Tica Lin

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18ranked-venue papers
8as first author
18since 2021 · last 2026
0000-0002-2860-0871ORCID · verified

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

Human-computer interaction and ubiquitous computing · 10 · 4 first-author · 10 since 2021Graphics, computer vision, multimedia, augmented reality and games · 9 · 5 first-author · 9 since 2021
YearPublicationVenuePosition
2026 ADEPT: Interactive Visual Analytics for Audio Dataset Exploration and Preparation
abstract
While visual analytics systems have transformed exploration of structured data and images, unstructured data like audio and video remain underserved despite growing importance in ML applications. Audio datasets present unique challenges: multi-dimensional semantics unfolding over time, hidden quality issues, and unreliable label validity. Through a formative study with 10 practitioners, we identified gaps including lack of quality and feature overviews, uncertainty about label validity, and fragmented data workflows. We present ADEPT (Audio Dataset Exploration and Preparation), addressing these challenges through three panels: (1) quality-feature visualization combining quality metrics and signal characteristics, (2) semantics validation using audio language models, and (3) provenance tracking with reusable processing specifications. A user study with 15 participants demonstrates that ADEPT enables efficient dataset exploration and preparation, with all users successfully comprehending distributions, validating labels, and creating subsets with confidence. ADEPT contributes a practical tool for audio data preparation and design principles for other modalities.
Chen Chen 0080, Tica Lin, Josh Kimball
DIS2
2026 ViSTAR: Virtual Skill Training with Augmented Reality with 3D Avatars and LLM coaching agent
abstract
We present ViSTAR, a Virtual Skill Training system in AR that supports self-guided basketball skill practice, with feedback on balance, posture, and timing. From a formative study with basketball players and coaches, the system addresses three challenges: understanding skills, identifying errors, and correcting mistakes. ViSTAR follows the Behavioral Skills Training (BST) framework-instruction, modeling, rehearsal, and feedback. It provides feedback through visual overlays, rhythm and timing cues, and an AI-powered coaching agent using 3D motion reconstruction. We generate verbal feedback by analyzing spatio-temporal joint data and mapping features to natural-language coaching cues via a Large Language Model (LLM). A key novelty is this feedback generation: motion features become concise coaching insights. In two studies (N=16), participants generally preferred our AI-generated feedback to coach feedback and reported that ViSTAR helped them notice posture and balance issues and refine movements beyond self-observation.
Chunggi Lee, Hayato Saiki, Tica Lin, Eiji Ikeda, Kenji Suzuki 0002, Chen Zhu-Tian, Hanspeter Pfister
CHI3
2026 BRIDGE: Borderless Reconfiguration for Inclusive and Diverse Gameplay Experience via Embodiment Transformation
abstract
Training resources for parasports are limited, reducing opportunities for athletes and coaches to engage with sport-specific movements and tactical coordination. To address this gap, we developed BRIDGE, a system that integrates a reconstruction pipeline, which detects and tracks players from broadcast video to generate 3D play sequences, with an embodiment-aware visualization framework that decomposes head, trunk, and wheelchair base orientations to represent attention, intent, and mobility. We evaluated BRIDGE in two controlled studies with 20 participants (10 national wheelchair basketball team players and 10 amateur players). The results showed that BRIDGE significantly enhanced the perceived naturalness of player postures and made tactical intentions easier to understand. In addition, it supported functional classification by realistically conveying players’ capabilities, which in turn improved participants’ sense of self-efficacy. This work advances inclusive sports learning and accessible coaching practices, contributing to more equitable access to tactical resources in parasports.
