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BIVWAC - 2025

2025​​​‌Activity reportProject-TeamBIVWAC‌

RNSR: 202424473B
  • Research center‌​‌ Inria Centre at the​​ University of Bordeaux
  • In​​​‌ partnership with:CNRS
  • Team‌ name: Building Immersive Visualizations‌​‌ for Welfare, Awareness, and​​​‌ Comprehension
  • In collaboration with:​Laboratoire Bordelais de Recherche​‌ en Informatique (LaBRI)

Creation​​ of the Project-Team: 2024​​​‌ January 01

Each year,​ Inria research teams publish​‌ an Activity Report presenting​​ their work and results​​​‌ over the reporting period.​ These reports follow a​‌ common structure, with some​​ optional sections depending on​​​‌ the specific team. They​ typically begin by outlining​‌ the overall objectives and​​ research programme, including the​​​‌ main research themes, goals,​ and methodological approaches. They​‌ also describe the application​​ domains targeted by the​​​‌ team, highlighting the scientific​ or societal contexts in​‌ which their work is​​ situated.

The reports then​​​‌ present the highlights of​ the year, covering major​‌ scientific achievements, software developments,​​ or teaching contributions. When​​​‌ relevant, they include sections​ on software, platforms, and​‌ open data, detailing the​​ tools developed and how​​​‌ they are shared. A​ substantial part is dedicated​‌ to new results, where​​ scientific contributions are described​​​‌ in detail, often with​ subsections specifying participants and​‌ associated keywords.

Finally, the​​ Activity Report addresses funding,​​​‌ contracts, partnerships, and collaborations​ at various levels, from​‌ industrial agreements to international​​ cooperations. It also covers​​​‌ dissemination and teaching activities,​ such as participation in​‌ scientific events, outreach, and​​ supervision. The document concludes​​​‌ with a presentation of​ scientific production, including major​‌ publications and those produced​​ during the year.

Keywords​​​‌

Computer Science and Digital​ Science

  • A3.1. Data
  • A5.1.​‌ Human-Computer Interaction
  • A5.1.1. Engineering​​ of interactive systems
  • A5.1.2.​​​‌ Evaluation of interactive systems​
  • A5.1.6. Tangible interfaces
  • A5.1.8.​‌ 3D User Interfaces
  • A5.1.9.​​ User and perceptual studies​​​‌
  • A5.2. Data visualization
  • A5.6.1.​ Virtual reality
  • A5.6.2. Augmented​‌ reality

Other Research Topics​​ and Application Domains

  • B2.1.​​​‌ Well being
  • B3.1. Sustainable​ development
  • B3.6. Ecology
  • B9.1.​‌ Education
  • B9.2. Art
  • B9.3.​​ Medias
  • B9.5.1. Computer science​​​‌
  • B9.5.3. Physics
  • B9.5.6. Data​ science
  • B9.6.1. Psychology
  • B9.6.11.​‌ Information and communication science​​
  • B9.7. Knowledge dissemination
  • B9.8.​​​‌ Reproducibility

1 Team members,​ visitors, external collaborators

Research​‌ Scientists

  • Martin Hachet [​​Team leader, INRIA​​​‌, Senior Researcher,​ HDR]
  • Benjamin Bach​‌ [INRIA, Senior​​ Researcher, from Oct​​​‌ 2025, HDR]​
  • Benjamin Bach [INRIA​‌, ISFP, until​​ Sep 2025, HDR​​​‌]
  • Pierre Dragicevic [​INRIA, Researcher,​‌ HDR]
  • Yvonne Jansen​​ [CNRS, Researcher​​​‌]

Post-Doctoral Fellows

  • Eugenie​ Brasier [INRIA,​‌ Post-Doctoral Fellow]
  • Leni​​ Yang [INRIA]​​​‌

PhD Students

  • Vincent Casamayou​ [UNIV BORDEAUX]​‌
  • Valentin Edelsbrunner [INRIA​​]
  • Aymeric Ferron [​​​‌INRIA]
  • Juliette Le​ Meudec [INRIA]​‌
  • Maudeline Marlier [SNCF​​, CIFRE, until​​​‌ Feb 2025]
  • Leana​ Petiot [INRIA]​‌
  • Emma Tison [UNIV​​ BORDEAUX, until Aug​​​‌ 2025]

Technical Staff​

  • Adrien Corn [INRIA​‌, Engineer]
  • Justin​​ Dillmann [INRIA,​​​‌ Engineer, until Oct​ 2025]
  • Thibaud Mornet–Blanchet​‌ [INRIA, Engineer​​, until Nov 2025​​​‌]

Interns and Apprentices​

  • Alonso Almendras Troncoso [​‌INRIA, Intern,​​ from Feb 2025 until​​​‌ May 2025]
  • Ophely​ Delagneau [INRIA,​‌ Intern, from Nov​​ 2025]
  • Ana Sofia​​ Gonzalez Patino [INRIA​​​‌, Intern, until‌ Mar 2025]
  • Karl‌​‌ Kanaan [UNIV BORDEAUX​​, Intern, from​​​‌ Jun 2025 until Jul‌ 2025]
  • Lucine Polman‌​‌ [UNIV BORDEAUX,​​ Intern, from Jun​​​‌ 2025 until Jul 2025‌]

Administrative Assistant

  • Anne-Lise‌​‌ Pernel [INRIA]​​

Visiting Scientists

  • Tim Dwyer​​​‌ [UNIV MONASH,‌ from Mar 2025 until‌​‌ May 2025]
  • Jinrui​​ Wang [UNIV EDINBURGH​​​‌, from Oct 2025‌ until Nov 2025]‌​‌

2 Overall objectives

Many​​ data sets and real-world​​​‌ phenomena are difficult for‌ non-experts to understand. As‌​‌ a result, there is​​ often a distance between​​​‌ the knowledge and the‌ audience, who may have‌​‌ difficulty in making correct​​ inferences and acting accordingly.​​​‌ The overall objective of‌ Bivwac is to bridge‌​‌ the gap between data​​ and action by studying​​​‌ new tools and methods‌ that can help practitioners‌​‌ to better explain data​​ and phenomena in various​​​‌ domains. Our main motivation‌ is to contribute to‌​‌ the dissemination of knowledge​​ in our societies, which​​​‌ can lead to better‌ informed decisions and actions.‌​‌

For example, a lot​​ of scientific data and​​​‌ predictive models are concerned‌ with environmental issues. However,‌​‌ there are many misconceptions​​ among the general public​​​‌ and it is often‌ difficult to relate relevant‌​‌ information to peoples' everyday​​ experiences. The same holds​​​‌ for mental health, where‌ it can be difficult‌​‌ to develop a good​​ understanding of disorders without​​​‌ experiencing what patients live‌ every day. As a‌​‌ result, many misconceptions, fears,​​ and stigmas tend to​​​‌ exclude part of the‌ world’s population. In terms‌​‌ of general education, many​​ complex topics, such as​​​‌ emerging scientific disciplines (e.g.,‌ quantum physics), are reasonably‌​‌ well understood by experts​​ but are still beyond​​​‌ the reach of most‌ students. Again, this is‌​‌ largely due to the​​ abstract and complex nature​​​‌ of the underlying phenomena,‌ which makes them difficult‌​‌ to access with current​​ tools.

Bivwac explores how​​​‌ to make such complex‌ data and phenomena more‌​‌ accessible, understandable, and impactful.​​ Therefore, we focus on​​​‌ the design, implementation, and‌ evaluation of immersive visualization‌​‌ experiences. Immersive visualization—visualization​​ in augmented reality (AR),​​​‌ virtual reality (VR), large-wall‌ displays, physicalizations and generally‌​‌ using any technology that​​ brings users closer to​​​‌ the digital content offer‌ promising ways to experience,‌​‌ understand, and explore data​​ and complex phenomena. Yet,​​​‌ the design of such‌ applications is under-researched. By‌​‌ identifying the factors that​​ determine the success of​​​‌ immersive visualization experiences and‌ by creating new tools‌​‌ that help to transfer​​ and promote useful knowledge,​​​‌ we hope to contribute‌ to moving the world‌​‌ towards a more sustainable​​ and collectively desirable future,​​​‌ in line with the‌ United Nations Sustainable Development‌​‌ Goals.

3 Research program​​

Bivwac's research and overall​​​‌ methodology can be described‌ along three main directions‌​‌ (or pillars): devising theories​​ and understanding domains,​​​‌ designing and implementing interventions‌ and techniques, and‌​‌ surfacing empirical evidence through​​ rigorous experimentation. These​​​‌ three pillars are equally‌ important and tightly linked‌​‌ (Figure 1); although​​​‌ it is possible to​ obtain intermediate results by​‌ focusing on each of​​ the pillars independently, big​​​‌ advances will be possible​ only if we tackle​‌ the research challenges in​​ a holistic manner. Hence,​​​‌ we adopt an iterative​ process with multiple back-and-forth​‌ actions between theory and​​ observations, the creation of​​​‌ technology, and evaluations of​ the proposed interventions and​‌ techniques. Such a process​​ is a standard approach​​​‌ for research in Human-Computer​ Interaction. The remainder of​‌ this section details each​​ of these pillars and​​​‌ our respective methods.

Figure 1

The​ figure shows the three​‌ pillars of our research​​ program and their respective​​​‌ relationships: each one having​ some (undefined) relation with​‌ each other. The figure​​ is a schema with​​​‌ three text boxes and​ the respective arrows connecting​‌ them in both directions.​​

Figure 1: The​​​‌ three pillars of our​ scientific program, and their​‌ interactions.

3.1 Structured theory​​ and domain analysis

This​​​‌ pillar consists in identifying​ and understanding the current​‌ state of knowledge, available​​ data and practices, as​​​‌ well as the challenges​ that are linked to​‌ the application domains we​​ target, for example, in​​​‌ the form of literature​ reviews in our scientific​‌ field, as well as​​ related domains such as​​​‌ economy, environmental sciences, psychology​ and education. A multidisciplinary​‌ approach with colleagues in​​ these domains allow us​​​‌ to identify challenges and​ opportunities, which will result​‌ in the building of​​ conceptual frameworks and research​​​‌ hypotheses.

For example, the​ goal in one of​‌ our PhD projects is​​ to make quantum physics​​​‌ more accessible, and to​ encourage students to explore​‌ this strategic subject in​​ more depth. To that​​​‌ end, we learn what​ quantum physics is, we​‌ discuss with teachers and​​ students to identify the​​​‌ current barriers to understanding​ in a bottom-up approach,​‌ and we explore the​​ literature in education.

This​​​‌ theoretical pillar informs the​ other two pillars, but​‌ is also informed by​​ them. Indeed, the tools​​​‌ we develop and the​ experiments we conduct help​‌ us refine our theories,​​ both by providing answers​​​‌ to our research questions​ and by revealing possibilities​‌ we had not considered​​ before (e.g., new types​​​‌ of designs and new​ research questions).

3.2 Creative​‌ Design and implementation

This​​ second pillar focuses on​​​‌ the effective creation of​ immersive visualization experiences, interventions,​‌ and techniques. Numerous ingredients​​ contribute to the creation​​​‌ of such experiences. At​ a design level, it​‌ is fundamental to clearly​​ identify what a given​​​‌ experience is expected to​ produce: elicitation of emotions,​‌ support for learning, enhanced​​ collaboration between participants, and​​​‌ so on. This will​ lead to the emergence​‌ of ideas that we​​ will seek to materialize​​​‌ through research prototypes.​ Concretely, brainstorming, ideation sessions,​‌ and focus groups are​​ tools that will help​​​‌ us to stimulate, possibly​ with collaborators from other​‌ domains, the creation of​​ (disruptive) ideas. This ideation​​​‌ process is often conducted​ directly with practitioners or​‌ citizens, as we are​​ currently doing with students​​​‌ in psychology to create​ a tool dedicated to​‌ the lack of awareness​​ in schizophrenia (see LiveIt​​ project). Because we target​​​‌ technologies that may contribute‌ to enhancing immersiveness,‌​‌ we will base our​​ developments on unconventional input​​​‌ and output modalities that‌ may go beyond the‌​‌ limits of current desktop​​ systems.

