38 research outputs found

    Trade-offs Between a Vertical Shared Display and Two Desktops in a Collaborative Path-Finding Task

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    International audienceLarge vertical displays are considered well adapted for collaboration, due to their display surface and the space in front of them that can accommodate multiple people. However, there are few studies that empirically support this assertion, and they do not quantitatively assess the differences of collaboration in front of a shared display compared to a non-shared setup, such as multiple desktops with a common view. In this paper, we compare a large shared vertical display with two desktops, when pairs of users learn to perform a path-planning task. Our results did not indicate a significant difference in learning between the two setups, but found that participants adopted different task strategies. Moreover, while pairs were overall faster with the two desktops, quality was more consistent in the vertical shared display where pairs spent more time communicating, even though there is a-priori more implicit collaboration in this setu

    Exploring Smartphone-enabled Text Selection in AR-HMD

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    International audienceText editing is important and at the core of most complex tasks, likewriting an email or browsing the web. Efficient and sophisticatedtechniques exist on desktops and touch devices, but are still under-explored for Augmented Reality Head Mounted Display (AR-HMD).Performing text selection, a necessary step before text editing, in ARdisplay commonly uses techniques such as hand-tracking, voice com-mands, eye/head-gaze, which are cumbersome and lack precision.In this paper, we explore the use of a smartphone as an input deviceto support text selection in AR-HMD because of its availability,familiarity, and social acceptability. We propose four eyes-free textselection techniques, all using a smartphone — continuous touch,discrete touch, spatial movement, and raycasting. We compare themin a user study where users have to select text at various granularitylevels. Our results suggest that continuous touch, in which we usedthe smartphone as a trackpad, outperforms the other three techniquesin terms of task completion time, accuracy, and user preference

    Gazealytics: A Unified and Flexible Visual Toolkit for Exploratory and Comparative Gaze Analysis

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    We present a novel, web-based visual eye-tracking analytics tool called Gazealytics. Our open-source toolkit features a unified combination of gaze analytics features that support flexible exploratory analysis, along with annotation of areas of interest (AOI) and filter options based on multiple criteria to visually analyse eye tracking data across time and space. Gazealytics features coordinated views unifying spatiotemporal exploration of fixations and scanpaths for various analytical tasks. A novel matrix representation allows analysis of relationships between such spatial or temporal features. Data can be grouped across samples, user-defined AOIs or time windows of interest (TWIs) to support aggregate or filtered analysis of gaze activity. This approach exceeds the capabilities of existing systems by supporting flexible comparison between and within subjects, hypothesis generation, data analysis and communication of insights. We demonstrate in a walkthrough that Gazealytics supports multiple types of eye tracking datasets and analytical tasks

    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

    Collaboration around wall displays in command and control contexts

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    In this thesis, I study the benefits of collaboration in front of Ultra-High ResolutionInteractive Wall Displays (UHRWD). I focus on the specific collaborative context of control rooms.Visits of control rooms and interviews with operators show that different degrees of collaboration arerequired in function of the situation. I believe that a UHRIWD could be beneficial in situations whenclose collaboration is needed. I first show that wall display encourages close collaboration comparedto multiple separate displays. Then I show that the interaction techniques can also influence thedegree of collaboration, for instance, a technique with a large visual footprint also encourages a closecollaboration. I apply this in the design of technique to visualize road traffic forecast on a wall displayfor road traffic control centres. Finally, I propose techniques to help the transition between thedifferent setups of a control room: the workstations and the wall display.Dans cette thĂšse, j’étudie les avantages des Murs d’Écran Interactif Ă  Haute RĂ©solution(UHRIWD - Ultra High Resolution Interactive Wall Displays) pour la collaboration. Je me concentre sur uncontexte de collaboration bien prĂ©cis: la surveillance des systĂšmes critiques dans les salles de contrĂŽle. Desvisites de ces salles et ainsi que des interviews avec des opĂ©rateurs montrent qu’une collaborationplus ou moins Ă©troite est nĂ©cessaire en fonction de la situation. C’est lorsqu’une collaboration Ă©troiteest nĂ©cessaire que je pense qu’un UHRIWD peut ĂȘtre bĂ©nĂ©fique pour celle ci. Je montre d’abordqu’un mur d’écran encourage la collaboration Ă©troite comparĂ©e Ă  l’utilisation de plusieurs postes detravail individuels. Puis je montre comment une technique d’interaction peut avoir une influence sur letype de collaboration. Par exemple, une technique avec une large empreinte visuelle va encouragerune collaboration plus Ă©troite. J’applique cela dans la conception de techniques pour afficher desprĂ©dictions de trafic parallĂšlement au trafic en temps rĂ©el dans une salle de contrĂŽle de trafic routier.Pour finir, je propose des techniques pour faciliter les transitions entre les diffĂ©rents Ă©crans d’unesalle de contrĂŽle

