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P.S. Cesar Garcia

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103 records found

Conference paper (2026) - Amber Kusters, Pooja Prajod, Pablo Cesar, Abdallah El Ali
Within journalistic editorial processes, disclosing AI usage is currently limited to simplistic labels, which misses the nuance of how humans and AI collaborated on a news article. Through co-design sessions (N=10), we elicited 69 disclosure designs and implemented four prototypes that visually disclose human-AI collaboration in journalism. We then ran a within-subjects lab study (N=32) to examine how disclosure visualizations (Textual, Role-based Timeline, Task-based Timeline, Chatbot) and collaboration ratios (Primarily Human vs. Primarily AI) influenced visualization perceptions, gaze patterns, and post-experience responses. We found that textual disclosures were least effective in communicating human-AI collaboration, whereas Chatbot offered the most in-depth information. Furthermore, while role-based timelines amplified AI contribution in primarily human articles, task-based timeline shifted perceptions toward human involvement in primarily AI articles. We contribute Human-AI collaboration disclosure visualizations and their evaluation, and cautionary considerations on how visualizations can alter perceptions of AI's actual role during news article creation. ...
Journal article (2026) - Xin Sun, Rongjun Ma, Shu Wei, Pablo Cesar, Jos A. Bosch, Abdallah El Ali
As AI-generated health information proliferates online and becomes increasingly indistinguishable from human-sourced information, it becomes critical to understand how people trust and label such content, especially when the information is inaccurate. We conducted two complementary studies: (1) a mixed-methods survey (N=142) employing a 2 (source: Human vs. LLM) × 2 (label: Human vs. AI) × 3 (type: General, Symptom, Treatment) design, and (2) a within-subjects lab study (N=40) incorporating eye-tracking and physiological sensing (ECG, EDA, skin temperature). Participants were presented with health information varying by source-label combinations and asked to rate their trust, while their gaze behavior and physiological signals were recorded. We found that LLM-generated information was trusted more than human-generated content, whereas information labeled as human was trusted more than that labeled as AI. Trust remained consistent across information types. Eye-tracking and physiological responses varied significantly by source and label. Machine learning models trained on these behavioral and physiological features predicted binary self-reported trust levels with 73 % accuracy and information source with 65 % accuracy. Our findings demonstrate that adding transparency labels to online health information modulates trust. Behavioral and physiological features show potential to verify trust perceptions and indicate if additional transparency is needed. ...

Revisiting Inclusive Design and Access

Conference paper (2026) - Himanshu Verma, Giulia Barbareschi, Sophia Ppali, Kathrin Gerling, Maartje De Meulder, Judith Good, Jatinder Singh, Pablo Cesar, Alessandro Bozzon, More Authors
Over 1.3 billion people worldwide live with long-term disabilities, yet many still face systemic exclusion despite advances in accessibility policy and technology. New regulations such as the EU Accessibility Act demand comprehensive transitions, but compliance risks becoming a superficial “checklist” exercise rather than fostering meaningful inclusion. For the HCI community, this moment calls for rethinking our approaches to participation, technology, ethics, and policy. In this meetup, we bring together researchers, practitioners, and advocates to revisit inclusive design through four themes: rethinking inclusive methodologies, disentangling technological challenges, unpacking ethical implications, and navigating policy opportunities. Through interactive mapping activities, participants will share practices, identify collaboration opportunities, and co-develop future directions. Our goal is to build cross-disciplinary connections and create actionable approaches that move beyond compliance toward holistic inclusion, ensuring that accessibility remains central to HCI research and practice. ...

