2025Activity reportProject-TeamILDA
RNSR: 201521247J- Research center Inria Saclay Centre at Université Paris-Saclay
- In partnership with:CNRS, Université Paris-Saclay
- Team name: Interacting with Large Data
- In collaboration with:Laboratoire Interdisciplinaire des Sciences du Numérique
Creation of the Project-Team: 2016 December 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
- A3.1.4. Uncertain data
- A3.1.7. Open data
- A3.1.10. Heterogeneous data
- A3.1.11. Structured data
- A3.2.4. Semantic Web
- A3.2.6. Linked data
- A5.1. Human-Computer Interaction
- A5.1.1. Engineering of interactive systems
- A5.1.2. Evaluation of interactive systems
- A5.1.5. Body-based interfaces
- A5.1.6. Tangible 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
- B3.1. Sustainable development
- B3.2. Climate and meteorology
- B3.3. Geosciences
- B3.3.1. Earth and subsoil
- B5.9. Industrial maintenance
- B9.2. Art
- B9.5.3. Physics
- B9.5.6. Data science
- B9.6.7. Geography
- B9.7.2. Open data
- B9.11. Risk management
1 Team members, visitors, external collaborators
Research Scientists
- Emmanuel Pietriga [Team leader, INRIA, Senior Researcher, HDR]
- Caroline Appert [CNRS, Senior Researcher, HDR]
- Olivier Chapuis [CNRS, Researcher]
- Vanessa Pena Araya [INRIA, ISFP]
- Arnaud Prouzeau [INRIA, ISFP]
Faculty Member
- Anastasia Bezerianos [UNIV PARIS SACLAY, Associate Professor, HDR]
PhD Students
- Julien Berry [UNIV PARIS SACLAY]
- Camille Dupre [BERGER-LEVRAULT, CIFRE, until Nov 2025]
- Mengfei Gao [UNIV PARIS SACLAY]
- Alina Sarzhanova [INRIA, from Nov 2025]
- Shaily Sharma [CNRS, from Oct 2025]
- Xinpei Zheng [UNIV PARIS SACLAY]
Technical Staff
- Ludovic David [INRIA, Engineer]
- Olivier Gladin [INRIA, Engineer]
Interns and Apprentices
- Rayane Dahasse [UNIV PARIS SACLAY, Intern, from Apr 2025 until Sep 2025]
- Celine Deivanayagam [INRIA, Intern, from May 2025 until Aug 2025]
- Xintian Fu [INRIA, Intern, from May 2025 until Aug 2025]
- Dilbar Isakova [CNRS, Intern, from Apr 2025 until Sep 2025]
- Jihyun Park [INRIA, Intern, from Apr 2025 until Aug 2025]
- Jingru Sang [INRIA, Intern, from Jun 2025 until Aug 2025]
- Alina Sarzhanova [INRIA, Intern, from Mar 2025 until Sep 2025]
- Lucas Spooner [INRIA, Intern, from Feb 2025 until Jun 2025]
- Yongyi Yang [INRIA, Intern, from Apr 2025 until Jul 2025]
- Yuanyuan Zhang [INRIA, Intern, from Jun 2025 until Aug 2025]
- Yan Zhuang [INRIA, Intern, from Jun 2025 until Aug 2025]
- André dal Bosco [UNIV PARIS SACLAY, Intern, from May 2025 until Jul 2025]
Administrative Assistant
- Katia Evrat [INRIA]
External Collaborators
- Vincent Cavez [UNIV STANFORD, until Aug 2025]
- Maria Lobo [IGN]
2 Overall objectives
Datasets are no longer just large. They are distributed over multiple networked sources and increasingly interlinked, consisting of heterogeneous pieces of content structured in elaborate ways. Our goal is to design data-centric interactive systems that provide users with the right data at the right time and enable them to effectively manipulate and share these data. We design, develop and evaluate novel interaction and visualization techniques to empower users in both mobile and stationary contexts involving a variety of display devices, including: smartphones and tablets, augmented reality glasses, desktop workstations, tabletops, ultra-high-resolution wall-sized displays.
Our ability to acquire or generate, store, process and query data has increased spectacularly over the last decade. This is having a profound impact in domains as varied as scientific research, commerce, social media, industrial processes or e-government. Looking ahead, technologies related to the Web of Data have started an even larger revolution in data-driven activities, by making information accessible to machines as semi-structured data 30. Indeed, novel Web-based data models considerably ease the interlinking of semi-structured data originating from multiple independent sources. They make it possible to associate machine-processable semantics with the data. This in turn means that heterogeneous systems can exchange data, infer new data using reasoning engines, and that software agents can cross data sources, resolving ambiguities and conflicts between them 55. As a result, datasets are becoming even richer and are being made even larger and more heterogeneous, but also more useful, by interlinking them 40.
These advances raise research questions and technological challenges that span numerous fields of computer science research: databases, artificial intelligence, communication networks, security and trust, as well as human-computer interaction. Our research is based on the conviction that interactive systems play a central role in many data-driven activity domains. Indeed, no matter how elaborate the data acquisition, processing and storage pipelines are, many data eventually get processed or consumed one way or another by users. The latter are faced with complex, increasingly interlinked heterogeneous datasets that are organized according to elaborate structures, resulting in overwhelming amounts of both raw data and structured information. Users thus require effective tools to make sense of their data and manipulate them.
We approach this problem from the perspective of the Human-Computer Interaction (HCI) field of research, whose goal is to study how humans interact with computers and inspire novel hardware and software designs aimed at optimizing properties such as efficiency, ease of use and learnability, in single-user or cooperative contexts of work.
ILDA aims at designing interactive systems that display the data and let users interact with them, aiming to help users better navigate and comprehend complex datasets represented visually, as well as manipulate them. Our research has been organized along three complementary axes, as detailed in Section 3.
3 Research program
3.1 Novel Forms of Display for Groups and Individuals
Participants: Caroline Appert, Anastasia Bezerianos, Olivier Chapuis, Vanessa Peña-Araya, Emmanuel Pietriga, Arnaud Prouzeau, Julien Berry, Mengfei Gao, Camille Dupré, Shaily Sharma, Xinpei Zheng, Ludovic David, Olivier Gladin.
Data sense-making and analysis is not limited to individual users working with a single device, but increasingly involves multiple users working together in a coordinated manner in multi-display environments involving a variety of devices. We investigate how to empower users working with complex data by leveraging novel types of displays and combinations of displays, designing visualizations adapted to their capabilities: ultra-high-resolution wall-sized displays ((Figure 1-d)), augmented reality glasses ((Figure 1-a & b)), pen + touch interactive surfaces ((Figure 1-c)), handheld devices such as smartphones and tablets ((Figure 1-a & b)), desktop workstations and laptops.
Being able to combine or switch between representations of the data at different levels of detail and merge data from multiple sources in a single representation is central to many scenarios. The foundational question addressed here is what to display when, where and how, so as to provide effective support to users in their data understanding and manipulation tasks. We target contexts in which workers have to interact with complementary views on the same data, or with views on different-but-related datasets, possibly at different levels of abstraction, and with a particular interest for multi-variate data ((Figure 1-c)) that have spatio-temporal attributes.
This figure consists of four subfigures illustrating interactive and augmented reality systems across different devices and scales. (a) A classroom scenario where a person wearing AR glasses views a teacher standing in front of a whiteboard. A red rectangular overlay labeled “REC” indicates an active recording or annotation region around the person being captured. On a table in the foreground lie a tablet and sticky notes, suggesting coordination between AR glasses and mobile devices for content annotation. (b) Two smartphone screens show an image of a red apple placed on stacked books. Editing controls appear as floating sliders and icons, representing AR-enhanced widgets. To the right, a schematic hand illustration demonstrates a pinching gesture, indicating gesture-based interaction for adjusting parameters such as brightness or contrast. (c) A tablet computer is held and operated with a stylus. On the screen is a complex node-link diagram composed of colored nodes connected by curved edges. Interface controls surround the canvas, indicating expressive authoring and interactive manipulation of graph structures. (d) A large wall display composed of multiple tiled screens shows a world map focused on oceans, overlaid with numerous points and trajectories representing marine traffic. A person stands in front of the display for scale. Smaller inset views on the right show detailed annotations, images of ships, and highlighted routes, emphasizing exploratory analysis on high-resolution wall displays.
Our activity in this axis focuses on the following themes: 1) multi-display environments that include not only interactive surfaces such as wall displays but Augmented Reality (AR) as well; 2) the combination of AR and handheld devices; 3) geovisualization and interactive cartography on a variety of interactive surfaces including desktop, tabletop, handheld and wall displays.
