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Matthew McGinity

Publications and source records attributed to Matthew McGinity.

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Honey, I shrunk the scientist -- Evaluating 2D, 3D, and VR interfaces for navigating samples under the microscope

In contemporary biology and medicine, 3D microscopy is one of the most widely-used techniques for imaging and manipulation of various kinds of samples. Navigating such a micrometer-sized, 3-dimensional sample under the microscope -- e.g. to find relevant imaging regions -- can pose a tedious challenge for the experimenter. In this paper, we examine whether 2D desktop, 3D desktop, or Virtual Reality (VR) interfaces provide the best user experience and performance for the exploration of 3D samples. We invited 12 skilled microscope operators to perform two different exploration tasks in 2D, 3D and VR and compared all conditions in terms speed, usability, and completion. Our results show a clear benefit when using VR -- in terms of task efficiency, usability, and user acceptance. Intriguingly, while VR outperformed desktop 2D and 3D in all scenarios, 3D desktop did not outperform 2D desktop.

cs.HC

IGUANA: Immersive Guidance, Navigation, and Control for Consumer UAV

As the markets for unmanned aerial vehicles (UAVs) and mixed reality (MR) headsets continue to grow, recent research has increasingly explored their integration, which enables more intuitive, immersive, and situationally aware control systems. We present IGUANA, an MR-based immersive guidance, navigation, and control system for consumer UAVs. IGUANA introduces three key elements beyond conventional control interfaces: (1) a 3D terrain map interface with draggable waypoint markers and live camera preview for high-level control, (2) a novel spatial control metaphor that uses a virtual ball as a physical analogy for low-level control, and (3) a spatial overlay that helps track the UAV when it is not visible with the naked eye or visual line of sight is interrupted. We conducted a user study to evaluate our design, both quantitatively and qualitatively, and found that (1) the 3D map interface is intuitive and easy to use, relieving users from manual control and suggesting improved accuracy and consistency with lower perceived workload relative to conventional dual-stick controller, (2) the virtual ball interface is intuitive but limited by the lack of physical feedback, and (3) the spatial overlay is very useful in enhancing the users' situational awareness.

cs.HC

manvr3d: A Platform for Human-in-the-loop Cell Tracking in Virtual Reality

We propose manvr3d, a novel VR-ready platform for interactive human-in-the-loop cell tracking. We utilize VR controllers and eye-tracking hardware to facilitate rapid ground truth generation and proofreading for deep learning-based cell tracking models. Life scientists reconstruct the developmental history of organisms on the cellular level by analyzing 3D time-lapse microscopy images acquired at high spatio-temporal resolution. The reconstruction of such cell lineage trees traditionally involves tracking individual cells through all recorded time points, manually annotating their positions, and then linking them over time to create complete trajectories. Deep learning-based algorithms accelerate this process, yet depend heavily on manually-annotated high-quality ground truth data and curation. Visual representation of the image data in this process still relies primarily on 2D renderings, which greatly limits spatial understanding and navigation. In this work, we bridge the gap between deep learning-based cell tracking software and 3D/VR visualization to create a human-in-the-loop cell tracking system. We lift the incremental annotation, training and proofreading loop of the deep learning model into the 3rd dimension and apply natural user interfaces like hand gestures and eye tracking to accelerate the cell tracking workflow for life scientists.

cs.HC

Immersive In Situ Visualizations for Monitoring Architectural-Scale Multiuser MR Experiences

Mixed reality (MR) environments provide great value in displaying 3D virtual content. Systems facilitating co-located multiuser MR (Co-MUMR) experiences allow multiple users to co-present in a shared immersive virtual environment with natural locomotion. They can be used to support a broad spectrum of applications such as immersive presentations, public exhibitions, psychological experiments, etc. However, based on our experiences in delivering Co-MUMR experiences in large architectures and our reflections, we noticed that the crucial challenge for hosts to ensure the quality of experience is their lack of insight into the real-time information regarding visitor engagement, device performance, and system events. This work facilitates the display of such information by introducing immersive in situ visualizations.

cs.HC