EDBT 2026 Demo / reviewers in the wild / expert
Panagiotis D. Ritsos
dblp:121/1541
· DBLP profile ↗
17ranked-venue papers
1as first author
10since 2021 · last 2026
0000-0001-9308-3885ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 15 · 1 first-author · 9 since 2021Human-computer interaction and ubiquitous computing · 4 · 1 first-author · 1 since 2021Security and privacy · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | "I Feel Like Iron Man": Authoring, Exploring, and Presenting Data Visualizations in Immersive ARabstractA truly anytime, anywhere approach to immersive analytics is predicated on the ability for users to author and explore visualizations in an immersive fashion and without a desktop computer. In this paper, we present a generalizable visual programming technique for immersive authoring, exploration, and presentation of data visualizations through direct manipulation, and implement it in a web-based augmented reality (AR) system. In a preregistered user study, we use this implementation to explore how analysts author and use data visualizations in immersive AR accessed using a head-mounted display (HMD). The study focuses on the authoring technique, spatial organization strategies, and sensemaking and presentation practices in such immersive analytics environments for HMD-based AR. Our findings suggest that participants particularly liked the direct manipulation of our approach, and that participants' spatial organization is not based on physical landmarks in the room. Marcel Borowski, Peter W. S. Butcher, Shannon J. Jones, Panagiotis D. Ritsos, Clemens Nylandsted Klokmose, Niklas Elmqvist |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2026 | Critical Design Strategy: A Method for Heuristically Evaluating Visualisation DesignsabstractWe present the Critical Design Strategy (CDS)-a structured method designed to facilitate the examination of visualisation designs through reflection and critical thought. The CDS helps designers think critically and make informed improvements using heuristic evaluation. When developing a visual tool or pioneering a novel visualisation approach, identifying areas for enhancement can be challenging. Critical thinking is particularly crucial for visualisation designers and tool developers, especially those new to the field, such as studying visualisation in higher education. The CDS consists of three stages across six perspectives: Stage 1 captures the essence of the idea by assigning an indicative title and selecting five adjectives (from twenty options) to form initial impressions of the design. Stage 2 involves an in-depth critique using 30 heuristic questions spanning six key perspectives-user, environment, interface, components, design, and visual marks. Stage 3 focuses on synthesising insights, reflecting on design decisions, and determining the next steps forward. We introduce the CDS and explore its use across three visualisation modules in both undergraduate and postgraduate courses. Our longstanding experience with the CDS has allowed us to refine and develop it over time: from its initial creation through workshops in 2017/18 to improvements in wording and the development of two applications by 2020, followed by the expansion of support notes and refinement of heuristics through 2023; while using it in our teaching each year. This sustained use allows us to reflect on its practical application and offer guidance on how others can incorporate it into their own work. Jonathan Roberts 0002, Hanan Alnjar, Aron E. Owen, Panagiotis D. Ritsos |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2025 | Spatialstrates: Cross-Reality Collaboration through Spatial Hypermedia
Marcel Borowski, Jens Emil Grønbæk, Peter W. S. Butcher, Panagiotis D. Ritsos, Clemens Nylandsted Klokmose, Niklas Elmqvist |
UIST | 4 |
| 2025 | DashSpace: A Live Collaborative Platform for Immersive and Ubiquitous AnalyticsabstractWe introduce DashSpace, a live collaborative immersive and ubiquitous analytics (IA/UA) platform designed for handheld and head-mounted Augmented/Extended Reality (AR/XR) implemented using WebXR and open standards. To bridge the gap between existing web-based visualizations and the immersive analytics setting, DashSpace supports visualizing both legacy D3 and Vega-Lite visualizations on 2D planes, and extruding Vega-Lite specifications into 2.5D. It also supports fully 3D visual representations using the Optomancy grammar. To facilitate authoring new visualizations in immersive XR, the platform provides a visual authoring mechanism where the user groups specification snippets to construct visualizations dynamically. The approach is fully persistent and collaborative, allowing multiple participants-whose presence is shown using 3D avatars and webcam feeds-to interact with the shared space synchronously, both co-located and remotely. We present three examples of DashSpace in action: immersive data analysis in 3D space, synchronous collaboration, and immersive data presentations. Marcel