Projects in which we research data visualization techniques for multi-display environments and for ultra-high-resolution wall-sized displays in particular often involve geographical information 46 (Figure 1-d). But we also research interaction and visualization techniques that are more generic. For instance we study awareness techniques to aid transitions between personal and shared workspaces in collaborative contexts that include large shared displays and desktops 48. We also investigate the potential benefits of extending wall displays with AR, for personal+context navigation 42 or to seamlessly extend the collaboration space around wall displays 7.
Augmented Reality, as a novel form of display, has become a strong center of attention in the team. Beyond its combination with wall displays, we are also investigating its potential when coupled with handheld displays such as smartphones or tablets. Coupling a mobile device with AR eyewear can help address some usability challenges of both small handheld displays and AR displays. AR can be used to offload widgets from the mobile device to the air around it ((Figure 1-b)), for instance enabling digital content annotation 38 ((Figure 1-a)).
Relevant publications by team members this year: 12, 8, 28, 13, 14, 27.
3.2 Novel Forms of Input for Groups and Individuals
Participants: Caroline Appert, Anastasia Bezerianos, Olivier Chapuis, Emmanuel Pietriga, Arnaud Prouzeau, Julien Berry, Vincent Cavez, Camille Dupré, Shaily Sharma, Xinpei Zheng, Ludovic David, Olivier Gladin.
The contexts in which novel types of displays are used often call for novel types of input. In addition, the interactive manipulation of complex datasets often calls for rich interaction vocabularies. We design and evaluate interaction techniques that leverage input technologies such as tactile surfaces, digital pens, 3D motion trackers and custom physical controllers built on-demand.
We develop input techniques that feature a high level of expressive power, as well as techniques that can improve group awareness and support cooperative tasks. When relevant, we aim to complement – rather than replace – traditional input devices such as keyboards and mouse, that remain very effective in contexts such as the office desktop.
We aim to design rich interaction vocabularies that go beyond what current interactive surfaces offer, which rarely exceeds five gestures such as simple slides and pinches. Designing larger interaction vocabularies requires identifying discriminating dimensions in order to structure a space of manipulations that should remain few and simple, so as to be easy to memorize and execute. Beyond cognitive and motor complexity, the scalability of vocabularies also depends on our ability to design robust recognizers that will allow users to fluidly chain simple manipulations that make it possible to interlace navigation, selection and manipulation actions. We also study how to further extend input vocabularies by combining multiple modalities, such as pen and touch, or mid-air gestures and tangibles. Gestures and objects encode a lot of information in their shape, dynamics and direction. They can also improve coordination among actors in collaborative contexts for, e.g., handling priorities or assigning specific roles to different users.
In recent years, there has been a tendency in the HCI community to uncritically rely on machine learning (ML) to solve user input problems. While we acknowledge the power and potential of AI to solve a broad range of problems, we are rather interested in trying to devise interaction techniques that are less resource-intensive and that do not require training the system. We tend to rely on analytical approaches rather than on ML-based solutions, using those as a last resort only.
This figure presents three interaction concepts. (a) A schematic comparison of touch-based and pen-based interaction workflows shown in a sequence of steps labeled “before,” “while,” and “after.” Hand-drawn sketches illustrate how annotations are created and repositioned to make room for in-context notes without occluding underlying content. The diagrams emphasize temporal stages of interaction rather than specific interface elements. (b) Conceptual illustrations of a person wearing AR glasses demonstrate mid-air indirect input techniques. Two input modes are highlighted: direct and gaze-based. Additional diagrams show interaction spaces aligned either horizontally or vertically relative to the user's body, such as in front of the torso or to the side. Callouts connect these interaction spaces to corresponding regions on the user's body, indicating how gestures and gaze control virtual elements without touching a physical surface. (c) A photographic scene shows two people interacting with a large, tiled vertical display filled with colorful image thumbnails. One person reaches toward the wall while holding a small red tangible object. Circular insets magnify how the tangible is used against the display surface. A close-up image on the right shows a hand gripping the red physical controller, illustrating how tangibles support precise interaction on large wall displays.
Our activity in this axis focuses on the following themes: 1) direct manipulation on interactive surfaces using a combination of pen and touch; 2) tangible input for wall displays; 3) input in immersive environments with a strong emphasis on Augmented Reality (AR), either in mid-air or combined with a handheld device.
We investigate how pen and touch can be best combined to facilitate different tasks and activities: document annotation, where pen+touch techniques are used to make room for in-context annotations by dynamically reflowing documents 52 ((Figure 2-a)); heterogeneous dataset exploration and sensemaking 53, where that combination of modalities enables users to seamlessly transition between exploring data and externalizing their thoughts.
Following-up on earlier work in the team about tangible interaction using passive tokens on interactive surfaces 44, 43, 31, we investigate tangible interaction on vertical displays. Tangibles can enrich interaction with interactive surfaces, but gravity represents a major obstacle when interacting with a vertical display. We design solutions to this problem 5 ((Figure 2-c)), seeking to enable manipulations on vertical screens, in the air, or both 35.
As mentioned earlier, Augmented Reality is becoming a strong center of attention in the team as a display technology. Our research is not only about how to display data in AR, but how to interact with these data as well. For instance we study the concept of mid-air pads 1 ((Figure 2-b)) as an alternative to gaze or direct hand input to control a pointer in windows anchored in the environment (similar to the window-based UI showcased by Apple for the upcoming Vision Pro). Supporting indirect interaction, ARPads allow users to control a pointer in AR through movements on a mid-air plane.
When used in combination with another device, AR enables displaying additional information in the physical volume around that device. But AR also enables using that volume to interact with the device, providing new input possibilities, as we have started investigating with the design and evaluation of AR-enhanced widgets for smartphones 33. The AR technology is not only used to offload widgets from the phone to the air around it, but to give users more control on input precision as well.
Relevant publications by team members this year: 3, 12, 15, 18, 22, 27, 26.
3.3 Interacting with Spatio-Temporal Data
Participants: Caroline Appert, Anastasia Bezerianos, Olivier Chapuis, Vanessa Peña-Araya, Emmanuel Pietriga, Arnaud Prouzeau, Alina Sarzhanova, Ludovic David, Olivier Gladin, Maria Lobo.
Research in data management is yielding novel models that enable diverse structuring and querying strategies, give machine-processable semantics to the data and ease their interlinking. This, in turn, yields datasets that can be distributed at the scale of the Web, highly-heterogeneous and thus rich but also quite complex. We investigate ways to leverage this richness from the users' perspective, designing interactive systems adapted to the specific characteristics of data models and data semantics of the considered application area.
The general research question addressed in this part of our research program is how to design novel interaction techniques that help users manipulate their data more efficiently. By data manipulation, we mean all low-level tasks related to manually creating new data, modifying and cleaning existing content (data wrangling), possibly merging data from different sources.
We envision interactive systems in which the semantics and structure are not exposed directly to users, but serve as input to the system to generate interactive representations that convey information relevant to the task at hand and best afford the possible manipulation actions.
This figure presents four visualization techniques for analyzing data with geographical, temporal, and analytical dimensions. (a) A narrative visualization integrates maps into a storyline layout. A map of France highlights regions in red, while aligned timelines and labels show named entities and years (e.g., 2001–2003). Multiple coordinated views connect geographic regions to temporal annotations, allowing the reader to follow changes over time within a story-driven structure. (b) A comparison of map-based techniques for visualizing correlations over space and time. Small multiples show repeated maps for different years, using cartograms and proportional symbols to encode variables such as literacy rate and working hours. Adjacent views contrast these with a single-map layout where time is juxtaposed through symbol encodings, illustrating different trade-offs between spatial fidelity and temporal comparison. (c) A set of maps depicts geographical propagation over time. Sequential frames show regions gradually changing color intensity, indicating the spread or evolution of a phenomenon across neighboring areas. A larger central map and grid-based representations emphasize temporal progression and spatial diffusion patterns. (d) An interactive analytical interface supports trade-off analysis with in-visualization provenance. Scatterplots, matrices, and control panels are annotated with handwritten-style notes explaining interaction history, selection frequency, and filtering ranges. Visual highlights indicate how prior analytical choices influence current views, enabling users to track and revisit reasoning steps.
Our activity in this axis focuses on the following themes: 1) browsing webs of linked data; 2) visualization of multivariate networks; 3) visualization of hypergraphs; 4) visualization for decision making.
