9 research outputs found

    RL-LABEL: A Deep Reinforcement Learning Approach Intended for AR Label Placement in Dynamic Scenarios

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    Labels are widely used in augmented reality (AR) to display digital information. Ensuring the readability of AR labels requires placing them occlusion-free while keeping visual linkings 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 for managing the placement of AR labels in scenarios involving moving objects. RL-LABEL considers 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. Our experiments on two real-world datasets show that RL-LABEL 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 RL-LABEL excels over the baselines in aiding users to identify, compare, and summarize data on AR labels within dynamic scenes

    Grand Challenges in Immersive Analytics

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    The definitive version will be published in CHI 2021, May 8–13, 2021, Yokohama, JapanInternational audienceImmersive Analytics is a quickly evolving field that unites several areas such as visualisation, immersive environments, and humancomputer 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

    ComputableViz: Mathematical Operators as a Formalism for Visualization Processing and Analysis

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    Data visualizations are created and shared on the web at an unprecedented speed, raising new needs and questions for processing and analyzing visualizations after they have been generated and digitized. However, existing formalisms focus on operating on a single visualization instead of multiple visualizations, making it challenging to perform analysis tasks such as sorting and clustering visualizations. Through a systematic analysis of previous work, we abstract visualization-related tasks into mathematical operators such as union and propose a design space of visualization operations. We realize the design by developing ComputableViz, a library that supports operations on multiple visualization specifications. To demonstrate its usefulness and extensibility, we present multiple usage scenarios concerning processing and analyzing visualization, such as generating visualization embeddings and automatically making visualizations accessible. We conclude by discussing research opportunities and challenges for managing and exploiting the massive visualizations on the web.Comment: 15 pages, 12 figures. In the ACM Conference on Human Factors in Computing Systems (CHI) 202

    CrossData: Leveraging Text-Data Connections for Authoring Data Documents

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    Data documents play a central role in recording, presenting, and disseminating data. Despite the proliferation of applications and systems designed to support the analysis, visualization, and communication of data, writing data documents remains a laborious process, requiring a constant back-and-forth between data processing and writing tools. Interviews with eight professionals revealed that their workflows contained numerous tedious, repetitive, and error-prone operations. The key issue that we identified is the lack of persistent connection between text and data. Thus, we developed CrossData, a prototype that treats text-data connections as persistent, interactive, first-class objects. By automatically identifying, establishing, and leveraging text-data connections, CrossData enables rich interactions to assist in the authoring of data documents. An expert evaluation with eight users demonstrated the usefulness of CrossData, showing that it not only reduced the manual effort in writing data documents but also opened new possibilities to bridge the gap between data exploration and writing

    Exploring Interactions with Printed Data Visualizations in Augmented Reality

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    Blending the Material and Digital World for Hybrid Interfaces

