Maxime Cordeil

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43ranked-venue papers
7as first author
22since 2021 · last 2026
0000-0002-9732-4874ORCID · verified

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

Human-computer interaction and ubiquitous computing · 28 · 5 first-author · 16 since 2021Graphics, computer vision, multimedia, augmented reality and games · 20 · 3 first-author · 7 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
YearPublicationVenuePosition
2026 Challenges in Synchronous & Remote Collaboration Around Visualization
abstract
We 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
CHI2
2026 Criminator: An Easy-to-Use XR "Crime Animator" for Rapid Reconstruction and Analysis of Dynamic Crime Scenes
abstract
Law enforcement authorities are increasingly interested in 3D modelling for virtual crime scene reconstruction, enabling offline analysis without the cost and contamination risk of on-site investigation. Past work has demonstrated spatial relationships through static modelling but validating the sequence of events in dynamic scenarios is crucial for solving a case. Yet, animation tools are not well suited to crime scene reconstruction, and complex for non-experts in 3D modelling/animation. Through a co-design process with criminology experts, we designed “Criminator”—a methodological framework and XR tool that simplifies animation authoring. We evaluated this tool with participants trained in criminology (n=6) and untrained individuals (n=12). Both groups were able to successfully complete the character animation tasks and provided high usability ratings for observation tasks. Criminator has potential for hypothesis testing, demonstration, sense-making, and training. Challenges remain in how such a tool fits into the entire judicial process, with questions about including animations as evidence.
Vahid Pooryousef, Lonni Besançon, Maxime Cordeil, Chris Flight, Alastair M. Ross, Richard Bassed, Tim Dwyer
CHI3
2026 Running with Data: A Survey of the Current Research and a Design Exploration of Future Immersive Visualisations
abstract
This work investigates the current research on in-situ visualisations for running: visualisations about data that are referred to during the running activity. We analyse 47 papers from 33 Human-Computer Interaction and Visualisation venues and identify six dimensions of a design space of in-situ running visualisations. Our analysis of this design space highlights an emerging trend: a shift from on-body, peripersonal visualisations (i.e., in the space within direct reach, such as visualisations on a smartwatch or a mobile phone display) towards extrapersonal displays (i.e., in the space beyond immediate reach, such as visualisations in immersive augmented reality displays) that integrate data in the runner's surrounding environment. We explore this opportunity by conducting a series of workshops with 10 active runners in total, eliciting design concepts for running visualisations and interactions beyond conventional 2D displays. We find that runners show a strong interest for visualisation designs that favour more context-aware, interactive, and unobtrusive experiences that seamlessly integrate with their run. These findings inform a set of design considerations for future immersive running visualisations and highlight directions for further research.
Ang Li 0007, Charles Perin, Gianluca Demartini, Stephen Viller, Jarrod Knibbe, Maxime Cordeil
IEEE Trans. Vis. Comput. Graph.6
2025 Embedded and Situated Visualisation in Mixed Reality to Support Interval Running
abstract
Abstract We investigate the use of mixed reality visualisations to help pace tracking for interval running. We introduce three immersive visual designs to support pace tracking. Our designs leverage two properties afforded by mixed reality environments to display information: the space in front of the user and the physical environment to embed pace visualisation. In this paper, we report on the first design exploration and controlled study of mixed reality technology to support pacing tracking during interval running on an outdoor running track. Our results show that mixed reality and immersive visualisation designs for interval training offer a viable option to help runners (a) maintain regular pace, (b) maintain running flow, and (c) reduce mental task load.
Ang Li 0007, Charles Perin, Jarrod Knibbe, Gianluca Demartini, Stephen Viller, Maxime Cordeil
Comput. Graph. Forum6
2025 Presenting Artificial Intelligence Predictions Based on Electronic Medical Records to Clinicians in Hospitals: A Systematic Review
abstract
Our objective was to investigate how artificial intelligence (AI) predictions calculated on structured hospital data are presented to clinicians. We performed a systematic review of 5 databases and 9 other reviews, identifying 31 studies on 21 implemented clinical AI systems. We report current approaches to presenting AI predictions to clinicians, whether and how interaction on the user interface (UI) is used, how UIs have been evaluated and the extent to which clinicians have been involved in UI design and testing. The results indicate variation across systems in presentation content and styles, evaluation methods, and interaction approaches. Half of the systems implemented a co-design approach to UI development. Our findings provide valuable insights for future AI-based clinical decision support system designers, clinical AI researchers and healthcare organisations seeking to implement clinical AI solutions.
