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Creators/Authors contains: "Batmaz, Anil Ufuk"

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  1. While augmented reality (AR) headsets provide entirely new ways of seeing and interacting with data, traditional computing devices can play a symbiotic role when used in conjunction with AR as a hybrid user interface. A promising use case for this setup is situated analytics. AR can provide embedded views that are integrated with their physical referents, and a separate device such as a tablet can provide a familiar situated overview of the entire dataset being examined. While prior work has explored similar setups, we sought to understand how people perceive and make use of visualizations presented on both embedded visualizations (in AR) and situated visualizations (on a tablet) to achieve their own goals. To this end, we conducted an exploratory study using a scenario and task familiar to most: adjusting light levels in a smart home based on personal preference and energy usage. In a prototype that simulates AR in virtual reality, embedded visualizations are positioned next to lights distributed across an apartment, and situated visualizations are provided on a handheld tablet. We observed and interviewed 19 participants using the prototype. Participants were easily able to perform the task, though the extent the visualizations were used during the task varied, with some making decisions based on the data and others only on their own preferences. Our findings also suggest the two distinct roles that situated and embedded visualizations can have, and how this clear separation might improve user satisfaction and minimize attention-switching overheads in this hybrid user interface setup. We conclude by discussing the importance of considering the user's needs, goals, and the physical environment for designing and evaluating effective situated analytics applications. 
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  2. Immersive environments enable users to engage in embodied interaction, enhancing the sensemaking processes involved in completing tasks such as immersive analytics. Previous comparative studies on immersive analytics using augmented and virtual realities have revealed that users employ different strategies for data interpretation and text-based analytics depending on the environment. Our study seeks to investigate how augmented and virtual reality influences sensemaking processes in quantitative immersive analytics. Our results, derived from a diverse group of participants, indicate that users demonstrate comparable performance in both environments. However, it was observed that users exhibit a higher tolerance for cognitive load in VR and travel further in AR. Based on our findings, we recommend providing users with the option to switch between AR and VR, thereby enabling them to select an environment that aligns with their preferences and task requirements. 
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  3. Virtual Reality (VR) applications like OpenBrush offer artists access to 3D sketching tools within the digital 3D virtual space. These 3D sketching tools allow users to “paint” using virtual digital strokes that emulate real-world mark-making. Yet, users paint these strokes through (unimodal) VR controllers. Given that sketching in VR is a relatively nascent field, this paper investigates ways to expand our understanding of sketching in virtual space, taking full advantage of what an immersive digital canvas offers. Through a study conducted with the participation of artists, we identify potential methods for natural multimodal and unimodal interaction techniques in 3D sketching. These methods demonstrate ways to incrementally improve existing interaction techniques and incorporate artistic feedback into the design. 
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