Bridging Physical and Digital Realms in Immersive Musical Interaction

Conference paper (2025) - Rômulo Vieira, Debora Christina Muchaluat-Saade, Pablo Cesar
The Internet of Multisensory, Multimedia, and Musical Things (Io3MT) bridges computer science, humanities, and arts, fostering transmedia services and creative applications. This demo research applies these principles alongside extended reality (XR) to enhance PhysioDrum, an immersive, multimodal system that blends physical and digital aspects to expand musical expression in virtual environments. Using a smart musical instrument (SMI) and electronic pedals as interfaces, users interact with a virtual drum kit through gestures while receiving haptic feedback. By integrating sound and multimedia elements, PhysioDrum aims to reduces cognitive load and the learning curve, merging traditional drumming practices with immersive XR. The demo emphasizes design strategies that enhance playability, accessibility, and creative potential for users of all skill levels. ...
Conference paper (2025) - Shu Wei, Abdallah El Ali, Pablo Cesar, Daniel Freeman, Aitor Rovira
Virtual coaches in virtual reality (VR) offer scalable mental health treatment without an on-site therapist, yet their impact on psychophysiological responses remains unclear. We examine how VR content and coach design influence physiological measures, such as heart rate (HR) and electrodermal activity (EDA), in a therapeutic setting. 120 participants with a fear of heights interacted with a virtual coach that varied in facial warmth (with/without) and affirmative nods (with/without) during a virtual consultation, followed by a virtual height exposure. Physiological responses were recorded. Virtual heights exposure elicited significantly higher HR (p < 0.001, r = 0.347) and EDA (p = 0.003, r = 0.292), but also increased heart rate variability (HRV, p = 0.005, r = 0.272) compared to the VR consultation. Warm facial expressions increased EDA peak amplitudes (p = 0.043, ηP2 = 0.574) during the consultation and raised HRV during height exposure (p = 0.036, ηP2 = 0.041). This study highlights VR coach design’s impact on physiological responses, emphasising the need for thoughtful emotional design to enhance therapeutic outcomes in automated VR therapies. ...
Journal article (2025) - Xuemei Zhou, Irene Viola, Evangelos Alexiou, Jack Jansen, Pablo Cesar
Perceptual quality assessment of Dynamic Point Cloud (DPC) contents plays an important role in various Virtual Reality (VR) applications that involve human beings as the end user. Understanding and modeling perceptual quality assessment is greatly enriched by insights from visual attention. However, incorporating aspects of visual attention in DPC quality models is largely unexplored, as ground-truth visual attention data are scarcely available. Besides, testing methods and procedures for collecting visual attention data are still to be agreed on. This article presents a dataset containing subjective opinion scores and visual attention maps of DPCs, collected in a VR environment using eye-tracking technology. Both the quality score and eye-tracking data were collected during a subjective quality assessment experiment, in which subjects were instructed to watch and rate DPCs at various degradation levels under 6 Degrees of Freedom (DoF) inspection, using a head-mounted display. Qualitative interview analysis was also conducted after the experiment. The dataset consists of 50 DPCs, including 5 reference DPCs, with each reference encoded at 3 distortion levels using 3 different codecs (namely G-PCC, V-PCC, CWI-PCL), amounting to a total of 9 degraded version per reference. Additionally, it incorporates 1,000 gaze trials from 40 participants, yielding a total of 15,000 visual attention maps across all the DPCs. We additionally benchmark objective quality metrics originally designed for static point clouds, evaluating their performance in our dataset using two temporal pooling strategies. Furthermore, we employ the visual attention data that are retrieved during our experiment to evaluate whether the performance of widely used objective quality metrics is improved by considering subjective measurements of visual attention. This dataset establishes a link between quality assessment and visual attention within the context of DPC. Moreover, thematic analysis of the interviews helps uncover user behavior and factors impacting perceptual quality for DPC in 6 DoF. This work deepens our understanding of DPC quality assessment and visual attention, driving progress in the realm of VR experiences and perception. ...
Conference paper (2025) - Irene Viola, Moonisa Ahsan, Olga Chatzifoti, Atanas Yonkov, Eleni Oikonomou, Ioannis Radin, Paweł Maka, Abderrahmane Issam, Pablo Cesar
Recent technological developments on AI and immersive media are transforming the artistic landscape, providing novel mechanisms for artists and audiences. Following a human-centric approach, together with a theatre company in Greece, this paper investigates how subtitle placement affects user experience and cognitive load in a live theatre performance enhanced by AR glasses. To do so, we design and develop a system for displaying subtitles in VR and AR. We evaluated the system in two conditions (N = 19;N = 12), both in a controlled environment (VR) and an actual theatre (AR). In the latter, we integrate AI solutions to provide automatic captioning and translation in real time, and VFX to further augment the experience. Our quantitative and qualitative results showed no difference between subtitle placements in terms of cognitive load and user experience, with users equally liking the two proposed approaches. Results also highlighted the perceived usefulness of AR to enhance theatre performances, indicating new paths for wider accessibility and further immersion. ...