Monica Noselli, Anton van der Vegt, Maxime Cordeil, Victoria Campbell, Audrey P. Wang, Amith Shetty, Ian A. Scott
IEEE J. Biomed. Health Informatics3
2024 Stacked Retargeting: Combining Redirected Walking and Hand Redirection to Expand Haptic Retargeting's Coverage
abstract
We present Stacked Retargeting—combining haptic retargeting and redirected walking—to maximise the use of passive proxy objects for VR haptics. Haptic retargeting work to date has considered stationary reaching and grasping interactions, and this inherently limits a proxy object’s scope. We consider exactly where this reaching and grasping occurs from, to increase the potential of each proxy. We present (a) a staged approach to implementing Stacked Retargeting, (b) five redirected walking approaches that enable users to arrive anywhere at the site of interaction, and (c) a usability magnitude estimation evaluation of these techniques. We demonstrate how Stacked Retargeting can meaningfully increase the practical use of proxy objects for VR haptics without degrading the user experience.
Aldrich Clarence, Jarrod Knibbe, Maxime Cordeil, Michael Wybrow
CHI3
2024 Collaborative Forensic Autopsy Documentation and Supervised Report Generation Using a Hybrid Mixed-Reality Environment and Generative AI
abstract
Forensic investigation is a complex procedure involving experts working together to establish cause of death and report findings to legal authorities. While new technologies are being developed to provide better post-mortem imaging capabilities-including mixed-reality (MR) tools to support 3D visualisation of such data-these tools do not integrate seamlessly into their existing collaborative workflow and report authoring process, requiring extra steps, e.g. to extract imagery from the MR tool and combine with physical autopsy findings for inclusion in the report. Therefore, in this work we design and evaluate a new forensic autopsy report generation workflow and present a novel documentation system using hybrid mixed-reality approaches to integrate visualisation, voice and hand interaction, as well as collaboration and procedure recording. Our preliminary findings indicate that this approach has the potential to improve data management, aid reviewability, and thus, achieve more robust standards. Further, it potentially streamlines report generation and minimise dependency on external tools and assistance, reducing autopsy time and related costs. This system also offers significant potential for education. A free copy of this paper and all supplemental materials are available at https://osf.io/ygfzx.
Vahid Pooryousef, Maxime Cordeil, Lonni Besançon, Richard Bassed, Tim Dwyer
IEEE Trans. Vis. Comput. Graph.2
2023 Deimos: A Grammar of Dynamic Embodied Immersive Visualisation Morphs and Transitions
abstract
We present Deimos, a grammar for specifying dynamic embodied immersive visualisation morphs and transitions. A morph is a collection of animated transitions that are dynamically applied to immersive visualisations at runtime and is conceptually modelled as a state machine. It is comprised of state, transition, and signal specifications. States in a morph are used to generate animation keyframes, with transitions connecting two states together. A transition is controlled by signals, which are composable data streams that can be used to enable embodied interaction techniques. Morphs allow immersive representations of data to transform and change shape through user interaction, facilitating the embodied cognition process. We demonstrate the expressivity of Deimos in an example gallery and evaluate its usability in an expert user study of six immersive analytics researchers. Participants found the grammar to be powerful and expressive, and showed interest in drawing upon Deimos’ concepts and ideas in their own research.
Benjamin Lee 0001, Arvind Satyanarayan, Maxime Cordeil, Arnaud Prouzeau, Bernhard Jenny, Tim Dwyer
CHI3
2023 GestureExplorer: Immersive Visualisation and Exploration of Gesture Data
abstract
This paper presents the design and evaluation of GestureExplorer, an Immersive Analytics tool that supports the interactive exploration, classification and sensemaking with large sets of 3D temporal gesture data. GestureExplorer features 3D skeletal and trajectory visualisations of gestures combined with abstract visualisations of clustered sets of gestures. By leveraging the large immersive space afforded by a Virtual Reality interface our tool allows free navigation and control of viewing perspective for users to gain a better understanding of gestures.
Ang Li 0007, Jiazhou Liu, Maxime Cordeil, Jack Topliss, Thammathip Piumsomboon, Barrett Ens
CHI3
2023 Working with Forensic Practitioners to Understand the Opportunities and Challenges for Mixed-Reality Digital Autopsy
abstract
Forensic practitioners analyse intrinsic 3D data daily on 2D screens. We explore novel immersive visualisation techniques that enable digital autopsy through analysis of 3D imagery. We employ a user-centred design process involving four rounds of user feedback: (1) formative interviews eliciting opportunities and requirements for mixed-reality digital autopsies; (2) a larger workshop identifying our prototype’s limitations and further use-cases and interaction ideas; (3+4) two rounds of qualitative user validation of successive prototypes of novel interaction techniques for pathologist sensemaking. Overall, we find MR holds great potential to enable digital autopsy, initially to supplement physical autopsy, but ultimately to replace it. We found that experts were able to use our tool to perform basic virtual autopsy tasks, MR setup promotes exploration and sense making of cause of death, and subject to limitations of current MR technology, the proposed system is a valid option for digital autopsies, according to experts’ feedback.