Hayato Saiki, Chunggi Lee, Hikari Takahashi, Tica Lin, Hidetada Kishi, Kaori Tachibana, Yasuhiro Suzuki, Hanspeter Pfister, Kenji Suzuki 0002
CHI4
2025 Bridging Coaching Knowledge and AI Feedback to Enhance Motor Learning in Basketball Shooting Mechanics Through a Knowledge-Based SOP Framework
Jian-Jia Weng, Calvin Ku, Jo-Chien Wang, Chih-Jen Cheng, Tica Lin, Yu-An Su, Tsung-Hsun Tsai, You-Yi Lin, Lun-Wei Ku, Hung-Kuo Chu, Min-Chun Hu 0001
CHI5
2025 SportsBuddy: Designing and Evaluating an AI-Powered Sports Video Storytelling Tool Through Real-World Deployment
abstract
Video storytelling is essential for sports performance analysis and fan engagement, enabling sports professionals and fans to effectively communicate and interpret the spatial and temporal dynamics of gameplay. Traditional methods rely on manual annotation and verbal explanations, placing significant demands on creators for video editing skills and on viewers for cognitive focus. However, these approaches are time-consuming and often struggle to accommodate individual needs. SportsBuddy addresses this gap with an intuitive, interactive video authoring tool. It combines player tracking, embedded interaction design, and timeline visualizations to seamlessly integrate narratives and visual cues within game contexts. This empowers users to effortlessly create context-driven video stories. Since its launch, over 150 sports users, including coaches, athletes, content creators, parents and fans, have utilized SportsBuddy to produce compelling game highlights for diverse use cases. User feedback highlights its accessibility and ease of use, making video storytelling and insight communication more attainable for diverse audiences. Case studies with collegiate teams and sports creators further demonstrate SportsBuddy’s impact on enhancing coaching communication, game analysis, and fan engagement.
Tica Lin, Ruxun Xiang, Gardenia Liu, Divyanshu Tiwari, Meng-Chia Chiang, Chenjiayi Ye, Hanspeter Pfister, Chen Zhu-Tian
PacificVis1
2025 Towards a Better Evaluation of 3D CVML Algorithms: Immersive Debugging of a Localization Model
abstract
Abstract As advancements in robotics, autonomous driving, and spatial computing continue to unfold, a growing number of Computer Vision and Machine Learning (CVML) algorithms are incorporating three‐dimensional data into their frameworks. Debugging these 3D CVML models often requires going beyond traditional performance evaluation methods, necessitating a deeper understanding of an algorithm's behavior within its spatio‐temporal context. However, the lack of appropriate visualization tools presents a significant obstacle to effectively exploring 3D data and spatial features in relation to key performance indicators (KPIs). To address this challenge, we explore the application of Immersive Analytics (IA) methodologies to enhance the debugging process of 3D CVML models. Through in‐depth interviews with eight CVML engineers, we identify common tasks and challenges faced during the development of spatial algorithms, and establish a set of design principles for creating tools tailored to spatial model evaluation. Building on these insights, we propose a novel immersive analytics system for debugging an indoor localization algorithm. The system is built using web technologies and integrates WebXR to enable fluid transitions across the reality‐virtuality continuum. We conduct a qualitative study with six CVML engineers using our system on Apple Vision Pro, observing their analytical workflow as they debug an indoor localization sequence. We discuss the advantages of employing immersive analytics in the model evaluation workflow, emphasizing the role of seamlessly integrating 2D and 3D visualizations across varying levels of immersion to facilitate more effective model assessment. Finally, we reflect on the implementation trade‐offs and discuss the generalizability of our findings for future efforts in immersive 3D CVML model debugging.
Tica Lin, Kevin Miao, Tigran Katolikyan, Isaac Walker, Marco Cavallo
Comput. Graph. Forum1
2025 Sportify: Question Answering with Embedded Visualizations and Personified Narratives for Sports Video
abstract
As basketball's popularity surges, fans often find themselves confused and overwhelmed by the rapid game pace and complexity. Basketball tactics, involving a complex series of actions, require substantial knowledge to be fully understood. This complexity leads to a need for additional information and explanation, which can distract fans from the game. To tackle these challenges, we present Sportify, a Visual Question Answering system that integrates narratives and embedded visualization for demystifying basketball tactical questions, aiding fans in understanding various game aspects. We propose three novel action visualizations (i.e., Pass, Cut, and Screen) to demonstrate critical action sequences. To explain the reasoning and logic behind players' actions, we leverage a large-language model (LLM) to generate narratives. We adopt a storytelling approach for complex scenarios from both first and third-person perspectives, integrating action visualizations. We evaluated Sportify with basketball fans to investigate its impact on understanding of tactics, and how different personal perspectives of narratives impact the understanding of complex tactic with action visualizations. Our evaluation with basketball fans demonstrates Sportify's capability to deepen tactical insights and amplify the viewing experience. Furthermore, third-person narration assists people in getting in-depth game explanations while first-person narration enhances fans' game engagement.
