EDBT 2026 Demo / reviewers in the wild / expert
Yalong Yang 0001
dblp:148/4263-1
· DBLP profile ↗
40ranked-venue papers
8as first author
34since 2021 · last 2026
0000-0001-9414-9911ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 24 · 6 first-author · 19 since 2021Human-computer interaction and ubiquitous computing · 20 · 2 first-author · 19 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
| 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 | 28 |
| 2026 | To Slide or Not to Slide: Exploring Techniques for Comparing Immersive VideosabstractImmersive videos (IVs) provide 360° environments that create a strong sense of presence and spatial exploration. Unlike traditional videos, IVs distribute information across multiple directions, making comparison cognitively demanding and highly dependent on interaction techniques. With the growing adoption of IVs, effective comparison techniques have become an essential yet underexplored area of research. Inspired by the “sliding” concept in 2D media comparison, we integrate two established comparison strategies from the literature—toggle and side-by-side—to support IV comparison with greater flexibility. For an in-depth understanding of different strategies, we adapt and implement five IV comparison techniques across VR and 2D environments: SlideInVR, ToggleInVR, SlideIn2D, ToggleIn2D, and SideBySideIn2D. We then conduct a user study (N = 20) to examine how these techniques shape users’ perceptions, strategies, and workflows. Our findings provide empirical insights into the strengths and limitations of each technique, underscoring the need to switch between comparison approaches across scenarios. Notably, participants consistently rate SlideInVR and SlideIn2D as the most flexible and favorite methods for IV comparison. Xizi Wang 0001, Yue Lyu, Yalong Yang 0001, Jian Zhao 0010 |
CHI | 3 |
| 2026 | Evaluating Replay Techniques for Asynchronous Task Handover in Immersive AnalyticsabstractImmersive analytics enables collaborative data analysis in shared virtual spaces. While synchronous collaboration in such environments is well-established, real-world analysis often requires an effective task handover—the transfer of knowledge and analytical context between analysts working asynchronously. Traditional handover methods often rely on static annotations that fail to capture the dynamic problem-solving process and spatial context inherent in immersive workflows. To address this handover challenge, we explore session replay as a comprehensive approach for analysts to re-experience a predecessor’s work, facilitating a deeper understanding of both the visual details and the insight formation process. Two phases of studies were conducted to establish design guidelines for such replay systems by investigating the impact of viewing platform (PC vs. VR), perspective (first-person vs. third-person), and navigation control (active vs. passive). Phase 1 identified the optimal replay configurations within each viewing platform, revealing a platform-dependent divergence: PC users favored a guided, first-person perspective for its focused detail, while VR users benefited significantly from the agency afforded by a third-person perspective with active navigation. After refining each condition based on user feedback—including developing a novel hybrid 1PP/3PP format for PC—Phase 2 compared the two optimized systems (PC vs. VR). Our results show that the immersive VR replay led to significantly better task comprehension and workflow reconstruction accuracy, demonstrating the critical role of embodied agency in understanding complex analytical processes. Zhengtai Gou, Junxiao Long, Tao Lu 0013, Jian Zhao 0010, Yalong Yang 0001 |
VR | 5 |
| 2026 | SpeechLess: Micro-utterance with Personalized Spatial Memory-aware Assistant in Everyday Augmented RealityabstractSpeaking aloud to a wearable AR assistant in public can be socially awkward, and re-articulating the same requests every day creates unnecessary effort. We present SpeechLess, a wearable AR assistant that introduces a speech-based intent granularity control paradigm grounded in personalized spatial memory. SpeechLess helps users "speak less," while still obtaining the information they need, and supports gradual explicitation of intent when more complex expression is required. SpeechLess binds prior interactions to multimodal personal context–space, time, activity, and referents–to form spatial memories, and leverages them to extrapolate missing intent dimensions from under-specified user queries. This enables users to dynamically adjust how explicitly they express their informational needs, from full-utterance to micro/zero-utterance interaction. We motivate our design through a week-long formative study using a commercial smart glasses platform, revealing discomfort with public voice use, frustration with repetitive speech, and hardware constraints. Building on these insights, we design SpeechLess, and evaluate it through controlled lab and in-the-wild studies. Our results indicate that regulated speech-based interaction, can improve everyday information access, reduce articulation effort, and support socially acceptable use without substantially degrading perceived usability or intent resolution accuracy across diverse everyday environments. Yoonsang Kim, Devshree Jadeja, Divyansh Pradhan, Yalong Yang 0001, Arie E. Kaufman |
VR | 4 |
| 2025 | Ego vs. Exo and Active vs. Passive: Investigating the Individual and Combined Effects of Viewpoint and Navigation on Spatial Immersion and Understanding in Immersive StorytellingabstractVisual storytelling combines visuals and narratives to communicate important insights. While web-based visual storytelling is well-established, leveraging the next generation of digital technologies for visual storytelling, specifically immersive technologies, remains underexplored. We investigated the impact of the story viewpoint (from the audience's perspective) and navigation (when progressing through the story) on spatial immersion and understanding. First, we collected web-based 3D stories and elicited design considerations from three VR developers. We then adapted four selected web-based stories to an immersive format. Finally, we conducted a user study (N=24) to examine egocentric and exocentric viewpoints, active and passive navigation, and the combinations they form. Our results indicated significantly higher preferences for egocentric+active (higher agency and engagement) and exocentric+passive (higher focus on content). We also found a marginal significance of viewpoints on story understanding and a strong significance of navigation on spatial immersion. Tao Lu 0013, Qian Zhu 0010, Tiffany Ma, Kamkwai Wong, Anlan Xie, Alex Endert, Yalong Yang 0001 |