Besides a focus​​​‌ on technolgy, we also‌ explore new approaches making‌​‌ use of data storytelling​​, a relatively young​​​‌ research field whose objective‌ is to improve the‌​‌ understanding of data and​​ phenomena by walking a​​​‌ viewer through the data‌ or phenomenon gradually. Data‌​‌ storytelling is an approach​​ that aligns well with​​​‌ Bivwac's objectives. Not only‌ do we take inspiration‌​‌ from the approach in​​ our research, we also​​​‌ extend it through our‌ research, given that it‌​‌ is still a nascent​​ area with many unexplored​​​‌ opportunities and unanswered research‌ questions.

For the design‌​‌ of interventions and techniques,​​ we adpot an iterative​​​‌ process that moves us‌ progressively from low-fidelity towards‌​‌ high-fidelity prototypes which we​​ then test during evaluation​​​‌ sessions (see Pillar 3).‌ Where sensable, we put‌​‌ effort in making our​​ tools and methods available,​​​‌ so other researchers can‌ benefit from our know-how,‌​‌ and replicate our technological​​ environments for their own​​​‌ research. Successful designs can‌ also be used outside‌​‌ the lab, and in​​ some cases, can potentially​​​‌ be transferred, as we‌ did in the past‌​‌ in the Potioc Inria​​ team.

3.3 Rigorous Experimentation​​​‌

The third pillar concerns‌ experimental work to evaluate‌​‌ our designs (Pillar 2)​​ through experiments with humans.​​​‌ This allows us to‌ refine our prototypes and‌​‌ to compare them to​​ the state of the​​​‌ art. This also allows‌ us to better understand‌​‌ the factors that impact​​ the understanding or engagement​​​‌ of users for given‌ information types and tasks.‌​‌ All members of Bivwac​​ are highly familiar with​​​‌ such experimental work which‌ is central to HCI‌​‌ and visualization research. Designing​​ solid and informative user​​​‌ experiments is a research‌ challenge in itself, and‌​‌ a constant concern that​​ drives our research group.​​​‌

Controlled lab experiments allow‌ to assess low-level mechanisms‌​‌ such as the ability​​ of the human visual​​​‌ system to perceive such‌ or such stimuli among‌​‌ other distractive stimuli. Other​​ kinds of lab experiments​​​‌ can assess the usability‌ of a new system‌​‌ more broadly as well​​ as the cognitive demand​​​‌ involved in its usage.‌ Finally, we conduct higher‌​‌ level experiments to evaluate​​ to which extent a​​​‌ given system facilitates the‌ understanding of abstract phenomena‌​‌ or to understand if​​ participants change their behavior​​​‌ after having attended one‌ of our immersive visualization‌​‌ experiences.

4 Application domains​​

Bivwac is interested in​​​‌ application domains where there‌ exists data and knowledge‌​‌ that are difficult to​​ comprehend by non-experts, and​​​‌ where better education is‌ likely to bring positive‌​‌ societal consequences. We chose​​ to focus on domains​​​‌ that we currently think‌ are the most likely‌​‌ to contribute to building​​ a sustainable and collectively​​​‌ desirable world as laid‌ out by the United‌​‌ Nation as Sustainable Development​​ Goals (SDG), since those​​​‌ tend to be the‌ most meaningful and the‌​‌ most inspiring to us,​​​‌ as reflected by our​ choice of terms in​‌ the BIVWAC acronym: Welfare,​​ Awareness, Comprehension. Our main​​​‌ application domains include:

Environment​

Environmental issues are a​‌ key domain as rapid​​ global action is required​​​‌ and any approach that​ could help to mitigate​‌ the crisis deserves to​​ be explored. We are​​​‌ looking at how to​ help practitioners better educate​‌ citizens, politicians, and decision​​ makers for the promotion​​​‌ of pro-environmental decisions and​ actions as laid out​‌ by environmental sciences experts​​ (e.g. IPPC) and government​​​‌ agencies such as ADEME.​ We consider data and​‌ phenomena at different levels;​​ at a microscopic level​​​‌ we focus on specific​ problems (e.g. understanding the​‌ relative importance of carbon​​ footprint for different meals);​​​‌ at a more macroscopic​ level where we try​‌ to convey a more​​ global picture of available​​​‌ knowledge (e.g. better understanding​ the causes and consequences​‌ of global warming, the​​ different levers of change,​​​‌ and the diverse implications​ of policies).

Education

We​‌ are interested in education​​ in general, in particular​​​‌ when knowledge is difficult​ to transmit with standard​‌ methods and user interfaces.​​ As an example, we​​​‌ have worked on the​ teaching of wave optics​‌ for several years, and​​ we have built a​​​‌ new interactive tool that​ goes beyond the limits​‌ of current teaching approaches.​​ We continue and extend​​​‌ this work in various​ areas, including quantum physics​‌ and collaborative learning, as​​ well as education for​​​‌ visualization and data literacy.​

Global Welfare

Global welfare​‌ can be broken down​​ into several directions of​​​‌ research. We have started​ exploring how immersive AR​‌ visualizations can help people​​ better understand what schizophrenia​​​‌ is, with the final​ goal of reducing stigma.​‌ Other research directions relate​​ to humanitarian visualizations where​​​‌ we want to study​ how immersive visualization experiences​‌ can be used to​​ help reduce global suffering.​​​‌

For these application domains,​ the challenge is to​‌ engage people in a​​ process of learning, to​​​‌ promote a comprehensive understanding​ of poorly-understood phenomena, to​‌ encourage discussions and reflections​​ between citizens or, potentially,​​​‌ to favor a real​ change in people’s behaviors.​‌ This differs from what​​ is generally studied in​​​‌ more traditional contexts where​ productivity is often a​‌ target (optimize completion time,​​ minimize error rate).

5​​​‌ Social and environmental responsibility​

Bivwac was created with​‌ the motivation to contribute​​ to the major challenges​​​‌ linked to environmental and​ social issues, as detailed​‌ in Section 4.​​ The team's objectives align​​​‌ with multiple of the​ United Nations Sustainable Development​‌ Goals (SDGs). Examples of​​ projects that are directely​​​‌ related are Live-It8.2​ (Global welfare,​‌ SDG #3), BeAware,​​ visualization atlases 8.9 (​​​‌Environment, SDG #13​ #14 #15), or ICARE​‌8.7 and HOBIT8.1​​ (Education, SDG​​​‌ #4).

In 2025, we​ started the collaborative project​‌ Comedo, part of the​​ ACT project of Université​​​‌ de Bordeaux, with Institut​ des Transitions and in​‌ collaboration with the CROUS.​​ The objective is to​​​‌ reduce the CO2 impact​ that is linked to​‌ food consumption in collective​​ restaurants. See Section 8.3​​.

BIVWAC is one​​​‌ of the signatories of‌ Charte d’engagement « Labos‌​‌ en transitions » des​​ structures de recherche du​​​‌ site universitaire de Bordeaux‌ et de leurs établissements‌​‌ de rattachement.

6​​ Highlights of the year​​​‌

  • The team organized TEI‌ 2025 in Bordeaux, the‌​‌ international conference dedicated to​​ tangible, embedded, and embodied​​​‌ interaction. See website.‌
  • Benjamin Bach has been‌​‌ promoted to a senior​​ research position (DR2)

6.1​​​‌ Awards

Two best papers‌ - honorable mention awards‌​‌ - in major venues​​ in HCI and Visualisation:​​​‌

  • Léana Petiot, Hélène Sauzéon,‌ Pierre Dragicevic. The Effect‌​‌ of Augmented Reality on​​ Involuntary Autobiographical Memory. CHI​​​‌ 2025 - Conference on‌ Human Factors in Computing‌​‌ Systems 23
  • Valentin Edelsbrunner,​​ Jinrui Wang, Alexis Pister,​​​‌ Tomas Vancisin, Sian Phillips,‌ et al.. Visualization Badges:‌​‌ Communicating Design and Provenance​​ through Graphical Labels Alongside​​​‌ Visualizations. IEEE Transactions on‌ Visualization and Computer Graphics,‌​‌ 32 (1) - [VIS​​ 2025 award] 11

7​​​‌ Latest software developments, platforms,‌ open data

The main‌​‌ softawre tools that have​​ significatively evolved in 2025​​​‌ are the following:

  • In‌ Shire, we concentrated in‌​‌ features dedicated to Quantum​​ physics education (see Section​​​‌ 8.1).
  • LiveIt has‌ been refined to assess‌​‌ how an AR simulation​​ can contribute to mental​​​‌ health students training. (see‌ Section 8.2)
  • VRAC‌​‌ is an extension of​​ our initial ARWAV tool​​​‌ dedicated to concrete visualisation‌ in AR.
  • The UK‌​‌ Co-benefits Atlas is an​​ open data platform visualizing​​​‌ the co-benefits of reducing‌ CO2 in the UK.‌​‌

7.1 Latest software developments​​

7.1.1 SHIRE

  • Name:
    Simulation​​​‌ of Hobit for an‌ Interactive and Remote Experience‌​‌
  • Keywords:
    Unity 3D, Optics,​​ Education
  • Functional Description:
    SHIRE​​​‌ is the desktop version‌ of the HOBIT platform.‌​‌ It allows building experiments​​ in wave optics and​​​‌ quantum physics. With this‌ pedagogical tool, students can‌​‌ prepare or continue practical​​ work at home. SHIRE​​​‌ can also be used‌ in a collaborative mode,‌​‌ where several instances of​​ the software are connected.​​​‌
  • Contact:
    Vincent Casamayou
  • Participant:‌
    5 anonymous participants

7.1.2‌​‌ LiveIt

  • Name:
    LiveIt
  • Keywords:​​
    Simulator, Augmented reality, Education,​​​‌ Schizophrenia
  • Functional Description:

    LiveIt‌ is an augmented reality‌​‌ educational tool designed to​​ raise awareness of schizophrenia​​​‌ among mental health students.‌ It simulates several positive‌​‌ and negative symptoms of​​ the disorder, such as​​​‌ auditory hallucinations and lack‌ of energy, within an‌​‌ environment that blends the​​ real world with virtual​​​‌ elements.

    The system uses‌ the Meta Quest 3‌​‌ headset in video passthrough​​ mode: users see their​​​‌ real environment enhanced with‌ virtual elements, including a‌​‌ virtual computer on which​​ they complete an assignment​​​‌ and a virtual television‌ displaying content related to‌​‌ their responses. These elements,​​ combined with spatialized voices,​​​‌ recreate experiences characteristic of‌ the disorder while maintaining‌​‌ a connection to the​​ physical world.

    Developed in​​​‌ Unity, LiveIt is portable‌ and easy to deploy.‌​‌ It can be used​​ for awareness or training​​​‌ sessions, either individually or‌ in groups.

