Recent Talks and Presentations

Here you can find abstracts and slides for some of W. Stuerzlinger's invited talks. The slides are available in PDF format. More information is available through the list of research projects.

  • Cross-reality Immersive Visual Analytics

Understanding complex data is challenging. While 2D visualizations are prevalent, research has shown that users can benefit from seeing 3D visualizations for some types of higher-dimensional data. Yet, other types of data are better analyzed in 2D. Given that efficient interaction is a key component of effective visual analytics, I showcase work that presents a new touch-based interface for 2D visual analytics. Then, I discuss visual analytics in 2D and 3D, and several studies that analyze efficient interaction techniques for 3D immersive visual analytics systems. Building on this work, I present a new system to support cross-reality immersive visual analytics, where the user can seamlessly transition between analyzing their data in 2D on a desktop monitor and in 3D through a video-see-through AR headset. An initial pilot test indicates positive trends in terms of users’ performance time and usability metrics compared to the standalone desktop or AR counterparts. Participants also value the ability to validate insights across 2D and 3D. Finally, I discuss a roadmap towards next-generation immersive visual analytics systems.

Current computing devices offer a vast variety of screen sizes and resolutions. A large set of screens can be used in portrait and landscape orientations. This makes it challenging to create graphics user interfaces and web pages that look good across all such screens. Traditional solutions include authoring a set of layouts for different sizes that has to be kept synchronized, which is inefficient and error-prone. While previous constraint-based approaches help, they do not support different screen orientations nor layout alternatives. Building on initial explorations of better methods to author graphical user interfaces, I present a method to enable authors to create a single layout specification that can be used across different screen orientations and sizes, based on OR-constraints. These constraints also seamlessly unify grid-based and flow layouts, further increasing the flexibility of layout specifications. I demonstrate an efficient solver for OR-constraints systems and an approach to reverse-engineer layout specifications from a set of examples. I illustrate the approach with both resizable graphical user interfaces and responsive web pages and discuss the ultimate goal of rapid authoring of resizable/responsive user interfaces.

Current Virtual and Augmented Reality (VR/AR) systems enable the user to view and interact with virtual content. Still, many such VR/AR systems are limited in their utility for professional applications, especially in terms of interaction with the virtual content. In this talk, I discuss some of the associated challenges, such as precision requirements, the effect of occasionally failing technologies, human 3D perception limitations, spatial interaction challenges, and issues related to complex and/or multi-scale virtual content. For each challenge, I present recent work that addresses it and also discuss the potential for future research.

Technology increasingly employs unreliable systems as a central means to interpret input. Common examples include voice and text input in mobile devices or lane departure detection in cars. This reliance exposes a fundamental problem – people do not generally understand the underlying systems, and seemingly small system or human errors can lead to potentially disastrous consequences. While technical improvements partially address this, recent research in my group pursues a complementary approach through a better understanding of human interaction with, and new user interface (UI) technologies for, unreliable systems. In this talk I first present work that analyzed human behaviours around occasionally failing systems in text entry and gesture recognition and the insights that we gathered from this work. Then, I present a new text entry method that reduces errors caused by auto-correction and prediction algorithms. Moreover, I present a system that uses a brain-computer interface to sense user reactions to incorrect auto-corrects, which we use to trigger better system responses by offering different corrections. Finally, I close with an outlook for future work in this area. Video of short version of this talk from 2022

Three-dimensional (3D) user interfaces are popular in movies. Moreover, there are now many systems that enable people to interact with 3D content, including computer games. Based on reflections on the capabilities and limitations of both humans and technologies, I present research improvements to human 3D pointing, docking, manipulation, and navigation performance. Finally, I will present two new virtual reality systems. Video recording at Microsoft Research 2016

Three-dimensional (3D) user interfaces are popular in movies. There are also many current systems that enable people to interact with 3D content, including computer games. We re-investigate the ideas behind such 3D user interfaces and present innovative solutions based on the capabilities and limitations of both humans and technologies.

First, we analyze various applications that currently use 3D user interfaces. Then, we look at the challenges that the input and output technologies pose as well as a list of limitations that are part of human nature. From these and other sources we then synthesize a list of guidelines that aid in the creation of better 3D user interfaces.

This presentation analyzes a few trends for user interfaces in Web 2.0. The idea of a "Web Desktop" is briefly investigated. Subsequently, the user interface requirements of collaborative Web 2.0 services are mapped out. The motivation for off-line access to Web 2.0 services and applications is analyzed. The technical background as well as good user interfaces for off-line work is discussed in brief. Finally, the effect of Web 2.0 onto the development process itself is highlighted.

Easy creation of 3D digital models is important for many application areas, such as architecture, industrial and mechanical design, creation of simulations and training environments, animation, and entertainment. Most commercial 3D packages have very complex user interfaces and are targeted towards the final stages of design, which focuses on details, rather than on the early stages, where the important design decisions are made. We present several new 3D design systems that afford both rapid creation of 3D models as well as easy-to-use manipulation of arbitrary composite objects. We also discuss how people collaborate to create digital artifacts and present a new infrastructure to enhance such collaborative activities.

This presentation decribes a novel system for adaptable user interfaces.