5 Search Results for "Reiterer, Harald"


Document
Towards a Better Understanding of Graph Perception in Immersive Environments

Authors: Lin Zhang, Yao Wang, Ying Zhang, Wilhelm Kerle-Malcharek, Karsten Klein, Falk Schreiber, and Andreas Bulling

Published in: LIPIcs, Volume 357, 33rd International Symposium on Graph Drawing and Network Visualization (GD 2025)


Abstract
As Immersive Analytics (IA) increasingly uses Virtual Reality (VR) for stereoscopic 3D (S3D) graph visualisation, it is crucial to understand how users perceive network structures in these immersive environments. However, little is known about how humans read S3D graphs during task solving, and how gaze behaviour indicates task performance. To address this gap, we report a user study with 18 participants asked to perform three analytical tasks on S3D graph visualisations in a VR environment. Our findings reveal systematic relationships between network structural properties and gaze behaviour. Based on these insights, we contribute a comprehensive eye tracking methodology for analysing human perception in immersive environments and establish eye tracking as a valuable tool for objectively evaluating cognitive load in S3D graph visualisation.

Cite as

Lin Zhang, Yao Wang, Ying Zhang, Wilhelm Kerle-Malcharek, Karsten Klein, Falk Schreiber, and Andreas Bulling. Towards a Better Understanding of Graph Perception in Immersive Environments. In 33rd International Symposium on Graph Drawing and Network Visualization (GD 2025). Leibniz International Proceedings in Informatics (LIPIcs), Volume 357, pp. 11:1-11:19, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2025)


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@InProceedings{zhang_et_al:LIPIcs.GD.2025.11,
  author =	{Zhang, Lin and Wang, Yao and Zhang, Ying and Kerle-Malcharek, Wilhelm and Klein, Karsten and Schreiber, Falk and Bulling, Andreas},
  title =	{{Towards a Better Understanding of Graph Perception in Immersive Environments}},
  booktitle =	{33rd International Symposium on Graph Drawing and Network Visualization (GD 2025)},
  pages =	{11:1--11:19},
  series =	{Leibniz International Proceedings in Informatics (LIPIcs)},
  ISBN =	{978-3-95977-403-1},
  ISSN =	{1868-8969},
  year =	{2025},
  volume =	{357},
  editor =	{Dujmovi\'{c}, Vida and Montecchiani, Fabrizio},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/LIPIcs.GD.2025.11},
  URN =		{urn:nbn:de:0030-drops-249976},
  doi =		{10.4230/LIPIcs.GD.2025.11},
  annote =	{Keywords: Stereoscopic 3D, Graph Visualisation, Eye Tracking, Graph Perception}
}
Document
Show Me Your Best Side: Characteristics of User-Preferred Perspectives for 3D Graph Drawings

Authors: Lucas Joos, Gavin J. Mooney, Maximilian T. Fischer, Daniel A. Keim, Falk Schreiber, Helen C. Purchase, and Karsten Klein

Published in: LIPIcs, Volume 357, 33rd International Symposium on Graph Drawing and Network Visualization (GD 2025)


Abstract
The visual analysis of graphs in 3D has become increasingly popular, accelerated by the rise of immersive technology, such as augmented and virtual reality. Unlike 2D drawings, 3D graph layouts are highly viewpoint-dependent, making perspective selection critical for revealing structural and relational patterns. Despite its importance, there is limited empirical evidence guiding what constitutes an effective or preferred viewpoint from the user’s perspective. In this paper, we present a systematic investigation into user-preferred viewpoints in 3D graph visualisations. We conducted a controlled study with 23 participants in a virtual reality environment, where users selected their most and least preferred viewpoints for 36 different graphs varying in size and layout. From this data, enriched by qualitative feedback, we distil common strategies underlying viewpoint choice. We further analyse the alignment of user preferences with classical 2D aesthetic criteria (e.g., Crossings), 3D-specific measures (e.g., Node-Node Occlusion), and introduce a novel measure capturing the perceivability of a graph’s principal axes (Isometric Viewpoint Deviation). Our data-driven analysis indicates that Stress, Crossings, Gabriel Ratio, Edge-Node Overlap, and Isometric Viewpoint Deviation are key indicators of viewpoint preference. Beyond our findings, we contribute a publicly available dataset consisting of the graphs and computed aesthetic measures, supporting further research and the development of viewpoint evaluation measures for 3D graph drawing.