Vahid Pooryousef, Maxime Cordeil, Lonni Besançon, Christophe Hurter, Tim Dwyer, Richard Bassed
CHI2
2022 A Design Space For Data Visualisation Transformations Between 2D And 3D In Mixed-Reality Environments
abstract
As mixed-reality (MR) technologies become more mainstream, the delineation between data visualisations displayed on screens or other surfaces and those floating in space becomes increasingly blurred. Rather than the choice of using either a 2D surface or the 3D space for visualising data being a dichotomy, we argue that users should have the freedom to transform visualisations seamlessly between the two as needed. However, the design space for such transformations is large, and practically uncharted. To explore this, we first establish an overview of the different states that a data visualisation can take in MR, followed by how transformations between these states can facilitate common visualisation tasks. We then describe a design space of how these transformations function, in terms of the different stages throughout the transformation, and the user interactions and input parameters that affect it. This design space is then demonstrated with multiple exemplary techniques based in MR.
Benjamin Lee 0001, Maxime Cordeil, Arnaud Prouzeau, Bernhard Jenny, Tim Dwyer
CHI2
2022 Tangible Globes for Data Visualisation in Augmented Reality
abstract
Head-mounted augmented reality (AR) displays allow for the seamless integration of virtual visualisation with contextual tangible references, such as physical (tangible) globes. We explore the design of immersive geospatial data visualisation with AR and tangible globes. We investigate the “tangible-virtual interplay” of tangible globes with virtual data visualisation, and propose a conceptual approach for designing immersive geospatial globes. We demonstrate a set of use cases, such as augmenting a tangible globe with virtual overlays, using a physical globe as a tangible input device for interacting with virtual globes and maps, and linking an augmented globe to an abstract data visualisation. We gathered qualitative feedback from experts about our use case visualisations, and compiled a summary of key takeaways as well as ideas for envisioned future improvements. The proposed design space, example visualisations and lessons learned aim to guide the design of tangible globes for data visualisation in AR.
Kadek Ananta Satriadi, Jim Smiley, Barrett Ens, Maxime Cordeil, Tobias Czauderna, Benjamin Lee 0001, Tim Dwyer, Bernhard Jenny
CHI4
2022 Investigating The Effect of Direction on The Limits of Haptic Retargeting
abstract
Haptic Retargeting enables spatially decoupled physical objects to provide haptic feedback for multiple virtual objects in Virtual Reality (VR). By decoupling the virtual hand from its real position, through Hand Redirection, multiple virtual objects can be mapped to a single physical proxy. However, redirection beyond a detectable level is disruptive to the user experience. The limits of haptic retargeting have mainly been explored in one primary direction—the user reaching forwards. We designed an experiment with participants performing reaching movements across 8 reaching directions in the horizontal plane, with a hand redirection of up to 30°. We identify an overall haptic retargeting limit and find that a physical proxy can be remapped to virtual objects of up to 16.14° away. We find a significant effect of reaching direction on the limit. In practice, however, these differences are small, measuring only a couple of degrees, translating to approximately 1cm across a 30cm reach. We argue that, while the psychology literature might suggest the need for specific directional limits and while we do find an effect of direction on retargeting limits, interaction designers can mitigate these requirements by applying slightly conservative global retargeting limits. Our contributions further the community’s knowledge of both how to deploy haptic retargeting in interaction without compromising the user’s experience and how visual and proprioceptive cues interact in peripersonal space in VR.
Aldrich Clarence, Jarrod Knibbe, Maxime Cordeil, Michael Wybrow
ISMAR3
2022 Towards Immersive Collaborative Sensemaking
abstract
When collaborating face-to-face, people commonly use the surfaces and spaces around them to perform sensemaking tasks, such as spatially organising documents, notes or images. However, when people collaborate remotely using desktop interfaces they no longer feel like they are sharing the same space. This limitation may be overcome through collaboration in immersive environments, which simulate the physical in-person experience. In this paper, we report on a between-groups study comparing collaborations on image organisation tasks, in an immersive Virtual Reality (VR) environment to more conventional desktop conferencing. Collecting data from 40 subjects in groups of four, we measured task performance, user behaviours, collaboration engagement and awareness. Overall, the VR and desktop interface resulted in similar speed, accuracy and social presence rating, but we observed more conversations and interaction with objects, and more equal contributions to the interaction from participants within groups in VR. We also identified differences in coordination and collaborative awareness behaviours between VR and desktop platforms. We report on a set of systematic measures for assessing VR collaborative experience and a new analysis tool that we have developed to capture user behaviours in collaborative setting. Finally, we provide design considerations and directions for future work.