  • Release Contributions:‌​‌
    Usable tool, with two​​ scenes
  • URL:
  • Contact:​​​‌
    Martin Hachet
  • Participant:
    5‌ anonymous participants
  • Partners:
    Inria,‌​‌ Université de Bordeaux

7.1.3​​​‌ VRAC

  • Name:
    Concrete augmented​ reality visualizations
  • Keywords:
    Augmented​‌ reality, 3D visualisation, Unity​​ 3D, Data visualization
  • Functional​​​‌ Description:
    This tool allows​ users to import datasets​‌ and 3D models to​​ create augmented reality scenes.​​​‌ For each data point,​ the user assigns a​‌ visualization from those defined​​ by the tool (Stack,​​​‌ Grid, Flux), adjusts its​ parameters, associates a 3D​‌ model, and adds it​​ to their scene. The​​​‌ compositions are saved and​ can be shared among​‌ users of the tool.​​
  • Release Contributions:
    Initial release​​​‌
  • Contact:
    Adrien Corn

7.2​ New platforms

  • The UK​‌ Co-benefits Atlas is an​​ interactive online visualisation atlas​​​‌ presenting and explaining data​ on the potential socio-economic​‌ impacts of achieving climate​​ action targets in the​​​‌ UK. The data includes​ 11 co-benefits and co-costs​‌ of climate actions for​​ over 46,000 data zones,​​​‌ connected with 17 socio-economic​ attributes. Analyses and visualisations​‌ aim to make these​​ data accessible, understandable, and​​​‌ useful for businesses, investors,​ researchers, third sector organisations​‌ and policymakers across Scotland​​ and the wider UK:​​​‌ https://­ukcobenefitsatlas.­net.

7.3 Open​ data

Bivwac shared research​‌ material on the Open​​ Science Framework (OSF) platform:​​​‌

  • https://­osf.­io/­n4p5c/ – Pre-registration, data,​ statistical analyses, stimuli and​‌ questionnaires, experiment code, and​​ videos for the TVCG​​​‌ paper Investigating the Effects​ of Augmented Reality on​‌ Message Credibility When Visualizing​​ Environmental Impacts, co-authored​​​‌ by Aymeric Ferron ,​ Ambre Assor , Pierre​‌ Dragicevic , and Yvonne​​ Jansen12.
  • https://­osf.­io/­6vhwn/​​​‌ – Pre-registration, data, stimuli,​ interview material, and system​‌ source code for the​​ IMWUT paper Using Real-time​​​‌ Auditory Feedback for the​ Reduction of Unwanted Words​‌ in Daily Communication co-authored​​ by Youpeng Zhang, Ashwin​​​‌ Ram, Shengdong Zhao, and​ Nuwan Janaka, and Pierre​‌ Dragicevic15.
  • https://­osf.­io/­gscpv/​​ – Data, analysis scripts,​​​‌ and preregistration for the​ CHI 2025 paper The​‌ Effect of Augmented Reality​​ on Involuntary Autobiographical Memory​​​‌, co-authored by Léana​ Petiot , Hélène Sauzéon​‌ and Pierre Dragicevic23​​.
  • https://­osf.­io/­cvum9/ – Preregistration​​​‌ for the VRST 2025​ paper Animated Transitions for​‌ Abstract and Concrete Immersive​​ Visualizations: A Design Space​​​‌ and Experiment, co-authored​ by Ambre Assor ,​‌ Martin Hachet , Arnaud​​ Prouzeau and Pierre Dragicevic​​​‌16.

8 New​ results

8.1 Quantum physics​‌ education

Participants: Vincent Casamayou​​, Justin Dillmann,​​​‌ Martin Hachet.

External​ collaborators: Lionel Canioni [Univ.​‌ Bordeaux].

Figure 2

The image​​ shows a Hanbury Brown​​​‌ Twiss experimental setup. In​ panel a, there is​‌ an optical bench with​​ detectors and light paths.​​​‌ Panel b displays a​ detector interface showing temporal​‌ detections from different light​​ sources. Panel c illustrates​​​‌ the calculation of the​ second-order correlation function, with​‌ a graph plotting correlation​​ against time delay. The​​​‌ process involves observing detections​ and calculating the correlation​‌ function. (Description generated at​​ January 15th, 2026 by​​​‌ Albert AI with the​ model Mistral-Small-3.2-24B)

Figure 2​‌: Pedagogical scenario to​​ demonstrate photons emission distribution​​​‌ with HQBIT during a​ well-known Hanbury Brown Twiss​‌ experiment. a) a simple​​ setup with a detector​​​‌ and a light source.​ b) a visualization of​‌ how photons distribute at​​ the location where the​​ detector was plugged. c)​​​‌ a visualization of a‌ second order correlation processed‌​‌ by the correlator. After​​ accumulating detections, the correlator​​​‌ illustrated in d) is‌ used to calculate this‌​‌ second order correlation.

Following​​ our work related to​​​‌ the teaching of wave‌ optics where we developped‌​‌ the SHIRE system 10​​, we have focused​​​‌ this year on facilitating‌ quantum physics education.

Quantum‌​‌ physics is currently evolving​​ with the emergence of​​​‌ new quantum technologies that‌ open a wide range‌​‌ of opportunities for future​​ concrete applications. However, the​​​‌ actual development of such‌ promising applications requires new‌​‌ generations of students to​​ be trained, not only​​​‌ as researchers, but also‌ as engineers and technicians.‌​‌ To reach this goal,​​ education in quantum physics​​​‌ plays a central role‌ and should evolve to‌​‌ meet these emerging needs.​​ The problem with quantum​​​‌ physics education lies in‌ underlying concepts that are‌​‌ often abstract, counterintuitive as​​ well as theories that​​​‌ stand on a complex‌ mathematical ground. Among the‌​‌ tools that help students​​ to build complex knowledge,​​​‌ experimental practices and digital‌ materials have shown undeniable‌​‌ benefits toward student conceptual​​ understanding. In this direction,​​​‌ we have proposed new‌ approaches that blend experimental‌​‌ practice and conceptual learning​​ of quantum physics based​​​‌ on a real-time digital‌ simulation of quantum optics‌​‌ experimental setups through multiple​​ formats (tangible and completely​​​‌ digital). In addition to‌ the practical advantages (cost,‌​‌ implementation), this approach enables​​ the simulation to be​​​‌ enhanced by adding pedagogical‌ information that links the‌​‌ concrete experiment to its​​ theoretical foundation (e.g Hanbury​​​‌ Brown Twiss experiment illustrated‌ in Figure 2).‌​‌

In December 2025, Vincent​​ Casamayou defended his PhD​​​‌ thesis dedicated to HQBIT.‌

8.2 Assessing how AR‌​‌ can help to understand​​ schizophrenia

Participants: Emma Tison​​​‌, Justin Dillmann,‌ Martin Hachet.

External‌​‌ collaborators: Arnaud Prouzeau,​​ Antoinette Prouteau [Univ. Bordeaux]​​​‌.

Figure 3

In an interior‌ setting, two women are‌​‌ visible. One woman is​​ sitting on a chair​​​‌ with her headset on,‌ possibly listening to something.‌​‌ She is looking towards​​ the other woman who​​​‌ is seated at a‌ table, wearing a virtual‌​‌ reality headset, and using​​ a keyboard. There is​​​‌ a small table with‌ some papers and a‌​‌ smartphone between them, and​​ a large window is​​​‌ in the background. The‌ room appears to be‌​‌ a modern office or​​ study space. (Description generated​​​‌ at January 15th, 2026‌ by Albert AI with‌​‌ the model Mistral-Small-3.2-24B)

Figure​​ 3: During the​​​‌ experiment, one participant was‌ immersed within a schizophrenia‌​‌ experience, while another was​​ an observer.

We have​​​‌ continued our work on‌ the LiveIt project.

First,‌​‌ we conducted a survey​​ with students to understand​​​‌ how augmented reality appears‌ relevant for mental health‌​‌ training and destigmatization of​​ schizophrenia. This work has​​​‌ just been accepted and‌ will be published in‌​‌ the journal ”Annales médico-psychologiques”​​

Second, we conducted a​​​‌ user study that compared‌ the effects on stigma‌​‌ and perceived contribution to​​ training of two conditions​​​‌ of immersion in a‌ schizophrenia simulation (first-person vs.‌​‌ observer). We assessed the​​​‌ added value of a​ post-simulation debriefing focused on​‌ personal recovery. We also​​ evaluated the medium-term effects​​​‌ (one month later), and​ explored underlying mechanisms such​‌ as empathy and relatability.​​ A total of 250​​​‌ students from psychology, medicine,​ occupational therapy, and nursing​‌ participated, divided into two​​ groups: one immersed in​​​‌ an AR simulation (1P)​ and the other observing​‌ (3P). After the simulation,​​ a debriefing included a​​​‌ video testimony about personal​ recovery. Results showed that​‌ 1P participants felt more​​ immersed, identified more with​​​‌ the simulated person, and​ experienced greater personal distress.​‌ They also reported a​​ higher perceived training benefit​​​‌ immediately after the simulation,​ which increased further after​‌ the debriefing. Stigmatization decreased​​ post-debriefing, but some stigmatizing​​​‌ attitudes resurfaced after one​ month, except for the​‌ stereotype of incompetence, which​​ continued to decline. Key​​​‌ findings highlight that participants​ with higher relatability to​‌ the simulated person showed​​ consistently lower social distance​​​‌ and greater perceived training​ benefit. Perspective-taking and personal​‌ distress were also linked​​ to improved understanding and​​​‌ professional confidence. These results​ suggest that AR simulations,​‌ combined with debriefing and​​ testimonials, can enhance both​​​‌ training outcomes and destigmatization​ efforts. The study underscores​‌ the potential of relatability,​​ perspective-taking, and controlled personal​​​‌ distress as levers for​ improving health professional training​‌ and reducing stigma around​​ schizophrenia.

In December 2025,​​​‌ Emma Tison defended her​ PhD Thesis dedicated to​‌ this topic.

8.3 Participatory​​ Data Physicalization of CO2e​​​‌ Emissions for Dietary Choices​ in Collective Catering Settings​‌

Participants: Eugenie Brasier,​​ Pierre Dragicevic, Yvonne​​​‌ Jansen, Martin Hachet​.

Figure 4

In the image,​‌ a man and a​​ woman are interacting with​​​‌ a wooden educational board.​ The board has four​‌ circular symbols at the​​ top: a cowhead (hidden​​​‌ behind a person's head),​ a pig head, a​‌ chicken & fish, and​​ a vegatarian V. Below​​​‌ these symbols, there are​ four vertical sections containing​‌ red and blue tokens​​ which were added people.​​​‌ The column in which​ they were added indicates​‌ their main protein source​​ for their lunch choice​​​‌ while the color indicates​ a response to a​‌ “question of the day”.'​​ A vertical ruler on​​​‌ the left side of​ the board provides a​‌ scale for the total​​ amount of greenhouse gas​​​‌ emissions by the respective​ protein choices. Two people​‌ are in fron of​​ the panel to add​​​‌ their data and discuss​ the differences in GHG​‌ emissions between protein choices.​​ (Initial version of the​​​‌ description generated at January​ 15th, 2026 by Albert​‌ AI with the model​​ Mistral-Small-3.2-24B and then heavily​​​‌ edited for correctness.)

Figure​ 4: Our participatory​‌ physicalization where column width​​ encodes the carbon impact​​​‌ of dietary choices, and​ tokens indicate the number​‌ of meals chosen for​​ each option

As part​​​‌ of the Comedo project​, we are exploring​‌ new participative visualisation interfaces​​ to encourage sustainable dietary​​​‌ choices in collective catering​ settings. In particular, in​‌ a workshop publication 30​​, we present the​​​‌ design and early on-site​ deployment of a participatory​‌ data physicalization in which​​ patrons of a collective​​ restaurant report their dietary​​​‌ choices and view their‌ associated carbon footprint. We‌​‌ describe our design process,​​ our first prototype, and​​​‌ lessons learned from a‌ week-long test. We conclude‌​‌ with practical insights for​​ future iterations and directions​​​‌ for further research.