Cite as

Lucas Joos, Gavin J. Mooney, Maximilian T. Fischer, Daniel A. Keim, Falk Schreiber, Helen C. Purchase, and Karsten Klein. Show Me Your Best Side: Characteristics of User-Preferred Perspectives for 3D Graph Drawings. In 33rd International Symposium on Graph Drawing and Network Visualization (GD 2025). Leibniz International Proceedings in Informatics (LIPIcs), Volume 357, pp. 37:1-37:19, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2025)


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@InProceedings{joos_et_al:LIPIcs.GD.2025.37,
  author =	{Joos, Lucas and Mooney, Gavin J. and Fischer, Maximilian T. and Keim, Daniel A. and Schreiber, Falk and Purchase, Helen C. and Klein, Karsten},
  title =	{{Show Me Your Best Side: Characteristics of User-Preferred Perspectives for 3D Graph Drawings}},
  booktitle =	{33rd International Symposium on Graph Drawing and Network Visualization (GD 2025)},
  pages =	{37:1--37:19},
  series =	{Leibniz International Proceedings in Informatics (LIPIcs)},
  ISBN =	{978-3-95977-403-1},
  ISSN =	{1868-8969},
  year =	{2025},
  volume =	{357},
  editor =	{Dujmovi\'{c}, Vida and Montecchiani, Fabrizio},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/LIPIcs.GD.2025.37},
  URN =		{urn:nbn:de:0030-drops-250236},
  doi =		{10.4230/LIPIcs.GD.2025.37},
  annote =	{Keywords: Graph Aesthetics, Immersive 3D, Node-Link Diagrams, Empirical Evaluation}
}
Document
Unbound Human-Machine Interfaces for Interaction in Weightless Environments

Authors: Jessica R. Cauchard

Published in: OASIcs, Volume 130, Advancing Human-Computer Interaction for Space Exploration (SpaceCHI 2025)


Abstract
User interfaces are subject to the rules of physics (e.g., Newton and Archimedes' laws) relevant to the environment they are in. As such, most interfaces and interaction techniques have been designed for Earth surface. However, when interacting with technology in weightless environments, such as in space, both human and machine will be subject to different physical constraints. For instance, underwater or in Space, people can experience spatial disorientation, which will in turn affect how they use a system. This position paper conceptualizes unbound Human-Machine Interfaces (HMIs) as interfaces where either, or both, human and machine are located beyond Earth surface. In particular, it describes how traditional HCI needs to be rethought for interaction in weightless environments and how theoretical models such as joint cognition can support future developments of unbound interfaces.

Cite as

Jessica R. Cauchard. Unbound Human-Machine Interfaces for Interaction in Weightless Environments. In Advancing Human-Computer Interaction for Space Exploration (SpaceCHI 2025). Open Access Series in Informatics (OASIcs), Volume 130, pp. 7:1-7:8, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2025)


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@InProceedings{cauchard:OASIcs.SpaceCHI.2025.7,
  author =	{Cauchard, Jessica R.},
  title =	{{Unbound Human-Machine Interfaces for Interaction in Weightless Environments}},
  booktitle =	{Advancing Human-Computer Interaction for Space Exploration (SpaceCHI 2025)},
  pages =	{7:1--7:8},
  series =	{Open Access Series in Informatics (OASIcs)},
  ISBN =	{978-3-95977-384-3},
  ISSN =	{2190-6807},
  year =	{2025},
  volume =	{130},
  editor =	{Bensch, Leonie and Nilsson, Tommy and Nisser, Martin and Pataranutaporn, Pat and Schmidt, Albrecht and Sumini, Valentina},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/OASIcs.SpaceCHI.2025.7},
  URN =		{urn:nbn:de:0030-drops-239970},
  doi =		{10.4230/OASIcs.SpaceCHI.2025.7},
  annote =	{Keywords: human-robot interaction, gravity, space, interaction technique}
}
Document
Proxemics in Human-Computer Interaction (Dagstuhl Seminar 13452)

Authors: Saul Greenberg, Kasper Honbaek, Aaron Quigley, Harald Reiterer, and Roman Rädle

Published in: Dagstuhl Reports, Volume 3, Issue 11 (2014)


Abstract
In 1966, anthropologist Edward Hall coined the term "proxemics." Proxemics is an area of study that identifies the culturally dependent ways in which people use interpersonal distance to understand and mediate their interactions with others. Recent research has demonstrated the use of proxemics in human-computer interaction (HCI) for supporting users' explicit and implicit interactions in a range of uses, including remote office collaboration, home entertainment, and games. One promise of proxemics is the realization of context-aware environments, which have been extensively pursued since Marc Weiser's seminal paper, "The computer for the 21st century," written in 1991. However, the potential of proxemics in HCI is still underexplored and many research questions remain unanswered. With the growing interest in using proxemics, we organized the Dagstuhl Seminar 13452 on the topic. "Proxemics in Human-Computer Interaction," was held from November 3-8, 2013, and it brought together established experts and young researchers from fields particularly relevant to Proxemic Interactions, including computer science, social science, cognitive science, and design. Through an open keynote, mini talks, brainstorming, and discussion in breakout sessions, seminar attendees identified and discussed challenges and developed directions for future research of proxemics in HCI.