Tim Dwyer, Michael Wybrow, Benjamin Lee 0001, Maxime Cordeil, Mark Billinghurst, Bruce H. Thomas
Proc. ACM Hum. Comput. Interact.5
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
CHI3
2021 Quantitative Data Visualisation on Virtual Globes
abstract
Geographic data visualisation on virtual globes is intuitive and widespread, but has not been thoroughly investigated. We explore two main design factors for quantitative data visualisation on virtual globes: i) commonly used primitives (2D bar, 3D bar, circle) and ii) the orientation of these primitives (tangential, normal, billboarded). We evaluate five distinctive visualisation idioms in a user study with 50 participants. The results show that aligning primitives tangentially on the globe’s surface decreases the accuracy of area-proportional circle visualisations, while the orientation does not have a significant effect on the accuracy of length-proportional bar visualisations. We also find that tangential primitives induce higher perceived mental load than other orientations. Guided by these results we design a novel globe visualisation idiom, Geoburst, that combines a virtual globe and a radial bar chart. A preliminary evaluation reports potential benefits and drawbacks of the Geoburst visualisation.
Kadek Ananta Satriadi, Barrett Ens, Tobias Czauderna, Maxime Cordeil, Bernhard Jenny
CHI4
2021 RST as Narrative Structure for Node-Based Editors
abstract
Despite Narrative Visualisation's (NarVis) proliferation in academic circles, a narrative structure designed to suit the individual challenges and needs of the discipline is yet to mature. We present both a structure and tool for NarVis that remediates narrative form and concepts using Rhetorical Structure Theory (RST). Through RST, we develop a dynamic narrative structure that avoids many of the trappings of traditional narratives.
Cameron Edmond, Robert Lawther, Maxime Cordeil, Tomasz Bednarz
VINCI3
2021 Visual Linking of Feature Values in Immersive Graph Visualization Environment
abstract
There are a variety of graphs where multidimensional feature values are assigned to the nodes. Visualization of such datasets is not an easy task since they are complex and often huge. Immersive Analytics is a powerful approach to support the interactive exploration of such large and complex data. Many recent studies on graph visualization have applied immersive analytics frameworks; however, there have been few studies on immersive analytics for visualization of multidimensional attributes associated with the input graphs. This paper presents a new immersive analytics system that supports the interactive exploration of multidimensional feature values assigned to the nodes of input graphs. The presented system displays ”label-axes” corresponding to the dimensions of feature values, and ”label-edges” that connect label-axes and corresponding to the nodes. The system supports visual linking operations which controls the display of edges that connect a label-axis and nodes of the graph. This paper introduces visualization examples with a graph dataset of Twitter users and reviews by experts on graph data analysis.
Hinako Sassa, Maxime Cordeil, Mitsuo Yoshida 0001, Takayuki Itoh
VINCI2
2021 Unscripted Retargeting: Reach Prediction for Haptic Retargeting in Virtual Reality
abstract
Research is exploring novel ways of adding haptics to VR. One popular technique is haptic retargeting, where real and virtual hands are decoupled to enable the reuse of physical props. However, this technique requires the system to know the users' intended interaction target, or requires additional hardware for prediction. We explore software-based reach prediction as a means of facilitating responsive, unscripted retargeting. We trained a Long Short-Term Memory network on users' reach trajectories to predict intended targets. We achieved an accuracy of 81.1 % at approximately 65% of movement. This could enable haptic retargeting during the last 35% of movement. We discuss the implications for possible physical proxy locations.
Aldrich Clarence, Jarrod Knibbe, Maxime Cordeil, Michael Wybrow
VR3
2021 The MADE-Axis: A Modular Actuated Device to Embody the Axis of a Data Dimension
abstract
Tangible controls-especially sliders and rotary knobs-have been explored in a wide range of interactive applications for desktop and immersive environments. Studies have shown that they support greater precision and provide proprioceptive benefits, such as support for eyes-free interaction. However, such controls tend to be expressly designed for specific applications. We draw inspiration from a bespoke controller for immersive data visualisation, but decompose this design into a simple, wireless, composable unit featuring two actuated sliders and a rotary encoder. Through these controller units, we explore the interaction opportunities around actuated sliders; supporting precise selection, infinite scrolling, adaptive data representations, and rich haptic feedback; all within a mode-less interaction space. We demonstrate the controllers' use for simple, ad hoc desktop interaction,before moving on to more complex, multi-dimensional interactions in VR and AR. We show that the flexibility and composability of these actuated controllers provides an emergent design space which covers the range of interactive dynamics for visual analysis. In a user study involving pairs performing collaborative visual analysis tasks in mixed-reality, our participants were able to easily compose rich visualisations, make insights and discuss their findings.
