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Yalong Yang

Publications and source records attributed to Yalong Yang.

At least 19 recordsLinked to original sources

Surrounded by Friends: Design and Evaluation of Immersive Layouts of Egocentric Network for Visual Analytics

This paper explores design considerations for egocentric network layouts in immersive environments, providing fresh empirical insights that enhance egocentric network analysis. An egocentric network focuses on the topological and semantic relationships around a focal node (ego) and its neighboring nodes (alters), targeting local sub-networks rather than the whole network. Traditional desktop environments, limited by display constraints, often face visual clutter as node numbers grow. Building on recent findings that immersive environments enhance network analysis, we explore layouts tailored for these spaces. We begin by identifying essential design properties and dimensions for egocentric network layouts, taking into account the unique features of immersive environments. Based on these, we design four layouts-Cube, Cylindrical, Radial, and Spherical-that vary across design dimensions. We evaluate these layouts in a user study with 24 participants completing egocentric analysis tasks. Our study suggests that Cube performed well for tasks focused on ego-alter connection strength. In contrast, Spherical was more effective for understanding alter topology, minimizing occlusion, and efficiently utilizing 3D space. These findings inform design implications for future immersive egocentric network layouts.

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Understanding Organizational Strategies Across Multimodal Artifacts in Immersive Computational Notebooks

Immersive Computational Notebooks (ICoN) extend traditional notebook environments into immersive spaces, enabling analysts to interact with multimodal artifacts, including code, narratives, data tables, and visualizations. By integrating multimodal artifacts into a single immersive workspace, ICoN enables analysts to transition between analytical tasks seamlessly. Meanwhile, understanding organizational strategies is critical for designing effective interactions to further support analysts. However, prior research on immersive computational notebooks has primarily examined organizational strategies centered on single-modality artifacts. Systematic investigations of how analysts spatially organize the complex relationships among multimodal artifacts in a single immersive workspace remain underexplored. To address this gap, we conducted a user study to examine organizational strategies for multimodal artifacts in immersive computational notebooks. Our findings show that participants predominantly adopted depth-based layouts, and their spatial organization was largely structured around cell-based artifacts.

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Who's That Player?: Externalizing Query Interpretation in Spoken XR Sports Interaction

XR sports viewing enables spectators to follow play from immersive, spatially anchored perspectives while accessing contextual analytics directly within the scene. In such settings, speech offers a practical interaction modality because text entry and menu navigation can interrupt attention during fast-paced gameplay. However, spoken queries are often underspecified: viewers may omit which player, time period, field location, or metric they intend. When systems resolve these ambiguities implicitly, their assumptions remain hidden, making misinterpretations difficult to notice and correct (repair). We investigate how externalizing a system's interpretation of spoken queries can support inspection and correction of such misunderstandings in XR sports viewing. Through a formative study, we identified four recurring ambiguity types (referential, spatial, temporal, and metric) that characterize ambiguous spoken queries in this context. We develop a design space that organizes externalization along three dimensions (ambiguity type, interpretation state, externalization strategy) and instantiate it in an interactive XR soccer viewing system that combines situated visual cues with supporting analytic views. A within-subjects user study (N=16) comparing externalized interpretation against a voice-only baseline reveals that externalization is associated with higher inspectability on most measured dimensions and increased explicit repair language overall. However, repair occurred in only 38% of misaligned externalization trials, and this visibility-action gap varied by ambiguity type, indicating that transparency and correction affordance are orthogonal design axes.

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CrossAtlas: Evaluating Projection Techniques for Spatial Referencing in Cross-Reality Collaboration

Cross-reality collaboration increasingly connects immersive and desktop users within synchronized workspaces, yet little is known about how bidirectional projection techniques between immersive 3D layouts and desktop 2D views influence communication. Spatial referencing depends on shared spatial understanding, but different mappings preserve and distort geometric relationships in different ways, altering perceived adjacency, orientation, and coverage across collaborators' views. We present CrossAtlas, a synchronized PC-VR collaboration platform that integrates multiple bidirectional projection techniques, including three planar projection variants and equirectangular, a spherical projection variant, across layouts of varying curvature. In a controlled study with 24 dyads, collaborators completed spatial referencing tasks under different projection-layout conditions while we collected performance and subjective measures. Our results show that projection choice strongly shaped collaboration, with the spherical variant often outperforming planar projections and remaining robust across object layouts.