We‌ are continuing our investigations‌​‌ with CROUS and collegues​​ from education sciences for​​​‌ the assement of the‌ approach in large scale‌​‌ restaurants dedicated to students​​

8.4 Investigating the Effects​​​‌ of Augmented Reality on‌ Message Credibility When Visualizing‌​‌ Environmental Impacts

Participants: Aymeric​​ Ferron, Pierre Dragicevic​​​‌, Yvonne Jansen.‌

External collaborators: Ambre Assor‌​‌.

Figure 5

The four visualizations​​ that were compared in​​​‌ our experiment. The first‌ one shows a regular‌​‌ bar chart. The second​​ shows a so-called concrete​​​‌ visualization viewed through an‌ augmented reality headset. It‌​‌ uses common physical objects​​ with known volumes to​​​‌ indicate water quantities needed‌ to produce different food‌​‌ items. It uses four​​ different objetcs: 100l troughs,​​​‌ 10l buckets, 1l bottles‌ and 250ml cups which‌​‌ are arranged in a​​ grid to facilitate comparisons​​​‌ between different data points.‌ The third visualization shows‌​‌ the regular bar chart,​​ but viewed through an​​​‌ augmented reality headset and‌ the fourth visualization shows‌​‌ an on-screen rendering of​​ the concrete visualization with​​​‌ an avatar added next‌ to it as a‌​‌ size comparison.

Figure 5​​: The four visualizations​​​‌ we tested, showing data‌ about the quantity of‌​‌ water in m3​​ needed to produce 100g​​​‌ of (from top to‌ bottom): lamb, beef, pork,‌​‌ chicken, salmon, vegetarian patty​​ and lentils. The two​​​‌ visualizations on the left‌ were our main comparison‌​‌ of interest: (ad) an​​ aggregated 2D bar chart​​​‌ viewed on a desktop‌ computer; and (CI) a‌​‌ unitized 3D concrete visualization​​ viewed with an immersive​​​‌ display (augmented reality headset).‌ The next two visualizations‌​‌ are control conditions: (aI)​​ an aggregated 2D bar​​​‌ chart viewed through an‌ immersive display; and (Cd)‌​‌ a unitized 3D concrete​​ visualization viewed on a​​​‌ desktop computer.

Augmented reality‌ (AR) has increasingly been‌​‌ used to communicate environmental​​ impacts, offering greater engagement​​​‌ than conventional displays. However,‌ its effect on message‌​‌ credibility—how much people believe​​ in the content of​​​‌ the communication—remains unclear. In‌ a preregistered study, we‌​‌ compared the perceived credibility​​ of environmental information presented​​​‌ via visualizations on an‌ AR headset or a‌​‌ desktop display. We created​​ display-specific visual encodings (3D​​​‌ concrete for AR, 2D‌ bar charts for desktop)‌​‌ and added two control​​ conditions to cross display​​​‌ and encoding. We found‌ no difference in message‌​‌ credibility between AR and​​ desktop, though concrete AR​​​‌ was rated most engaging.‌ This work was published‌​‌ as a journal article​​ 12 and presented at​​​‌ the IEEE VIS conference‌ in Vienna. Additionally, we‌​‌ provided rich supplementary material​​ for this study on​​​‌ OSF.

8.5 AROM:‌ Rambling Along Data in‌​‌ Augmented Reality to Explore​​ Large Order of Magnitude​​​‌ Values

Participants: Aymeric Ferron‌, Yvonne Jansen,‌​‌ Martin Hachet.

Figure 6

The​​ image consists of three​​​‌ labeled sections. (A) depicts‌ an atrium in which‌​‌ three columns of a​​​‌ bar chart are rendered​ in an augmented reality​‌ overlay. The bars reach​​ up several floors high.​​​‌ (B) shows an outdoor​ view of a small​‌ parking with similar bar​​ chart overlays but here​​​‌ laid out horizontally, stretching​ into the distance. (C)​‌ illustrates another outdoor scene​​ with a parking area​​​‌ alongside a building on​ top of which a​‌ scatterplot overlay is shown​​ in augmented reality.

Figure​​​‌ 6: Three proofs​ of concept illustrating examples​‌ of AROMs: (A) is​​ a 3D vertical bar​​​‌ chart displayed across several​ floors of an atrium,​‌ (B) is a 3D​​ horizontal bar chart displayed​​​‌ across several meters on​ a parking lot and​‌ (C) is a 3D​​ scatter-plot displayed across the​​​‌ width, depth and height​ of a parking lot.​‌

Datasets containing values spreading​​ over several orders of​​​‌ magnitude are challenging to​ visualize and known visualization​‌ techniques can be difficult​​ for non-experts. We have​​​‌ explored the concept of​ AROM -augmented-reality visualizations scaled​‌ across several meters- which​​ invites people to walk​​​‌ around the physical space​ to get a sense​‌ of differences in order​​ of magnitude of the​​​‌ visualized data (Figure 6​). This year, we​‌ have explored several configurations,​​ and we have discussed​​​‌ challenges and future research​ opportunities that we discuss​‌ in 28

Related to​​ visualization of data in​​​‌ XR, we also published​ a work with our​‌ colleagues Michael McGuffin from​​ ETS Montreal, and Ambre​​​‌ Assaor and Arnaud Prouzeau​ from Inria Saclay, focused​‌ on transitions between abstract​​ and concrete visualizations 16​​​‌

8.6 Exploring Public Engagement​ with Scientific Information through​‌ Serious Game Design Workshops​​

Participants: Emilie Clément,​​​‌ Yvonne Jansen.

External​ collaborators: Raphaëlle Bats [Université​‌ de Bordeaux, URFIST],​​ Mathilde Garnier [Université de​​​‌ BOrdeaux, URFIST].

Figure 7

Two​ photos taken during workshops.​‌ On the left, a​​ person is holding a​​​‌ printout with charts from​ one of the booklets​‌ given to participants. On​​ the right, a person​​​‌ is standing in front​ of a whiteboard while​‌ discussing with another participant​​ properties of a game​​​‌ that they are developing​ on the topic of​‌ oak gland development.

Figure​​ 7: Two photos​​​‌ taken during workshops, illustrating​ different ways in which​‌ the booklets provided to​​ participants were used during​​​‌ a workshop.

We explored​ the use of Serious​‌ Game Design Workshops as​​ a tool for engaging​​​‌ citizens in the dissemination​ of scientific knowledge to​‌ the public. Using research​​ data on forest ecosystems​​​‌ and their dynamics, we​ ran four workshops which​‌ sought to bridge the​​ gap between complex environmental​​​‌ information and public understanding.​ During these workshops, a​‌ total of 88 participants—all​​ non-experts concerning forest ecosystems—created​​​‌ storyboards for 20 diverse​ game concepts which to​‌ varying degrees integrated scientific​​ content into different types​​​‌ of gameplay. A preliminary​ analysis of the produced​‌ game concepts suggest that​​ our workshops were able​​​‌ to foster creativity, enhance​ environmental education, and promote​‌ public engagement with scientific​​ knowledge. However, challenges such​​​‌ as variability in participants’​ prior knowledge and workshop​‌ materials affected outcomes. We​​ conclude by discussing future​​ refinements and suggesting methods​​​‌ to improve the educational‌ and communicative potential of‌​‌ serious games workshops for​​ scientific dissemination. The work​​​‌ was presented in the‌ form of a poster‌​‌ at the TEI'25 conference​​ 31.

8.7 Studying​​​‌ Virtual Workspace Configurations for‌ Collaborative Hands-On Learning

Participants:‌​‌ Juliette Le Meudec.​​

External collaborators: Arnaud Prouzeau​​​‌, Anastasia Bezerianos [EPI‌ ILDA - Inria Saclay]‌​‌.

Figure 8

The image depicts​​ three stages of a​​​‌ table setup. Initially, a‌ table is shown with‌​‌ various items including a​​ box and some small​​​‌ objects scattered around it.‌ In the second stage,‌​‌ the table is tidied,​​ with items neatly arranged​​​‌ on it. In the‌ final stage, the table‌​‌ is positioned against a​​ brick wall, with more​​​‌ items, including a small‌ staircase, beside it. The‌​‌ drawings are in black​​ and white with minimal​​​‌ color highlights. (Description generated‌ at January 15th, 2026‌​‌ by Albert AI with​​ the model Mistral-Small-3.2-24B)

Figure​​​‌ 8: The three‌ types of workspaces we‌​‌ compared in our study:​​ (left) Shared, (middle) Replicated,​​​‌ and (right) Separated

Most‌ work on collaborative immersive‌​‌ systems mimics real-world settings,​​ using fully shared virtual​​​‌ workspaces that foster close‌ collaboration. However, recent work‌​‌ in educational contexts using​​ remote desktop environments suggests​​​‌ these shared approaches may‌ not be optimal for‌​‌ learning, as it showed​​ that individual workspaces lead​​​‌ to better learning outcomes.‌ We have investigated whether‌​‌ individual workspaces also lead​​ to better outcomes in​​​‌ a collaborative VR learning‌ environment. We compared three‌​‌ distinct workspace configurations in​​ a problem-solving task: (1)​​​‌ a fully shared environment‌ where two users work‌​‌ on the same materials,​​ (2) a replicated environment​​​‌ where each user has‌ their own copy of‌​‌ the materials but can​​ still see their partner​​​‌ and their workspace, and‌ (3) a separated environment‌​‌ where users cannot see​​ each other nor each​​​‌ other’s workspace and each‌ has individual materials (see‌​‌ Figure 8). We​​ evaluated how these configurations​​​‌ influenced collaborative interaction, problem-solving‌ strategies, and learning. Our‌​‌ results suggest the replicated​​ workspace reduced social experience​​​‌ and did not improve‌ learning outcomes compared to‌​‌ the shared one, however,​​ it allowed broader exploration​​​‌ of the problem space‌ 20.

8.8 Treeam:‌​‌ an Immersive and Collaborative​​ Serious Game About Trees​​​‌ and Forest

Participants: Juliette‌ Le Meudec, Vincent‌​‌ Casamayou, Adrien Corn​​, Justin Dillmann,​​​‌ Aymeric Ferron.

Figure 9

Four‌ screenshots of the game‌​‌

Figure 9: Four​​ parts of the game:​​​‌ (A) Collect atoms, (B)‌ Mycorrhizal network, (C) Create‌​‌ tyloses, (D) Photosynthesis

Five​​ members of the Bivwac​​​‌ team participated to the‌ IEEE VR 2025 contest‌​‌ where they presented a​​ demo that is described​​​‌ in 21.

The‌ interactions between trees in‌​‌ the forest have raised​​ questions about their potential​​​‌ collaborations and environmental adaptation.‌ Addressing these themes, we‌​‌ introduced Treeam, an immersive​​ serious game that simulates​​​‌ the internal functioning of‌ trees through collaborative gameplay‌​‌ (Figure 9). We​​ discussed the game’s mechanics,​​​‌ emphasizing its role in‌ raising environmental awareness. We‌​‌ conclude with a critical​​​‌ analysis of the game’s​ limitations and propose directions​‌ for future development and​​ research questions.