Jim Smiley, Benjamin Lee 0001, Siddhant Tandon, Maxime Cordeil, Lonni Besançon, Jarrod Knibbe, Bernhard Jenny, Tim Dwyer
Proc. ACM Hum. Comput. Interact.4
2021 Shared Surfaces and Spaces: Collaborative Data Visualisation in a Co-located Immersive Environment
abstract
Immersive technologies offer new opportunities to support collaborative visual data analysis by providing each collaborator a personal, high-resolution view of a flexible shared visualisation space through a head mounted display. However, most prior studies of collaborative immersive analytics have focused on how groups interact with surface interfaces such as tabletops and wall displays. This paper reports on a study in which teams of three co-located participants are given flexible visualisation authoring tools to allow a great deal of control in how they structure their shared workspace. They do so using a prototype system we call FIESTA: the Free-roaming Immersive Environment to Support Team-based Analysis. Unlike traditional visualisation tools, FIESTA allows users to freely position authoring interfaces and visualisation artefacts anywhere in the virtual environment, either on virtual surfaces or suspended within the interaction space. Our participants solved visual analytics tasks on a multivariate data set, doing so individually and collaboratively by creating a large number of 2D and 3D visualisations. Their behaviours suggest that the usage of surfaces is coupled with the type of visualisation used, often using walls to organise 2D visualisations, but positioning 3D visualisations in the space around them. Outside of tightly-coupled collaboration, participants followed social protocols and did not interact with visualisations that did not belong to them even if outside of its owner's personal workspace.
Benjamin Lee 0001, Xiaoyun Hu, Maxime Cordeil, Arnaud Prouzeau, Bernhard Jenny, Tim Dwyer
IEEE Trans. Vis. Comput. Graph.3
2021 Embodied Navigation in Immersive Abstract Data Visualization: Is Overview+Detail or Zooming Better for 3D Scatterplots?
abstract
data 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.2
2020 Embodied Axes: Tangible, Actuated Interaction for 3D Augmented Reality Data Spaces
abstract
We present Embodied Axes, a controller which supports selection operations for 3D imagery and data visualisations in Augmented Reality. The device is an embodied representation of a 3D data space -- each of its three orthogonal arms corresponds to a data axis or domain specific frame of reference. Each axis is composed of a pair of tangible, actuated range sliders for precise data selection, and rotary encoding knobs for additional parameter tuning or menu navigation. The motor actuated sliders support alignment to positions of significant values within the data, or coordination with other input: e.g., mid-air gestures in the data space, touch gestures on the surface below the data, or another Embodied Axes device supporting multi-user scenarios. We conducted expert enquiries in medical imaging which provided formative feedback on domain tasks and refinements to the design. Additionally, a controlled user study was performed and found that the Embodied Axes was overall more accurate than conventional tracked controllers for selection tasks.
Maxime Cordeil, Benjamin Bach, Andrew Cunningham, Bastian Montoya, Ross Smith 0001, Bruce H. Thomas, Tim Dwyer
CHI1
2020 Personal+Context navigation: combining AR and shared displays in Network Path-following
abstract
Shared displays are well suited to public viewing and collaboration, however they lack personal space to view private information and act without disturbing others. Combining them with Augmented Reality (AR) headsets allows interaction without altering the context on the shared display. We study a set of such interaction techniques in the context of network navigation, in particular path following, an important network analysis task. Applications abound, for example planning private trips on a network map shown on a public display. The proposed techniques allow for hands-free interaction, rendering visual aids inside the headset, in order to help the viewer maintain a connection between the AR cursor and the network that is only shown on the shared display. In two experiments on path following, we found that adding persistent connections between the AR cursor and the network on the shared display works well for high precision tasks, but more transient connections work best for lower precision tasks. More broadly, we show that combining personal AR interaction with shared displays is feasible for network navigation.
Raphaël James, Anastasia Bezerianos, Olivier Chapuis, Maxime Cordeil, Tim Dwyer, Arnaud Prouzeau
Graphics Interface4
2020 Maps Around Me: 3D Multiview Layouts in Immersive Spaces
abstract
Visual exploration of maps often requires a contextual understanding at multiple scales and locations. Multiview map layouts, which present a hierarchy of multiple views to reveal detail at various scales and locations, have been shown to support better performance than traditional single-view exploration on desktop displays. This paper investigates the extension of such layouts of 2D maps into 3D immersive spaces, which are not limited by the real-estate barrier of physical screens and support sensemaking through spatial interaction. Based on our initial implementation of immersive multiview maps, we conduct an exploratory study with 16 participants aimed at understanding how people place and view such maps in immersive space. We observe the layouts produced by users performing map exploration search, comparison and route-planning tasks. Our qualitative analysis identifies patterns in layoutgeometry (spherical, spherical cap, planar),overview-detail relationship (central window, occluding, coordinated) andinteraction strategy. Based on these observations, along with qualitative feedback from a user walkthrough session, we identify implications and recommend features for immersive multiview map systems. Our main findings are that participants tend to prefer and arrange multiview maps in a spherical cap layout around them and that they often rearrange the views during tasks.