CHI | 7 |
| 2025 | Visualizing Motion Traces Enhances Pursuit Detection in Dynamic Scenes
Yishu Ji, Maria Kon, Andrew M. Lovett, Mark Livingston, Sangeet S. Khemlani, Yalong Yang 0001, Cindy Xiong Bearfield |
CogSci | 6 |
| 2025 | Exploring Organizational Strategies in Immersive Computational NotebooksabstractComputational notebooks, which integrate code, documentation, tags, and visualizations into a single document, have become increasingly popular for data analysis tasks. With the advent of immersive technologies, these notebooks have evolved into a new paradigm, enabling more interactive and intuitive ways to perform data analysis. An immersive computational notebook, which integrates computational notebooks within an immersive environment, significantly enhances navigation performance with embodied interactions. However, despite recognizing the significance of organizational strategies in the immersive data science process, the organizational strategies for using immersive notebooks remain largely unexplored. In response, our research aims to deepen our understanding of organizations, especially focusing on spatial structures for computational notebooks, and to examine how various execution orders can be visualized in an immersive context. Through an exploratory user study, we found participants preferred organizing notebooks in half-cylindrical structures and engaged significantly more in non-linear analysis. Notably, as the scale of the notebooks increased (i.e., more code cells), users increasingly adopted multiple, concurrent non-linear analytical approaches. Sungwon In, Ayush Roy, Eric Krokos, Kirsten Whitley, Chris North 0001, Yalong Yang 0001 |
ISMAR | 6 |
| 2025 | ST2VR: An Interactive Authoring System for SpatioTemporal STorytelling in Virtual Reality with Hierarchical Narrative StructureabstractThe increasing popularity of Virtual Reality (VR) has provided a new medium for narrating spatiotemporal data stories. Compared to traditional 2D environments, telling spatiotemporal stories in VR holds the promise of offering a more immersive and engaging experience for audiences. However, when creating VR spatiotemporal data stories, story creators may feel overwhelmed by the numerous narrative elements involved and there is a disconnect between the creation and viewing environments. To address these challenges, we designed a hierarchical narrative structure with three levels: Story Line, Story Piece, and Viewpoint. We then introduce ST2VR, an interactive authoring system that supports the creation of spatiotemporal data stories within an immersive environment. The system features two types of interactive interfaces to support the organization of the overall narrative as well as the immersive design of story details. A use case demonstrates the process of authoring VR spatiotemporal data stories using ST2VR, and a user study evaluates the system’s efficiency and effectiveness. Ziyue Lin, Linping Yuan, Jun Han 0010, Yalong Yang 0001, Siming Chen 0001 |
PacificVis | 6 |
| 2025 | ATCion: Exploring the Design of Icon-based Visual Aids for Enhancing In-cockpit Air Traffic Control Communication
Yue Lyu, Xizi Wang 0001, Hanlu Ma, Yalong Yang 0001, Jian Zhao 0010 |
UIST | 4 |
| 2025 | ForcePinch: Force-Responsive Spatial Interaction for Tracking Speed Control in XRabstracta) Fast Tracking Speed (b) Slow Tracking Speed Figure 1: ForcePinch is an object manipulation method that allows users to control the tracking speed of a mid-air pointer by modulating pinch force during object manipulation.(a) A light pinch results in fast tracking, supporting broad and rapid movements.(b) A heavy pinch produces slow tracking, allowing for fine-grained precision. Chenyang Zhang 0002, Tiffany S. Ma, John Andrews, Eric J. Gonzalez, Mar González-Franco, Yalong Yang 0001 |
UIST | 6 |
| 2025 | Investigating Seamless Transitions Between Immersive Computational Notebooks and Embodied Data InteractionsabstractA growing interest in Immersive Analytics (IA) has led to the extension of computational notebooks (e.g., Jupyter Notebook) into an immersive environment to enhance analytical workflows. However, existing solutions rely on the WIMP (windows, icons, menus, pointer) metaphor, which remains impractical for complex data exploration. Although embodied interaction offers a more intuitive alternative, immersive computational notebooks and embodied data exploration systems are implemented as standalone tools. This separation requires analysts to invest considerable effort to transition from one environment to an entirely different one during analytical workflows. To address this, we introduce ICoN, a prototype that facilitates a seamless transition between computational notebooks and embodied data explorations within a unified, fully immersive environment. Our findings reveal that unification improves transition efficiency and intuitiveness during analytical workflows, highlighting its potential for seamless data analysis. Sungwon In, Eric Krokos, Kirsten Whitley, Chris North 0001, Yalong Yang 0001 |
VRST | 5 |
| 2025 | Towards an Embodied Composition Framework for Organizing Immersive Computational NotebooksabstractAs immersive technologies evolve, immersive computational notebooks offer new opportunities for interacting with code, data, and outputs. However, scaling these environments remains a challenge, particularly when analysts manually arrange large numbers of cells to maintain both execution logic and visual coherence. To address this, we introduce an embodied composition framework, facilitating organizational processes in the context of immersive computational notebooks. To evaluate the effectiveness of the embodied composition framework, we conducted a controlled user study comparing manual and embodied composition frameworks in an organizational process. The results show that embodied composition frameworks significantly reduced user effort and decreased completion time. However, the design of the triggering mechanism requires further refinement. Our findings highlight the potential of embodied composition frameworks to enhance the scalability of the organizational process in immersive computational notebooks. Sungwon In, Eric Krokos, Kirsten Whitley, Chris North 0001, Yalong Yang 0001 |
VRST | 5 |
