P.S. Cesar Garcia
Please Note
109 records found
1
Social XR for Pre-Production Meetings
An In-the-Wild Study of Early Stage Communication between XR Producers and Clients
As artificial intelligence (AI) is increasingly integrated into news production, calls for transparency about the use of AI have gained considerable traction. Recent studies suggest that AI disclosures can lead to a "transparency dilemma", where disclosure reduces readers' trust. However, little is known about how the level of detail in AI disclosures influences trust and contributes to this dilemma within the news context. In this 3×2×2 mixed factorial study with 40 participants, we investigate how three levels of AI disclosures (none, one-line, detailed) across two types of news (politics and lifestyle) and two levels of AI involvement (low and high) affect news readers' trust. We measured trust using the News Media Trust questionnaire, along with two decision behaviors: source-checking and subscription decisions. Questionnaire responses and subscription rates showed a decline in trust only for detailed AI disclosures, whereas source-checking behavior increased for both one-line and detailed disclosures, with the effect being more pronounced for detailed disclosures. Insights from semi-structured interviews suggest that source-checking behavior was primarily driven by interest in the topic, followed by trust, whereas trust was the main factor influencing subscription decisions. Around two-thirds of participants expressed a preference for detailed disclosures, while most participants who preferred one-line indicated a need for detail-on-demand disclosure formats. Our findings show that not all AI disclosures lead to a transparency dilemma, but instead reflect a trade-off between readers' desire for more transparency and their trust in AI-assisted news content.
Disability, Differences, and Diversity
Revisiting Inclusive Design and Access
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.
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.
MASSXR 2025
The 3rd Workshop on Multi-modal Affective and Social Behavior Analysis and Synthesis in Extended Reality (Affiliated with IEEE VR 2025)
PointPCA+
A Full-reference Point Cloud Quality Assessment Metric with PCA-based Features
PhysioDrum
Bridging Physical and Digital Realms in Immersive Musical Interaction
Curating with Technology
How to Bring Old Fashion Back to Life in Museum Exhibitions
UVG-CWI-DQPC
Dual-Quality Point Cloud Dataset for Volumetric Video Applications
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.
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.
Deciphering Perceptual Quality in Colored Point Cloud
Prioritizing Geometry or Texture Distortion?