Kadek Ananta Satriadi, Barrett Ens, Maxime Cordeil, Tobias Czauderna, Bernhard Jenny
Proc. ACM Hum. Comput. Interact.3
2020 There Is No Spoon: Evaluating Performance, Space Use, and Presence with Expert Domain Users in Immersive Analytics
abstract
Immersive analytics turns the very space surrounding the user into a canvas for data analysis, supporting human cognitive abilities in myriad ways. We present the results of a design study, contextual inquiry, and longitudinal evaluation involving professional economists using a Virtual Reality (VR) system for multidimensional visualization to explore actual economic data. Results from our preregistered evaluation highlight the varied use of space depending on context (exploration vs. presentation), the organization of space to support work, and the impact of immersion on navigation and orientation in the 3D analysis space.
Andrea Batch, Andrew Cunningham, Maxime Cordeil, Niklas Elmqvist, Tim Dwyer, Bruce H. Thomas, Kim Marriott
IEEE Trans. Vis. Comput. Graph.3
2020 The Data Visualisation and Immersive Analytics Research Lab at Monash University
abstract
This article reviews two decades of research in topics in Information Visualisation emerging from the Data Visualisation and Immersive Analytics Lab at Monash University Australia (Monash IA Lab). The lab has been influential with contributions in algorithms, interaction techniques and experimental results in Network Visualisation, Interactive Optimisation and Geographic and Cartographic visualisation. It has also been a leader in the emerging topic of Immersive Analytics, which explores natural interactions and immersive display technologies in support of data analytics. We reflect on advances in these areas but also sketch our vision for future research and developments in data visualisation more broadly.
Tim Dwyer, Maxime Cordeil, Tobias Czauderna, Pari Delir Haghighi, Barrett Ens, Sarah Goodwin, Bernhard Jenny, Kim Marriott, Michael Wybrow
Vis. Informatics2
2019 Scaptics and Highlight-Planes: Immersive Interaction Techniques for Finding Occluded Features in 3D Scatterplots
abstract
Three-dimensional scatterplots suffer from well-known perception and usability problems. In particular, overplotting and occlusion, mainly due to density and noise, prevent users from properly perceiving the data. Thanks to accurate head and hand tracking, immersive Virtual Reality (VR) setups provide new ways to interact and navigate with 3D scatterplots. VR also supports additional sensory modalities such as haptic feedback. Inspired by methods commonly used in Scientific Visualisation to visually explore volumes, we propose two techniques that leverage the immersive aspects of VR: first, a density-based haptic vibration technique (Scaptics) which provides feedback through the controller; and second, an adaptation of a cutting plane for 3D scatterplots (Highlight-Plane). We evaluated both techniques in a controlled study with two tasks involving density (finding high- and low-density areas). Overall, Scaptics was the most time-efficient and accurate technique, however, in some conditions, it was outperformed by Highlight-Plane.
Arnaud Prouzeau, Maxime Cordeil, Clement Robin, Barrett Ens, Bruce H. Thomas, Tim Dwyer
CHI2
2019 Immersive analytics
abstract
Welcome and Overview
Ulrich Engelke, Maxime Cordeil, Andrew Cunningham, Barrett Ens
SIGGRAPH Asia2
2019 Introduction to IATK: An Immersive Visual Analytics toolkit
abstract
Immersive Analytics is an emerging interdisciplinary research area that investigates the use of nontraditional display and input technology to immerse users in their data. A prominent aspect this research investigates is "immersive data visualization", which uses augmented and virtual reality technology to visually immerse users in their data to facilitate collaboration, exploration and understanding. Currently, there is a lack of simple tools to build interactive data visualizations in immersive environments. The de facto approach is to use off-the-shelf game engines because they allow easy prototyping of 3D user interfaces in these immersive environments. However, game engines do not consider the specialized requirements of data visualization, such as the type and structure of datasets, the breadth of data, especially in the age of "big data", and typical information visualization tasks. IATK: Immersive Analytics Toolkit is an open source visualization toolkit for the Unity game engine that fills this gap. Specifically, IATK: supports an infovis pipeline for virtual and augmented reality environments; visualizes large (up to 1 million) data points at an optimal framerate for immersive applications; and, provides a technology-agnostic model for user interactions with immersive visualizations. This tutorial will introduce participants to the Unity game engine and teach practical skills for implementing immersive data visualisations using IATK.
Maxime Cordeil, Tim Dwyer
ISS1
2019 FIESTA: A Free Roaming Collaborative Immersive Analytics System
abstract
We present FIESTA, a prototype system for collaborative immersive analytics (CIA). In contrast to many existing CIA prototypes, FIESTA allows users to collaboratively work together wherever and however they wish---untethered from mandatory physical display devices. Users can freely move around in a shared room-sized environment, author and generate immersive data visualisations, position them in the space around them, and share and communicate their insights to one another. Certain visualisation tasks are also supported to facilitate this process, such as details on demand and brushing and linking.