| 2025 | Exploring Spatial Hybrid User Interface for Visual SensemakingabstractWe built a spatial hybrid system that combines a personal computer (PC) and virtual reality (VR) for visual sensemaking, addressing limitations in both environments. Although VR offers immense potential for interactive data visualization (e.g., large display space and spatial navigation), it can also present challenges such as imprecise interactions and user fatigue. At the same time, a PC offers precise and familiar interactions but has limited display space and interaction modality. Therefore, we iteratively designed a spatial hybrid system (PC+VR) to complement these two environments by enabling seamless switching between PC and VR environments. To evaluate the system's effectiveness and user experience, we compared it to using a single computing environment (i.e., PC-only and VR-only). Our study results (N=18) showed that spatial PC+VR could combine the benefits of both devices to outperform user preference for VR-only without a negative impact on performance from device switching overhead. Finally, we discussed future design implications. Wai Tong, Haobo Li 0003, Meng Xia 0002, Kamkwai Wong, Ting-Chuen Pong, Huamin Qu, Yalong Yang 0001 |
IEEE Trans. Vis. Comput. Graph. | 7 |
| 2025 | Litforager: Exploring Multimodal Literature Foraging Strategies in Immersive SensemakingabstractExploring and comprehending relevant academic literature is a vital yet challenging task for researchers, especially given the rapid expansion in research publications. This task fundamentally involves sensemaking-interpreting complex, scattered information sources to build understanding. While emerging immersive analytics tools have shown cognitive benefits like enhanced spatial memory and reduced mental load, they predominantly focus on information synthesis (e.g., organizing known documents). In contrast, the equally important information foraging phase-discovering and gathering relevant literature-remains underexplored within immersive environments, hindering a complete sensemaking workflow. To bridge this gap, we introduce LitForager, an interactive literature exploration tool designed to facilitate information foraging of research literature within an immersive sensemaking workflow using network-based visualizations and multimodal interactions. Developed with WebXR and informed by a formative study with researchers, LitForager supports exploration guidance, spatial organization, and seamless transition through a 3D literature network. An observational user study with 15 researchers demonstrated LitForager's effectiveness in supporting fluid foraging strategies and spatial sensemaking through its multimodal interface. Haoyang Yang, Elliott H. Faa, Shunan Guo, Polo Chau, Yalong Yang 0001 |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2025 | CompositingVis: Exploring Interactions for Creating Composite Visualizations in Immersive EnvironmentsabstractComposite visualization represents a widely embraced design that combines multiple visual representations to create an integrated view. However, the traditional approach of creating composite visualizations in immersive environments typically occurs asynchronously outside of the immersive space and is carried out by experienced experts. In this work, we aim to empower users to participate in the creation of composite visualization within immersive environments through embodied interactions. This could provide a flexible and fluid experience with immersive visualization and has the potential to facilitate understanding of the relationship between visualization views. We begin with developing a design space of embodied interactions to create various types of composite visualizations with the consideration of data relationships. Drawing inspiration from people's natural experience of manipulating physical objects, we design interactions based on the combination of 3D manipulations in immersive environments. Building upon the design space, we present a series of case studies showcasing the interaction to create different kinds of composite visualizations in virtual reality. Subsequently, we conduct a user study to evaluate the usability of the derived interaction techniques and user experience of creating composite visualizations through embodied interactions. We find that empowering users to participate in composite visualizations through embodied interactions enables them to flexibly leverage different visualization views for understanding and communicating the relationships between different views, which underscores the potential of several future application scenarios. Qian Zhu 0010, Tao Lu 0013, Shunan Guo, Xiaojuan Ma, Yalong Yang 0001 |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2024 | Evaluating Navigation and Comparison Performance of Computational Notebooks on Desktop and in Virtual RealityabstractThe computational notebook serves as a versatile tool for data analysis. However, its conventional user interface falls short of keeping pace with the ever-growing data-related tasks, signaling the need for novel approaches. With the rapid development of interaction techniques and computing environments, there is a growing interest in integrating emerging technologies in data-driven workflows. Virtual reality, in particular, has demonstrated its potential in interactive data visualizations. In this work, we aimed to experiment with adapting computational notebooks into VR and verify the potential benefits VR can bring. We focus on the navigation and comparison aspects as they are primitive components in analysts’ workflow. To further improve comparison, we have designed and implemented a Branching&Merging functionality. We tested computational notebooks on the desktop and in VR, both with and without the added Branching&Merging capability. We found VR significantly facilitated navigation compared to desktop, and the ability to create branches enhanced comparison. Sungwon In, Eric Krokos, Kirsten Whitley, Chris North 0001, Yalong Yang 0001 |
CHI | 5 |
| 2024 | VizGroup: An AI-assisted Event-driven System for Collaborative Programming Learning AnalyticsabstractProgramming instructors often conduct collaborative learning activities, like Peer Instruction, to foster a deeper understanding in students and enhance their engagement with learning. These activities, however, may not always yield productive outcomes due to the diversity of student mental models and their ineffective collaboration. In this work, we introduce VizGroup, an AI-assisted system that enables programming instructors to easily oversee students’ real-time collaborative learning behaviors during large programming courses. VizGroup leverages Large Language Models (LLMs) to recommend event specifications for instructors so that they can simultaneously track and receive alerts about key correlation patterns between various collaboration metrics and ongoing coding tasks. We evaluated VizGroup with 12 instructors in a comparison study using a dataset collected from a Peer Instruction activity that was conducted in a large programming lecture. The results showed that VizGroup helped instructors effectively overview, narrow down, and track nuances throughout students’ behaviors. Xiaohang Tang, Sam Wong, Kevin Pu, Xi Chen 0100, Yalong Yang 0001, Yan Chen 0033 |