Early work in the team had focused on enabling users to explore large catalogs of linked data 47 by querying dataset metadata and contents originating from multiple sources; and interactive systems that let users explore the contents of those linked datasets. We work on new navigation paradigms, for instance based on the concept of semantic paths (SWJ, 37) which create aggregated views on collections of items of interest by analyzing the chains of triples that constitute knowledge graphs and characterizing the sets of values at the end of the paths formed by these chains.
While a central idea of the above system is to display information without ever exposing the underlying semi-structured directed labeled graph, we also research novel ways to visualize and manipulate multivariate networks represented as such ((Figure 1-c)), as there are contexts in which the structure of the data – knowledge graphs or else – is important to convey. To this end, we investigate novel ways to represented complex structures and visually encode the attributes of the entities that compose these structures. This can be, e.g., using motion as an encoding channel for edge attributes in multivariate network visualizations 49, 51. Or it can be by letting users build representations of multivariate networks incrementally using expressive design techniques 50 (Figure 1-c).
Multivariate networks and knowledge graphs are very expressive data structures that can be used to encode many different types of data. They are sometimes not sufficient, however. In some situations, even more elaborate structures are required, such as hypergraphs, which enable relating more than two vertices with a single edge and are notoriously difficult to visualize. We investigate visualization techniques for data modeled as hypergraphs, for instance in the area of data journalism by generalizing Storyline visualizations to display the temporal evolution of relationships involving multiple types of entities such as, e.g., people, locations, and companies 9, 41 (Figure 3-a).
As mentioned above, interactive cartography has been an active topic in the team since 2015 when we started a collaboration with IGN – the French national geographic institute. Project MapMuxing was about interactive cartography on a variety of surfaces, including tabletops 54 and wall displays 46, but on desktop workstations as well. Since then, our work has expanded to include geovisualization. We investigate research questions about the display of multivariate data that have a spatial – and sometimes temporal – component 11 (Figure 3-b) and that evolve over time 45 (Figure 3-c).
In this research axis we also investigate visualization to support decision making. While the above projects mostly consider visualization for the purpose of data exploration, the visual representation of data can also be an effective tool for promoting situation awareness and helping subject-matter experts make decisions. The design and development of user interfaces for major astronomical observatories – which dates back to 2009 with ALMA and is still on-going with CTA (Cherenkov Telescope Array) – has been and still is an important part of our research & development activities. But we also investigate this broad topic in other contexts. For instance, as part of a long-term collaboration with INRAe about the design of trade-off analysis systems 4 for experts in domains such as agronomy or manufacturing (Figure 3-d).
Relevant publications by team members this year: 10, 16, 17, 20, 24, 25, 28.
4 Application domains
Participants: Caroline Appert, Anastasia Bezerianos, Olivier Chapuis, Vanessa Peña-Araya, Emmanuel Pietriga, Arnaud Prouzeau, Ludovic David, Olivier Gladin.
4.1 Mission-critical Systems
Mission-critical contexts of use, which include emergency response & management; critical infrastructure operations such as public transportation systems, communications and power distribution networks; and the operation of large scientific instruments such as astronomical observatories and particle accelerators. Central to these contexts of work is the notion of situation awareness 39. Our goal is to investigate novel ways of interacting with computing systems that improve collaborative data analysis capabilities and decision support assistance in a mission-critical, often time-constrained, work context.
Relevant publications by team members this year: 13, 15, 18, 22.
4.2 Exploratory Analysis of Scientific Data
Participants: Caroline Appert, Anastasia Bezerianos, Olivier Chapuis, Vanessa Peña-Araya, Emmanuel Pietriga, Arnaud Prouzeau, Ludovic David, Olivier Gladin.
Many scientific disciplines are increasingly data-driven, including astronomy, molecular biology, particle physics, or neuroanatomy. No matter their origin (experiments, remote observations, large-scale simulations), these data can be difficult to understand and analyze because of their sheer size and complexity. Our goal is to investigate how data-centric interactive systems can improve scientific data exploration.
Relevant publications by team members last year: 10, 20, 24, 25, 28, 29.
5 Social and environmental responsibility
5.1 Footprint of research activities
| Destination | Transport mode | Number of trips (round-trip) | Emissions (kg CO eq.) for 1 trip |
| Plane | |||
| Tokyo | Plane | 3.5 | 3457 |
| Toronto | Plane | 1 | 2135 |
| Vienna | Plane | 2 | 382 |
| San Jose (from Tokyo) | Plane | 0.5 | 2964 |
| Train | |||
| Lille | Train | 2 | 1.34 |
| Grenoble | Train | 1 | 3.62 |
| Vienna | Train | 1 | 8.11 |
| Strasbourg | Train | 1 | 2.67 |
| Toulouse | Train | 1 | 4.69 |
| Bordeaux | Train | 3 | 3.32 |
| Lyon | Train | 1 | 2.32 |
| Rennes | Train | 2 | 2.22 |
| Car | |||
| Daghtstul | Car (3 ppl) | 1 | 177 |
| Total | 17 | 16 696.49 |
Table 1 shows our carbon footprint related to travel for the year 2025.
We have adopted a policy to reduce our CO2 emissions related to conference attendance. It consists of two primary measures:
- Preferring traveling by train over plane as much as possible. For example, when traveling to conferences in Europe, we prefer traveling by train, even if it takes longer.
- For conferences for which it is not possible to arrive by train, and therefore require long plane trips, we aim to reduce the number of team members attending. We achieve this by, for example, prioritizing student attendance at conferences, as it is fundamental to their career development. For permanent staff, we limit our travels to present papers where there are no students involved, and when they have to fulfill community responsibilities (e.g. events organization, in person committees).
6 Highlights of the year
- Start of Défi GéolAug with BRGM, coordinated by ILDA.
- Caroline Appert appointed co-chair of CACM Research Highlights.
- Olivier Chapuis becomes member of the Euclid (Space Telescope) Consortium for his work on astronomical data visualization (see Section 7.1.3).
7 Latest software developments, platforms, open data
7.1 Latest software developments
7.1.1 EuterPen
-
Name:
EuterPen: a Music Score Editor for Interactive Surfaces
-
Keywords:
Human Computer Interaction, Music notation
-
Functional Description:
Music score writing on interactive surfaces (pen + touch).
-
News of the Year:
First Euterpen functional prototype running on Microsoft Surface 2 developed in 2024.
- Publication:
-
Contact:
Vincent Cavez
-
Participants:
Vincent Cavez, Emmanuel Pietriga, Caroline Appert, Catherine Letondal
7.1.2 ACADA-HMI
-
Keywords:
HCI, Data visualization
-
Functional Description:
Cherenkov Telescope Array Monitoring and Control software front-end, implemented using Web-based technologies
- Publications:
-
Contact:
Ludovic David
-
Participants:
Ludovic David, Emmanuel Pietriga, Dylan Lebout
-
Partner:
DESY
7.1.3 hypatia-vis
-
Keywords:
Data visualization, 3D visualisation, Human Computer Interaction
-
Functional Description:
hypatia-vis is a versatile platform for visualizing and interacting with astronomical data, with a primary focus on data from the Euclid space telescope, though it supports other sources as well. A key feature of hypatia-vis is its ability to run on ultra-high-resolution wall displays powered by a rendering cluster, offering a unique solution for collaborative and immersive exploration of astronomical datasets.
The platform supports a wide range of functionalities, including visualization of 2D images—such as high dynamic range FITS files—and catalogues of celestial objects from diverse sources like Euclid, Gaia, Simbad, NED, and Chandra. It also handles data cubes, multi-band image sets, overlaying images from various telescopes (e.g., Euclid, James Webb, Hubble, Herschel, ALMA, etc.), and providing 3D navigation and visualization of catalogues, as well as DS9-style annotations.
At its core, the rendering engine leverages Vulkan (via Unity3D) and is implemented in C#. In addition, hypatia-vis includes a suite of Python scripts for image processing, querying catalogue databases, and performing astronomical computations using libraries like Astropy. The platform also integrates a fork of NASA/Caltech's Montage software for generating specific types of astronomical images.
-
Contact:
Olivier Chapuis
-
Participant:
Olivier Chapuis
7.2 New platforms
Participants: Olivier Gladin, Emmanuel Pietriga, Olivier Chapuis, Anastasia Bezerianos, Shaily Sharma, André dal Bosco, Caroline Appert, Vanessa Peña-Araya, Arnaud Prouzeau, Xinpei Zheng.
Both the WILD-512K and WILDER platforms are part of funded project ANR EquipEx+ Continuum (ANR-21-ESRE-0030). Figure 4 illustrates virtual earth navigation using a newly developed adaptation of Cesium Unreal running on a computer cluster. WILDER is used in many projects. Relevant publications this year: 28, 15, 13.