Dual-Quality Point Cloud Dataset for Volumetric Video Applications

Conference paper (2025) - Guillaume Gautier, Xuemei Zhou, Thong Nguyen, Jack Jansen, Louis Fréneau, Marko Viitanen, Uyen Phan, Jani Käpylä, Pablo Cesar, More authors...
Volumetric video is a key enabler of immersive extended reality (XR) experiences and is often represented using point clouds for their structural simplicity. However, capturing volumetric content through multi-view acquisition and depth sensing poses many challenges, such as occlusions and depth mismatches. To foster research in this field, we introduce a unique dual-quality point cloud dataset, named UVG-CWI-DQPC, which is designed to support the development of point cloud enhancement, compression, and quality assessment. Our dataset includes 12 dynamic sequences captured simultaneously by: 1) a high-end capture system producing high-fidelity point clouds with extensive processing; and 2) a consumer-grade capture system relying on affordable RGB-D cameras, lightweight processing, and open-source tools. For each sequence, our dataset provides ground-truth point clouds from the high-end capture system and raw RGB-D footage from the consumer-grade capture system, along with calibration data and tools for point cloud generation. This dual-quality setup enables direct comparison and benchmarking of algorithms for densification, occlusion removal, registration, and quality enhancement. Our dataset is publicly available under a permissive license to support reproducible research and standardization work in Moving Picture Experts Group (MPEG) and 3rd Generation Partnership Project (3GPP). ...