UIST | 5 |
| 2024 | Evaluating Layout Dimensionalities in PC+VR Asymmetric Collaborative Decision MakingabstractWith the commercialization of virtual/augmented reality (VR/AR) devices, there is an increasing interest in combining immersive and non-immersive devices (e.g., desktop computers) for asymmetric collaborations. While such asymmetric settings have been examined in social platforms, significant questions around layout dimensionality in data-driven decision-making remain underexplored. A crucial inquiry arises: although presenting a consistent 3D virtual world on both immersive and non-immersive platforms has been a common practice in social applications, does the same guideline apply to lay out data? Or should data placement be optimized locally according to each device's display capacity? This study aims to provide empirical insights into the user experience of asymmetric collaboration in data-driven decision-making. We tested practical dimensionality combinations between PC and VR, resulting in three conditions: PC2D+VR2D, PC2D+VR3D, and PC3D+VR3D. The results revealed a preference for PC2D+VR3D, and PC2D+VR2D led to the quickest task completion. Our investigation facilitates an in-depth discussion of the trade-offs associated with different layout dimensionalities in asymmetric collaborations. Daniel Enriquez, Wai Tong, Chris North 0001, Huamin Qu, Yalong Yang 0001 |
Proc. ACM Hum. Comput. Interact. | 5 |
| 2024 | Lights, Headset, Tablet, Action: Exploring the Use of Hybrid User Interfaces for Immersive Situated AnalyticsabstractWhile augmented reality (AR) headsets provide entirely new ways of seeing and interacting with data, traditional computing devices can play a symbiotic role when used in conjunction with AR as a hybrid user interface. A promising use case for this setup is situated analytics. AR can provide embedded views that are integrated with their physical referents, and a separate device such as a tablet can provide a familiar situated overview of the entire dataset being examined. While prior work has explored similar setups, we sought to understand how people perceive and make use of visualizations presented on both embedded visualizations (in AR) and situated visualizations (on a tablet) to achieve their own goals. To this end, we conducted an exploratory study using a scenario and task familiar to most: adjusting light levels in a smart home based on personal preference and energy usage. In a prototype that simulates AR in virtual reality, embedded visualizations are positioned next to lights distributed across an apartment, and situated visualizations are provided on a handheld tablet. We observed and interviewed 19 participants using the prototype. Participants were easily able to perform the task, though the extent the visualizations were used during the task varied, with some making decisions based on the data and others only on their own preferences. Our findings also suggest the two distinct roles that situated and embedded visualizations can have, and how this clear separation might improve user satisfaction and minimize attention-switching overheads in this hybrid user interface setup. We conclude by discussing the importance of considering the user's needs, goals, and the physical environment for designing and evaluating effective situated analytics applications. Benjamin Lee 0001, Francisco R. Ortega 0001, Anil Ufuk Batmaz, Yalong Yang 0001 |
Proc. ACM Hum. Comput. Interact. | 5 |
| 2024 | RL-L: A Deep Reinforcement Learning Approach Intended for AR Label Placement in Dynamic ScenariosabstractLabels are widely used in augmented reality (AR) to display digital information. Ensuring the readability of AR labels requires placing them in an occlusion-free manner while keeping visual links legible, especially when multiple labels exist in the scene. Although existing optimization-based methods, such as force-based methods, are effective in managing AR labels in static scenarios, they often struggle in dynamic scenarios with constantly moving objects. This is due to their focus on generating layouts optimal for the current moment, neglecting future moments and leading to sub-optimal or unstable layouts over time. In this work, we present RL-LABEL, a deep reinforcement learning-based method intended for managing the placement of AR labels in scenarios involving moving objects. RL-LABEL considers both the current and predicted future states of objects and labels, such as positions and velocities, as well as the user's viewpoint, to make informed decisions about label placement. It balances the trade-offs between immediate and long-term objectives. We tested RL-LABEL in simulated AR scenarios on two real-world datasets, showing that it effectively learns the decision-making process for long-term optimization, outperforming two baselines (i.e., no view management and a force-based method) by minimizing label occlusions, line intersections, and label movement distance. Additionally, a user study involving 18 participants indicates that, within our simulated environment, RL-LABEL excels over the baselines in aiding users to identify, compare, and summarize data on labels in dynamic scenes. Chen Zhu-Tian, Daniele Chiappalupi, Tica Lin, Yalong Yang 0001, Johanna Beyer, Hanspeter Pfister |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2024 | This is the Table I Want! Interactive Data Transformation on Desktop and in Virtual RealityabstractData transformation is an essential step in data science. While experts primarily use programming to transform their data, there is an increasing need to support non-programmers with user interface-based tools. With the rapid development in interaction techniques and computing environments, we report our empirical findings about the effects of interaction techniques and environments on performing data transformation tasks. Specifically, we studied the potential benefits of direct interaction and virtual reality (VR) for data transformation. We compared gesture interaction versus a standard WIMP user interface, each on the desktop and in