8.9 Visualization​​​‌ Badges: Communicating Design and​ Provenance through Graphical Labels​‌ Alongside Visualizations

Participants: Valentin​​ Edelsbrunner, Benjamin Bach​​​‌.

External collaborators: Jinrui​ Wang [University of Edinburgh]​‌, Alexis Pister [City​​ University], Sian Phillips​​​‌ [University of Edinburgh],​ Thomas Vancisin [University of​‌ Edinburgh], Min Chen​​ [Oxford University].

Figure 10

The​​​‌ image shows a detailed​ analysis of a data​‌ visualization tool with various​​ labels categorizing features and​​​‌ characteristics of the tool.​ The categories include "Context,"​‌ "Interaction," "Visual Encoding," "Analysis,"​​ and "Data." Each category​​​‌ lists specific attributes marked​ with icons indicating their​‌ status as positive (checkmark),​​ potential issue (exclamation mark),​​​‌ or neutral (information icon).​ The attributes cover aspects​‌ such as geographical filtering,​​ expert-level content, interaction capabilities,​​​‌ visual encoding techniques, data​ analysis methods, and data​‌ quality. The right side​​ of the image shows​​​‌ a sample visualization with​ key elements highlighted, demonstrating​‌ how the attributes apply​​ in practice. (Description generated​​​‌ at January 15th, 2026​ by Albert AI with​‌ the model Mistral-Small-3.2-24B)

Figure​​ 10: Examples of​​​‌ visualization badges, ordered by​ scope and colored by​‌ intent (left). Real-world use​​ of visualization badges, illustrating​​​‌ how authors use badges​ to communicate provenance and​‌ design decisions to readers​​ (right).

This year, we​​​‌ intoduce Visualization Badges 11​, graphical labels shown​‌ alongside visualizations to communicate​​ provenance and design considerations​​​‌ to enhance understandability and​ transparency. Badges may, for​‌ example, highlight a major​​ finding, disclose that an​​​‌ axis has been truncated,​ or warn of possible​‌ visual artifacts. Inspired by​​ nutrition and energy labels​​​‌ on product packaging, visualization​ badges aim (i) to​‌ allow visualization authors to​​ justify and disclose analysis​​​‌ and design decisions and​ (ii) to make readers​‌ aware of important information​​ when viewing and interpreting​​​‌ visualizations. Collectively, visualization badges​ aim to foster trust​‌ in visualizations and prevent​​ readers from drawing incorrect​​​‌ conclusions. Based on a​ series of co-design workshops,​‌ we define and evaluate​​ the concept of visualization​​​‌ badges and formulate a​ conceptual framework for analysis,​‌ application, and further research.​​ Our framework includes a​​​‌ catalog of 132 visualization​ badges, categorization schemes, design​‌ options for their visual​​ representations, applied visualization examples,​​​‌ and guidelines for their​ use. We hope that​‌ visualization badges will help​​ communicate data and collectively​​​‌ improve communication, visualization literacy,​ and the quality of​‌ visualization techniques. Our badges,​​ workshops, and guidelines can​​​‌ be found online at​ https://vis-badges.github.io.

8.10 What Can​‌ Visualization Research Do for​​ Climate Change? A Workshop​​​‌ Report

Figure 11

The image shows​ two people interacting with​‌ a large digital display​​ at a NASA exhibit.​​​‌ The display provides information​ about Earth's current environmental​‌ conditions, including air quality​​ models, global temperature, sea​​​‌ level, carbon dioxide, methane​ levels, Arctic sea ice​‌ extent, ice sheets, and​​ ocean warming. There is​​​‌ also a section titled​ "Earth Now" with a​‌ description of NASA's Earth-observing​​ fleet and an "Image​​​‌ of the Day" depicting​ shrinking lakes in the​‌ Kashmir region. The time​​ and date on the​​ screen indicate it is​​​‌ June 13, 2023, at‌ 6:36:28 PM. (Description generated‌​‌ at January 15th, 2026​​ by Albert AI with​​​‌ the model Mistral-Small-3.2-24B)

Figure‌ 11: Example of‌​‌ a wall-sized high-resolution display​​ showing climate visualization.

Participants:​​​‌ Benjamin Bach, Yvonne‌ Jansen.

External collaborators:‌​‌ Eleni Kostis [NASA Goddard​​ Space FLight Center],​​​‌ Fanny Chevalier [University of‌ Toronto], Mark SubbaRao‌​‌ [NASA Goddard Space FLight​​ Center], Robert Soden​​​‌ [University of Toronto].‌

Data visualization can translate‌​‌ abstract data into compelling​​ narratives and increase understanding​​​‌ of the complex transformations‌ happening on Earth as‌​‌ a consequence of human​​ industrial activity. How can​​​‌ we harness visualization’s full‌ potential to inform and‌​‌ inspire our generation toward​​ environmental awareness and stewardship?​​​‌ In this work 14‌, we report on‌​‌ insights and key challenges​​ from our 2024 IEEE​​​‌ VIS workshop on Climate‌ Action and Sustainability whose‌​‌ submissions paint a rich​​ picture of the current,​​​‌ yet still nascent, landscape‌ of how the field‌​‌ of visualization can help​​ empower people to take​​​‌ meaningful steps toward environmental‌ stewardship. Drawing from the‌​‌ presented works and the​​ collective workshop discussions, we​​​‌ propose future research directions‌ and invite the visualization‌​‌ community, both researchers and​​ practitioners, to join this​​​‌ vital effort in addressing‌ one of our planet’s‌​‌ greatest challenges.

8.11 Towards​​ Collective Storytelling: Investigating Audience​​​‌ Annotations in Data Visualizations‌

Figure 12

The image shows a‌​‌ visualization tool where users​​ can share and read​​​‌ personal moments during the‌ COVID-19 pandemic. It includes‌​‌ a timeline of global​​ cases with user-submitted stories​​​‌ pinned to specific dates.‌ The left side enables‌​‌ filtering by country or​​ hashtag. The right section​​​‌ describes two studies: one‌ on how users interact‌​‌ with and add annotations​​ to the visualization, and​​​‌ another on audience engagement,‌ showing how readers find‌​‌ moments relatable and connect​​ empathetically with others’ experiences.​​​‌ (Description generated at January‌ 15th, 2026 by Albert‌​‌ AI with the model​​ Mistral-Small-3.2-24B)

Figure 12:​​​‌ Interface allowing for annotations‌ of visualizations through readers.‌​‌

Participants: Benjamin Bach.​​

External collaborators: Tobias Kauer​​​‌ [University of Edinburgh],‌ Marian Dörk [University of‌​‌ Applied Sciences Potsdam].​​

This work investigates personal​​​‌ perspectives in visualization annotations‌ as devices for collective‌​‌ data-driven storytelling 13.​​ Inspired by existing efforts​​​‌ in critical cartography, we‌ show how people share‌​‌ personal memories in a​​ visualization of COVID-19 data​​​‌ and how comments by‌ other visualization readers influence‌​‌ the reading and understanding​​ of visualizations. Analyzing interaction​​​‌ logs, reader surveys, visualization‌ annotations, and interviews, we‌​‌ found that reader annotations​​ help other viewers relate​​​‌ to other people's stories‌ and reflect on their‌​‌ own experiences. Further, we​​ found that annotations embedded​​​‌ directly into the visualization‌ can serve as social‌​‌ traces guiding through a​​ visualization and help readers​​​‌ contextualize their own stories.‌ With that, they supersede‌​‌ the attention paid to​​ data encodings and become​​​‌ the main focal point‌ of the visualization.

8.12‌​‌ Instructional Comics for Self-Paced​​ Learning of Data Visualization​​​‌ Tools and Concepts

Figure 13

The‌ image illustrates design decisions‌​‌ for creating instructional content​​​‌ in comic format. It​ highlights nine key principles:​‌ organizing content into chunks,​​ using informal conversational style,​​​‌ minimizing embellishments, using simple​ layouts, avoiding clutter, distinguishing​‌ different types of text,​​ grouping with headings, using​​​‌ flowcharts to depict branching​ paths, and employing a​‌ sketchy style. Four different​​ comic layouts are created​​​‌ based on these principles​ and are followed by​‌ user study feedback. (Description​​ generated at January 15th,​​​‌ 2026 by Albert AI​ with the model Mistral-Small-3.2-24B)​‌

Figure 13: An​​ overview of the design​​​‌ decisions we made in​ the process of creating​‌ our set of four​​ instructional comics before conducting​​​‌ a user study. Section​ 3.2 details the concepts​‌ we derived from literature​​ and explains our reasoning​​​‌ behind the decisions.

8.13​ Understanding Large-Magnitude Data through​‌ Time and Effort

Participants:​​ Leni Yang, Aymeric​​​‌ Ferron, Yvonne Jansen​, Pierre Dragicevic.​‌

Figure 14

Three examples of visualizations​​ requiring time and effort​​​‌ to perceive the values​ being communicated. Left: a​‌ walkable chart painted on​​ a bike lane with​​​‌ a total length of​ more than 100m. Middle:​‌ a video of a​​ virtual world experience assembling​​​‌ 8 million people in​ the same area. Right:​‌ a timeline of victims​​ to COVID-19 where time​​​‌ is going from the​ top to the bottom​‌ and each row shows​​ in the forms of​​​‌ dots the number of​ people dying that day​‌ in the USA.

Figure​​ 14: Three examples​​​‌ of mark scanning: (a)​ Chart painted on a​‌ street showing Yale University's​​ annual contribution to its​​​‌ home city of New​ Haven (red rectangle) vs.​‌ its $32 billion endowment​​ (blue stripe, 200-meter long)(Photo​​​‌ Credit: Davarian L. Baldwin).​ (b) The video 8​‌ Billion People in Perspective​​ showing the entire world​​​‌ population as a huge​ crowd assembled in a​‌ vast area. Architectural landmarks​​ are used to give​​​‌ a sense of scale.​ (c) The online news​‌ story 500,000 Lives Lost​​ showing the number of​​​‌ COVID-19 deaths in the​ USA over time (each​‌ dot is one death,​​ time goes from top​​​‌ to bottom).

People often​ struggle to interpret data​‌ with extremely large or​​ small values, or ranges​​​‌ spanning multiple orders of​ magnitude. Traditional approaches, such​‌ as log scales and​​ multiscale visualizations, but some​​​‌ emerging designs take a​ different approach: they use​‌ motion to let viewers​​ gradually experience magnitude—for example,​​​‌ interactive graphics that require​ long scrolling or street​‌ paintings stretching hundreds of​​ meters (14).​​​‌ We coined the tantative​ term mark scanning to​‌ describe this largely underexplored​​ strategy, which offers new​​​‌ opportunities for visualization design.​ Such designs explore how​‌ data visualizations that deliberately​​ demand more time and​​​‌ effort—rather than prioritizing speed—can​ enhance communication, particularly for​‌ conveying scale, magnitude, and​​ environmental issues. In particular,​​​‌ we considered strategies where​ extended interaction and motion​‌ let viewers viscerally experience​​ data magnitudes and magnitude​​​‌ differences.

In 2025, we​ published a position paper​‌ 26 that challenges the​​ emphasis on fast, effortless​​​‌ data visualizations, showing that​ designs which deliberately increase​‌ reading time and effort​​ can better support communication.​​ Figure 14 shows three​​​‌ examples. In the position‌ paper, we illustrated the‌​‌ concept using this and​​ two additional examples visualizing​​​‌ environmental issues, arguing for‌ greater attention to such‌​‌ designs in the visualization​​ community, and highlighting future​​​‌ research opportunities.