Cite as

Saul Greenberg, Kasper Honbaek, Aaron Quigley, Harald Reiterer, and Roman Rädle. Proxemics in Human-Computer Interaction (Dagstuhl Seminar 13452). In Dagstuhl Reports, Volume 3, Issue 11, pp. 29-57, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2014)


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@Article{greenberg_et_al:DagRep.3.11.29,
  author =	{Greenberg, Saul and Honbaek, Kasper and Quigley, Aaron and Reiterer, Harald and R\"{a}dle, Roman},
  title =	{{Proxemics in Human-Computer Interaction (Dagstuhl Seminar 13452)}},
  pages =	{29--57},
  journal =	{Dagstuhl Reports},
  ISSN =	{2192-5283},
  year =	{2014},
  volume =	{3},
  number =	{11},
  editor =	{Greenberg, Saul and Honbaek, Kasper and Quigley, Aaron and Reiterer, Harald and R\"{a}dle, Roman},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/DagRep.3.11.29},
  URN =		{urn:nbn:de:0030-drops-44363},
  doi =		{10.4230/DagRep.3.11.29},
  annote =	{Keywords: Proxemics, Proxemic Interactions, theory, vision, technology, application, distance, orientation, location, identity, movement, dark patterns}
}
Document
New forms of Human-Computer Interaction for Visualizing Information

Authors: Harald Reiterer

Published in: Dagstuhl Seminar Proceedings, Volume 10241, Information Visualization (2010)


Abstract
The Graphical User Interface (GUI) – although developed in research laboratories in the late 1970s – is still the dominant interaction paradigm in Information Visualization. We propose a new interaction paradigm called Blended Interaction. It combines ideas of Embodied Cognition, Multimodal Interaction, Reality-Based Interaction & Ubiquitous Computing. This is intended to stress that a single increase in the reality aspect of the interaction cannot go far enough. The particular challenge – and from the user's standpoint, the key advantage – lies in a meaningful marriage between the tested real-world options and the digital world. As a minimum this marriage must exist on the levels of the interaction, communication, of the way we solve problems with conventional tools (workflows), and of the design of the space or the architecture of buildings and places. The digital world often offers entirely new possibilities and takes the form of interactive devices of various shapes but also of intelligent everyday objects (e.g. the 'Internet of things'). In our view, interaction concepts can indeed offer a new quality of interaction, but only when the design of the interaction includes all these domains at the same time and with equal weighting. We test the suitability of our ideas of Blended Interaction concepts by using specific application examples that are being worked on as part of current research projects. Our experiences show that this new interaction paradigm has also great potential for interacting with visualization. For example, we have developed multi-touch scatter plots & facet maps for tangible user interfaces supporting the searching & browsing in Digital Libraries. We have embedded different visualizations into a Zoomable Object-oriented Information Landscape (ZOIL), which supports our vision of using visualizations on different displays of different size at the same time. We have developed specific kind of search tokens that supports collaborative search activities. For example, we try to address the following research questions: * How can future interactive InfoVis tools look like, especially in the light of the idea Blended Interaction? * How can future interactive InfoVis tools benefit from Multi-Displays & Multimodal environments used by Multiple Users? * What are the specific design requirements for multi-touch visualizations? * How can we support the collaborative use visualization tools?

Cite as

Harald Reiterer. New forms of Human-Computer Interaction for Visualizing Information. In Information Visualization. Dagstuhl Seminar Proceedings, Volume 10241, pp. 1-4, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2010)


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@InProceedings{reiterer:DagSemProc.10241.3,
  author =	{Reiterer, Harald},
  title =	{{New forms of Human-Computer Interaction for Visualizing Information}},
  booktitle =	{Information Visualization},
  pages =	{1--4},
  series =	{Dagstuhl Seminar Proceedings (DagSemProc)},
  ISSN =	{1862-4405},
  year =	{2010},
  volume =	{10241},
  editor =	{Andreas Kerren and Catherine Plaisant and John T. Stasko},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/DagSemProc.10241.3},
  URN =		{urn:nbn:de:0030-drops-27399},
  doi =		{10.4230/DagSemProc.10241.3},
  annote =	{Keywords: Blended Interaction, Multimodal Interaction, Tangible Computing, Reality-Based Interaction, Ubiquitous Computing, Embodied Cognition}
}
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