Benjamin Lee 0001, Maxime Cordeil, Arnaud Prouzeau, Tim Dwyer
ISS2
2019 IATK: An Immersive Analytics Toolkit
abstract
We introduce IATK, the Immersive Analytics Toolkit, a software package for Unity that allows interactive authoring and exploration of data visualisation in immersive environments. The design of IATK was informed by interdisciplinary expert-collaborations as well as visual analytics applications and iterative refinement over several years. IATK allows for easy assembly of visualisations through a grammar of graphics that a user can configure in a GUI-in addition to a dedicated visualisation API that supports the creation of novel immersive visualisation designs and interactions. IATK is designed with scalability in mind, allowing visualisation and fluid responsive interactions in the order of several million points at a usable frame rate. This paper outlines our design requirements, IATK's framework design and technical features, its user interface, as well as application examples.
Maxime Cordeil, Andrew Cunningham, Benjamin Bach, Christophe Hurter, Bruce H. Thomas, Kim Marriott, Tim Dwyer
VR1
2019 Augmented Reality Map Navigation with Freehand Gestures
abstract
Freehand gesture interaction has long been proposed as a `natural' input method for Augmented Reality (AR) applications, yet has been little explored for intensive applications like multiscale navigation. In multiscale navigation, such as digital map navigation, pan and zoom are the predominant interactions. A position-based input mapping (e.g. grabbing metaphor) is intuitive for such interactions, but is prone to arm fatigue. This work focuses on improving digital map navigation in AR with mid-air hand gestures, using a horizontal intangible map display. First, we conducted a user study to explore the effects of handedness (unimanual and bimanual) and input mapping (position-based and rate-based). From these findings we designed DiveZoom and TerraceZoom, two novel hybrid techniques that smoothly transition between position- and rate-based mappings. A second user study evaluated these designs. Our results indicate that the introduced input-mapping transitions can reduce perceived arm fatigue with limited impact on performance.
Kadek Ananta Satriadi, Barrett Ens, Maxime Cordeil, Bernhard Jenny, Tobias Czauderna, Wesley Willett
VR3
2019 FiberClay: Sculpting Three Dimensional Trajectories to Reveal Structural Insights
abstract
Visualizing 3D trajectories to extract insights about their similarities and spatial configuration is a critical task in several domains. Air traffic controllers for example deal with large quantities of aircrafts routes to optimize safety in airspace and neuroscientists attempt to understand neuronal pathways in the human brain by visualizing bundles of fibers from DTI images. Extracting insights from masses of 3D trajectories is challenging as the multiple three dimensional lines have complex geometries, may overlap, cross or even merge with each other, making it impossible to follow individual ones in dense areas. As trajectories are inherently spatial and three dimensional, we propose FiberClay: a system to display and interact with 3D trajectories in immersive environments. FiberClay renders a large quantity of trajectories in real time using GP-GPU techniques. FiberClay also introduces a new set of interactive techniques for composing complex queries in 3D space leveraging immersive environment controllers and user position. These techniques enable an analyst to select and compare sets of trajectories with specific geometries and data properties. We conclude by discussing insights found using FiberClay with domain experts in air traffic control and neurology.
Christophe Hurter, Nathalie Henry Riche, Steven Mark Drucker, Maxime Cordeil, Richard Alligier, Romain Vuillemot
IEEE Trans. Vis. Comput. Graph.4
2019 DXR: A Toolkit for Building Immersive Data Visualizations
abstract
This paper presents DXR, a toolkit for building immersive data visualizations based on the Unity development platform. Over the past years, immersive data visualizations in augmented and virtual reality (AR, VR) have been emerging as a promising medium for data sense-making beyond the desktop. However, creating immersive visualizations remains challenging, and often require complex low-level programming and tedious manual encoding of data attributes to geometric and visual properties. These can hinder the iterative idea-to-prototype process, especially for developers without experience in 3D graphics, AR, and VR programming. With DXR, developers can efficiently specify visualization designs using a concise declarative visualization grammar inspired by Vega-Lite. DXR further provides a GUI for easy and quick edits and previews of visualization designs in-situ, i.e., while immersed in the virtual world. DXR also provides reusable templates and customizable graphical marks, enabling unique and engaging visualizations. We demonstrate the flexibility of DXR through several examples spanning a wide range of applications.
