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  1. In this paper, we explore how a familiarly shaped object can serve as a physical proxy to manipulate virtual objects in Augmented Reality (AR) environments. Using the example of a tangible, handheld sphere, we demonstrate how irregularly shaped virtual objects can be selected, transformed, and released. After a brief description of the implementation of the tangible proxy, we present a buttonless interaction technique suited to the characteristics of the sphere. In a user study (N = 30), we compare our approach with three different controller-based methods that increasingly rely on physical buttons. As a use case, we focused on an alignment task that had to be completed in mid-air as well as on a flat surface. Results show that our concept has advantages over two of the controller-based methods regarding task completion time and user ratings. Our findings inform research on integrating tangible interaction into AR experiences. 
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  2. Abstract We investigated human understanding of different network visualizations in a large-scale online experiment. Three types of network visualizations were examined: node-link and two different sorting variants of matrix representations on a representative social network of either 20 or 50 nodes. Understanding of the network was quantified using task time and accuracy metrics on questions that were derived from an established task taxonomy. The sample size in our experiment was more than an order of magnitude larger (N = 600) than in previous research, leading to high statistical power and thus more precise estimation of detailed effects. Specifically, high statistical power allowed us to consider modern interaction capabilities as part of the evaluated visualizations, and to evaluate overall learning rates as well as ambient (implicit) learning. Findings indicate that participant understanding was best for the node-link visualization, with higher accuracy and faster task times than the two matrix visualizations. Analysis of participant learning indicated a large initial difference in task time between the node-link and matrix visualizations, with matrix performance steadily approaching that of the node-link visualization over the course of the experiment. This research is reproducible as the web-based module and results have been made available at: https://osf.io/qct84/ . 
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  3. The emerging possibilities of data analysis and exploration in virtual reality raise the question of how users can be best supported during such interactions. Spherical visualizations allow for convenient exploration of certain types of data. Our tangible sphere, exactly aligned with the sphere visualizations shown in VR, implements a very natural way of interaction and utilizes senses and skills trained in the real world. This work is motivated by the prospect to create in VR a low-cost, tangible, robust, handheld spherical display that would be difficult or impossible to implement as a physical display. Our concept enables it to gain insights about the impact of a fully tangible embodiment of a virtual object on task performance, comprehension of patterns, and user behavior. After a description of the implementation we discuss the advantages and disadvantages of our approach, taking into account different handheld spherical displays utilizing outside and inside projection. 
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  4. Recent developments in the commercialization of virtual reality open up many opportunities for enhancing human interaction with three-dimensional objects and visualizations. Spherical visualizations allow for convenient exploration of certain types of data. Our tangible sphere, exactly aligned with the sphere visualizations shown in VR, implements a very natural way of interaction and utilizes senses and skills trained in the real world. In a lab study, we investigate the effects of the perception of actually holding a virtual spherical visualization in hands. As use cases, we focus on surface visualizations that benefit from or require a rounded shape. We compared the usage of two differently sized acrylic glass spheres to a related interaction technique that utilizes VR controllers as proxies. On the one hand, our work is motivated by the ability to create in VR a tangible, lightweight, handheld spherical display that can hardly be realized in reality. On the other hand, gaining insights about the impact of a fully tangible embodiment of a virtual object on task performance, comprehension of patterns, and user behavior is important in its own right. After a description of the implementation we discuss the advantages and disadvantages of our approach, taking into account different handheld spherical displays utilizing outside and inside projection. 
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  5. Immersive data-driven storytelling, which uses interactive immersive visualizations to present insights from data, is a compelling use case for VR and AR environments. We present XRCreator, an authoring system to create immersive data-driven stories. The cross-platform nature of our React-inspired system architecture enables the collaboration among VR, AR, and web users, both in authoring and in experiencing immersive data-driven stories. 
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