A Full-reference Point Cloud Quality Assessment Metric with PCA-based Features

Journal article (2025) - Xuemei Zhou, Evangelos Alexiou, Irene Viola, Pablo Cesar
This paper introduces an enhanced Point Cloud Quality Assessment (PCQA) metric, termed PointPCA+, as an extension of PointPCA, with a focus on computational simplicity and feature richness. PointPCA+ refines the original PCA-based descriptors by employing Principal Component Analysis (PCA) solely on geometry data; additionally, the texture descriptors are refined through a direct application of the function on YCbCr values, enhancing the efficiency of computation. The metric combines geometry and texture features, capturing local shape and appearance properties, through a learning-based fusion to generate a total quality score. Prior to fusion, a feature selection module is incorporated to identify the most effective features from a proposed super-set. Experimental results demonstrate the high predictive performance of PointPCA+ against subjective ground truth scores obtained from four publicly available datasets. The metric consistently outperforms state-of-the-art solutions, offering valuable insights into the design of similarity measurements and the effectiveness of handcrafted features across various distortion types. ...
Conference paper (2025) - Karthikeya Puttur Venkatraj, Sophie Morosoli, Hannes Cools, Laurens Naudts, De Vreese Claes De Vreese, Natali Helberger, Pablo Cesar, Abdallah El Ali
Artificial Intelligence (AI) is revolutionizing the way content is produced and integrated into journalistic workflows. The EU AI act's Article 50 sets up transparency requirements aimed at encouraging the adoption and disclosure of AI in an ethical and responsible manner. In this study, we organized focus group interviews with Dutch citizens (N=21) to understand their expectations and needs regarding AI disclosures in the context of news production and journalism. These conversations are essential to understand if legal and regulatory policies are grounded in real-world experiences of citizens, and adequately address their concerns and enhance their digital interactions. We found that citizens predominantly favor disclosures of AI usage in journalistic content, in the form of (1) source references, (2) visual indicators (logos/watermarks) and (3) have varying preferences regarding information presentation and interaction modalities. Our findings highlight the need for interdisciplinary approaches to align standardization efforts with AI disclosures for news media. ...
Conference paper (2025) - Simone Ooms, Minha Lee, Ekaterina R. Stepanova, Pablo Cesar, Abdallah El Ali
Encounters with virtual agents currently lack the haptic viscerality of human contact. While digital biosignal communication can mediate such virtual social interactions, how artificial haptic biosignals influence users’ personal space during Virtual Reality (VR) experiences is unknown. Designing vibrotactile heartbeats and thermally-actuated body temperature, we ran a within-subjects study (N=31) to investigate feedback (Thermal, Vibration, Thermal+Vibration, None) and agent stories (Negative, Neutral, Positive) on objective and subjective interpersonal distance (IPD), perceived arousal and comfort, presence, and post-experience responses. Findings showed that thermal feedback decreased objective but not subjective IPD, whereas vibrotactile heartbeats (signaling agent’s closeness) increased both while heightening arousal and discomfort. Agents’ stories did not affect IPD, arousal, or comfort. Our qualitative findings shed light on signal ambiguity and presence constructs within VR-based haptic stimulation. We contribute insights into artificial biosignals and their influence on VR proxemics, with cautionary considerations should the boundaries blur between physical and virtual touch. ...
Journal article (2025) - Silvia Rossi, Irene Viola, Laura Toni, Pablo Cesar
The advent in our daily life of Extended Reality (XR) technologies, such as Virtual and Augmented Reality, has led to the rise of user-centric systems, offering higher level of interaction and presence in virtual environments. In this context, understanding the actual interactivity of users is still an open challenge and a key step to enabling user-centric system. In this work, our goal is to construct an efficient clustering tool for 6 df navigation trajectories by extending the applicability of existing behavioural tool. Specifically, we first compare the navigation in 6 df with its 3 df counterpart, highlighting the main differences and novelties. Then, we investigate new metrics aimed at better modelling behavioural similarities between users in a 6 df system. More concretely, we define and compare 11 similarity metrics which are based on different distance features (i.e., user positions in the 3D space, user viewing directions) and distance measurements (i.e., Euclidean, Geodesic, angular distance). Our solutions are validated and tested on real navigation paths of users interacting with dynamic volumetric media in both 6 df Virtual Reality and Augmented Reality conditions. Results show that metrics based on both user position and viewing direction better perform in detecting user similarity while navigating in a 6 df system. Such easy-to-use but robust metrics allow us to answer a fundamental question for user-centric systems: ‘How do we detect if users look at the same content in 6 df?’, opening the gate to new solutions based on users interactivity, such as viewport prediction, live streaming services optimised based on users behaviour but also for user-based quality assessment methods. ...
Journal article (2024) - Sueyoon Lee, Irene Viola, Silvia Rossi, Zhirui Guo, Ignacio Reimat, Kinga Lawicka, Alina Striner, Pablo Cesar
The latest social VR technologies have enabled users to attend traditional media and arts performances together while being geographically removed, making such experiences accessible despite budget, distance, and other restrictions. In this work, we aim at improving the way remote performances are shared by designing and evaluating a VR theatre lobby which serves as a space for users to gather, interact, and relive the common experience of watching a virtual opera. We conducted an initial test with experts ($\mathrm{N}=10$, i.e., designers and opera enthusiasts) in pairs using our VR lobby prototype, developed based on the theoretical lobby design concept. A unique aspect of our experience is its highly realistic representation of users in the virtual space. The test results guided refinements to the VR lobby structure and implementation, aiming to improve the user experience and align it more closely with the social VR lobby's intended purpose. With the enhanced prototype, we ran a between-subject controlled study ($\mathrm{N}=40$) to compare the user experience in the social VR lobby between individuals and paired participants. To do so, we designed and validated a questionnaire to measure the user experience in the VR lobby. Results of our mixed-methods analysis, including interviews, questionnaire results, and user behavior, reveal the strength of our social VR lobby in connecting with other users, consuming the opera in a deeper manner, and exploring new possibilities beyond what is common in real life. All supplemental materials are available at https://github.com/cwi-dis/IEEEVR2024-VRLobby. ...
Journal article (2024) - Simone Ooms, Thomas Röggla, Pablo Cesar, Abdallah El Ali
Within our Distributed and Interactive Systems research group, we focus on affective haptics, where we design and develop systems that can enhance human emotional states through the sense of touch. Such artificial haptic sensations can potentially augment and enhance our mind, body, and (virtual) social connections. In three works—voice communication, news consumption, and virtual embodiment—we explore the effects of enriching media experiences with thermal and vibrotactile affective haptics, and how such stimulation influences our affective perception. ...