Chunggi Lee, Tica Lin, Hanspeter Pfister, Chen Zhu-Tian
IEEE Trans. Vis. Comput. Graph.2
2024 GenLens: A Systematic Evaluation of Visual GenAI Model Outputs
abstract
The rapid development of generative AI (GenAI) models in computer vision necessitates effective evaluation methods to ensure their quality and fairness. Existing tools primarily focus on dataset quality assurance and model explainability, leaving a significant gap in GenAI output evaluation during model development. Current practices often depend on developers’ subjective visual assessments, which may lack scalability and generalizability. This paper bridges this gap by conducting a formative study with GenAI model developers in an industrial setting. Our findings led to the development of GenLens, a visual analytic interface designed for the systematic evaluation of GenAI model outputs during the early stages of model development. GenLens offers a quantifiable approach for overviewing and annotating failure cases, customizing issue tags and classifications, and aggregating annotations from multiple users to enhance collaboration. A user study with model developers reveals that GenLens effectively enhances their workflow, evidenced by high satisfaction rates and a strong intent to integrate it into their practices. This research underscores the importance of robust early-stage evaluation tools in GenAI development, contributing to the advancement of fair and high-quality GenAI models.
Tica Lin, Hanspeter Pfister, Jui-Hsien Wang
PacificVis1
2024 psudo: Exploring Multi-Channel Biomedical Image Data with Spatially and Perceptually Optimized Pseudocoloring
abstract
Over the past century, multichannel fluorescence imaging has been pivotal in myriad scientific breakthroughs by enabling the spatial visualization of proteins within a biological sample. With the shift to digital methods and visualization software, experts can now flexibly pseudocolor and combine image channels, each corresponding to a different protein, to explore their spatial relationships. We thus propose psudo, an interactive system that allows users to create optimal color palettes for multichannel spatial data. In psudo, a novel optimization method generates palettes that maximize the perceptual differences between channels while mitigating confusing color blending in overlapping channels. We integrate this method into a system that allows users to explore multi-channel image data and compare and evaluate color palettes for their data. An interactive lensing approach provides on-demand feedback on channel overlap and a color confusion metric while giving context to the underlying channel values. Color palettes can be applied globally or, using the lens, to local regions of interest. We evaluate our palette optimization approach using three graphical perception tasks in a crowdsourced user study with 150 participants, showing that users are more accurate at discerning and comparing the underlying data using our approach. Additionally, we showcase psudo in a case study exploring the complex immune responses in cancer tissue data with a biologist.