VR. With the tested data and tasks, we found time performance was similar between desktop and VR. Meanwhile, VR demonstrates preliminary evidence to better support provenance and sense-making throughout the data transformation process. Our exploration of performing data transformation in VR also provides initial affirmation for enabling an iterative and fully immersive data science workflow. Sungwon In, Tica Lin, Chris North 0001, Hanspeter Pfister, Yalong Yang 0001 |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2023 | Multi-Focus Querying of the Human Genome Information on Desktop and in Virtual Reality: an EvaluationabstractThe human genome is incredibly information-rich, consisting of approximately 25,000 protein-coding genes spread out over 3.2 billion nucleotide base pairs contained within 24 unique chromosomes. The genome is important in maintaining spatial context, which assists in understanding gene interactions and relationships. However, existing methods of genome visualization that utilize spatial awareness are inefficient and prone to limitations in presenting gene information and spatial context. This study proposed an innovative approach to genome visualization and exploration utilizing virtual reality. To determine the optimal placement of gene information and evaluate its essentiality in a VR environment, we implemented and conducted a user study with three different interaction methods. Two interaction methods were developed in virtual reality to determine if gene information is better suited to be embedded within the chromosome ideogram or separate from the ideogram. The final ideogram interaction method was performed on a desktop and served as a benchmark to evaluate the potential benefits associated with the use of VR. Our study findings reveal a preference for VR, despite longer task completion times. In addition, the placement of gene information within the visualization had a notable impact on the ability of a user to complete tasks. Specifically, gene information embedded within the chromosome ideogram was better suited for single target identification and summarization tasks, while separating gene information from the ideogram better supported region comparison tasks. Gunnar W. Reiske, Sungwon In, Yalong Yang 0001 |
ISMAR | 3 |
| 2023 | Towards an Understanding of Distributed Asymmetric Collaborative Visualization on Problem-solvingabstractThis paper provided empirical knowledge of the user experience for using collaborative visualization in a distributed asymmetrical setting through controlled user studies. With the ability to access various computing devices, such as Virtual Reality (VR) head-mounted displays, scenarios emerge when collaborators have to or prefer to use different computing environments in different places. However, we still lack an understanding of using VR in an asymmetric setting for collaborative visualization. To get an initial understanding and better inform the designs for asymmetric systems, we first conducted a formative study with 12 pairs of participants. All participants collaborated in asymmetric (PC-VR) and symmetric settings (PC-PC and VR-VR). We then improved our asymmetric design based on the key findings and observations from the first study. Another ten pairs of participants collaborated with enhanced PC-VR and PC-PC conditions in a follow-up study. We found that a well-designed asymmetric collaboration system could be as effective as a symmetric system. Surprisingly, participants using PC perceived less mental demand and effort in the asymmetric setting (PC-VR) compared to the symmetric setting (PC-PC). We provided fine-grained discussions about the trade-offs between different collaboration settings. Wai Tong, Meng Xia 0002, Kamkwai Wong, Doug A. Bowman, Ting-Chuen Pong, Huamin Qu, Yalong Yang 0001 |
VR | 7 |
| 2023 | The Quest for : Embedded Visualization for Augmenting Basketball Game Viewing ExperiencesabstractSports game data is becoming increasingly complex, often consisting of multivariate data such as player performance stats, historical team records, and athletes' positional tracking information. While numerous visual analytics systems have been developed for sports analysts to derive insights, few tools target fans to improve their understanding and engagement of sports data during live games. By presenting extra data in the actual game views, embedded visualization has the potential to enhance fans' game-viewing experience. However, little is known about how to design such kinds of visualizations embedded into live games. In this work, we present a user-centered design study of developing interactive embedded visualizations for basketball fans to improve their live game-watching experiences. We first conducted a formative study to characterize basketball fans' in-game analysis behaviors and tasks. Based on our findings, we propose a design framework to inform the design of embedded visualizations based on specific data-seeking contexts. Following the design framework, we present five novel embedded visualization designs targeting five representative contexts identified by the fans, including shooting, offense, defense, player evaluation, and team comparison. We then developed Omnioculars, an interactive basketball game-viewing prototype that features the proposed embedded visualizations for fans' in-game data analysis. We evaluated Omnioculars in a simulated basketball game with basketball fans. The study results suggest that our design supports personalized in-game data analysis and enhances game understanding and engagement. Tica Lin, Chen Zhu-Tian, Yalong Yang 0001, Daniele Chiappalupi, Johanna Beyer, Hanspeter Pfister |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2023 | Labeling Out-of-View Objects in Immersive Analytics to Support Situated Visual SearchingabstractAugmented Reality (AR) embeds digital information into objects of the physical world. Data can be shown in-situ, thereby enabling real-time visual comparisons and object search in real-life user tasks, such as comparing products and looking up scores in a sports game. While there have been studies on designing AR interfaces for situated information retrieval, there has only been limited research on AR object labeling for visual search tasks in the spatial environment. In this article, we identify and categorize different design aspects in AR label design and report on a formal user study on labels for out-of-view objects to support visual search tasks in AR. We design three visualization techniques for out-of-view object labeling in AR, which respectively encode the