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Challenges in Synchronous & Remote Collaboration Around Visualization

We characterize 16 challenges faced by those investigating and developing remote and synchronous collaborative experiences around visualization. Our work reflects the perspectives and prior research efforts of an international group of 29 experts from across human-computer interaction and visualization sub-communities. The challenges are anchored around five collaborative activities that exhibit a centrality of visualization and multimodal communication. These activities include exploratory data analysis, creative ideation, visualization-rich presentations, joint decision making grounded in data, and real-time data monitoring. The challenges also reflect the changing dynamics of these activities in the face of recent advances in extended reality (XR) and artificial intelligence (AI). As an organizing scheme for future research at the intersection of visualization and computer-supported cooperative work, we align the challenges with a sequence of four sets of research and development activities: technological choices, social factors, AI assistance, and evaluation.

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Break the Window: Exploring Spatial Decomposition of Webpages in XR

Most XR web browsers still present webpages as a single floating window, carrying over desktop design assumptions into immersive space. We explore an alternative by breaking the browser window and distributing a webpage into spatial UI chunks within a mixed-reality workspace. We present Break-the-Window (BTW), an exploratory prototype that spatially decomposes live, fully functional webpages into movable panels supporting mid-air and surface-attached placement, as well as direct touch and ray-based interaction. Through a formative study with XR practitioners and an exploratory qualitative study with 15 participants, we observed how spatial decomposition supports distributed attention and spatial meaning-making, while also surfacing challenges around coordination effort, interaction precision, and the lack of shared spatial UI conventions. This work invites discussion on how web interfaces might be reimagined for spatial computing beyond the single-window paradigm.

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To Slide or Not to Slide: Exploring Techniques for Comparing Immersive Videos

Immersive videos (IVs) provide 360{\deg} environments that create a strong sense of presence and spatial exploration. Unlike traditional videos, IVs distribute information across multiple directions, making comparison cognitively demanding and highly dependent on interaction techniques. With the growing adoption of IVs, effective comparison techniques have become an essential yet underexplored area of research. Inspired by the "sliding" concept in 2D media comparison, we integrate two established comparison strategies from the literature--toggle and side-by-side--to support IV comparison with greater flexibility. For an in-depth understanding of different strategies, we adapt and implement five IV comparison techniques across VR and 2D environments: SlideInVR, ToggleInVR, SlideIn2D, ToggleIn2D, and SideBySideIn2D. We then conduct a user study (N=20) to examine how these techniques shape users' perceptions, strategies, and workflows. Our findings provide empirical insights into the strengths and limitations of each technique, underscoring the need to switch between comparison approaches across scenarios. Notably, participants consistently rate SlideInVR and SlideIn2D as the most flexible and favorite methods for IV comparison.

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Evaluating Replay Techniques for Asynchronous Task Handover in Immersive Analytics

Immersive analytics enables collaborative data analysis in shared virtual spaces. While synchronous collaboration in such environments is well-established, real-world analysis often requires an effective task handover - the transfer of knowledge and analytical context between analysts working asynchronously. Traditional handover methods often rely on static annotations that fail to capture the dynamic problem-solving process and spatial context inherent in immersive workflows. To address this handover challenge, we explore session replay as a comprehensive approach for analysts to re-experience a predecessor's work, facilitating a deeper understanding of both the visual details and the insight formation process. Two phases of studies were conducted to establish design guidelines for such replay systems by investigating the impact of viewing platform (PC vs. VR), perspective (first-person vs. third-person), and navigation control (active vs. passive). Phase 1 identified the optimal replay configurations within each viewing platform, revealing a platform-dependent divergence: PC users favored a guided, first-person perspective for its focused detail, while VR users benefited significantly from the agency afforded by a third-person perspective with active navigation. After refining each condition based on user feedback, including developing a novel hybrid 1PP+3PP format for PC, Phase 2 compared the two optimized systems (PC vs. VR). Our results show that the immersive VR replay led to significantly better task comprehension and workflow reconstruction accuracy, demonstrating the critical role of embodied agency in understanding complex analytical processes.