    Utilisation collaborative d'un mur d'Ă©cran en contexte critique

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    Dans cette thĂšse, j’étudie les avantages des Murs d’Écran Interactif Ă  Haute RĂ©solution(UHRIWD - Ultra High Resolution Interactive Wall Displays) pour la collaboration. Je me concentre sur uncontexte de collaboration bien prĂ©cis: la surveillance des systĂšmes critiques dans les salles de contrĂŽle. Desvisites de ces salles et ainsi que des interviews avec des opĂ©rateurs montrent qu’une collaborationplus ou moins Ă©troite est nĂ©cessaire en fonction de la situation. C’est lorsqu’une collaboration Ă©troiteest nĂ©cessaire que je pense qu’un UHRIWD peut ĂȘtre bĂ©nĂ©fique pour celle ci. Je montre d’abordqu’un mur d’écran encourage la collaboration Ă©troite comparĂ©e Ă  l’utilisation de plusieurs postes detravail individuels. Puis je montre comment une technique d’interaction peut avoir une influence sur letype de collaboration. Par exemple, une technique avec une large empreinte visuelle va encouragerune collaboration plus Ă©troite. J’applique cela dans la conception de techniques pour afficher desprĂ©dictions de trafic parallĂšlement au trafic en temps rĂ©el dans une salle de contrĂŽle de trafic routier.Pour finir, je propose des techniques pour faciliter les transitions entre les diffĂ©rents Ă©crans d’unesalle de contrĂŽle.In this thesis, I study the benefits of collaboration in front of Ultra-High ResolutionInteractive Wall Displays (UHRWD). I focus on the specific collaborative context of control rooms.Visits of control rooms and interviews with operators show that different degrees of collaboration arerequired in function of the situation. I believe that a UHRIWD could be beneficial in situations whenclose collaboration is needed. I first show that wall display encourages close collaboration comparedto multiple separate displays. Then I show that the interaction techniques can also influence thedegree of collaboration, for instance, a technique with a large visual footprint also encourages a closecollaboration. I apply this in the design of technique to visualize road traffic forecast on a wall displayfor road traffic control centres. Finally, I propose techniques to help the transition between thedifferent setups of a control room: the workstations and the wall display

    User Onboarding in Virtual Reality: An Investigation of Current Practices

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    International audienceExplaining to novice users how to interact in immersive VR applications may be challenging. This is in particular due to the fact that the learners are isolated from the real world, and they are asked to manipulate hardware and software objects they are not used to. Consequently, the onboarding phase, which consists in teaching the user how to interact with the application is particularly crucial. In this paper, we aim at giving a better understanding of current VR onboarding methods, their benefits and challenges. We performed 21 VR tutorial ergonomic reviews and 15 interviews with VR experts with experience in VR onboarding. Building on the results, we propose a conceptual framework for VR onboarding and discuss important research directions to explore the design of future efficient onboarding solutions adapted to VR
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