Compressed Point Cloud Dataset with Eye Tracking and Quality Assessment in Mixed Reality

Conference paper (2024) - Minh Nguyen, Shivi Vats, Xuemei Zhou, Irene Viola, Pablo Cesar, Christian Timmerer, Hermann Hellwagner
Point clouds (PCs) have attracted researchers and developers due to their ability to provide immersive experiences with six degrees of freedom (6DoF). However, there are still several open issues in understanding the Quality of Experience (QoE) and visual attention of end users while experiencing 6DoF volumetric videos. First, encoding and decoding point clouds require a significant amount of both time and computational resources. Second, QoE prediction models for dynamic point clouds in 6DoF have not yet been developed due to the lack of visual quality databases. Third, visual attention in 6DoF is hardly explored, which impedes research into more sophisticated approaches for adaptive streaming of dynamic point clouds. In this work, we provide an open-source Compressed Point cloud dataset with Eye-tracking and Quality assessment in Mixed Reality (ComPEQ - MR). The dataset comprises four compressed dynamic point clouds processed by Moving Picture Experts Group (MPEG) reference tools (i.e., VPCC and GPCC), each with 12 distortion levels. We also conducted subjective tests to assess the quality of the compressed point clouds with different levels of distortion. The rating scores are attached to ComPEQ - MR so that they can be used to develop QoE prediction models in the context of MR environments. Additionally, eye-tracking data for visual saliency is included in this dataset, which is necessary to predict where people look when watching 3D videos in MR experiences. We collected opinion scores and eye-tracking data from 41 participants, resulting in 2132 responses and 164 visual attention maps in total. The dataset is available at https://ftp.itec.aau.at/datasets/ComPEQ-MR/. ...
Journal article (2024) - Carlos Cortés, Irene Viola, Jesús Gutiérrez, Jack Jansen, Shishir Subramanyam, Evangelos Alexiou, Pablo Pérez, Narciso García, Pablo César
Immersive technologies like eXtended Reality (XR) are the next step in videoconferencing. In this context, understanding the effect of delay on communication is crucial. This article presents the first study on the impact of delay on collaborative tasks using a realistic Social XR system. Specifically, we design an experiment and evaluate the impact of end-to-end delays of 300, 600, 900, 1,200, and 1,500 ms on the execution of a standardized task involving the collaboration of two remote users that meet in a virtual space and construct block-based shapes. To measure the impact of the delay in this communication scenario, objective and subjective data were collected. As objective data, we measured the time required to execute the tasks and computed conversational characteristics by analyzing the recorded audio signals. As subjective data, a questionnaire was prepared and completed by every user to evaluate different factors such as overall quality, perception of delay, annoyance using the system, level of presence, cybersickness, and other subjective factors associated with social interaction. The results show a clear influence of the delay on the perceived quality and a significant negative effect as the delay increases. Specifically, the results indicate that the acceptable threshold for end-to-end delay should not exceed 900 ms. This article additionally provides guidelines for developing standardized XR tasks for assessing interaction in Social XR environments. ...
Conference paper (2024) - Sueyoon Lee, Irene Viola, Ashutosh Singla, Pablo Cesar
Extended Reality (XR) has emerged as a transformative and immersive technology with versatile applications in content creation and consumption. As XR gains popularity, companies eager to adopt it often possess a surface-level understanding, investing significant resources without effectively addressing the genuine needs of end-users. This study explores the current workflows of XR production companies, and the potential of social XR in mitigating challenges throughout the XR production workflow. We present the outcomes of three respective focus group workshops conducted with three XR production companies and their experts (N=17). The results indicate that at every stage of the production, namely pre-production, production, post-production, and post-release, there are communication challenges between producers and clients, as well as different production and post-production specialists. We discuss various aspects of XR concerning the problem and propose novel opportunities offered by social XR to ameliorate those challenges, improving communication and making development more agile. ...