An additional display, sphere-shaped, was added to the Continuum equipment in late 2025, that will also be used as part of ANR project tVISt (Section 10.3) about data visualization on non-planar displays.
Picture of the WILDER ultra wall displaying a virtual Earth using Cesium Unreal.
Picture of the new touch-sensitive sphere-shaped display.
8 New results
8.1 Novel Forms of Input and Display for Groups and Individuals
Participants: Caroline Appert, Anastasia Bezerianos, Olivier Chapuis, Emmanuel Pietriga, Arnaud Prouzeau, Vincent Cavez, Camille Dupré, Ludovic David, Olivier Gladin.
Following up on the work initiated last year about Challenges of Music Score Writing and the Potentials of Interactive Surfaces 34, we developed EuterPen, a pen + touch interactive music notation program 3. Music notation programs force composers to follow the many rules of the staff notation when writing music and constantly seek to optimize symbol placement, making numerous adjustments automatically. Even though this impedes their creative process, many composers still use them throughout their workflow, for lack of a better option. EuterPen (Figure 6) selectively relaxes both syntactic and structural constraints while editing a score. Composers can input and manipulate music symbols with increased flexibility, leveraging the affordances of pen and touch. They can make space on, between and around staves to insert additional content such as digital ink, pictures and audio samples. We followed an iterative design process to design EuterPen: prototyping phases, a participatory design workshop, and a series of interviews with professional composers.
Three pictures illustrating music score notation interactive manipulations: selection with the pen, manipulation with a finger, precise adjustments with the pen.
We also continue exploring input techniques for Augmented Reality, which continues to be a major focus of the team, both as a novel form of display and as an interactive technology that raises challenges and opportunities in terms of novel forms of input. In the context of Camille Dupré's CIFRE PhD, we investigated pad-based interaction in mixed reality environments 27. Interaction in such environments primarily relies on raycast pointing and mid-air touch. An alternative consists of using the non-dominant hand as a touch-sensitive surface, enabling more comfortable, less fatiguing input. UI design guidelines have so far discouraged this alternative because of poor hand tracking performance when the hands overlap, favoring touchpads in the air near the hand, rather than on the hand. But significant improvements to the hand tracking capabilities of recent commodity headsets suggest that on-hand pads may now be feasible. We developed an on-hand touchpad prototype and conducted two studies 12 that involve both discrete input and continuous control tasks (Figure 7). The first study compared such on-hand pads to baseline in-air and on-object pads, showing comparable performance despite some limitations in tracking accuracy. The second study quantified the advantage of on-hand and in-air pads over on-object pads during transitions between touchpad input and other physical hand activities.
While our focus is primarily on Augmented Reality, we are also interested in Virtual Reality as another type of immersive display. Together with project-team BIVWAC we investigated the influence of virtual workspace configuration on collaborative learning performance 8. 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 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, illustrated in Figure 8: (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. We evaluated how these configurations influenced collaborative interaction, problem-solving strategies, and learning. Our results suggest the replicated workspace reduces social experience and does not improve learning outcomes compared to the shared one, however, it allows broader exploration of the problem space.
Three pictures showing, from left to right, discrete input to manage a virtual meeting; 1D continuous input to scrub through a video; 2D continuous input to control a cursor over a document.
In a more theoretical vein, we worked together with colleagues from IRIT in Toulouse on a systematic literature review to characterize asymmetric interaction in collaborative systems. This work 18 provides a structured analysis of collaboration in heterogeneous settings. Computer-mediated collaboration often relies on symmetrical interactions between users, where all the collaborators use identical devices. However, in some cases, either due to constraints (e.g., users in different environments) or by choice (e.g., using devices with different properties), users engage in asymmetrical interactions. Addressing such asymmetries in heterogeneous systems can be difficult as there has been no systematic analysis of how to define them, or their impact on collaboration. We characterized the asymmetries that can arise between users' interactions within collaborative heterogeneous systems. To this end, we conducted a systematic literature review of asymmetric collaborative systems, coding their properties, including the interaction spaces, their input and output modalities, and shared feedback. We then defined the dimensions of asymmetry that emerged from this review, and discussed their impact on collaboration, outlining a set of challenges and opportunities for future research.
Three pictures illustrating the different virtual workspace configurations.
Addressing collaboration in safety-critical work environments, which has been a key application area of our research for years (Section 4), we contributed to work initiated between project-team BIVWAC and SNCF on the exploration of interactions with tangible and actuated tokens on a shared tabletop for railway traffic management control centres. This work 22 examines how physical-digital artifacts can support crisis management. While control centres are increasingly incorporating digital tools, particularly with the expanding train traffic worldwide, the role of humans remains essential. This is particularly true in case of crisis, where operators with different expertise need to collaborate to make critical decisions. As in much of our previous work in this application area, we visited different control centres to observe how operators work, especially in crisis scenarios, and identify the limits of current approaches. Inspired by this, we developed a prototype to investigate the use of actuated tangible tokens on a tabletop to visualise and explore different solutions to resolve incidents. To gauge the implications and opportunities of our approach, we performed a qualitative study with 37 operators in a high-speed train control centre. Results suggest that actuated tangible tokens on a shared display constitute a promising tool for information sharing, context understanding, problem solving and collaboration.
Focused on co-located collaboration, we contributed to another study about multimodal collaboration on large interactive displays such as WILDER (Section 7.2) together with project-team AVIZ and the University of Bremen. This exploratory study 15 is about how pairs interact with speech commands and touch gestures on a wall-sized display during a collaborative sensemaking task. Previous work has shown that speech commands, alone or in combination with other input modalities, can support visual data exploration by individuals. However, it is still unknown whether and how speech commands can be used in collaboration, and for what tasks. To answer these questions, we developed a functioning prototype that we used as a technology probe. We conducted an in-depth exploratory study with 10 participant pairs to analyze their interaction choices, the interplay between the input modalities, and their collaboration. While touch was the most used modality, we found that participants preferred speech commands for global operations, used them for distant interaction, and that speech interaction contributed to the awareness of the partner's actions. Furthermore, the likelihood of using speech commands during collaboration was related to the personality trait of agreeableness. Regarding collaboration styles, participants interacted with speech equally often whether they were in loosely or closely coupled collaboration. While the partners stood closer to each other during close collaboration, they did not distance themselves to use speech commands. From these findings we derived a set of design considerations for collaborative and multimodal interactive data analysis systems.
Wall-sized displays do not necessarily have to be physical hardware platforms. They can also be simulated in VR. Together with colleagues from Utah State University and from project-team AVIZ, and following up on earlier work by team members 32, we studied the perception of visual variables on virtual wall-sized tiled displays 13. We designed and conducted two formal user studies focusing on elementary visualization reading tasks in VR, examining perceptual and interaction factors affecting performance. The first study compared three different virtual display arrangements (Flat, Cylinder, and Cockpit). It showed that participants made smaller errors on virtual curved walls (Cylinder and Cockpit) compared to Flat. Following that, we compared the results with those from the previous study 32, which had been conducted on a physical wall display. The comparative analysis showed that virtual curved walls resulted in smaller errors than the physical flat wall display, but with longer task completion time. The second study evaluated the impact of four 3D user interaction techniques (Selection, Walking, Steering, and Teleportation) on performing the elementary task on the virtual Flat wall display. The results confirmed that interaction techniques further improved task performance.
On the other end of the display size spectrum, we contributed to an investigation of visualization designs on displays with severe space constraints such as smartwatches 14. This work presents a systematic review and design space for visualizations on smartwatches and the context in which these visualizations are displayed, termed smartwatch faces. A smartwatch face is the primary smartwatch screen wearers see when checking the time. Smartwatch faces are small data dashboards that show a variety of data to wearers in a compact form. Yet, the usage context and form factor of smartwatch faces pose unique design challenges for visualizations. We contributed to an in-depth review and analysis of visualization designs for popular premium smartwatch faces based on their design styles, amount and types of data, as well as visualization styles and encodings they included. A design space was derived from this analysis to provide an overview of the important considerations for new data displays for smartwatch faces and other small displays, pointing to opportunities in this nascent research direction.