We also‌ extensively worked on a‌​‌ survey, design space, and​​ conceptual analysis on the​​​‌ design strategy more broadly.‌ Based on an analysis‌​‌ of existing examples and​​ additional ones generated through​​​‌ brainstorming, we compiled a‌ corpus of 55 real-world‌​‌ and hypothetical cases. From​​ this corpus, we derived​​​‌ a design space of‌ ten design dimensions, providing‌​‌ a shared vocabulary, inspiration​​ for novel techniques, and​​​‌ a foundation for empirical‌ evaluation. An online corpus‌​‌ is also available for​​ exploration: markscanning.github.io. This​​​‌ work is currently under‌ review.

8.14 Using Visual‌​‌ Cues to Prevent Memory​​ Confusion Between the Virtual​​​‌ and the Real in‌ Augmented Reality

Participants: Léana‌​‌ Petiot, Pierre Dragicevic​​, Thibaud Mornet-Blanchet.​​​‌

External collaborators: Hélène Sauzéon‌ [Inria Flowers].

Figure 15

A‌​‌ real and a virtual​​ object

Figure 15:​​​‌ A computer-rendered object (left),‌ and the same object‌​‌ rendered to emphasize its​​ virtual nature (right), by​​​‌ a combination of effects‌ often used in visual‌​‌ fiction: translucent, luminous, monochrome,​​ and wireframe.

As augmented​​​‌ reality technologies advance, the‌ potential for creating hyper-realistic‌​‌ experiences grows, raising concerns​​ about users confusing virtual​​​‌ content with reality. As‌ part of the AEX‌​‌ I-am project, we explored​​ ways to mitigate source​​​‌ confusion, a form of‌ false memory where virtual‌​‌ content is misremembered as​​ real and vice-versa. Building​​​‌ on previous studies on‌ source confusion, we proposed‌​‌ a methodological framework for​​ evaluating the capacity of​​​‌ visual cues to reduce‌ source confusion in augmented‌​‌ reality 24. We​​ also conducted a survey​​​‌ of how augmented reality‌ content is depicted in‌​‌ fiction (15),​​ whose preliminary results will​​​‌ soon be released. An‌ initial study looking at‌​‌ whether the strength of​​ visual cues can reduce​​​‌ source confusion is on-going‌ and its results will‌​‌ be submitted to a​​ psychology journal in 2026.​​​‌

8.15 Incorporating 3D-Rendered Materials‌ in Visualization

Participants: Pierre‌​‌ Dragicevic.

External collaborators:​​ Sotiris Piliouras [Inria ExSitu]​​​‌, Théophanis Tsandilas [Inria‌ ExSitu], Michel Beaudoin-Lafon‌​‌ [Inria ExSitu].

Figure 16

Design​​ space

Figure 16:​​​‌ A snapshot of our‌ evolving design space exploring‌​‌ the use of 3D-rendered​​ materials in information visualization,​​​‌ featuring visual examples that‌ illustrate various possibilities within‌​‌ each category. All examples​​ were created by the​​​‌ first author in Houdini.‌

We are involved in‌​‌ a project by the​​ ExSitu team investigating how​​​‌ 3D-rendered materials can support‌ expressive forms of information‌​‌ visualization 25. Together,​​ we introduced an early​​​‌ snapshot of our design‌ space, describing how inherent‌​‌ material properties and their​​ state or structural transformations​​​‌ can be used as‌ visual channels or simply‌​‌ as contextual attributes for​​ sensory activation. We explored​​​‌ the potential of rendered‌ materials to evoke emotional‌​‌ engagement, curiosity, aesthetic pleasure,​​ and crossmodal sensory experiences.​​​‌ We have been working‌ on a complete version‌​‌ of the design space,​​​‌ which are planning to​ finish and submit to​‌ the VIS conference in​​ 2026.

8.16 Does Background​​​‌ Music Matter in Data​ Videos? A Study of​‌ Music's Impact on Persuasion,​​ Engagement, and Recall in​​​‌ Existing Data Videos

Participants:​ Leni Yang, Yvonne​‌ Jansen, Pierre Dragicevic​​.

External collaborators: Hessam​​​‌ Djavaherpour [Independent Researcher],​ Narges Mahyar [City University​‌ of London], Mahmood​​ Jasim [Louisiana State University]​​​‌.

Data videos combine​ visualization, animation, narration, and​‌ often background music to​​ tell stories with data.​​​‌ While music is widely​ believed to enhance emotion​‌ and persuasion, its impact​​ in data videos remains​​​‌ largely unexplored. We conducted​ a preregistered, between-subjects experiment​‌ comparing six widely viewed​​ data videos presented with​​​‌ or without background music.​ Using Bayesian modeling and​‌ thematic analysis, we did​​ not observe consistent measurable​​​‌ effects of background music​ on persuasion, engagement, or​‌ information recall. Qualitative responses​​ revealed a more nuanced​​​‌ picture: some participants found​ the music distracting or​‌ mismatched, while others reported​​ that it enhanced enjoyment,​​​‌ supported focus, or strengthened​ emotional resonance when well​‌ aligned with the video's​​ tone. These findings suggest​​​‌ that the influence of​ background music in data​‌ videos is highly context-dependent,​​ shaped by genre, familiarity,​​​‌ and its alignment with​ visual–narrative structure. We discussed​‌ possible reasons for the​​ limited measurable effects observed​​​‌ in real-world videos and​ outline opportunities for future​‌ work on purpose-designed, incidental,​​ or adaptive music for​​​‌ data-driven storytelling. This work​ led to a full​‌ paper that has just​​ been accepted to the​​​‌ ACM CHI conference.

9​ Bilateral contracts and grants​‌ with industry

9.1 Bilateral​​ contracts with industry

SNCF​​​‌ - Cifre:

Participants:​ Maudeline Marlier, Arnaud​‌ Prouzeau, Martin Hachet​​.

  • Duration: 2022-2025
  • Local​​​‌ coordinator: Arnaud Prouzeau et​ Martin Hachet
  • This collaboration​‌ with SNCF is around​​ the PhD thesis (Cifre)​​​‌ of Maudeline Marlier 29​22. The objective​‌ is to rethink railway​​ control rooms with interactive​​​‌ tabletop projections.

10 Partnerships​ and cooperations

10.1 International​‌ research visitors

10.1.1 Visits​​ of international scientists

Other​​​‌ international visits to the​ team
Tim Dwyer
  • Status​‌
    Professor
  • Institution of origin:​​
    Monash University
  • Country:
    Australia​​​‌
  • Dates:
    March 1st to​ May 31
  • Context of​‌ the visit:
    collaboration around​​ several projects
  • Mobility program/type​​​‌ of mobility:
    research stay​
Junri Wang
  • Status
    PhD​‌ student
  • Institution of origin:​​
    University of Edinburgh
  • Country:​​​‌
    United Kingdom
  • Dates:
    October​ 1st to November 30​‌
  • Context of the visit:​​
    PhD supervision and collaboration​​​‌ on visualization atlases
  • Mobility​ program/type of mobility:
    research​‌ stay

10.1.2 Visits to​​ international teams

Research stays​​​‌ abroad
Aymeric Ferron
  • Visited​ institution:
    Research Centre of​‌ Gameful Realities, Tampere University​​
  • Country:
    Finland
  • Dates:
    01/04/2025–30/06/2025​​​‌
  • Context of the visit:​
    Studying the importance of​‌ gamification and enactment in​​ the context of communicate​​​‌ visualizations of environmental impacts​
  • Mobility program/type of mobility:​‌
    Research stay
Juliette Le​​ Meudec
  • Visited institution:
    GameLab​​​‌ Graz, TU University, Austria​
  • Country:
    Austria
  • Dates:
    July​‌ - September
  • Context of​​ the visit:
    This project​​​‌ seeks to study the​ impact of gamification on​‌ collaborative processes in education​​ with technologies. The integration​​ of game mechanics can​​​‌ strengthen cooperation, motivation, and‌ group cohesion, particularly through‌​‌ shared goals or rewards.​​ However, inappropriate design can​​​‌ generate competition, imbalances, or‌ disengagement. We are seeking‌​‌ to determine how to​​ adapt gamification to educational​​​‌ goals and collaborative dynamics‌ in order to ensure‌​‌ effective and inclusive immersive​​ learning.
  • Mobility program/type of​​​‌ mobility:
    Research stay
Léana‌ Petiot
  • Visited institution:
    EventLab,‌​‌ University of Barcelona
  • Country:​​
    Spain
  • Dates:
    29–30 October​​​‌ and 30 March–30 April‌
  • Context of the visit:‌​‌
    This scientific mobility aims​​ to foster international collaboration​​​‌ on a research study‌ examining how avatar embodiment‌​‌ influences false memories in​​ order to deepen our​​​‌ understanding of how mixed‌ reality can distort memory.‌​‌ While false memories in​​ mixed reality have previously​​​‌ been investigated using objects,‌ they have not yet‌​‌ been studied in relation​​ to avatars, which opens​​​‌ a new and promising‌ line of research.
  • Mobility‌​‌ program/type of mobility:
    Research​​ stay

10.2 National initiatives​​​‌

ANR Project BeAware

:‌

Participants: Martin Hachet,‌​‌ Yvonne Jansen, Pierre​​ Dragicevic, Arnaud Prouzeau​​​‌, Fabien Lotte,‌ Aymeric Ferron, Ambre‌​‌ Assor, Leni Yang​​.

  • Duration: 2023-2026
  • Partners:​​​‌ CIRED, ESSEC
  • Coordinator: Martin‌ Hachet
  • BeAware explores how‌​‌ augmented reality (AR) systems​​ can reduce the spatial​​​‌ and temporal distance between‌ people’s choices and their‌​‌ environmental impact. We design​​ interactive visualizations that integrate​​​‌ concrete environmental consequences (e.g.‌ waste accumulation, rare earth‌​‌ mining) directly into people’s​​ surroundings. This interdisciplinary research​​​‌ will be informed and‌ validated by incentivized and‌​‌ controlled behavioral economics experiments​​ based on game-theoretical models,​​​‌ and be guided by‌ real environmental data and‌​‌ scenarios
  • website: BeAware

 

ANR​​ Project EMBER

:

Participants:​​​‌ Pierre Dragicevic, Martin‌ Hachet, Yvonne Jansen‌​‌, Arnaud Prouzeau,​​ Eugénie Brasier, Adrien​​​‌ Corn.

  • Duration: 2020-2025‌
  • Partners: Inria/AVIZ, Sorbonne Université‌​‌
  • Coordinator: Pierre Dragicevic
  • The​​ goal of the project​​​‌ is to study how‌ embedding data into the‌​‌ physical world can help​​ people to get insights​​​‌ into their own data.‌ While the vast majority‌​‌ of data analysis and​​ visualization takes place on​​​‌ desktop computers located far‌ from the objects or‌​‌ locations the data refers​​ to, in situated and​​​‌ embedded data visualizations, the‌ data is directly visualized‌​‌ near the physical space,​​ object, or person it​​​‌ refers to. This project‌ has been extended to‌​‌ August 2025.
  • website: Ember​​
ANR JCJC ICARE

:​​​‌

Participants: Arnaud Prouzeau,‌ Martin Hachet, Yvonne‌​‌ Jansen, Juliette Le​​ Meudec.