Borowski, Peter W. S. Butcher, Janus Bager Kristensen, Jonas Oxenbøll Petersen, Panagiotis D. Ritsos, Clemens Nylandsted Klokmose, Niklas Elmqvist |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2025 | Path-Based Design Model for Constructing and Exploring Alternative VisualisationsabstractWe present a path-based design model and system for designing and creating visualisations. Our model represents a systematic approach to constructing visual representations of data or concepts following a predefined sequence of steps. The initial step involves outlining the overall appearance of the visualisation by creating a skeleton structure, referred to as a flowpath. Subsequently, we specify objects, visual marks, properties, and appearance, storing them in a gene. Lastly, we map data onto the flowpath, ensuring suitable morphisms. Alternative designs are created by exchanging values in the gene. For example, designs that share similar traits, are created by making small incremental changes to the gene. Our design methodology fosters the generation of diverse creative concepts, space-filling visualisations, and traditional formats like bar charts, circular plots and pie charts. Through our implementation we showcase the model in action. As an example application, we integrate the output visualisations onto a smartwatch and visualisation dashboards. In this article we (1) introduce, define and explain the path model and discuss possibilities for its use, (2) present our implementation, results, and evaluation, and (3) demonstrate and evaluate an application of its use on a mobile watch. Panagiotis D. Ritsos, Peter W. S. Butcher, Jonathan Roberts 0002 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2025 | Attention-Aware Visualization: Tracking and Responding to User Perception Over TimeabstractWe propose the notion of attention-aware visualizations (AAVs) that track the user's perception of a visual representation over time and feed this information back to the visualization. Such context awareness is particularly useful for ubiquitous and immersive analytics where knowing which embedded visualizations the user is looking at can be used to make visualizations react appropriately to the user's attention: for example, by highlighting data the user has not yet seen. We can separate the approach into three components: (1) measuring the user's gaze on a visualization and its parts; (2) tracking the user's attention over time; and (3) reactively modifying the visual representation based on the current attention metric. In this paper, we present two separate implementations of AAV: a 2D data-agnostic method for web-based visualizations that can use an embodied eyetracker to capture the user's gaze, and a 3D data-aware one that uses the stencil buffer to track the visibility of each individual mark in a visualization. Both methods provide similar mechanisms for accumulating attention over time and changing the appearance of marks in response. We also present results from a qualitative evaluation studying visual feedback and triggering mechanisms for capturing and revisualizing attention. Arvind Srinivasan 0001, Johannes Ellemose, Peter W. S. Butcher, Panagiotis D. Ritsos, Niklas Elmqvist |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2024 | Wizualization: A "Hard Magic" Visualization System for Immersive and Ubiquitous AnalyticsabstractWhat if magic could be used as an effective metaphor to perform data visualization and analysis using speech and gestures while mobile and on-the-go? In this paper, we introduce WIZUALIZATION, a visual analytics system for eXtended Reality (XR) that enables an analyst to author and interact with visualizations using such a magic system through gestures, speech commands, and touch interaction. Wizualization is a rendering system for current XR headsets that comprises several components: a cross-device (or ARCANE FOCUSES) infrastructure for signalling and view control (WEAVE), a code notebook (SPELLBOOK), and a grammar of graphics for XR (OPTOMANCY). The system offers users three modes of input: gestures, spoken commands, and materials. We demonstrate Wizualization and its components using a motivating scenario on collaborative data analysis of pandemic data across time and space. Andrea Batch, Peter W. S. Butcher, Panagiotis D. Ritsos, Niklas Elmqvist |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2024 | The Reality of the Situation: A Survey of Situated AnalyticsabstractThe advent of low-cost, accessible, and high-performance augmented reality (AR) has shed light on a situated form of analytics where in-situ visualizations embedded in the real world can facilitate sensemaking based on the user's physical location. In this work, we identify prior literature in this emerging field with a focus on situated analytics. After collecting 47 relevant situated analytics systems, we classify them using a taxonomy of three dimensions: situating triggers, view situatedness, and data depiction. We then identify four archetypical