Finally, continuing work Arnaud Prouzeau was involved in while in the BIVWAC team at Centre Inria de l'Université de Bordeaux, we contributed to work on animated transitions for abstract and concrete immersive visualizations 17, in collaboration with ETS Montréal. While data visualizations are typically abstract, there is a growing body of work around concrete visualizations, which use familiar objects to convey data. Concrete visualizations can complement abstract ones, especially in immersive analytics, but it is unclear how to design smoothly animated transitions between these two kinds of representations. This work investigated a design space of abstract and concrete visualizations, where animated transitions are pathways through the design space. The design space was defined with four axes, each corresponding to a different transformation, considering different ways to design animated transitions by staging and ordering the transformations along these axes. A controlled experiment conducted in virtual reality compared four types of animated transitions and found quantitative and qualitative evidence of the superiority of a specific staging approach over the simultaneous application of all transformations.
8.2 Interacting with Spatio-Temporal Data
Participants: Anastasia Bezerianos, Vanessa Peña-Araya, Olivier Chapuis.
Our work on the interactive visualization of spatio temporal data this year has primarily been driven by domain-specific problems in areas like Geology, Astronomy and Agronomy.
In one such projects, we studied the role of user agency in the definition of sources of uncertainty for the purpose of data visualization, based on a case study in Geology 10. Uncertainty is inherent in science built on results generated from prior work. In geoscience, for instance, researchers analyzing volcanic deposits assess the uncertainty around past deposit classifications. To aid this assessment, we followed a design by immersion approach to co-design uncertainty visualizations. We observed that besides visualizing uncertainty, it is challenging even to define what constitutes it, as how researchers understand and process uncertainty evolves. This motivated us to reach other members of the community to better understand how they integrate uncertainty in their work. Informed by a series of interviews, we first redesigned our visualization system and then introduced it as a technology probe to a broader community of geoscientists (Figure 9). Our results highlight that uncertainty in science is malleable and that visualization systems should be designed with this malleability in mind, which advocates for visualizations that promote user agency and flexibility in defining and processing uncertainty.
Four pictures showing different representations of uncertainty on a map.
In another project, working together with colleagues from INRAe and the Applied Mathematics department at Université Paris-Saclay,we investigated how to make complex Bayesian Network models more understandable and usable for domain experts without statistical training, using the French breadmaking industry as a case study 20, 24, 25. This work explored two complementary approaches: interactive visualization and Large Language Model (LLM) assistance. By collaborating closely with machine learning modelers and breadmaking experts through a user-centered design process, we developed a decision-support platform that combines familiar visual representations, interactive evidence propagation, dataset access, and a conversational LLM-based assistant. Qualitative evaluations and design workshops showed that these tools can help domain experts better explore, validate, and critically analyze the model, fostering interdisciplinary dialogue between technical and non-technical stakeholders. While both visualization and LLMs offer clear benefits for model explainability and engagement, the studies also highlight ongoing challenges in accuracy, usability, and trust, underscoring the need for careful design when deploying such technologies for real-world decision support.
Looking at the more general topic of visualizations in motion, we contributed together with project-team AVIZ to an investigation about user experience with these particular types of visualizations 16. The work addresses dynamic contexts in which visualizations are embedded within primary tasks. It consisted of a systematic review, an empirical study, and a first set of considerations for designing visualizations in motion, derived from a concrete scenario in which these visualizations were used to support a primary task. In practice, when viewers are confronted with embedded visualizations, they often have to focus on a primary task and can only quickly glance at a visualization showing rich, often dynamically updated, information. As such, the visualizations must be designed so as not to distract from the primary task, while at the same time being readable and useful for aiding the primary task. For example, in games, players who are engaged in a battle have to look at their enemies but also read the remaining health of their own game character from the health bar over their character's head. Many trade-offs are possible in the design of embedded visualizations in such dynamic scenarios. We used video games as an example of an application context with a rich existing set of visualizations in motion.
A wall display rendering astronomical data, with one person standing close to the wall and three seated in chairs.
Finally, we collaborated with astronomers from the Euclid Consortium (primarily from the Institut d’Astrophysique Spatiale at Paris-Saclay) on the detection of galaxy protoclusters in the Euclid Quick Release 1 28. Protoclusters, gravitationally bound groups of galaxies observed when the Universe was approximately 1.5 to 4.5 billion years old, are the progenitors of the most massive structures in the Universe, namely galaxy clusters, which we observe in the nearby Universe (e.g., within one billion light-years). Understanding the transition from the protocluster phase to fully formed galaxy clusters is essential for understanding the processes of matter assembly in the Universe. In this work, hypatia-vis 7.1.3 played a significant role: it was used during multiple collaborative analysis sessions in front of the WILDER wall to validate (and, in some cases, invalidate) algorithms for galaxy selection and overdensity detection (Figure 10).
9 Bilateral contracts and grants with industry
Participants: Caroline Appert, Camille Dupré, Emmanuel Pietriga.
9.1 Bilateral contracts with industry
- Berger-Levrault: ANRT/CIFRE PhD (Camille Dupré), 3 years, November 2022-October 2025 on the topic of Interactive content manipulation in Mixed Reality for maintenance applications.
10 Partnerships and cooperations
10.1 International initiatives
10.1.1 Participation in other International Programs
ANR-FNR COMIXS
Participants: Anastasia Bezerianos, Olivier Chapuis, Arnaud Prouzeau.
Partners:
- Luxembourg Institute of Science and Technology (LIST)
- IMT Atlantique Bretagne-Pays de la Loire
This project is cofunded by ANR (France) and FNR (Luxembourg). We will study how to support design activities for interactive display ecosystems that combine high-end collocated displays, such as walls, together with distributed technology that is more accessible, for example, remote colleagues connected with an augmented reality headset or a desktop computer. We have identified real use cases of distributed teams to help us tackle theoretical, conceptual and design challenges.
Website: CoMixS Cordinator: Anastasia Bezerianos. Duration: 2025-2029. Funding: 1019k€
ANR-DFG tVISt
Participants: Anastasia Bezerianos, Shaily Sharma.
Partners:
- Inria/Aviz
- Dresden University of Technology (TU Dresden)
In this project is cofunded by ANR (France) and DFG (Germany). We explore how to best visualize data in atypical display technologies, such as curved, bendable, and highly flexible displays, spherical displays, cubed displays, and even drone-based displays have emerged and are commercially available. These novel types of displays offer new ways to represent and explore data embedded in everyday environments, to communicate it, and share it. These displays pose perceptual challenges for data visualization and are yet largely unexplored in terms of which visualization types work on them and how to create effective and appealing interactive data visualization experiences. This project will establish foundations for how to create visualizations with and for physical displays that take on several different form factors and become truly embedded in our environments.
Website: tVist Cordinator: Petra Isenberg (Inria/Aviz), Anastasia Bezerianos local coordinator for ILDA. Duration 2025-2026. Funding: 720k€
10.2 European initiatives
10.2.1 Other european programs/initiatives
Participants: Ludovic David, Emmanuel Pietriga.
Deutsches Elektronen-Synchrotron (DESY): Scientific collaboration on the design and implementation of user interfaces for array operations monitoring and control for the Cherenkov Telescope Array (CTA) project, currently being built in the Canary Islands (Spain) and in the Atacama desert (Chile). May 2018 – October 2026. Funding: 532k€. www.cta-observatory.org
10.3 National initiatives
10.3.1 EquipEx+ Continuum (ANR)
Participants: Emmanuel Pietriga, Olivier Gladin, Caroline Appert, Anastasia Bezerianos, Olivier Chapuis, Vanessa Peña-Araya, Arnaud Prouzeau, Maria Lobo, Julien Berry, Vincent Cavez, Camille Dupré, Mengfei Gao, Ludovic David, Xinpei Zheng.
ILDA participates to EquipEx+ project Continuum, a collaborative research infrastructure of 30 platforms located throughout France to advance interdisciplinary research based on interaction between computer science and the human and social sciences. Funded by the French National Research Agency (ANR) from 2021 to 2029. 19 academic institutions and 3 research organizations. PI: Emmanuel Pietriga. Funding: 816k€.
10.3.2 ANR Interplay
Participants: Olivier Chapuis, Caroline Appert.
Novel display technologies such as wall-sized displays, very large tabletops, and headsets for Virtual Reality or Augmented Reality make it possible to redesign workspaces for more flexibility and efficiency. The goal of the project is to study rich display environments from a human computer interaction perspective in order to inform the design of innovative workspaces for crisis management and data analysis. To reach this goal we will: (i) study the output capacities of these displays for distributing information across displays efficiently; (ii) use physical artefacts for facilitating navigation and interaction across displays; and (iii) use embodied gestures for portable and expert interactions across displays. Our studies will be informed by a real crisis management environment, and the results of the project will help redesign this environment. Coordinator: Olivier Chapuis. Funding: 629k€.
