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  1. We present iBall, a basketball video-watching system that leverages gaze-moderated embedded visualizations to facilitate game understanding and engagement of casual fans. Video broadcasting and online video platforms make watching basketball games increasingly accessible. Yet, for new or casual fans, watching basketball videos is often confusing due to their limited basketball knowledge and the lack of accessible, on-demand information to resolve their confusion. To assist casual fans in watching basketball videos, we compared the game-watching behaviors of casual and die-hard fans in a formative study and developed iBall based on the findings. iBall embeds visualizations into basketball videos using a computer vision pipeline, and automatically adapts the visualizations based on the game context and users’ gaze, helping casual fans appreciate basketball games without being overwhelmed. We confirmed the usefulness, usability, and engagement of iBall in a study with 16 casual fans, and further collected feedback from another 8 die-hard fans. 
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  2. Labels are widely used in augmented reality (AR) to display digital information. Ensuring the readability of AR labels requires placing them occlusion-free while keeping visual linkings legible, especially when multiple labels exist in the scene. Although existing optimization-based methods, such as force-based methods, are effective in managing AR labels in static scenarios, they often struggle in dynamic scenarios with constantly moving objects. This is due to their focus on generating layouts optimal for the current moment, neglecting future moments and leading to sub-optimal or unstable layouts over time. In this work, we present RL-LABEL, a deep reinforcement learning-based method for managing the placement of AR labels in scenarios involving moving objects. RL-LABEL considers the current and predicted future states of objects and labels, such as positions and velocities, as well as the user’s viewpoint, to make informed decisions about label placement. It balances the trade-offs between immediate and long-term objectives. Our experiments on two real-world datasets show that RL-LABEL effectively learns the decision-making process for long-term optimization, outperforming two baselines (i.e., no view management and a force-based method) by minimizing label occlusions, line intersections, and label movement distance. Additionally, a user study involving 18 participants indicates that RL-LABEL excels over the baselines in aiding users to identify, compare, and summarize data on AR labels within dynamic scenes. 
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  3. Badminton is a fast-paced sport that requires a strategic combination of spatial, temporal, and technical tactics. To gain a competitive edge at high-level competitions, badminton professionals frequently analyze match videos to gain insights and develop game strategies. However, the current process for analyzing matches is time-consuming and relies heavily on manual note-taking, due to the lack of automatic data collection and appropriate visualization tools. As a result, there is a gap in effectively analyzing matches and communicating insights among badminton coaches and players. This work proposes an end-to-end immersive match analysis pipeline designed in close collaboration with badminton professionals, including Olympic and national coaches and players. We present VIRD, a VR Bird (i.e., shuttle) immersive analysis tool, that supports interactive badminton game analysis in an immersive environment based on 3D reconstructed game views of the match video. We propose a top-down analytic workflow that allows users to seamlessly move from a high-level match overview to a detailed game view of individual rallies and shots, using situated 3D visualizations and video. We collect 3D spatial and dynamic shot data and player poses with computer vision models and visualize them in VR. Through immersive visualizations, coaches can interactively analyze situated spatial data (player positions, poses, and shot trajectories) with flexible viewpoints while navigating between shots and rallies effectively with embodied interaction. We evaluated the usefulness of VIRD with Olympic and national-level coaches and players in real matches. Results show that immersive analytics supports effective badminton match analysis with reduced context-switching costs and enhances spatial understanding with a high sense of presence. 
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  4. The combination of Visual Guidance and Extended Reality (XR) technology holds the potential to greatly improve the performance of human workforces in numerous areas, particularly industrial environments. Focusing on virtual assembly tasks and making use of different forms of supportive visualisations, this study investigates the potential of XR Visual Guidance. Set in a web-based immersive environment, our results draw from a heterogeneous pool of 199 participants. This research is designed to significantly differ from previous exploratory studies, which yielded conflicting results on user performance and associated human factors. Our results clearly show the advantages of XR Visual Guidance based on an over 50% reduction in task completion times and mistakes made; this may further be enhanced and refined using specific frameworks and other forms of visualisations/Visual Guidance. Discussing the role of other factors, such as cognitive load, motivation, and usability, this paper also seeks to provide concrete avenues for future research and practical takeaways for practitioners. 
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  5. Rowing requires physical strength and endurance in athletes as well as a precise rowing technique. The ideal rowing stroke is based on biomechanical principles and typically takes years to master. Except for time-consuming video analysis after practice, coaches currently have no means to quantitatively analyze a rower’s stroke sequence and body movement. We propose ARrow, an AR application for coaches and athletes that provides real-time and situated feedback on a rower’s body position and stroke. We use computer vision techniques to extract the rower’s 3D skeleton and to detect the rower’s stroke cycle. ARrow provides visual feedback on three levels: Tracking of basic performance metrics over time, visual feedback and guidance on a rower’s stroke sequence, and a rowing ghost view that helps synchronize the body movement of two rowers. We developed ARrow in close collaboration with international rowing coaches and demonstrated its usefulness in a user study with athletes and coaches. 
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