  • Duration: 2023-2026​​​‌
  • Partners: Inria/ILDa, Monash University,‌ Queensland University
  • Coordinator: Arnaud‌​‌ Prouzeau
  • In this project,​​ we explore the use​​​‌ of immersive technologies for‌ collaborative learning. First in‌​‌ fully virtual reality environments​​ and then in heterogeneous​​​‌ ones which include different‌ types of devices (e.g.‌​‌ AR/VR, wall displays, desktops),​​ we will design interaction​​​‌ techniques to improve how‌ people collaborate in practical‌​‌ learning activities.
  • website: ICARE​​

 

Action Exploratoire I-am

:​​​‌

Participants: Pierre Dragicevic,‌ Hélène Sauzéon, Léana‌​‌ Petiot, Thibaud Mornet-Blanchet​​.

  • Duration: 2023-2026
  • Partners:​​​‌ Flowers team, Université de‌ Bordeaux - Psychology
  • Coordinator:‌​‌ Pierre Dragicevic
  • Title: The​​​‌ influence of augmented reality​ on autobiographical memory: a​‌ study of involuntary and​​ false memories. Abstract: Although​​​‌ the Metaverse quickly raised​ a number of questions​‌ about its potential benefits​​ and dangers for humans,​​​‌ augmented reality (AR) has​ made its way into​‌ our lives without raising​​ such questions. The present​​​‌ program proposes to initiate​ this questioning by evaluating​‌ the impact of AR​​ on our autobiographical memory,​​​‌ i.e. the memory that​ characterizes the "self" of​‌ each of us, by​​ investigating the human and​​​‌ technical factors conducive to​ or, on the contrary,​‌ protective of memory biases.​​
  • website: https://­www.­inria.­fr/­fr/­i-am

 

10.3 Regional​​​‌ initiatives

COMEDO

:

Participants:​ Martin Hachet, Yvonne​‌ Jansen, Pierre Dragicevic​​, Eugénie Brasier.​​​‌

  • Duration: 2025-2026
  • Partners: Université​ de Bordeaux, CROUS
  • Coordinator:​‌ Martin Hachet and Yvonne​​ Jansen
  • Comedo is a​​​‌ project funded by ACT​ (Augmented university for Campus​‌ and world Transition), benefiting​​ from a financial support​​​‌ of the government, administered​ by ANR (Agence Nationale​‌ de la Recherche) claiming​​ from the care investment​​​‌ programme (grant ANR-20- IDES-0001).​ In mass catering spaces,​‌ menu options are often​​ limited, making it easier​​​‌ to assess each option​ based on its environmental​‌ impact. The Comedo project​​ aims to explore different​​​‌ ways of visualizing this​ data. We investigate how​‌ to make these data​​ more engaging for users,​​​‌ so they can take​ them into consideration when​‌ they select one option.​​
  • website: Comedo

 

Ecodoc

:​​​‌

Participants: Yvonne Jansen,​ Benjamin Bach, Martin​‌ Hachet.

  • Duration: 2023-2026​​
  • Partners: Université de Bordeaux,​​​‌ URFIST, INRAE, Biogeco, Centre​ Emile Durkheim
  • Coordinator: Raphaëlle​‌ Bats
  • Ecodoc is an​​ applied research project that​​​‌ aims to design ways​ of promoting dialogue between​‌ scientific knowledge and other​​ knowledge that can inform​​​‌ decision-making in the context​ of transition and adaptation.​‌
  • website: https://­ecodoc.­u-bordeaux.­fr

11 Dissemination​​

11.1 Promoting scientific activities​​​‌

11.1.1 Scientific events: organisation​

General chair, scientific chair​‌
  • TEI 2025 - General​​ Chair (Yvonne Jansen​​​‌ )
Member of the​ organizing committees
  • TEI 2025​‌ - Local Chairs (​​Martin Hachet and Anne-Lise​​​‌ Pernel )
  • TEI 2025​ - Demo Chair (​‌Pierre Dragicevic )
  • TEI​​ 2025 - Hybrid Chair​​​‌ (Vincent Casamayou )​
  • TEI 2025 - Art​‌ Chair (Eugénie Brasier​​ )
  • IEEE VIS 2025​​​‌ - Poster Chair (​Benjamin Bach )
  • IHM​‌ 2025 - Workshop JCJC​​ (Aymeric Ferron )​​​‌
Student volonteers
  • TEI 2025​ (Aymeric Ferron )​‌

11.1.2 Scientific events: selection​​

Member of conference program​​​‌ committees
  • IEEE VIS 2025​ (Benjamin Bach ,​‌ Yvonne Jansen )
  • IEEE​​ CHI 2026 (Benjamin​​​‌ Bach , Leni Yang​ )
  • IEEE PacificVis 2026​‌ Journal Track (Leni​​ Yang )
Reviewer

The​​​‌ members of Bivwac have​ participated to reviewing activities​‌ for conferences including:

  • CHI​​ 2026 (Martin Hachet​​​‌ , Pierre Dragicevic ,​ Yvonne Jansen , Aymeric​‌ Ferron , Juliette Le​​ Meudec )
  • UIST 2025​​​‌ (Pierre Dragicevic ,​ Eugénie Brasier )
  • VIS​‌ 2025 (Pierre Dragicevic​​ )
  • IEEE VIS 2025​​​‌ (Poster) (Valentin Edelsbrunner​ , (Aymeric Ferron​‌ )
  • ISMAR 2025 (​​Pierre Dragicevic )
  • CHI​​ 2025 LBW (Pierre​​​‌ Dragicevic )
  • IEEE VR‌ 2026 papers(Leni Yang‌​‌ )
  • IHM 2025 (​​Eugénie Brasier )
  • ISS​​​‌ 2025 (second round) (‌Eugénie Brasier )

11.1.3‌​‌ Journal

Member of the​​ editorial boards
  • Editorial Board​​​‌ of the Journal of‌ Perceptual Imaging - JPI‌​‌ (Pierre Dragicevic )​​
  • Editorial Board of the​​​‌ Transactions on Computer Human‌ Interaction – TOCHI (‌​‌Yvonne Jansen )
  • Editorial​​ Board of the Journal​​​‌ of Visualization and Interaction‌ - JoVI (Yvonne‌​‌ Jansen )
  • Advisory Board​​ of the Journal of​​​‌ Visualization and Interaction -‌ JoVI (Pierre Dragicevic‌​‌ , Yvonne Jansen )​​
  • Editorial Board of the​​​‌ Springer Human–Computer Interaction Series‌ (HCIS) (Pierre Dragicevic)
Reviewer‌​‌ - reviewing activities

The​​ members of Bivwac have​​​‌ participated to reviewing activities‌ for journals including:

  • TH-2025‌​‌ Transations on Haptics (​​Pierre Dragicevic )
  • JPI​​​‌ (Pierre Dragicevic )‌
  • Psychological Science (Pierre‌​‌ Dragicevic )

11.1.4 Invited​​ talks

  • Bordeaux XR -​​​‌ Sept 25 “Favoriser la‌ compréhension de données et‌​‌ phénomènes complexes par des​​ public larges, en proposant​​​‌ des expériences de visualisation‌ immersives et interactives” (‌​‌Martin Hachet )
  • Scientific​​ Visit in the Gamification​​​‌ Group, Tampere University‌ , Avril-June 2025 (‌​‌Aymeric Ferron )
  • Scientific​​ Visit in the Game​​​‌ Lab Group, Technical University‌ of Graz, July-September‌​‌ 2025 (Juliette Le​​ Meudec )
  • Scientific Visit​​​‌ in the ELIPSE Group‌, Institut de Recherche‌​‌ en Informatique de Toulouse,​​ December 09, 2025 (​​​‌Leni Yang )
  • Scientific‌ Visit in the Event‌​‌ Lab Group, University​​ of Barcelona, October, 2025​​​‌ (Léana Petiot )‌

11.1.5 Scientific expertise

  • Reviewer‌​‌ for the Vienna Science​​ and Technology Fund (​​​‌Pierre Dragicevic ).

11.1.6‌ Research administration

  • President "Commission‌​‌ Emplois de Recherche Inria​​ Bordeaux" (Martin Hachet​​​‌ )
  • Member of "Mission‌ Jeunes Chercheurs" Inria (‌​‌Martin Hachet )
  • Member​​ of the council of​​​‌ the EDMI doctoral school‌ (Martin Hachet ,‌​‌Aymeric Ferron )
  • Member​​ of the scientific council​​​‌ of LaBRI ( Aymeric‌ Ferron )
  • Vice-president of‌​‌ the Comité d’Éthique de​​ la Recherche (CER) de​​​‌ l’Université de Bordeaux (‌Yvonne Jansen )
  • Member‌​‌ of the Comité d’Éthique​​ de la Recherche (CER)​​​‌ de l’Université de Bordeaux‌ (Pierre Dragicevic )‌​‌
  • Scientific Correspondent of the​​ Comité opérationnel d'évaluation des​​​‌ risques légaux et éthiques‌ (COERLE) (Pierre Dragicevic‌​‌ )
  • Member of the​​ governing board of AFIHM,​​​‌ the French association for‌ HCI research (Aymeric‌​‌ Ferron )
  • Co-leader of​​ the Young Researchers Working​​​‌ Group of AFIHM, the‌ French association for HCI‌​‌ research) (Aymeric Ferron​​ )
  • Seminar co-organizer for​​​‌ the association of computer‌ science PhD students in‌​‌ Bordeaux AFODIB (Aymeric​​ Ferron )
  • Elected Secretary​​​‌ of AscoErgo the association‌ of cognitive science in‌​‌ Bordeaux (Léana Petiot​​ )
  • Alternate member of​​​‌ the Centre Committee of‌ Inria Bordeaux, representing Category‌​‌ C (Contract Staff). (​​Eugénie Brasier )

11.2​​​‌ Teaching - Supervision -‌ Juries - Educational and‌​‌ pedagogical outreach

11.2.1 Teaching​​

Master
  • Réalité Virtuelle, 8h​​​‌ eqTD, M2 Cognitive science,‌ Université de Bordeaux(Martin‌​‌ Hachet )
  • Réalité Virtuelle,​​​‌ 4h eqTD, M2 Cognitive​ science, Université de Bordeaux​‌ (Benjamin Bach )​​
  • Master: Réalité virtuelle,interaction et​​​‌ applications à la santé,​ 5h eqTD, M1 Sciences​‌ Cognitives et Ergonomie, Université​​ de Bordeaux (Léana​​​‌ Petiot )
  • Master: Ergonomie​ Cognitive, 11h eqTD, M1​‌ Sciences Cognitives et Ergonomie,​​ Université de Bordeaux (​​​‌Léana Petiot )
  • Master:​ Réalité Virtuelle, 8h +​‌ 8h eqTD, 3A ENSC,​​ (Eugénie Brasier )​​​‌
  • Data Visualization , 16h​ eqTD, PhD students, Université​‌ de Bordeaux (Benjamin​​ Bach )
  • Master: Méthode​​​‌ clinique basée sur la​ complémentarité, 6h eqTD, M1​‌ Neuropsychologie clinique, Université de​​ Bordeaux (Emma Tison​​​‌ )
  • Master: Supervision mémoire,​ 2 étudiant.e.s, 11h eqTD,​‌ M1 Neuropsychologie clinique, Université​​ de Bordeaux (Emma​​​‌ Tison )
  • Master: Supervision​ de Projet de Fin​‌ d’Etude, 4 étudiant.e.s, 5h​​ eqTD, M2 Informatique (Image​​​‌ et Son), Université de​ Bordeaux (Aymeric Ferron​‌ )
  • Master: Supervision de​​ Projet de Fin d’Etude,​​​‌ 3 étudiant.e.s, 5h eqTD,​ M2 Informatique (Image et​‌ Son), Université de Bordeaux​​ (Pierre Dragicevic )​​​‌
  • Master: Supervision de project​ de lecture d'article, 3​‌ étudiant.e.s, 1h eqTD, M2​​ Informatique (Image et Son),​​​‌ Université de Bordeaux (​Pierre Dragicevic )
Bachelor​‌
  • Licence: Démarche de l’entretien​​ et méthode de l’évaluation,​​​‌ 24h eqTD, L3 Psychologie,​ Université de Bordeaux (​‌Emma Tison )
  • Licence:​​ Psychologie clinique et psychopathologie,​​​‌ 16h eqTD, L1 Psychologie,​ Université de Bordeaux (​‌Emma Tison )
  • Licence:​​ Évaluation et certification des​​​‌ compétences numériques pour tous,​ 12h eqTD, Licence Pro​‌ Médiateur de santé pairs,​​ Université de Bordeaux (​​​‌Emma Tison )
  • Licence:​ PIX - Évaluation et​‌ certification des compétences numériques,​​ 20h eqTD, Licence 2​​​‌ Psychologie, Université de Bordeaux​ (Juliette Le Meudec​‌ )
  • Licence: Epistémologie des​​ Sciences, 20h eqTD, Licence​​​‌ 2 MIASHS, Université de​ Bordeaux (Juliette Le​‌ Meudec )