relative physical position (height-encoded), the rotational direction (angle-encoded), and the label values (value-encoded) of the objects. We further implement two traditional in-view object labeling techniques, where labels are placed either next to the respective objects (situated) or at the edge of the AR FoV (boundary). We evaluate these five different label conditions in three visual search tasks for static objects. Our study shows that out-of-view object labels are beneficial when searching for objects outside the FoV, spatial orientation, and when comparing multiple spatially sparse objects. Angle-encoded labels with directional cues of the surrounding objects have the overall best performance with the highest user satisfaction. We discuss the implications of our findings for future immersive AR interface design. Tica Lin, Yalong Yang 0001, Johanna Beyer, Hanspeter Pfister |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2022 | The Pattern is in the Details: An Evaluation of Interaction Techniques for Locating, Searching, and Contextualizing Details in Multivariate Matrix VisualizationsabstractMatrix visualizations are widely used to display large-scale network, tabular, set, or sequential data. They typically only encode a single value per cell, e.g., through color. However, this can greatly limit the visualizations’ utility when exploring multivariate data, where each cell represents a data point with multiple values (referred to as details). Three well-established interaction approaches can be applicable in multivariate matrix visualizations (or MMV): focus+context, pan&zoom, and overview+detail. However, there is little empirical knowledge of how these approaches compare in exploring MMV. We report on two studies comparing them for locating, searching, and contextualizing details in MMV. We first compared four focus+context techniques and found that the fisheye lens overall outperformed the others. We then compared the fisheye lens, to pan&zoom and overview+detail. We found that pan&zoom was faster in locating and searching details, and as good as overview+detail in contextualizing details. Yalong Yang 0001, Wenyu Xia, Fritz Lekschas, Carolina Nobre, Robert Krüger, Hanspeter Pfister |
CHI | 1 |
| 2022 | GAN'SDA Wrap: Geographic And Network Structured DAta on surfaces that Wrap aroundabstractThere are many methods for projecting spherical maps onto the plane. Interactive versions of these projections allow the user to centre the region of interest. However, the effects of such interaction have not previously been evaluated. In a study with 120 participants we find interaction provides significantly more accurate area, direction and distance estimation in such projections. The surface of 3D sphere and torus topologies provides a continuous surface for uninterrupted network layout. But how best to project spherical network layouts to 2D screens has not been studied, nor have such spherical network projections been compared to torus projections. Using the most successful interactive sphere projections from our first study, we compare spherical, standard and toroidal layouts of networks for cluster and path following tasks with 96 participants, finding benefits for both spherical and toroidal layouts over standard network layouts in terms of accuracy for cluster understanding tasks. Kun-Ting Chen, Tim Dwyer, Yalong Yang 0001, Benjamin Bach, Kim Marriott |
CHI | 3 |
| 2022 | Metaverse: Perspectives from graphics, interactions and visualizationabstractThe metaverse is a visual world that blends the physical world and digital world. At present, the development of the metaverse is still in the early stage, and there lacks a framework for the visual construction and exploration of the metaverse. In this paper, we propose a framework that summarizes how graphics, interaction, and visualization techniques support the visual construction of the metaverse and user-centric exploration. We introduce three kinds of visual elements that compose the metaverse and the two graphical construction methods in a pipeline. We propose a taxonomy of interaction technologies based on interaction tasks, user actions, feedback and various sensory channels, and a taxonomy of visualization techniques that assist user awareness. Current potential applications and future opportunities are discussed in the context of visual construction and exploration of the metaverse. We hope this paper can provide a stepping stone for further research in the area of graphics, interaction and visualization in the metaverse. Yuheng Zhao, Jinjing Jiang, Yi Chen 0007, Richen Liu, Yalong Yang 0001, Xiangyang Xue 0001, Siming Chen 0001 |
Vis. Informatics | 5 |
| 2021 | Grand Challenges in Immersive AnalyticsabstractImmersive Analytics is a quickly evolving field that unites several areas such as visualisation, immersive environments, and human-computer interaction to support human data analysis with emerging technologies. This research has thrived over the past years with multiple workshops, seminars, and a growing body of publications, spanning several conferences. Given the rapid advancement of interaction technologies and novel application domains, this paper aims toward a broader research agenda to enable widespread adoption. We present 17 key research challenges developed over multiple sessions by a diverse group of 24 international experts, initiated from a virtual scientific workshop at ACM CHI 2020. These challenges aim to coordinate future work by providing a systematic roadmap of current directions and impending hurdles to facilitate productive and effective applications for Immersive Analytics. Barrett Ens, Benjamin Bach, Maxime Cordeil, Ulrich Engelke, Marcos Serrano, Wesley Willett, Arnaud Prouzeau, Christoph Anthes, Wolfgang Büschel, Cody Dunne, Tim Dwyer, Jens Grubert, Jason H. Haga, Nurit Kirshenbaum, Dylan Kobayashi, Tica Lin, Monsurat Olaosebikan, Fabian Pointecker, David Saffo, Dieter Schmalstieg, Danielle Albers Szafir, Matt Whitlock, Yalong Yang 0001 |
CHI | 24 |