Journal article (2024) - Patrícia Bota, Joana Brito, Ana Fred, Pablo Cesar, Hugo Silva
Affective computing has experienced substantial advancements in recognizing emotions through image and facial expression analysis. However, the incorporation of physiological data remains constrained. Emotion recognition with physiological data shows promising results in controlled experiments but lacks generalization to real-world settings. To address this, we present G-REx, a dataset for real-world affective computing. We collected physiological data (photoplethysmography and electrodermal activity) using a wrist-worn device during long-duration movie sessions. Emotion annotations were retrospectively performed on segments with elevated physiological responses. The dataset includes over 31 movie sessions, totaling 380 h+ of data from 190+ subjects. The data were collected in a group setting, which can give further context to emotion recognition systems. Our setup aims to be easily replicable in any real-life scenario, facilitating the collection of large datasets for novel affective computing systems. ...
Journal article (2024) - Patricia Bota, Pablo Cesar, Ana Fred, Hugo Placido da Silva
Emotion recognition systems are typically trained to classify a given psychophysiological state into emotion categories. Current platforms for emotion ground-truth collection show limitations for real-world scenarios of long-duration content (e.g. >10 minutes), namely: 1) Real-time annotation tools are distracting and become exhausting; 2) Perform retrospective annotation of the whole content in bulk (providing highly coarse annotations); or 3) Are used by external experts (depending on the number of annotators and their subjective experience). We explore a novel approach, the EmotiphAI Annotator, that allows undisturbed content visualisation and simplifies the annotation process by using segmentation algorithms that select brief clips for emotional annotation retrospectively. We compare three methods for content segmentation based on physiological data (Electrodermal Activity (EDA), emotion-based), scene (time-based), and random (control) selection. The EmotiphAI Annotator attained a B+ System Usability Scale score and low-average mental workload as per the NASA Task Load Index (40%). The reliability of the self-report was analysed by the inter-rater agreement (STD < 0.75), coherence across time segmentation methods (STD < 0.17), comparison against the state-of-the-art ground truth (STD < 0.7), and correlation to EDA (>0.3 to 0.8), where the EDA-based method obtained the overall best performance. ...
Conference paper (2024) - Romulo Vieira, Debora Muchaluat-Saade, Pablo Cesar
The Internet of Multisensory, Multimedia and Musical Things (Io3MT) is a new concept that arises from the confluence of several areas of computer science, arts, and humanities, with the objective of grouping in a single place devices and data that explore the five human senses, besides multimedia aspects and music content. In the context of this brave new idea paper, we advance the proposition of a theoretical alignment between the emerging domain in question and the field of Artificial Intelligence (AI). The main goal of this endeavor is to tentatively delineate the inceptive trends and conceivable consequences stemming from the fusion of these domains within the sphere of artistic presentations. Our comprehensive analysis spans a spectrum of dimensions, encompassing the automated generation of multimedia content, the real-time extraction of sensory effects, and post-performance analytical strategies. In this manner, artists are equipped with quantitative metrics that can be employed to enhance future artistic performances. We assert that this cooperative amalgamation has the potential to serve as a conduit for optimizing the creative capabilities of stakeholders. ...