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SpeechLess: Micro-utterance with Personalized Spatial Memory-aware Assistant in Everyday Augmented Reality

Speaking aloud to a wearable AR assistant in public can be socially awkward, and re-articulating the same requests every day creates unnecessary effort. We present SpeechLess, a wearable AR assistant that introduces a speech-based intent granularity control paradigm grounded in personalized spatial memory. SpeechLess helps users "speak less," while still obtaining the information they need, and supports gradual explicitation of intent when more complex expression is required. SpeechLess binds prior interactions to multimodal personal context-space, time, activity, and referents-to form spatial memories, and leverages them to extrapolate missing intent dimensions from under-specified user queries. This enables users to dynamically adjust how explicitly they express their informational needs, from full-utterance to micro/zero-utterance interaction. We motivate our design through a week-long formative study using a commercial smart glasses platform, revealing discomfort with public voice use, frustration with repetitive speech, and hardware constraints. Building on these insights, we design SpeechLess, and evaluate it through controlled lab and in-the-wild studies. Our results indicate that regulated speech-based interaction, can improve everyday information access, reduce articulation effort, and support socially acceptable use without substantially degrading perceived usability or intent resolution accuracy across diverse everyday environments.

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Memento: Towards Proactive Visualization of Everyday Memories with Personal Wearable AR Assistant

We introduce Memento, a conversational AR assistant that permanently captures and memorizes user's verbal queries alongside their spatiotemporal and activity contexts. By storing these "memories," Memento discovers connections between users' recurring interests and the contexts that trigger them. Upon detection of similar or identical spatiotemporal activity, Memento proactively recalls user interests and delivers up-to-date responses through AR, seamlessly integrating AR experience into their daily routine. Unlike prior work, each interaction in Memento is not a transient event, but a connected series of interactions with coherent long--term perspective, tailored to the user's broader multimodal (visual, spatial, temporal, and embodied) context. We conduct a preliminary evaluation through user feedbacks with participants of diverse expertise in immersive apps, and explore the value of proactive context-aware AR assistant in everyday settings. We share our findings and challenges in designing a proactive, context-aware AR system.

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Investigating Seamless Transitions Between Immersive Computational Notebooks and Embodied Data Interactions

A growing interest in Immersive Analytics (IA) has led to the extension of computational notebooks (e.g., Jupyter Notebook) into an immersive environment to enhance analytical workflows. However, existing solutions rely on the WIMP (windows, icons, menus, pointer) metaphor, which remains impractical for complex data exploration. Although embodied interaction offers a more intuitive alternative, immersive computational notebooks and embodied data exploration systems are implemented as standalone tools. This separation requires analysts to invest considerable effort to transition from one environment to an entirely different one during analytical workflows. To address this, we introduce ICoN, a prototype that facilitates a seamless transition between computational notebooks and embodied data explorations within a unified, fully immersive environment. Our findings reveal that unification improves transition efficiency and intuitiveness during analytical workflows, highlighting its potential for seamless data analysis.

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Towards an Embodied Composition Framework for Organizing Immersive Computational Notebooks

As immersive technologies evolve, immersive computational notebooks offer new opportunities for interacting with code, data, and outputs. However, scaling these environments remains a challenge, particularly when analysts manually arrange large numbers of cells to maintain both execution logic and visual coherence. To address this, we introduce an embodied composition framework, facilitating organizational processes in the context of immersive computational notebooks. To evaluate the effectiveness of the embodied composition framework, we conducted a controlled user study comparing manual and embodied composition frameworks in an organizational process. The results show that embodied composition frameworks significantly reduced user effort and decreased completion time. However, the design of the triggering mechanism requires further refinement. Our findings highlight the potential of embodied composition frameworks to enhance the scalability of the organizational process in immersive computational notebooks.

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Exploring Organizational Strategies in Immersive Computational Notebooks

Computational notebooks, which integrate code, documentation, tags, and visualizations into a single document, have become increasingly popular for data analysis tasks. With the advent of immersive technologies, these notebooks have evolved into a new paradigm, enabling more interactive and intuitive ways to perform data analysis. An immersive computational notebook, which integrates computational notebooks within an immersive environment, significantly enhances navigation performance with embodied interactions. However, despite recognizing the significance of organizational strategies in the immersive data science process, the organizational strategies for using immersive notebooks remain largely unexplored. In response, our research aims to deepen our understanding of organizations, especially focusing on spatial structures for computational notebooks, and to examine how various execution orders can be visualized in an immersive context. Through an exploratory user study, we found participants preferred organizing notebooks in half-cylindrical structures and engaged significantly more in non-linear analysis. Notably, as the scale of the notebooks increased (i.e., more code cells), users increasingly adopted multiple, concurrent non-linear analytical approaches.