| 2021 | Towards an Understanding of Situated AR Visualization for Basketball Free-Throw TrainingabstractWe present an observational study to compare co-located and situated real-time visualizations in basketball free-throw training. Our goal is to understand the advantages and concerns of applying immersive visualization to real-world skill-based sports training and to provide insights for designing AR sports training systems. We design both a situated 3D visualization on a head-mounted display and a 2D visualization on a co-located display to provide immediate visual feedback on a player’s shot performance. Using a within-subject study design with experienced basketball shooters, we characterize user goals, report on qualitative training experiences, and compare the quantitative training results. Our results show that real-time visual feedback helps athletes refine subsequent shots. Shooters in our study achieve greater angle consistency with our visual feedback. Furthermore, AR visualization promotes an increased focus on body form in athletes. Finally, we present suggestions for the design of future sports AR studies. Tica Lin, Rishi Singh, Yalong Yang 0001, Carolina Nobre, Johanna Beyer, Maurice A. Smith, Hanspeter Pfister |
CHI | 3 |
| 2021 | Visualizing and Interacting with Geospatial Networks: A Survey and Design SpaceabstractAbstract This paper surveys visualization and interaction techniques for geospatial networks from a total of 95 papers. Geospatial networks are graphs where nodes and links can be associated with geographic locations. Examples can include social networks, trade and migration, as well as traffic and transport networks. Visualizing geospatial networks poses numerous challenges around the integration of both network and geographical information as well as additional information such as node and link attributes, time and uncertainty. Our overview analyses existing techniques along four dimensions: (i) the representation of geographical information, (ii) the representation of network information, (iii) the visual integration of both and (iv) the use of interaction. These four dimensions allow us to discuss techniques with respect to the trade‐offs they make between showing information across all these dimensions and how they solve the problem of showing as much information as necessary while maintaining readability of the visualization. https://geonetworks.github.io . Sarah Schöttler, Yalong Yang 0001, Hanspeter Pfister, Benjamin Bach |
Comput. Graph. Forum | 2 |
| 2021 | Embodied Navigation in Immersive Abstract Data Visualization: Is Overview+Detail or Zooming Better for 3D Scatterplots?abstractdata has no natural scale and so interactive data visualizations must provide techniques to allow the user to choose their viewpoint and scale. Such techniques are well established in desktop visualization tools. The two most common techniques are zoom+pan and overview+detail. However, how best to enable the analyst to navigate and view abstract data at different levels of scale in immersive environments has not previously been studied. We report the findings of the first systematic study of immersive navigation techniques for 3D scatterplots. We tested four conditions that represent our best attempt to adapt standard 2D navigation techniques to data visualization in an immersive environment while still providing standard immersive navigation techniques through physical movement and teleportation. We compared room-sized visualization versus a zooming interface, each with and without an overview. We find significant differences in participants' response times and accuracy for a number of standard visual analysis tasks. Both zoom and overview provide benefits over standard locomotion support alone (i.e., physical movement and pointer teleportation). However, which variation is superior, depends on the task. We obtain a more nuanced understanding of the results by analyzing them in terms of a time-cost model for the different components of navigation: way-finding, travel, number of travel steps, and context switching. Yalong Yang 0001, Maxime Cordeil, Johanna Beyer, Tim Dwyer, Kim Marriott, Hanspeter Pfister |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2021 | Tilt Map: Interactive Transitions Between Choropleth Map, Prism Map and Bar Chart in Immersive EnvironmentsabstractWe introduce Tilt Map, a novel interaction technique for intuitively transitioning between 2D and 3D map visualisations in immersive environments. Our focus is visualising data associated with areal features on maps, for example, population density by state. Tilt Map transitions from 2D choropleth maps to 3D prism maps to 2D bar charts to overcome the limitations of each. Our article includes two user studies. The first study compares subjects' task performance interpreting population density data using 2D choropleth maps and 3D prism maps in virtual reality (VR). We observed greater task accuracy with prism maps, but faster response times with choropleth maps. The complementarity of these views inspired our hybrid Tilt Map design. Our second study compares Tilt Map to: a side-by-side arrangement of the various views; and interactive toggling between views. The results indicate benefits for Tilt Map in user preference; and accuracy (versus side-by-side) and time (versus toggle). Yalong Yang 0001, Tim Dwyer, Kim Marriott, Bernhard Jenny, Sarah Goodwin |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2021 | Scalability of Network Visualisation from a Cognitive Load PerspectiveabstractNode-link diagrams are widely used to visualise networks. However, even the best network layout algorithms ultimately result in 'hairball' visualisations when the graph reaches a certain degree of complexity, requiring simplification through aggregation or interaction (such as filtering) to remain usable. Until now, there has been little data to indicate at what level of complexity node-link diagrams become ineffective or how visual complexity affects cognitive load. To this end, we conducted a controlled study to understand workload limits for a task that requires a detailed understanding of the network topology-finding the shortest path between two nodes. We tested performance on graphs with 25 to 175 nodes with varying density. We collected performance measures (accuracy and response time), subjective feedback, and physiological measures (EEG, pupil dilation, and heart rate variability). To the best of our knowledge this is the first network visualisation study to include physiological measures. Our results show that people have significant difficulty finding the shortest path in high density node-link diagrams with more than 50 nodes and even low density graphs with more than 100 nodes. From our collected EEG data we observe functional differences in brain activity between hard and easy tasks. We found that cognitive load increased up to certain level of difficulty after which it decreased, likely because participants had given up. We also explored the effects of global network layout features such as size or number of crossings, and features of the shortest path such as length or straightness on task difficulty. We found