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    The development of digital technologies in the 21st century is progressing continuously and new device classes such as tablets, smartphones or smartwatches are finding their way into our everyday lives. However, this development also poses problems, as these prevailing touch and gestural interfaces often lack tangibility, take little account of haptic qualities and therefore require full attention from their users. Compared to traditional tools and analog interfaces, the human skills to experience and manipulate material in its natural environment and context remain unexploited. To combine the best of both, a key question is how it is possible to blend the material world and digital world to design and realize novel hybrid interfaces in a meaningful way. Research on Tangible User Interfaces (TUIs) investigates the coupling between physical objects and virtual data. In contrast, hybrid interfaces, which specifically aim to digitally enrich analog artifacts of everyday work, have not yet been sufficiently researched and systematically discussed. Therefore, this doctoral thesis rethinks how user interfaces can provide useful digital functionality while maintaining their physical properties and familiar patterns of use in the real world. However, the development of such hybrid interfaces raises overarching research questions about the design: Which kind of physical interfaces are worth exploring? What type of digital enhancement will improve existing interfaces? How can hybrid interfaces retain their physical properties while enabling new digital functions? What are suitable methods to explore different design? And how to support technology-enthusiast users in prototyping? For a systematic investigation, the thesis builds on a design-oriented, exploratory and iterative development process using digital fabrication methods and novel materials. As a main contribution, four specific research projects are presented that apply and discuss different visual and interactive augmentation principles along real-world applications. The applications range from digitally-enhanced paper, interactive cords over visual watch strap extensions to novel prototyping tools for smart garments. While almost all of them integrate visual feedback and haptic input, none of them are built on rigid, rectangular pixel screens or use standard input modalities, as they all aim to reveal new design approaches. The dissertation shows how valuable it can be to rethink familiar, analog applications while thoughtfully extending them digitally. Finally, this thesis’ extensive work of engineering versatile research platforms is accompanied by overarching conceptual work, user evaluations and technical experiments, as well as literature reviews.Die Durchdringung digitaler Technologien im 21. Jahrhundert schreitet stetig voran und neue GerĂ€teklassen wie Tablets, Smartphones oder Smartwatches erobern unseren Alltag. Diese Entwicklung birgt aber auch Probleme, denn die vorherrschenden berĂŒhrungsempfindlichen OberflĂ€chen berĂŒcksichtigen kaum haptische QualitĂ€ten und erfordern daher die volle Aufmerksamkeit ihrer Nutzer:innen. Im Vergleich zu traditionellen Werkzeugen und analogen Schnittstellen bleiben die menschlichen FĂ€higkeiten ungenutzt, die Umwelt mit allen Sinnen zu begreifen und wahrzunehmen. Um das Beste aus beiden Welten zu vereinen, stellt sich daher die Frage, wie neuartige hybride Schnittstellen sinnvoll gestaltet und realisiert werden können, um die materielle und die digitale Welt zu verschmelzen. In der Forschung zu Tangible User Interfaces (TUIs) wird die Verbindung zwischen physischen Objekten und virtuellen Daten untersucht. Noch nicht ausreichend erforscht wurden hingegen hybride Schnittstellen, die speziell darauf abzielen, physische GegenstĂ€nde des Alltags digital zu erweitern und anhand geeigneter Designparameter und EntwurfsrĂ€ume systematisch zu untersuchen. In dieser Dissertation wird daher untersucht, wie MaterialitĂ€t und DigitalitĂ€t nahtlos ineinander ĂŒbergehen können. Es soll erforscht werden, wie kĂŒnftige Benutzungsschnittstellen nĂŒtzliche digitale Funktionen bereitstellen können, ohne ihre physischen Eigenschaften und vertrauten Nutzungsmuster in der realen Welt zu verlieren. Die Entwicklung solcher hybriden AnsĂ€tze wirft jedoch ĂŒbergreifende Forschungsfragen zum Design auf: Welche Arten von physischen Schnittstellen sind es wert, betrachtet zu werden? Welche Art von digitaler Erweiterung verbessert das Bestehende? Wie können hybride Konzepte ihre physischen Eigenschaften beibehalten und gleichzeitig neue digitale Funktionen ermöglichen? Was sind geeignete Methoden, um verschiedene Designs zu erforschen? Wie kann man Technologiebegeisterte bei der Erstellung von Prototypen unterstĂŒtzen? FĂŒr eine systematische Untersuchung stĂŒtzt sich die Arbeit auf einen designorientierten, explorativen und iterativen Entwicklungsprozess unter Verwendung digitaler Fabrikationsmethoden und neuartiger Materialien. Im Hauptteil werden vier Forschungsprojekte vorgestellt, die verschiedene visuelle und interaktive Prinzipien entlang realer Anwendungen diskutieren. Die Szenarien reichen von digital angereichertem Papier, interaktiven Kordeln ĂŒber visuelle Erweiterungen von UhrarmbĂ€ndern bis hin zu neuartigen Prototyping-Tools fĂŒr intelligente KleidungsstĂŒcke. Um neue DesignansĂ€tze aufzuzeigen, integrieren nahezu alle visuelles Feedback und haptische Eingaben, um Alternativen zu Standard-EingabemodalitĂ€ten auf starren Pixelbildschirmen zu schaffen. Die Dissertation hat gezeigt, wie wertvoll es sein kann, bekannte, analoge Anwendungen zu ĂŒberdenken und sie dabei gleichzeitig mit Bedacht digital zu erweitern. Dabei umfasst die vorliegende Arbeit sowohl realisierte technische Forschungsplattformen als auch ĂŒbergreifende konzeptionelle Arbeiten, Nutzerstudien und technische Experimente sowie die Analyse existierender Forschungsarbeiten

    Mixed Reality Interfaces for Augmented Text and Speech

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    While technology plays a vital role in human communication, there still remain many significant challenges when using them in everyday life. Modern computing technologies, such as smartphones, offer convenient and swift access to information, facilitating tasks like reading documents or communicating with friends. However, these tools frequently lack adaptability, become distracting, consume excessive time, and impede interactions with people and contextual information. Furthermore, they often require numerous steps and significant time investment to gather pertinent information. We want to explore an efficient process of contextual information gathering for mixed reality (MR) interfaces that provide information directly in the user’s view. This approach allows for a seamless and flexible transition between language and subsequent contextual references, without disrupting the flow of communication. ’Augmented Language’ can be defined as the integration of language and communication with mixed reality to enhance, transform, or manipulate language-related aspects and various forms of linguistic augmentations (such as annotation/referencing, aiding social interactions, translation, localization, etc.). In this thesis, our broad objective is to explore mixed reality interfaces and their potential to enhance augmented language, particularly in the domains of speech and text. Our aim is to create interfaces that offer a more natural, generalizable, on-demand, and real-time experience of accessing contextually relevant information and providing adaptive interactions. To better address this broader objective, we systematically break it down to focus on two instances of augmented language. First, enhancing augmented conversation to support on-the-fly, co-located in-person conversations using embedded references. And second, enhancing digital and physical documents using MR to provide on-demand reading support in the form of different summarization techniques. To examine the effectiveness of these speech and text interfaces, we conducted two studies in which we asked the participants to evaluate our system prototype in different use cases. The exploratory usability study for the first exploration confirms that our system decreases distraction and friction in conversation compared to smartphone search while providing highly useful and relevant information. For the second project, we conducted an exploratory design workshop to identify categories of document enhancements. We later conducted a user study with a mixed-reality prototype to highlight five board themes to discuss the benefits of MR document enhancement
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