patterns in our classification using an ensemble cluster analysis. We also assess the level which these systems support the sensemaking process. Finally, we discuss insights and design guidelines that we learned from our analysis. Sungbok Shin, Andrea Batch, Peter W. S. Butcher, Panagiotis D. Ritsos, Niklas Elmqvist |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2023 | Evaluating View Management for Situated Visualization in Web-based Handheld ARabstractAbstract As visualization makes the leap to mobile and situated settings, where data is increasingly integrated with the physical world using mixed reality, there is a corresponding need for effectively managing the immersed user's view of situated visualizations. In this paper we present an analysis of view management techniques for situated 3D visualizations in handheld augmented reality: a shadowbox, a world‐in‐miniature metaphor, and an interactive tour. We validate these view management solutions through a concrete implementation of all techniques within a situated visualization framework built using a web‐based augmented reality visualization toolkit, and present results from a user study in augmented reality accessed using handheld mobile devices. Andrea Batch, Sungbok Shin, Peter W. S. Butcher, Panagiotis D. Ritsos, Niklas Elmqvist |
Comput. Graph. Forum | 5 |
| 2021 | VRIA: A Web-Based Framework for Creating Immersive Analytics ExperiencesabstractWe present VRIA, a Web-based framework for creating Immersive Analytics (IA) experiences in Virtual Reality. VRIA is built upon WebVR, A-Frame, React and D3.js, and offers a visualization creation workflow which enables users, of different levels of expertise, to rapidly develop Immersive Analytics experiences for the Web. The use of these open-standards Web-based technologies allows us to implement VR experiences in a browser and offers strong synergies with popular visualization libraries, through the HTML Document Object Model (DOM). This makes VRIA ubiquitous and platform-independent. Moreover, by using WebVR's progressive enhancement, the experiences VRIA creates are accessible on a plethora of devices. We elaborate on our motivation for focusing on open-standards Web technologies, present the VRIA creation workflow and detail the underlying mechanics of our framework. We also report on techniques and optimizations necessary for implementing Immersive Analytics experiences on the Web, discuss scalability implications of our framework, and present a series of use case applications to demonstrate the various features of VRIA. Finally, we discuss current limitations of our framework, the lessons learned from its development, and outline further extensions. Peter W. S. Butcher, Nigel W. John, Panagiotis D. Ritsos |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2018 | The Implementation and Validation of a Virtual Environment for Training Powered Wheelchair ManoeuvresabstractNavigating a powered wheelchair and avoiding collisions is often a daunting task for new wheelchair users. It takes time and practice to gain the coordination needed to become a competent driver and this can be even more of a challenge for someone with a disability. We present a cost-effective virtual reality (VR) application that takes advantage of consumer level VR hardware. The system can be easily deployed in an assessment centre or for home use, and does not depend on a specialized high-end virtual environment such as a Powerwall or CAVE. This paper reviews previous work that has used virtual environments technology for training tasks, particularly wheelchair simulation. We then describe the implementation of our own system and the first validation study carried out using thirty three able bodied volunteers. The study results indicate that at a significance level of 5 percent then there is an improvement in driving skills from the use of our VR system. We thus have the potential to develop the competency of a wheelchair user whilst avoiding the risks inherent to training in the real world. However, the occurrence of cybersickness is a particular problem in this application that will need to be addressed. Nigel W. John, Serban R. Pop, Thomas W. Day, Panagiotis D. Ritsos, Christopher James Headleand |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2018 | The Explanatory Visualization Framework: An Active Learning Framework for Teaching Creative Computing Using Explanatory VisualizationsabstractVisualizations are nowadays appearing in popular media and are used everyday in the workplace. This democratisation of visualization challenges educators to develop effective learning strategies, in order to train the next generation of creative visualization specialists. There is high demand for skilled individuals who can analyse a problem, consider alternative designs, develop new visualizations, and be creative and innovative. Our three-stage framework, leads the learner through a series of tasks, each designed to develop different skills necessary for coming up with