11.2.2 Supervision​​

PhD students supervision
  • Maudeline​​​‌ Marlier (Martin Hachet​ )
  • Vincent Casamayou (​‌Martin Hachet )
  • Emma​​ Tison (Martin Hachet​​​‌ )
  • Juliette Le Meudec​ (Martin Hachet )​‌
  • Aymeric Ferron (Yvonne​​ Jansen , Martin Hachet​​​‌ , Pierre Dragicevic )​
  • Léana Petiot (Pierre​‌ Dragicevic )
  • Valentin Edelsbrunner​​ (Benjamin Bach )​​​‌
  • Jinrui Wang (U of​ Edinburgh) (Benjamin Bach​‌ )
  • Sarah Dunn (U​​ of Edinburgh) (Benjamin​​​‌ Bach )
  • Rea Michalopoulou​ (U of Edinburgh) (​‌Benjamin Bach )
  • Magdalena​​ Boucher (University of Vienna)​​​‌ (Benjamin Bach )​
Post-doc supervision
  • Eugénie Brasier​‌ (Martin Hachet ,​​ Yvonne Jansen ,Pierre​​​‌ Dragicevic )
  • Leni Yang​ (Yvonne Jansen ,​‌Pierre Dragicevic )
Internships​​ supervision
  • Ana Sofia Gonzalez​​​‌ Patiño, Master 1, ENSC​ (Bordeaux INP) (Aymeric​‌ Ferron )
  • Karl Kanaan,​​ Licence 1 Informatique (​​​‌Léana Petiot )
  • Anahite​ Grigorian, Licence 3 Psychologie​‌ (Emma Tison )​​
  • Laetitia Boudaa, Licence 3​​​‌ Psychologie (Emma Tison​ )
  • Yara Al Khoury,​‌ Licence 3 Psychologie (​​Emma Tison )
  • Maria​​​‌ Banos, Licence 3 Psychologie​ (Emma Tison )​‌
  • Lucine Polman, Licence 1​​ Miashs (Eugénie Brasier​​​‌ )
  • Ophély Delagneau, Master​ 2 Sciences de l’éducation​‌ (Eugénie Brasier )​​

11.2.3 Juries

PhD Jury​​
  • Erwan Normand - Jan.​​​‌ 25 - (Martin‌ Hachet )
  • Axel Carayon‌​‌ - 8 Dec -​​ (Pierre Dragicevic ,​​​‌ rapporteur)
  • Élise Bonnail -‌ 3 Apr - (‌​‌Pierre Dragicevic , rapporteur)​​

11.3 Popularization

11.3.1 Productions​​​‌ (articles, videos, podcasts, serious‌ games, ...)

  • Web comic‌​‌ “Situated Data Representations” 34​​ describing the outcomes of​​​‌ the ANR Ember project.‌ Main contributors: Julien Joliclerc‌​‌ , Alice Decarpigny ,​​ and Pierre Dragicevic ,​​​‌ with the participation Christine‌ Leininger , Corinne Touati‌​‌ , and Martin Hachet​​ . Featured work by​​​‌ Ambre Assor , Morgane‌ Koval , Lijie Yao‌​‌ , Kim Sauvé ,​​ and Yvonne Jansen .​​​‌
Participation to podacsts
  • "Les‌ experiences interactives et immersives‌​‌ transformeront-elles les apprentissages ?"​​ - Désassemblons le numérique,​​​‌ Episode 12. (‌Martin Hachet ,Juliette‌​‌ Le MeudecVincent Casamayou​​ , Emma Tison )​​​‌
  • “Désassemblons le numérique: Déchets,‌ alimentation, carbone : explorer‌​‌ notre impact grâce au​​ numérique”, Episode 13,​​​‌ (Aymeric Ferron ,‌ Eugénie Brasier )
  • “Thèse‌​‌ et vous !” (​​Emma Tison )

11.3.2​​​‌ Participation in Live events‌

  • “Finale 180 secondes pour‌​‌ innover”, 12 décembre 2025,​​ Congrès Français de Psychiatrie,​​​‌ Cannes, France (Emma‌ Tison )
  • “Table ronde‌​‌ : Les binômes doctorants​​ et accompagnateurs de l’innovation”,​​​‌ Semaine de l’innovation, 28‌ novembre 2025, Université de‌​‌ Bordeaux, Bordeaux, France (​​Emma Tison )
  • “Psychiatrie​​​‌ 2.0 : innovation autour‌ de l’enseignement et de‌​‌ la déstigmatisation en santé​​ mentale”, [Demonstration], Nuit de​​​‌ la recherche, 26 septembre‌ 2025, Cap Sciences, Bordeaux,‌​‌ France (Emma Tison​​ )
  • Demonstration - Meetup​​​‌ Bordeaux XR, 24 septembre‌ 2025, Le Node, Bordeaux,‌​‌ France (Emma Tison​​ )
  • “Déstigmatiser la formation​​​‌ en santé mentale :‌ Utilisation de la réalité‌​‌ augmentée”, [Oral communication], 17ème​​ colloque de l’AFRC «​​​‌ Déstigmatisation et remédiation cognitive‌ », 19 septembre 2025,‌​‌ Québec, Canada (Emma​​ Tison )
  • "La réalité​​​‌ augmentée dans la formation‌ en santé mentale :‌​‌ Une simulation de la​​ schizophrénie ", [Oral communication],​​​‌ Pint of Sciences, 11‌ juin 2025, Wash Bar,‌​‌ Bordeaux, France (Emma​​ Tison )
  • “Augmented Reality​​​‌ in Mental Health Training:‌ A Simulation of Schizophrenia‌​‌ Phenomena for Health Students”,​​ [Oral communication], Schizophrenia International​​​‌ Research Society, 1er avril‌ 2025, Chicago, Illinois, USA‌​‌ (Emma Tison )​​
  • Demonstration - Schizophrenia Days:​​​‌ ‘Diagnosis 2035: Dive into‌ the future of mental‌​‌ health’, 13 mars 2025,​​ Positives Minders, Lyon, France​​​‌ (Emma Tison )‌
  • “Chiche”, Lycée Elie Faure,‌​‌ 13 janvier 2025, Lormont,​​ France (Aymeric Ferron​​​‌ )
  • “Chiche”, Lycée Polyvalent‌ Les Iris, 5 février‌​‌ 2025, Lormont, France (​​Eugénie Brasier )
  • Demonstration​​​‌ - “Journées Portes Ouvertes‌ HOBIT IUT Mesures Physiques‌​‌ Université de Bordeaux”, 16​​ décembre 2025, Gradignan, France​​​‌ (Vincent Casamayou ,‌ Juliette Le Meudec )‌​‌
  • Data Party, Les Petits​​ Débrouillards, 5 février 2025,​​​‌ Bordeaux, France (Eugénie‌ Brasier )

11.3.3 Others‌​‌ science outreach relevant activities​​

General-audience websites
  • Yvonne Jansen​​​‌ and Pierre Dragicevic keep‌ maintaining and enriching the‌​‌ list of physical visualizations​​ and related artefacts (​​​‌dataphys.org/list/), which receives‌ 200+ visits per day‌​‌ and is a major​​​‌ source inspiration for research,​ design, and teaching in​‌ data physicalization.

12 Scientific​​ production

12.1 Major publications​​​‌

12.2​​ Publications of the year​​​‌

International journals

International​​​‌ peer-reviewed conferences

Conferences​​ without proceedings

  • 28 inproceedings​​​‌A.Aymeric Ferron,‌ Y.Yvonne Jansen and‌​‌ M.Martin Hachet.​​ AROM: Rambling Along Data​​​‌ in Augmented Reality to‌ Explore Large Order of‌​‌ Magnitude Values.VIS​​ 2025 - Workshop on​​​‌ Visualization for Communication at‌ IEEE Visualization ConferenceVienne,‌​‌ AustriaNovember 2025HAL​​back to text

Doctoral​​​‌ dissertations and habilitation theses‌

Other scientific publications

  • 30​​​‌ inproceedingsE.Eugenie Brasier‌, Y.Yvonne Jansen‌​‌, P.Pierre Dragicevic​​ and M.Martin Hachet​​​‌. Exploring the Feasibility‌ of a Participatory Data‌​‌ Physicalization of CO₂e Emissions​​ for Dietary Choices in​​​‌ Collective Catering Settings.‌VIS 2025 - (poster‌​‌ track)Vienna, AustriaAugust​​ 2025HALback to​​​‌ text
  • 31 inproceedingsE.‌Emilie Clément, R.‌​‌ C.Raphaëlle C. Bats​​, Y.Yvonne Jansen​​​‌ and M.Mathilde Garnier‌. From Data to‌​‌ Data Games: Exploring Public​​ Engagement with Scientific Information​​​‌ through Serious Game Design‌ Workshops.TEI 2025‌​‌ - 19th International Conference​​ on Tangible, Embedded, and​​​‌ Embodied InteractionBordeaux, France‌March 2025HALback‌​‌ to text
  • 32 inproceedings​​S.Sian Phillips,​​​‌ J.Jinrui Wang,‌ A.Alexis Pister,‌​‌ R.Ruaidhri Higgins-Lavery,​​ S.Sarah Bissett,​​​‌ C.Clare Wharmby,‌ S.Sean Fields,‌​‌ U.Uta Andrews,​​ A.Andrew Sudmant and​​​‌ B.Benjamin Bach.‌ The UK Co-Benefits Atlas:‌​‌ An Interactive Visualisation Atlas​​ to Understand the Impacts​​​‌ of Achieving Climate Action‌ Targets.VIS 2025‌​‌ - IEEE Visualization and​​ Visual AnalyticsVienna, Austria​​​‌November 2025HAL
  • 33‌ inproceedingsT.Tomas Vancisin‌​‌, J.Jinrui Wang​​, N.Niamh Henry​​​‌, S.Sarah Schöttler‌, L.Lucy Havens‌​‌, T.Tobias Kauer​​, S.Sanja Badanjak​​​‌, C.Christine Bell‌ and B.Benjamin Bach‌​‌. Visualizing Peace Transitions:​​ Interactive Visualizations to Support​​​‌ Innovation and Adaptive Management‌ in Peace Processes.‌​‌VIS 2025 - IEEE​​ Visualization and Visual Analytics​​​‌Vienna, AustriaNovember 2025‌HAL

Scientific popularization