Simon Warchol, Jakob Troidl, Jeremy Muhlich, Robert Krüger, John Hoffer, Tica Lin, Johanna Beyer, Elena L. Glassman, Peter K. Sorger, Hanspeter Pfister
Comput. Graph. Forum6
2024 RL-L: A Deep Reinforcement Learning Approach Intended for AR Label Placement in Dynamic Scenarios
abstract
Labels 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.3
2024 This is the Table I Want! Interactive Data Transformation on Desktop and in Virtual Reality
abstract
Data 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.2
2024 VIRD: Immersive Match Video Analysis for High-Performance Badminton Coaching
abstract
Badminton is a fast-paced sport that requires a strategic combination of spatial, temporal, and technical tactics. To gain a competitive edge at high-level competitions, badminton professionals frequently analyze match videos to gain insights and develop game strategies. However, the current process for analyzing matches is time-consuming and relies heavily on manual note-taking, due to the lack of automatic data collection and appropriate visualization tools. As a result, there is a gap in effectively analyzing matches and communicating insights among badminton coaches and players. This work proposes an end-to-end immersive match analysis pipeline designed in close collaboration with badminton professionals, including Olympic and national coaches and players. We present VIRD, a VR Bird (i.e., shuttle) immersive analysis tool, that supports interactive badminton game analysis in an immersive environment based on 3D reconstructed game views of the match video. We propose a top-down analytic workflow that allows users to seamlessly move from a high-level match overview to a detailed game view of individual rallies and shots, using situated 3D visualizations and video. We collect 3D spatial and dynamic shot data and player poses with computer vision models and visualize them in VR. Through immersive visualizations, coaches can interactively analyze situated spatial data (player positions, poses, and shot trajectories) with flexible viewpoints while navigating between shots and rallies effectively with embodied interaction. We evaluated the usefulness of VIRD with Olympic and national-level coaches and players in real matches. Results show that immersive analytics supports effective badminton match analysis with reduced context-switching costs and enhances spatial understanding with a high sense of presence.
Tica Lin, Alexandre Aouididi, Chen Zhu-Tian, Johanna Beyer, Hanspeter Pfister, Jui-Hsien Wang
IEEE Trans. Vis. Comput. Graph.1
2023 iBall: Augmenting Basketball Videos with Gaze-moderated Embedded Visualizations
abstract
We present iBall, a basketball video-watching system that leverages gaze-moderated embedded visualizations to facilitate game understanding and engagement of casual fans. Video broadcasting and online video platforms make watching basketball games increasingly accessible. Yet, for new or casual fans, watching basketball videos is often confusing due to their limited basketball knowledge and the lack of accessible, on-demand information to resolve their confusion. To assist casual fans in watching basketball videos, we compared the game-watching behaviors of casual and die-hard fans in a formative study and developed iBall based on the findings. iBall embeds visualizations into basketball videos using a computer vision pipeline, and automatically adapts the visualizations based on the game context and users’ gaze, helping casual fans appreciate basketball games without being overwhelmed. We confirmed the usefulness, usability, and engagement of iBall in a study with 16 casual fans, and further collected feedback from 8 die-hard fans.
Chen Zhu-Tian, Qisen Yang, Jiarui Shan, Tica Lin, Johanna Beyer, Haijun Xia, Hanspeter Pfister
CHI4
2023 XR Input Error Mediation for Hand-Based Input: Task and Context Influences a User's Preference
abstract
Many XR devices use bare-hand gestures to reduce the need for handheld controllers. Such gestures, however, lead to false positive and false negative recognition errors, which detract from the user experience. While mediation techniques enable users to overcome recognition errors by clarifying their intentions via UI elements, little research has explored how mediation techniques should be designed in XR and how a user’s task and context may impact their design preferences. This research presents empirical studies about the impact of user perceived error costs on users’ preferences for three mediation technique designs, under different simulated scenarios that were inspired by real-life tasks. Based on a large-scale crowd-sourced survey and an immersive VR-based user study, our results suggest that the varying contexts within each task type can impact users’ perceived error costs, leading to different preferred mediation techniques. We further discuss the study implications of these results on future XR interaction design.
Tica Lin, Benjamin J. Lafreniere, Tovi Grossman, Daniel J. Wigdor, Michael Glueck
ISMAR1
2023 The Quest for : Embedded Visualization for Augmenting Basketball Game Viewing Experiences
abstract
Sports 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.1
2023 Labeling Out-of-View Objects in Immersive Analytics to Support Situated Visual Searching
abstract
Augmented 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.1
2021 Grand Challenges in Immersive Analytics
abstract
Immersive 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
CHI16
2021 Towards an Understanding of Situated AR Visualization for Basketball Free-Throw Training
abstract
We 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
CHI1