Ronell Sicat, Junyoung Choi 0004, Maxime Cordeil, Won-Ki Jeong, Benjamin Bach, Hanspeter Pfister
IEEE Trans. Vis. Comput. Graph.4
2019 Origin-Destination Flow Maps in Immersive Environments
abstract
Immersive 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.5
2018 Maps and Globes in Virtual Reality
abstract
Abstract 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. Forum6
2018 The Hologram in My Hand: How Effective is Interactive Exploration of 3D Visualizations in Immersive Tangible Augmented Reality?
abstract
We report on a controlled user study comparing three visualization environments for common 3D exploration. Our environments differ in how they exploit natural human perception and interaction capabilities. We compare an augmented-reality head-mounted display (Microsoft HoloLens), a handheld tablet, and a desktop setup. The novel head-mounted HoloLens display projects stereoscopic images of virtual content into a user's real world and allows for interaction in-situ at the spatial position of the 3D hologram. The tablet is able to interact with 3D content through touch, spatial positioning, and tangible markers, however, 3D content is still presented on a 2D surface. Our hypothesis is that visualization environments that match human perceptual and interaction capabilities better to the task at hand improve understanding of 3D visualizations. To better understand the space of display and interaction modalities in visualization environments, we first propose a classification based on three dimensions: perception, interaction, and the spatial and cognitive proximity of the two. Each technique in our study is located at a different position along these three dimensions. We asked 15 participants to perform four tasks, each task having different levels of difficulty for both spatial perception and degrees of freedom for interaction. Our results show that each of the tested environments is more effective for certain tasks, but that generally the desktop environment is still fastest and most precise in almost all cases.
Benjamin Bach, Ronell Sicat, Johanna Beyer, Maxime Cordeil, Hanspeter Pfister
IEEE Trans. Vis. Comput. Graph.4
2017 Design space for spatio-data coordination: Tangible interaction devices for immersive information visualisation
abstract
We introduce the concept of “spatio-data coordination” (SD coordination) which defines the mapping of user actions in physical space into the space of data in a visualisation. SD coordination is intended to lower the user's cognitive load when exploring complex multi-dimensional data such as biomedical data, multiple data attributes vs time in a space-time-cube visualisation, or three-dimensional projections of three-or-higher-dimensional data sets. To inform the design of interaction devices to allow for SD coordination, we define a design space and demonstrate it with sketches and early prototypes of three exemplar devices for SD coordinated interaction.
Maxime Cordeil, Benjamin Bach, Elliott Wilson, Tim Dwyer
PacificVis1
2017 ImAxes: Immersive Axes as Embodied Affordances for Interactive Multivariate Data Visualisation
abstract
We introduce ImAxes immersive system for exploring multivariate data using fluid, modeless interaction. The basic interface element is an embodied data axis. The user can manipulate these axes like physical objects in the immersive environment and combine them into sophisticated visualisations. The type of visualisation that appears depends on the proximity and relative orientation of the axes with respect to one another, which we describe with a formal grammar. This straight-forward composability leads to a number of emergent visualisations and interactions, which we review, and then demonstrate with a detailed multivariate data analysis use case.
Maxime Cordeil, Andrew Cunningham, Tim Dwyer, Bruce H. Thomas, Kim Marriott
UIST1
2017 Immersive Collaborative Analysis of Network Connectivity: CAVE-style or Head-Mounted Display?
abstract
High-quality immersive display technologies are becoming mainstream with the release of head-mounted displays (HMDs) such as the Oculus Rift. These devices potentially represent an affordable alternative to the more traditional, centralised CAVE-style immersive environments. One driver for the development of CAVE-style immersive environments has been collaborative sense-making. Despite this, there has been little research on the effectiveness of collaborative visualisation in CAVE-style facilities, especially with respect to abstract data visualisation tasks. Indeed, very few studies have focused on the use of these displays to explore and analyse abstract data such as networks and there have been no formal user studies investigating collaborative visualisation of abstract data in immersive environments. In this paper we present the results of the first such study. It explores the relative merits of HMD and CAVE-style immersive environments for collaborative analysis of network connectivity, a common and important task involving abstract data. We find significant differences between the two conditions in task completion time and the physical movements of the participants within the space: participants using the HMD were faster while the CAVE2 condition introduced an asymmetry in movement between collaborators. Otherwise, affordances for collaborative data analysis offered by the low-cost HMD condition were not found to be different for accuracy and communication with the CAVE2. These results are notable, given that the latest HMDs will soon be accessible (in terms of cost and potentially ubiquity) to a massive audience.
Maxime Cordeil, Tim Dwyer, Karsten Klein 0001, Bireswar Laha, Kim Marriott, Bruce H. Thomas
IEEE Trans. Vis. Comput. Graph.1
2013 When Paper Meets Multi-touch: A Study of Multi-modal Interactions in Air Traffic Control
Cheryl Savery, Christophe Hurter, Rémi Lesbordes, Maxime Cordeil, T. C. Nicholas Graham
INTERACT (3)4
2011 Experimenting and Improving Perception of 3D Rotation-Based Transitions between 2D Visualizations
Maxime Cordeil, Christophe Hurter, Stéphane Conversy
INTERACT (4)1