Partners:
- CEA Tech en Occitanie, Commissariat à l'Energie Atomique et aux Energies Alternatives.
- Institut de Recherche en Informatique de Toulouse (IRIT), Université de Toulouse.
- Laboratoire Traitement et Communication de l'Information, Télécom Paris & Institut Polytechnique de Paris.
10.3.3 ANR JCJC ICARE
Participants: Arnaud Prouzeau, Anastasia Bezerianos.
Partners:
- Inria/Bivwac
- Monash University
- Queensland University
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. Coordinator: Arnaud Prouzeau. Duration: 2023-2026. Funding: 225k€.
10.3.4 ANR AGAPE
Participants: Vanessa Peña-Araya, Anastasia Bezerianos, Alina Sarzhanova.
Partners:
- LASTIG/IGN
- Inria/LINKMEDIA (IRISA, Rennes)
- LIRIS (Lyon II Univ, CPE Lyon, INSA Lyon)
- Archives nationales de France (Ministry of Culture)
- France Televisions
- ACP (Gustave Eiffel University)
The project concerns the discoverability and investigation in spatial iconographic heritage, with a focus both on their multimodal analysis, linking and confrontation and on their joint positioning in 3D context to facilitate visualization and user interaction. AGAPE will result in proofs of concept committed to make documented open-source components, with a special care on reproducibility and interoperability relying on current standards, and with the key objective of going beyond the perimeter of the project sustainably and coming to support with other interdisciplinary initiatives. Coordinator: Valerie Gouet-Brunet (LASTIG/IGN). Duration: 2025-2028. Funding: 983k€.
10.3.5 Défi GeolAug
Participants: Vanessa Peña-Araya, Emmanuel Pietriga.
Partners:
- Bureau de recherches géologiques et minières (BRGM)
- Inria/CEDAR
- Inria/Valda
- Inria/GraphDeco
- Inria/Titane
The project Géologue Augmenté (GéolAug) aims to explore the specific case of geologists when they work in the field but still need access to their data and to tools that enable them to capture their observations, compare them with existing data, and iteratively sketch terrain models. Its goal is to develop knowledge and tools to effectively support the creation, long-term reuse and access to those data before, during and after field trips. The project brings together researchers from multiple domains at Inria – Data and Knowledge Representation and Processing; Geometry and Modeling; Interaction and Visualization – and multiple departments at BRGM. Coordinators: Vanessa Peña-Araya and Emmanuel Pietriga. Duration: 2025-2028. Funding: 1.9M€.
10.3.6 PEPR eNSEMBLE
Joint actions in a collaborative digital environments: co-gestures and a sense of agency
Participants: Olivier Chapuis, Xinpei Zheng.
A wealth of behavioral and neuroimaging evidence highlights cognitive changes that emerge when we function in groups rather than individually. This raises several questions such as: What happens when inter-individual relations are mediated by digital tools? Our project seeks to answer such question from a cognitive science perspective. Some surfaces such as a wall displays enable collaborative gestures, that is, coordinated gestures involving several users to jointly perform an action. Th bis project aims to improve the user experience during collaborative gestures by building on the sense of agency – a notion borrowed from the philosophy of mind and cognitive psychology that refers to the sense of being the author of one's actions, and to the experience of controlling the effects of one's actions on the outside world. Our goal is to refine collaborative gestures based on theoretical models of joint action and methods for behavioral assessments of cooperation. 3-year PhD funding.
Partners:
- Ouriel Grynszpan, AMI team, LISN, Université Paris-Saclay.
THandgibles : Hand-Centric Collaborative Tangible Interaction
Participants: Julien Berry, Caroline Appert, Olivier Chapuis, Emmanuel Pietriga.
This PhD project aims to develop a versatile tangible interaction approach for collaborative environments with one or multiple screens, potentially distributed across various locations. The proposed "opportunistic tangible interaction" method focuses on recognizing uninstrumented objects based on hand activity tracked with augmented reality headsets. Bourse d'accompagnement for PhD students (10k€).
11 Dissemination
Participants: Caroline Appert, Anastasia Bezerianos, Olivier Chapuis, Vanessa Peña-Araya, Emmanuel Pietriga, Arnaud Prouzeau, Olivier Gladin, Ludovic David, Julien Berry, Vincent Cavez, Camille Dupré, Xinpei Zheng.
11.1 Promoting scientific activities
- ACM CHI Steering Committee (2019-...), ACM SIGCHI Conference on Human Factors in Computing Systems: Caroline Appert
- IEEE VIS Executive Committee (VEC) (2021-...), Visualization Conference: Anastasia Bezerianos
11.1.1 Scientific events: organisation
General chair, scientific chair
- Dagstuhl Seminar 25082 Visualizing Data on Non-Flat, Non-Rectangular Displays: Anastasia Bezerianos (organizer), Caroline Appert and Emmanuel Pietriga (participants).
Member of the organizing committees
- ACM TEI '25 Demo Chair: Arnaud Prouzeau
- EIAH 2025 Workshop Education et IHM: Arnaud Prouzeau
11.1.2 Scientific events: selection
Member of the conference program committees
- ACM CHI 2026: Caroline Appert, Anastasia Bezerianos, Emmanuel Pietriga, Vanessa Peña-Araya (AC - Associate Chair)
- IEEE VIS 2025: Anastasia Bezerianos, Emmanuel Pietriga (AC - Associate Chair)
- PacificVis 2025 (conference track): Vanessa Peña-Araya (AC - Associate Chair)
- IHM 2025: Arnaud Prouzeau
Reviewer
- ACM CHI 2026: Vincent Cavez, Olivier Chapuis, Arnaud Prouzeau
- ACM UIST 2025: Caroline Appert, Olivier Chapuis, Arnaud Prouzeau
- ACM MobileHCI 2025: Arnaud Prouzeau
- ACM DIS 2025: Arnaud Prouzeau
- ACM VRST 2025: Arnaud Prouzeau
- IEEE VIS 2025: Vincent Cavez, Arnaud Prouzeau
- IEEE ISMAR 2025: Arnaud Prouzeau
- IEEE VR 2026: Arnaud Prouzeau, Olivier Chapuis
11.1.3 Journal
Member of the editorial boards
- ACM ToCHI, Transactions on Computer-Human Interaction: Caroline Appert (Associate Editor)
- CACM, Communications of the ACM: Caroline Appert (Co-chair Research Highlights section)
Reviewer - reviewing activities
- ACM Computing Surveys: Arnaud Prouzeau
- ACM ToCHI, Transactions on Computer-Human Interaction: Emmanuel Pietriga, Olivier Chapuis
- Taylor & Francis Human-Computer Interaction: Arnaud Prouzeau
- IEEE TVCG, Transactions on Visualization and Computer Graphics: Anastasia Bezerianos, Emmanuel Pietriga
11.1.4 Invited talks
- Dagstuhl Seminar 25082 Visualizing Data on Non-Flat, Non-Rectangular Displays: Emmanuel Pietriga
- Vienna University of Technology (TU Wien) seminar series, post-VIS cooldown talks: Anastasia Bezerianos
- GDR IHM (Sorbonne Université), GT Tangible talks: Caroline Appert
11.1.5 Leadership within the scientific community
- SIGCHI Paris Chapter: Vanessa Peña-Araya (Chair), Vincent Cavez (Website Chair)
- Co-responsible of the Young Researchers Action at the GdR-IHM: Vanessa Peña-Araya
11.1.6 Scientific expertise
- Inria COERLE (2024-2025), Comité Opérationnel d'Évaluation des Risques Légaux et Éthiques: Caroline Appert (membre)
- GDR IHM (2025-...), Groupement de Recherche en Interaction Humain-Machine: Caroline Appert (membre du conseil scientifique)
11.1.7 Research administration