that global features generally had a greater impact than those of the shortest path. Vahan Yoghourdjian, Yalong Yang 0001, Tim Dwyer, Lawrence Lee, Michael Wybrow, Kim Marriott |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2020 | Tactile Presentation of Network Data: Text, Matrix or Diagram?abstractVisualisations are commonly used to understand social, biological and other kinds of networks. Currently we do not know how to effectively present network data to people who are blind or have low-vision (BLV). We ran a controlled study with 8 BLV participants comparing four tactile representations: organic node-link diagram, grid node-link diagram, adjacency matrix and braille list. We found that the node-link representations were preferred and more effective for path following and cluster identification while the matrix and list were better for adjacency tasks. This is broadly in line with findings for the corresponding visual representations. Yalong Yang 0001, Kim Marriott, Matthew Butler 0002, Cagatay Goncu, Leona Holloway |
CHI | 1 |
| 2019 | What-Why Analysis of Expert Interviews: Analysing Geographically-Embedded Flow DataabstractIn this paper, we present our analysis of five expert interviews, each from a different application domain. Such analysis is crucial to understanding the real-world scenarios of analysing geographically-embedded flow data. The results of our analysis show that similar high-level tasks were conducted in different domains. To better describe the targets of these tasks, we proposed three flow-targets for analysing geographically-embedded flow data: single flow, total flow and regional flow. Yalong Yang 0001, Sarah Goodwin |
PacificVis | 1 |
| 2019 | Origin-Destination Flow Maps in Immersive EnvironmentsabstractImmersive virtual- and augmented-reality headsets can overlay a flat image against any surface or hang virtual objects in the space around the user. The technology is rapidly improving and may, in the long term, replace traditional flat panel displays in many situations. When displays are no longer intrinsically flat, how should we use the space around the user for abstract data visualisation? In this paper, we ask this question with respect to origin-destination flow data in a global geographic context. We report on the findings of three studies exploring different spatial encodings for flow maps. The first experiment focuses on different 2D and 3D encodings for flows on flat maps. We find that participants are significantly more accurate with raised flow paths whose height is proportional to flow distance but fastest with traditional straight line 2D flows. In our second and third experiment we compared flat maps, 3D globes and a novel interactive design we call MapsLink, involving a pair of linked flat maps. We find that participants took significantly more time with MapsLink than other flow maps while the 3D globe with raised flows was the fastest, most accurate, and most preferred method. Our work suggests that careful use of the third spatial dimension can resolve visual clutter in complex flow maps. Yalong Yang 0001, Tim Dwyer, Bernhard Jenny, Kim Marriott, Maxime Cordeil, Haohui Chen |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2018 | Maps and Globes in Virtual RealityabstractAbstract This paper explores different ways to render world‐wide geographic maps in virtual reality (VR). We compare: (a) a 3D exocentric globe, where the user's viewpoint is outside the globe; (b) a flat map (rendered to a plane in VR); (c) an egocentric 3D globe, with the viewpoint inside the globe; and (d) a curved map, created by projecting the map onto a section of a sphere which curves around the user. In all four visualisations the geographic centre can be smoothly adjusted with a standard handheld VR controller and the user, through a head‐tracked headset, can physically move around the visualisation. For distance comparison exocentric globe is more accurate than egocentric globe and flat map. For area comparison more time is required with exocentric and egocentric globes than with flat and curved maps. For direction estimation, the exocentric globe is more accurate and faster than the other visual presentations. Our study participants had a weak preference for the exocentric globe. Generally the curved map had benefits over the flat map. In almost all cases the egocentric globe was found to be the least effective visualisation. Overall, our results provide support for the use of exocentric globes for geographic visualisation in mixed‐reality. Yalong Yang 0001, Bernhard Jenny, Tim Dwyer, Kim Marriott, Haohui Chen, Maxime Cordeil |
Comput. Graph. Forum | 1 |
| 2017 | Many-to-Many Geographically-Embedded Flow Visualisation: An EvaluationabstractShowing flows of people and resources between multiple geographic locations is a challenging visualisation problem. We conducted two quantitative user studies to evaluate different visual representations for such dense many-to-many flows. In our first study we compared a bundled node-link flow map representation and OD Maps [37] with a new visualisation we call MapTrix. Like OD Maps, MapTrix overcomes the clutter associated with a traditional flow map while providing geographic embedding that is missing in standard OD matrix representations. We found that OD Maps and MapTrix had similar performance while bundled node-link flow map representations did not scale at all well. Our second study compared participant performance with OD Maps and MapTrix on larger data sets. Again performance was remarkably similar. Yalong Yang 0001, Tim Dwyer, Sarah Goodwin, Kim Marriott |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2016 | Continuous ultrasound based tongue movement video synthesis from speechabstractThe movement of tongue plays an important role in pronunciation. Visualizing the movement of tongue can improve speech intelligibility and also helps learning a second language. However, hardly any research has been investigated for this topic. In this paper, a framework to synthesize continuous ultrasound tongue movement video from speech is presented. Two different mapping methods are introduced as the most important parts of the framework. The objective evaluation and subjective opinions show that the Gaussian Mixture Model (GMM) based method has a better result for synthesizing static image and Vector Quantization (VQ) based method produces more stable continuous video. Meanwhile, the participants of evaluation state that the results of both methods are visual-understandable. Jianrong Wang, Yalong Yang 0001, Jianguo Wei, Ju Zhang 0001 |
ICASSP | 2 |