Browsing by Author "Ens, Barrett"
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Item Open Access Augmented Reality Map Navigation with Freehand Gestures(2019-03) Satriadi, Kadek Ananta; Ens, Barrett; Cordeil, Maxime; Czauderna, Tobias; Willett, Wesley J.; Jenny, BernhardFreehand 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.Item Open Access Building with Data: Bridging Architectural Design Practices and Information Visualization(2022-01-28) Hull, Carmen; Willett, Wesley; Hushlak, Gerald; Carpendale, Sheelagh; Ens, Barrett; Bejat, Laleh; Keefe, DanielOur work seeks to augment new information visualization research with strategies and workflows from the fields of design and architecture. To this end, this research explores how to adopt tools and methods that can integrate the best of physical and digital modalities to multiple contexts and scales in HCI and data visualization. Designing information visualization systems creates a need for a design approach that addresses and ties together two main threads – 1) how we as humans interact with and make sense of our environment and 2) how we as designers create meaning through geometry, form, and material encodings. While the research community within data visualization has primarily focused on screen-based data visualizations, there is now an opportunity to study how we can create insight with hybrid physical and digital representations of data through the lens of architectural practice. My colleagues and I have conducted this research at the intersection of model building, diagrams, and generative design, applying this knowledge to the design of multifaceted digital environments, from micro to macro scale, in two- and three- dimensional worlds. To develop this research, we first observe and characterize the architectural methods of model making and their potential to facilitate the design process of interactive systems. Next, we describe how physical hand-crafted and digitally fabricated models of different types assist in various stages of the design process. To illustrate how model building could support fluid exploration of multiple data sets, we built a 3D interactive campus model visualizing multiple layers of building-specific data. The system uses physical models as tangible tokens on an interactive touch surface, visualizing energy use and weather data daily over a two-year period. As an extension of our design, we developed a conceptual framework from this project to highlight the potential of physical models for supporting embodied exploration of spatial and non-spatial visualizations through fluid interaction. We then examine the use of diagrams in architecture and develop a conceptual framework based on the concept of data tectonics to organize and structure the design process of physical and immersive data systems. To further study the use of diagrams and generative design for data visualization, I collaborated with researchers at Tableau Software to develop a patented Tableau extension that self-generates and evolves up to thirty different design permutations at a time. The system randomly assigns a pre-specified palette of mark types to a chosen dataset giving designers the option of adding or deleting options that they deem promising. As a final project for this research, we brought the three principles of model making, diagramming, and generative design together to create a large-scale physical and immersive data visualization. In collaboration with the Department of Social Work at the University of Calgary, the project uses diagrams and generative design to prototype a series of three-dimensional encodings visualizing Global Gender Gap statistics from the World Economic Forum. The tent-like forms evoke sheltering structures that can be registered, experienced, and measured with the whole body. For this project, we applied the diagrammatic approach used in parametric design to traditional information visualization design principles and identified workflows that support rapid exploration and fabrication of multiple data design alternatives. There is no doubt that data and digital technologies, including machine learning and AI, will be part of our human fabric in the future, but what that looks like and how it is structured is still up to us. We need artists, and more diversity in general, in order to do this to the best of our potential as humans. In determining which practices encourage the creation of rich data-driven environments, this research underscores the fundamental need of humans to make sense of the world, inspiring designers to develop new spatial constructs that integrate both the art and science of the built environment.Item Open Access A Design Space Exploration of Worlds in Miniature(ACM : New York, New York, 2021-05-08) Danyluk, Kurtis Thorvald; Ens, Barrett; Jenny, Bernhard; Willett, Wesley J.Worlds-in-Miniature (WiMs) are interactive worlds within a world and combine the advantages of an input space, a cartographic map, and an overview+detail interface. They have been used across the extended virtuality spectrum for a variety of applications. Building on an analysis of examples of WiMs from the research literature we contribute a design space for WiMs based on seven design dimensions. Further, we expand upon existing definitions of WiMs to provide a definition that applies across the extended reality spectrum. We identify the design dimensions of size-scope-scale, abstraction, geometry, reference frame, links, multiples, and virtuality. Using our framework we describe existing Worlds-in-Miniature from the research literature and reveal unexplored research areas. Finally, we generate new examples of WiMs using our framework to fill some of these gaps. With our findings, we identify opportunities that can guide future research into WiMs.Item Open Access Grand Challenges in Immersive Analytics(ACM : New York, New York, 2021-05-08) Ens, Barrett; Bach, Benjamin; Cordeil, Maxime; Engelke, Ulrich; Serrano, Marcos; Willett, Wesley; Prouzeau, Arnaud; Anthes, Christoph; Büschel, Wolfgang; Dunne, Cody; Dwyer, Tim; Grubert, Jens; Haga, Jason H.; Kirschenbaum, Nurit; Kobayashi, Dylan; Lin, Tica; Olaosebikan, Monsurat; Pointecker, Fabian; Saffo, David; Saquib, Nazmus; Schmalsteig, Dieter; Szafir, Danielle Albers; Whitlock, Matthew; Yang, YalongImmersive 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.Item Open Access Revisiting Collaboration through Mixed Reality: The Evolution of Groupware - Supplemental Visualization(2019-05-25) Ens, Barrett; Lanir, Joel; Tang, Anthony; Bateman, Scott; Lee, Gun A.; Piumsomboon, Thammathip; Billinghurst, MarkThis is a supplemental visualization for the article. The abstract of the paper is as follows: Collaborative Mixed Reality (MR) systems are at a critical point in time as they are soon to become more commonplace. However, MR technology has only recently matured to the point where researchers can focus deeply on the nuances of supporting collaboration, rather than needing to focus on creating the enabling technology. In parallel, but largely independently, the field of Computer Supported Cooperative Work (CSCW) has focused on the fundamental concerns that underlie human communication and collaboration over the past 30-plus years. Since MR research is now on the brink of moving into the real world, we reflect on three decades of collaborative MR research and try to reconcile it with existing theory from CSCW, to help position MR researchers to pursue fruitful directions for their work. To do this, we review the history of collaborative MR systems, investigating how the common taxonomies and frameworks in CSCW and MR research can be applied to existing work on collaborative MR systems, exploring where they have fallen behind, and look for new ways to describe current trends. Through identifying emergent trends, we suggest future directions for MR, and also find where CSCW researchers can explore new theory that more fully represents the future of working, playing and being with others.