- Head of Departement Interaction avec l'Humain (IaH) du LISN (UMR9015): Olivier Chapuis
- Director of pôle B de l'École Doctorale STIC Paris Saclay: Caroline Appert
- Member of Conseil de l'École Doctorale STIC Paris Saclay: Caroline Appert
- Member of Commission Scientifique Inria Saclay: Vanessa Peña-Araya
- Member of Conseil de Laboratoire (LISN): Caroline Appert
- Conseil de Gouvernance (élue), Polytech, Université Paris-Saclay: Anastasia Bezerianos
- Member of Commissions Consultatives de Spécialistes d'Université (CCUPS) at Université Paris Saclay: Emmanuel Pietriga
- Co-head of the Polytech Département IIM: Informatique et Ingénierie Mathématique: Anastasia Bezerianos
- Groupe de Travail EduIHM de l'AFIHM: Arnaud Prouzeau (co-animator)
- Co-responsable d'action Enseignement du GDR IHM: Anastasia Bezerianos
- MCF Design/Ergonomy Hiring Committee: Institute Polytechnique de Paris / Télécom Paris: Anastasia Bezerianos (member)
- MCF section 27 Hiring Committee: Polytech Université Paris-Saclay: Anastasia Bezerianos (member)
- PRAG Hiring Committee: IUT d'Orsay Université Paris-Saclay: Anastasia Bezerianos (member)
- GDR IHM - Co-animateur du GT Apprentissage et Education: Arnaud Prouzeau
11.2 Teaching - Supervision - Juries - Educational and pedagogical outreach
- Ingénieur (X-3A)/Master (M1/M2): Emmanuel Pietriga, Data Visualization (CSC_51052_EP), 36h, École Polytechnique / Institut Polytechnique de Paris
- Master (M1/M2): Anastasia Bezerianos, Interactive Information Visualization, 10h, Univ. Paris Saclay
- Master (M1/M2): Anastasia Bezerianos, Mixed Reality and Tangible Interaction, 11h, Univ. Paris Saclay
- Ingénieur (3A): Anastasia Bezerianos, Web Programming, 36h, Polytech Paris-Saclay
- Ingénieur (3A): Anastasia Bezerianos, Interaction Humain-Machine Project, 24h, Polytech Paris-Saclay
- Ingénieur (4A / Master (M1)): Anastasia Bezerianos, 4th year CS project (Projet Bases de Données/Web), 24h, Polytech Paris-Saclay
- Master (M2): Vanessa Peña Araya, Winter School, 10.5h CM, Univ. Paris Saclay
- Master (M2): Vanessa Peña Araya, Career Seminar, 10.5hs CM, Univ. Paris Saclay
- Master (M1/M2): Vanessa Peña Araya, Making Physical Representation of Data, 21h CM, Télécom Paris, Institut Polytechnique de Paris
- Master (M1): Arnaud Prouzeau, Immersion and interaction with visual worlds, 7.5h, École Polytechnique
- Master (M1): Arnaud Prouzeau, Winter School, 10.5h, Univ. Paris Saclay
- Master (M1/M2): Arnaud Prouzeau, Design Project, 21h, Univ. Paris Saclay
- Master (M1): Arnaud Prouzeau, Data Visualisation for non coders, 15h, Telecom Paritech
- Master (M1): Arnaud Prouzeau, Data Visualisation, 12h, Telecom Paritech
- Ingénieur (X-3A)/Master (M1/M2): Olivier Gladin, Data Visualization (CSC_51052_EP), 18h, École Polytechnique / Institut Polytechnique de Paris
- Ingénieur (3A): Ludovic David, WebXR, 4h, Polytech Paris-Saclay
- Ingénieur (3A): Julien Berry, Projet Java-Graphique-IHM, 12h, Polytech Paris-Saclay
- Master (M1/M2): Julien Berry, Design Project, 3.5h, Univ. Paris Saclay
- Master (M1/M2): Xinpei Zheng, Fundamentals of Human-Computer Iinteraction, 21h, Université Paris-saclay
- Master (M1/M2): Xinpei Zheng, Serious Game, 10.5h, Université Paris-saclay
- Licence 2: Julien Berry, Programmation Objet et Génie Logiciel, 24h, Univ. Paris Saclay
- Licence 2: Julien Berry, Informatique Graphique pour la Science des Données, 30h, Univ. Paris Saclay
- Bachelor (BX1): Emmanuel Pietriga, Web Programming (CSC_1S004_EP), 32h, École Polytechnique
- Member of Conseil de Direction of Polytech Université Paris-Saclay: Anastasia Bezerianos
- Member of Conseil de Gouvernance of Polytech Université Paris-Saclay: Anastasia Bezerianos
- Member of the GT Évaluation par Compétences of Polytech Université Paris-Saclay: Anastasia Bezerianos
- Master (M1/M2): Caroline Appert, Experimental Design and Analysis, 21h, Université Paris-saclay
11.2.1 Supervision
- PhD: Camille Dupré, Pad-based Interaction in Mixed Reality environments, defended December 18th, 2025, Advisors: Caroline Appert, Emmanuel Pietriga
- PhD: Vincent Cavez, Designing Pen-based Interactions for Productivity and Creativity, defended March 3rd, 2025, Advisors: Caroline Appert, Emmanuel Pietriga
- PhD in progress: Julien Berry, THandgibles : Hand-Centric Collaborative Tangible Interaction, since October 2024, Advisors: Caroline Appert, Olivier Chapuis, Emmanuel Pietriga
- PhD in progress: Mengfei Gao, Augmented Reality as a Means to Improve Web Browsing on Handheld Devices, since November 2024, Advisors: Caroline Appert, Emmanuel Pietriga
- PhD in progress: Xinpei Zheng, Joint actions in collaborative digital environments: co-gesturality and sense of agency, since October 2024, Advisors: Ouriel Grynszpan (LISN/AMI), Olivier Chapuis
- PhD in progress: Alina Sarzhanova, Storytelling for Cultural Heritage (part of ANR AGAPE), since November 2025, Advisors: Anastasia Bezerianos, Vanessa Peña-Araya, John Samuel (LIRIS, Lyon II Univ, CPE Lyon, INSA Lyon)
- PhD in progress: Shaily Sharma, Data Visualization Beyond Planar Displays in Public Spaces (part of ANR tVISt), since November 2025, Advisors: Anastasia Bezerianos, Tobias Isenberg (Inria/AVIZ)
- M2 internship: Rayane Dahasse, IAnimHands: Creating Opportunistic Interfaces with Hand Gestures in Augmented Reality, 6 months. Advisors: Caroline Appert, Olivier Chapuis, Emmanuel Pietriga
- M2 internship: Alina Sarzhanova, 3D Hypergraph Visualisation for Cultural Heritage Storytelling, 6 months. Advisors: Anastasia Bezerianos, Vanessa Peña-Araya, John Samuel (LIRIS, Lyon II Univ, CPE Lyon, INSA Lyon)
- M2 internship: Jihyun Park, Design and Evaluation of Data Visualization to Raise Awareness of the Urgency of Climate Change Impacts, 6 months. Advisors: Florent Cabric (Inria/AVIZ), Vanessa Peña-Araya
- M2 internship: André André Dal Bosco, Visualizing Star and Galaxy Position Uncertainty in 3D environments, 6 months. Advisor: Olivier Chapuis.
11.2.2 Juries
- HDR: James Eagan, Institute Polytechnique de Paris / Télécom Paris: Anastasia Bezerianos (president)
- PhD: Maath Musleh, Vienna University of Technology (TU Wien): Anastasia Bezerianos (reporter)
- PhD: Behnoosh Mohammadzadeh, Université Paris-Saclay: Anastasia Bezerianos (president)
- PhD: Michele De Bonis, Université Paris-Saclay: Anastasia Bezerianos (president)
- PhD: Anna Offenwanger, Université Paris-Saclay: Emmanuel Pietriga (president)
- PhD: Vincent Lambert, Université Grenoble Alpes: Caroline Appert (reviewer)
- PhD: Pierrick Uro, Université de Lille and McGill University: Caroline Appert (president)
11.2.3 Educational and pedagogical outreach
- Journées portes ouvertes (JPO) de l'Université Paris-Saclay: Anastasia Bezerianos
11.3 Popularization
11.3.1 Specific official responsibilities in science outreach structures
- Organization of ParaCHI'25, one day local event arounf the ACM CHI conference: Vanessa Peña-Araya, Vincent Cavez
11.3.2 Participation in Live events
- Participation in « Femmes et sciences » organized by the Institut Polytechnique de Paris and the association Les Entretiens de l'Excellence : Vanessa Peña-Araya
- Participation in la « Fête de la Science » as workshops animator : Vanessa Peña-Araya
- Participation in le RJMI (Rendez-vous des Jeunes Mathématiciennes et Informaticiennes) : Vanessa Peña-Araya.
