Tica Lin

HC
h-index17
7papers
48citations
Novelty37%
AI Score38

7 Papers

HCNov 19, 2023
AtomXR: Streamlined XR Prototyping with Natural Language and Immersive Physical Interaction

Alice Cai, Caine Ardayfio, AnhPhu Nguyen et al.

As technological advancements in extended reality (XR) amplify the demand for more XR content, traditional development processes face several challenges: 1) a steep learning curve for inexperienced developers, 2) a disconnect between 2D development environments and 3D user experiences inside headsets, and 3) slow iteration cycles due to context switching between development and testing environments. To address these challenges, we introduce AtomXR, a streamlined, immersive, no-code XR prototyping tool designed to empower both experienced and inexperienced developers in creating applications using natural language, eye-gaze, and touch interactions. AtomXR consists of: 1) AtomScript, a high-level human-interpretable scripting language for rapid prototyping, 2) a natural language interface that integrates LLMs and multimodal inputs for AtomScript generation, and 3) an immersive in-headset authoring environment. Empirical evaluation through two user studies offers insights into natural language-based and immersive prototyping, and shows AtomXR provides significant improvements in speed and user experience compared to traditional systems.

HCMar 18
ViSTAR: Virtual Skill Training with Augmented Reality with 3D Avatars and LLM coaching agent

Chunggi Lee, Hayato Saiki, Tica Lin et al.

We present ViSTAR, a Virtual Skill Training system in AR that supports self-guided basketball skill practice, with feedback on balance, posture, and timing. From a formative study with basketball players and coaches, the system addresses three challenges: understanding skills, identifying errors, and correcting mistakes. ViSTAR follows the Behavioral Skills Training (BST) framework-instruction, modeling, rehearsal, and feedback. It provides feedback through visual overlays, rhythm and timing cues, and an AI-powered coaching agent using 3D motion reconstruction. We generate verbal feedback by analyzing spatio-temporal joint data and mapping features to natural-language coaching cues via a Large Language Model (LLM). A key novelty is this feedback generation: motion features become concise coaching insights. In two studies (N=16), participants generally preferred our AI-generated feedback to coach feedback and reported that ViSTAR helped them notice posture and balance issues and refine movements beyond self-observation.

HCDec 11, 2025
CompanionCast: A Multi-Agent Conversational AI Framework with Spatial Audio for Social Co-Viewing Experiences

Yiyang Wang, Chen Chen, Tica Lin et al.

Social presence is central to the enjoyment of watching content together, yet modern media consumption is increasingly solitary. We investigate whether multi-agent conversational AI systems can recreate the dynamics of shared viewing experiences across diverse content types. We present CompanionCast, a general framework for orchestrating multiple role-specialized AI agents that respond to video content using multimodal inputs, speech synthesis, and spatial audio. Distinctly, CompanionCast integrates an LLM-as-a-Judge module that iteratively scores and refines conversations across five dimensions (relevance, authenticity, engagement, diversity, personality consistency). We validate this framework through sports viewing, a domain with rich dynamics and strong social traditions, where a pilot study with soccer fans suggests that multi-agent interaction improves perceived social presence compared to solo viewing. We contribute: (1) a generalizable framework for orchestrating multi-agent conversations around multimodal video content, (2) a novel evaluator-agent pipeline for conversation quality control, and (3) exploratory evidence of increased social presence in AI-mediated co-viewing. We discuss challenges and future directions for applying this approach to diverse viewing contexts including entertainment, education, and collaborative watching experiences.

HCFeb 6, 2024
GenLens: A Systematic Evaluation of Visual GenAI Model Outputs

Tica Lin, Hanspeter Pfister, Jui-Hsien Wang

The rapid development of generative AI (GenAI) models in computer vision necessitates effective evaluation methods to ensure their quality and fairness. Existing tools primarily focus on dataset quality assurance and model explainability, leaving a significant gap in GenAI output evaluation during model development. Current practices often depend on developers' subjective visual assessments, which may lack scalability and generalizability. This paper bridges this gap by conducting a formative study with GenAI model developers in an industrial setting. Our findings led to the development of GenLens, a visual analytic interface designed for the systematic evaluation of GenAI model outputs during the early stages of model development. GenLens offers a quantifiable approach for overviewing and annotating failure cases, customizing issue tags and classifications, and aggregating annotations from multiple users to enhance collaboration. A user study with model developers reveals that GenLens effectively enhances their workflow, evidenced by high satisfaction rates and a strong intent to integrate it into their practices. This research underscores the importance of robust early-stage evaluation tools in GenAI development, contributing to the advancement of fair and high-quality GenAI models.

HCDec 6, 2021
Labeling Out-of-View Objects in Immersive Analytics to Support Situated Visual Searching

Tica Lin, Yalong Yang, Johanna Beyer et al.

Augmented Reality (AR) embeds digital information into objects of the physical world. Data can be shown in-situ, thereby enabling real-time visual comparisons and object search in real-life user tasks, such as comparing products and looking up scores in a sports game. While there have been studies on designing AR interfaces for situated information retrieval, there has only been limited research on AR object labeling for visual search tasks in the spatial environment. In this paper, we identify and categorize different design aspects in AR label design and report on a formal user study on labels for out-of-view objects to support visual search tasks in AR. We design three visualization techniques for out-of-view object labeling in AR, which respectively encode the relative physical position (height-encoded), the rotational direction (angle-encoded), and the label values (value-encoded) of the objects. We further implement two traditional in-view object labeling techniques, where labels are placed either next to the respective objects (situated) or at the edge of the AR FoV (boundary). We evaluate these five different label conditions in three visual search tasks for static objects. Our study shows that out-of-view object labels are beneficial when searching for objects outside the FoV, spatial orientation, and when comparing multiple spatially sparse objects. Angle-encoded labels with directional cues of the surrounding objects have the overall best performance with the highest user satisfaction. We discuss the implications of our findings for future immersive AR interface design.

HCApr 8, 2021
Towards an Understanding of Situated AR Visualization for Basketball Free-Throw Training

Tica Lin, Rishi Singh, Yalong Yang et al.

We present an observational study to compare co-located and situated real-time visualizations in basketball free-throw training. Our goal is to understand the advantages and concerns of applying immersive visualization to real-world skill-based sports training and to provide insights for designing AR sports training systems. We design both a situated 3D visualization on a head-mounted display and a 2D visualization on a co-located display to provide immediate visual feedback on a player's shot performance. Using a within-subject study design with experienced basketball shooters, we characterize user goals, report on qualitative training experiences, and compare the quantitative training results. Our results show that real-time visual feedback helps athletes refine subsequent shots. Shooters in our study achieve greater angle consistency with our visual feedback. Furthermore, AR visualization promotes an increased focus on body form in athletes. Finally, we present suggestions for the design of future sports AR studies.

HCApr 17, 2020
SportsXR -- Immersive Analytics in Sports

Tica Lin, Yalong Yang, Johanna Beyer et al.

We present our initial investigation of key challenges and potentials of immersive analytics (IA) in sports, which we call SportsXR. Sports are usually highly dynamic and collaborative by nature, which makes real-time decision making ubiquitous. However, there is limited support for athletes and coaches to make informed and clear-sighted decisions in real-time. SportsXR aims to support situational awareness for better and more agile decision making in sports. In this paper, we identify key challenges in SportsXR, including data collection, in-game decision making, situated sport-specific visualization design, and collaborating with domain experts. We then present potential user scenarios in training, coaching, and fan experiences. This position paper aims to inform and inspire future SportsXR research.