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LitForager: Exploring Multimodal Literature Foraging Strategies in Immersive Sensemaking

Exploring and comprehending relevant academic literature is a vital yet challenging task for researchers, especially given the rapid expansion in research publications. This task fundamentally involves sensemaking - interpreting complex, scattered information sources to build understanding. While emerging immersive analytics tools have shown cognitive benefits like enhanced spatial memory and reduced mental load, they predominantly focus on information synthesis (e.g., organizing known documents). In contrast, the equally important information foraging phase - discovering and gathering relevant literature - remains underexplored within immersive environments, hindering a complete sensemaking workflow. To bridge this gap, we introduce LitForager, an interactive literature exploration tool designed to facilitate information foraging of research literature within an immersive sensemaking workflow using network-based visualizations and multimodal interactions. Developed with WebXR and informed by a formative study with researchers, LitForager supports exploration guidance, spatial organization, and seamless transition through a 3D literature network. An observational user study with 15 researchers demonstrated LitForager's effectiveness in supporting fluid foraging strategies and spatial sensemaking through its multimodal interface.

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ForcePinch: Force-Responsive Spatial Interaction for Tracking Speed Control in XR

Spatial interaction in 3D environments requires balancing efficiency and precision, which requires dynamic tracking speed adjustments. However, existing techniques often couple tracking speed adjustments directly with hand movements, reducing interaction flexibility. Inspired by the natural friction control inherent in the physical world, we introduce ForcePinch, a novel force-responsive spatial interaction method that enables users to intuitively modulate pointer tracking speed and smoothly transition between rapid and precise movements by varying their pinching force. To implement this concept, we developed a hardware prototype integrating a pressure sensor with a customizable mapping function that translates pinching force into tracking speed adjustments. We conducted a user study with 20 participants performing well-established 1D, 2D, and 3D object manipulation tasks, comparing ForcePinch against the distance-responsive technique Go-Go and speed-responsive technique PRISM. Results highlight distinctive characteristics of the force-responsive approach across different interaction contexts. Drawing on these findings, we highlight the contextual meaning and versatility of force-responsive interactions through four illustrative examples, aiming to inform and inspire future spatial interaction design.

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REVA: Supporting LLM-Generated Programming Feedback Validation at Scale Through User Attention-based Adaptation

This paper introduces REVA, a human-AI system that expedites instructor review of voluminous AI-generated programming feedback by sequencing submissions to minimize cognitive context shifts and propagating instructor-driven revisions across semantically similar instances. REVA introduces a novel approach to human-AI collaboration in educational feedback by adaptively learning from instructors' attention in the review and revision process to continuously improve the feedback validation process. REVA's usefulness and effectiveness in improving feedback quality and the overall feedback review process were evaluated through a within-subjects lab study with 12 participants.

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Ego vs. Exo and Active vs. Passive: Investigating the Individual and Combined Effects of Viewpoint and Navigation on Spatial Immersion and Understanding in Immersive Storytelling

Visual storytelling combines visuals and narratives to communicate important insights. While web-based visual storytelling is well-established, leveraging the next generation of digital technologies for visual storytelling, specifically immersive technologies, remains underexplored. We investigated the impact of the story viewpoint (from the audience's perspective) and navigation (when progressing through the story) on spatial immersion and understanding. First, we collected web-based 3D stories and elicited design considerations from three VR developers. We then adapted four selected web-based stories to an immersive format. Finally, we conducted a user study (N=24) to examine egocentric and exocentric viewpoints, active and passive navigation, and the combinations they form. Our results indicated significantly higher preferences for egocentric+active (higher agency and engagement) and exocentric+passive (higher focus on content). We also found a marginal significance of viewpoints on story understanding and a strong significance of navigation on spatial immersion.

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Exploring Spatial Hybrid User Interface for Visual Sensemaking

We built a spatial hybrid system that combines a personal computer (PC) and virtual reality (VR) for visual sensemaking, addressing limitations in both environments. Although VR offers immense potential for interactive data visualization (e.g., large display space and spatial navigation), it can also present challenges such as imprecise interactions and user fatigue. At the same time, a PC offers precise and familiar interactions but has limited display space and interaction modality. Therefore, we iteratively designed a spatial hybrid system (PC+VR) to complement these two environments by enabling seamless switching between PC and VR environments. To evaluate the system's effectiveness and user experience, we compared it to using a single computing environment (i.e., PC-only and VR-only). Our study results (N=18) showed that spatial PC+VR could combine the benefits of both devices to outperform user preference for VR-only without a negative impact on performance from device switching overhead. Finally, we discussed future design implications.

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