andrew Cunningham, Sebastien Barbier, Ulrich Eck, Donald Urquhart, Michael R. Marner, Graeme Jarvis, Sang Rhee |
VR | 3 |
| 2010 | Evaluating depth perception of photorealistic mixed reality visualizations for occluded objects in outdoor environmentsabstractEnabling users to accurately perceive the correct depth of occluded objects is one of the major challenges in user interfaces for Mixed Reality (MR). Therefore, several visualization techniques and user evaluations for this area have been published. Our research is fo-cused on photorealistic X-ray type visualizations in outdoor envi-ronments. In this paper, we present an evaluation of depth percep-tion in far-field distances through two photorealistic visualizations of occluded objects (X-ray and Melt) in the presence and absence of a depth cue. Our results show that the distance to occluded ob-jects was underestimated in all tested conditions. This finding is curious, as it contradicts previously published results of other re-searchers. The Melt visualization coupled with a depth cue was the most accurate among all the experimental conditions. Arindam Dey 0001, Andrew Cunningham, Christian Sandor |
VRST | 2 |
| 2009 | Egocentric space-distorting visualizations for rapid environment exploration in mobile mixed realityabstractThroughout the last decade, mobile information browsing has become a widely-adopted practice. Most of today's mobile Internet devices contain facilities to display maps of the user's surroundings with points of interest embedded into the map. Other researchers have already explored complementary, egocentric visualizations of these points of interest using mobile mixed reality. However, it is challenging to display off-screen or occluded points of interest. We have designed and implemented space-distorting visualizations to address these situations. Based on the informal user feedback that we have gathered, we have performed several iterations on our visualizations. We hope that our initial results can inspire other researchers to also investigate space-distorting visualizations for mixed and augmented reality. Christian Sandor, Andrew Cunningham, Ulrich Eck, Donald Urquhart, Graeme Jarvis, Arindam Dey 0001, Sebastien Barbier, Michael R. Marner, Sang Rhee |
ISMAR | 2 |