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Kadek Ananta Satriadi

Publications and source records attributed to Kadek Ananta Satriadi.

4 recordsLinked to original sources

MarioChart: Autonomous Tangibles as Active Proxy Interfaces for Embodied Casual Data Exploration

We introduce the notion of an Active Proxy interface, i.e. tangible models as proxies for physical data referents, supporting interactive exploration of data through active manipulation. We realise an active proxy data visualisation system, "MarioChart", using robot carts relocating themselves on a tabletop, e.g., to align with their data referents in a map or other visual layout. We consider a casual-data exploration scenario involving a multivariate campus sustainability dataset, using scale models as proxies for their physical building data referents. Our empirical study (n=12) compares active proxy use with conventional tablet interaction, finding that our active proxy system enhances short-term spatial memory of data and enables faster completion of certain data analytic tasks. It shows no significant differences compared to traditional touch-screens in long-term memory, physical fatigue, mental workload, or user engagement. Our study offers an initial baseline for active proxy techniques and advances understanding of tangible interfaces in situated data visualisation.

cs.HC↗

Human Factors in Immersive Analytics

It has been ten years since the term ''Immersive Analytics'' (IA) was coined and research interest in the topic remains strong. Researchers in this field have produced practical and conceptual knowledge concerning the use of emerging immersive spatial display and interaction technologies for sense-making tasks through a number of papers, surveys, and books. However, a lack of truly physically and psychologically ergonomic techniques, as well as standardized human-centric validation protocols for these, remains a significant barrier to wider acceptance of practical IA systems in ubiquitous applications. Building upon a series of workshops on immersive analytics at various conferences, this workshop aims to explore new approaches and establish standard practices for evaluating immersive analytics systems from a human factors perspective. We will gather immersive analytics researchers and practitioners to look closely at these human factors -- including cognitive and physical functions as well as behaviour and performance -- to see how they inform the design and deployment of immersive analytics techniques and applications and to inform future research.

cs.HC↗

SADAS: A Dialogue Assistant System Towards Remediating Norm Violations in Bilingual Socio-Cultural Conversations

In today's globalized world, bridging the cultural divide is more critical than ever for forging meaningful connections. The Socially-Aware Dialogue Assistant System (SADAS) is our answer to this global challenge, and it's designed to ensure that conversations between individuals from diverse cultural backgrounds unfold with respect and understanding. Our system's novel architecture includes: (1) identifying the categories of norms present in the dialogue, (2) detecting potential norm violations, (3) evaluating the severity of these violations, (4) implementing targeted remedies to rectify the breaches, and (5) articulates the rationale behind these corrective actions. We employ a series of State-Of-The-Art (SOTA) techniques to build different modules, and conduct numerous experiments to select the most suitable backbone model for each of the modules. We also design a human preference experiment to validate the overall performance of the system. We will open-source our system (including source code, tools and applications), hoping to advance future research. A demo video of our system can be found at:~\url{https://youtu.be/JqetWkfsejk}. We have released our code and software at:~\url{https://github.com/AnonymousEACLDemo/SADAS}.

cs.CL↗

Context-Dependent Memory in Situated Visualization

Situated visualization presents data alongside their source context (physical referent). While environmental factors influence memory recall (known as Context-Dependent Memory or CDM), how physical context affects cognition in real-world tasks such as working with visualizations in situated contexts is unclear. This study explores the design space of information memorability in situated visualization through the lens of CDM. We investigate the presence of physical referents for creating contextual cues in desktop and Virtual Reality (VR) environments. Across three studies (n=144), we observe a trend suggesting a CDM effect due to contextual referent is more apparent in VR. Overall, we did not find statistically significant evidence of a CDM effect due to the presence of a referent. However, we did find a significant CDM effect for lighting conditions. This suggests that representing the entire environment, rather than the physical objects alone, may be necessary to provide sufficiently strong contextual memory cues.

cs.HC↗