12 Scientific production
12.1 Major publications
- 1 inproceedingsARPads: Mid-air Indirect Input for Augmented Reality.ISMAR 2020 - IEEE International Symposium on Mixed and Augmented RealityISMAR '20Porto de Galinhas, BrazilIEEENovember 2020, 13 pagesHALback to textback to text
- 2 articleSpreadsheets on Interactive Surfaces: Breaking through the Grid with the Pen.ACM Transactions on Computer-Human InteractionOctober 2023HALDOI
- 3 inproceedingsEuterPen: Unleashing Creative Expression in Music Score Writing.CHI 2025 - 43rd SIGCHI conference on Human Factors in computing systemsYokohama, JapanMarch 2025HALDOIback to textback to text
- 4 articleUnderstanding How In-Visualization Provenance Can Support Trade-off Analysis.IEEE Transactions on Visualization and Computer GraphicsMay 2022HALDOIback to textback to text
- 5 inproceedingsWallTokens: Surface Tangibles for Vertical Displays.Proceedings of the international conference on Human factors in computing systemsCHI 2021 - International conference on Human factors in computing systemsCHI '21Yokoama / Virtual, JapanACMMay 2021, 13 pagesHALDOIback to text
- 6 inproceedingsTriPad: Touch Input in AR on Ordinary Surfaces with Hand Tracking Only.Proceedings of the 42nd SIGCHI conference on Human Factors in computing systemsCHI 2024 - The 42nd SIGCHI conference on Human Factors in computing systemsHonolulu, HI, USA, United StatesMay 2024HALDOI
- 7 inproceedingsEvaluating the Extension of Wall Displays with AR for Collaborative Work.Proceedings of the international conference on Human factors in computing systemsCHI 2023 - International conference on Human factors in computing systemsHambourg, GermanyACM2023HALDOIback to text
- 8 inproceedingsShared, Replicated, or Separated? A Comparative Study of Virtual Workspace Configurations for Collaborative Hands-On Learning.2025 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)ISMAR 2025 - IEEE International Symposium on Mixed and Augmented RealityDaejon, South KoreaOctober 2025, 717-727HALDOIback to textback to text
- 9 articleHyperStorylines: Interactively untangling dynamic hypergraphs.Information VisualizationSeptember 2021, 1-21HALDOIback to text
- 10 inproceedingsUncertainty in Science is Malleable. Advocating for User-Agency in Defining Uncertainty in Visualizations: a Case Study in Geology.CHI 2025 - 43rd SIGCHI conference on Human Factors in computing systemsYokohama, JapanMarch 2025HALDOIback to textback to textback to text
- 11 articleA Comparison of Visualizations for Identifying Correlation over Space and Time.IEEE Transactions on Visualization and Computer GraphicsOctober 2019HALDOIback to textback to text
12.2 Publications of the year
International journals
International peer-reviewed conferences
Conferences without proceedings
Doctoral dissertations and habilitation theses
Reports & preprints
Other scientific publications
12.3 Cited publications
- 30 bookData on the Web: From Relations to Semistructured Data and XML.Morgan Kaufmann1999back to text
- 31 inproceedingsCustom-made Tangible Interfaces with TouchTokens.International Working Conference on Advanced Visual Interfaces (AVI '18)Proceedings of the 2018 International Conference on Advanced Visual InterfacesGrosseto, ItalyACMMay 2018, 15HALDOIback to text
- 32 articlePerception of Visual Variables on Tiled Wall-Sized Displays for Information Visualization Applications.IEEE Transactions on Visualization and Computer Graphics18122012, 2516-2525HALDOIback to textback to text
- 33 inproceedingsAR-enhanced Widgets for Smartphone-centric Interaction.MobileHCI '21 - 23rd International Conference on Mobile Human-Computer InteractionACMToulouse, FranceSeptember 2021HALDOIback to textback to text
- 34 inproceedingsChallenges of Music Score Writing and the Potentials of Interactive Surfaces.Proceedings of the 42nd SIGCHI conference on Human Factors in computing systemsACMHonolulu, United StatesMay 2024HALDOIback to text
- 35 inproceedingsSurfAirs: Surface + Mid-air Input for Large Vertical Displays.Proceedings of the international conference on Human factors in computing systemsHamburg, GermanyACMApril 2023, 15 pagesHALDOIback to text
- 36 inproceedingsWallTokens: Surface Tangibles for Vertical Displays.CHI 2021- International conference on Human factors in computing systemsYokohama ( virtual ), JapanACMMay 2021, 13 pagesHALDOIback to text
- 37 articleS-Paths: Set-based visual exploration of linked data driven by semantic paths.Open Journal Of Semantic Web1212021, 99-116HALDOIback to text
- 38 inproceedingsInvestigating the Use of AR Glasses for Content Annotation on Mobile Devices.ACM ISS 2022 - ACM Interactive Surfaces and Spaces Conference6Proceedings of the ACM on Human-Computer InteractionISSWellington, New ZealandNovember 2022, 1-18HALDOIback to textback to text
- 39 bookM. R.M. R. Endsley and D. G.D. G. Jones, eds. Designing for Situation Awareness: an Approach to User-Centered Design.370 pagesCRC Press, Taylor & Francis2012back to text
- 40 bookLinked Data: Evolving the Web into a Global Data Space.Morgan & Claypool2011back to text
- 41 articleGeo-Storylines: Integrating Maps into Storyline Visualizations.IEEE Transactions on Visualization and Computer Graphics291October 2022, 994-1004HALDOIback to textback to text
- 42 inproceedingsPersonal+Context navigation: combining AR and shared displays in Network Path-following.GI 2020 - Conference on Graphics InterfaceGI '20Toronto, CanadaCHCCS/SCDHMMay 2020HALback to text
- 43 inproceedingsPassive yet Expressive TouchTokens.Proceedings of the 35th SIGCHI conference on Human Factors in computing systemsDenver, United StatesMay 2017, 3741 - 3745HALDOIback to text
- 44 inproceedingsTouchTokens: Guiding Touch Patterns with Passive Tokens.Proceedings of the 2016 CHI Conference on Human Factors in Computing SystemsCHI '16San Jose, CA, United StatesACMMay 2016, 4189-4202HALDOIback to text
- 45 inproceedingsA Comparison of Geographical Propagation Visualizations.CHI '20 - 38th SIGCHI conference on Human Factors in computing systemsHonolulu, United StatesApril 2020, 223:1--223:14HALDOIback to textback to text
- 46 inproceedingsEngineering Interactive Geospatial Visualizations for Cluster-Driven Ultra-high-resolution Wall Displays.EICS 2022 - ACM SIGCHI Symposium on Engineering Interactive Computing SystemsSophia Antipolis France, FranceACMJune 2022, 3-4HALDOIback to textback to textback to text
- 47 inproceedingsBrowsing Linked Data Catalogs with LODAtlas.ISWC 2018 - 17th International Semantic Web ConferenceMonterey, United StatesSpringerOctober 2018, 137-153HALDOIback to text
- 48 inproceedingsAwareness Techniques to Aid Transitions between Personal and Shared Workspaces in Multi-Display Environments.Proceedings of the 2018 International Conference on Interactive Surfaces and SpacesISS '18Tokyo, JapanACMNovember 2018, 291--304HALDOIback to text
- 49 inproceedingsAnimated Edge Textures in Node-Link Diagrams: a Design Space and Initial Evaluation.Proceedings of the 2018 CHI Conference on Human Factors in Computing SystemsCHI '18Montréal, CanadaACMApril 2018, 187:1--187:13HALDOIback to text
- 50 articleExpressive Authoring of Node-Link Diagrams with Graphies.IEEE Transactions on Visualization and Computer Graphics274April 2021, 2329-2340HALDOIback to textback to text
- 51 inproceedingsInfluence of Color and Size of Particles on Their Perceived Speed in Node-Link Diagrams.INTERACT 2019 - 17th IFIP Conference on Human-Computer InteractionLNCS-11747Human-Computer Interaction -- INTERACT 2019Part IIPart 7: Information VisualizationPaphos, CyprusSpringer International PublishingSeptember 2019, 619-637HALDOIback to text
- 52 inproceedingsSpaceInk: Making Space for In-Context Annotations.UIST 2019 - 32nd ACM User Interface Software and TechnologyNouvelle-Orleans, United StatesOctober 2019HALDOIback to textback to text
- 53 inproceedingsActiveInk: (Th)Inking with Data.CHI 2019 - The ACM CHI Conference on Human Factors in Computing SystemsCHI 2019 - Proceedings of the 2019 CHI Conference on Human Factors in Computing SystemsGlasgow, United KingdomACMMay 2019HALDOIback to text
- 54 inproceedingsDesigning Coherent Gesture Sets for Multi-scale Navigation on Tabletops.CHI '18CHI '18Montreal, CanadaACMApril 2018, 142:1-142:12HALDOIback to text
- 55 articleThe Semantic Web Revisited.IEEE Intelligent Systems2132006, 96-101URL: 10.1109/MIS.2006.62DOIback to text