creative, innovative, effective, and purposeful visualizations. For that, we get the learners to create an explanatory visualization of an algorithm of their choice. By making an algorithm choice, and by following an active-learning and project-based strategy, the learners take ownership of a particular visualization challenge. They become enthusiastic to develop good results and learn different creative skills on their learning journey. Jonathan Roberts 0002, Panagiotis D. Ritsos, James R. Jackson, Christopher James Headleand |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2017 | Building Immersive Data Visualizations for the WebabstractWe present our early work on building prototype applications for Immersive Analytics using emerging standards-based web technologies for VR. For our preliminary investigations we visualize 3D bar charts that attempt to resemble recent physical visualizations built in the visualization community. We explore some of the challenges faced by developers in working with emerging VR tools for the web, and in building effective and informative immersive 3D visualizations. Peter W. S. Butcher, Panagiotis D. Ritsos |
CW | 2 |
| 2016 | Sketching Designs Using the Five Design-Sheet MethodologyabstractSketching designs has been shown to be a useful way of planning and considering alternative solutions. The use of lo-fidelity prototyping, especially paper-based sketching, can save time, money and converge to better solutions more quickly. However, this design process is often viewed to be too informal. Consequently users do not know how to manage their thoughts and ideas (to first think divergently, to then finally converge on a suitable solution). We present the Five Design Sheet (FdS) methodology. The methodology enables users to create information visualization interfaces through lo-fidelity methods. Users sketch and plan their ideas, helping them express different possibilities, think through these ideas to consider their potential effectiveness as solutions to the task (sheet 1); they create three principle designs (sheets 2,3 and 4); before converging on a final realization design that can then be implemented (sheet 5). In this article, we present (i) a review of the use of sketching as a planning method for visualization and the benefits of sketching, (ii) a detailed description of the Five Design Sheet (FdS) methodology, and (iii) an evaluation of the FdS using the System Usability Scale, along with a case-study of its use in industry and experience of its use in teaching. Jonathan Roberts 0002, Christopher James Headleand, Panagiotis D. Ritsos |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2015 | Contextual network navigation to provide situational awareness for network administratorsabstractOne of the goals of network administrators is to identify and block sources of attacks from a network steam. Various tools have been developed to help the administrator identify the IP or subnet to be blocked, however these tend to be non-visual. Having a good perception of the wider network can aid the administrator identify their origin, but while network maps of the Internet can be useful for such endeavors, they are difficult to construct, comprehend and even utilize in an attack, and are often referred to as being “hairballs”. We present a visualization technique that displays pathways back to the attacker; we include all potential routing paths with a best-efforts identification of the commercial relationships involved. These two techniques can potentially highlight common pathways and/or networks to allow faster, more complete resolution to the incident, as well as fragile or incomplete routing pathways to/from a network. They can help administrators re-profile their choice of IP transit suppliers to better serve a target audience. Cameron C. Gray, Panagiotis D. Ritsos, Jonathan Roberts 0002 |
VizSEC | 2 |
| 2013 | Prototyping 3D haptic data visualizations
Sabrina A. Panëels, Panagiotis D. Ritsos, Peter Rodgers 0001, Jonathan Roberts 0002 |
Comput. Graph. | 2 |
| 2012 | Using Virtual Reality for Interpreter-mediated Communication and TrainingabstractAs international businesses adopt social media and virtual worlds as mediums for conducting international business, so there is an increasing need for interpreters who can bridge the language barriers, and work within these new spheres. The recent rise in migration (within the EU) has also increased the need for professional interpreters in business, legal, medical and other settings. Project IVY attempts to provide bespoke 3D virtual environments that are tailor made to train interpreters to work in the new digital environments, responding to this increased demand. In this paper we present the design and development of the IVY Virtual Environment. We present past and current design strategies, our implementation progress and our future plans for further development. Panagiotis D. Ritsos, Robert Gittins, Jonathan Roberts 0002, Sabine Braun, Catherine Slater |
CW | 1 |