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Thomas Röggla

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25 records found

An In-the-Wild Study of Early Stage Communication between XR Producers and Clients

Conference paper (2026) - Sueyoon Lee, Irene Viola, Jack Jansen, Ashutosh Singla, Karolina Wylezek, Thomas Röggla, Pablo Cesar
Professional collaboration in XR production requires aligning spatial vision between stakeholders with different roles and expertise. While producers understand XR design affordances, clients often lack experiential knowledge, creating communication gaps during early project discussions. Conventional 2D meeting platforms cannot adequately support discussing inherently spatial XR concepts. We explore how Social XR addresses this challenge by situating both parties within a shared three-dimensional meeting environment. Through an in-the-wild study with XR producers in Denmark and museum curators in the Netherlands (N=8), we examine how shared immersive space shapes pre-production communication. Our findings demonstrate Social XR's value for improving communication compared to conventional meetings: clients gain direct spatial understanding of XR possibilities, while producers can observe client reactions and guide discussions in real time. The study also reveals divergent meeting intentions between producers and clients - a dynamic invisible in 2D contexts. Additionally, we discuss implications for designing and evaluating collaborative XR meeting environments where success depends on aligning creative vision rather than completing defined tasks. ...
Conference paper (2026) - Karolina Wylezek, Irene Viola, Silvia Rossi, Jack Jansen, Thomas Röggla, Pablo Cesar
Social museums constantly search for new ways to satisfy and educate their visitors. One of the most important elements to success in those objectives is good exhibition design. It can be achieved by incorporating context, which is proven to improve understanding of exhibits and knowledge retention, and enhance the overall experience of the museum visit. While context is known to shape visitor experience in physical museums, its role in virtual reality museums remains underexplored, despite the flexibility in environment manipulation allowing for further adjustments. Moreover, social VR experiences allow for social interactions, which are crucial for the visitors' satisfaction and further improve their learning outcomes. In this study, we design and implement a social VR fashion exhibition, which we evaluate in a real museum setting during a three-day event attended primarily by cultural heritage professionals. We also conduct a between-subject user study (N=56) with a varied group of end-users to explore the influence of context on users' learning, experience, and sociality in social VR exhibitions. To do that, we design two exhibition rooms with identical exhibits and information: one providing historical context through the surrounding environment (objects and style) without adding extra explicit knowledge, and one neutral without the contextually adjusted environment. During experiments, we collect quantitative data from questionnaire results, behavioral data, and qualitative insights through semi-structured interviews. The results show that when the context fits the exhibits, the participants' learning and experience improve. These results bring knowledge for future social VR exhibition designers on how to approach environment design in their projects. ...
Conference paper (2026) - Pooja Prajod, Hannes Cools, Thomas Röggla, Karthikeya Puttur Venkatraj, Amber Kusters, Alia Elkattan, Pablo Cesar, Abdallah El Ali
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. ...
Conference paper (2025) - Julie Williamson, Irene Viola, Silvia Rossi, John Williamson, Ross Johnstone, Thomas Röggla, David A. Shamma, Pablo Cesar
Virtual environments make it possible to connect and collaborate in social immersive realities, but there are still open questions about the influence of their design on the user experience. We conducted a study with 48 participants divided into groups of 6, completing conversational tasks in an instrumented virtual environment. Using a mix-methods approach, combining qualitative and quantitative research methods (interviews, questionnaires, conversation and movement analysis), we compared between two virtual environment designs. We found that the social density (or effective capacity) of the designed virtual environment influenced the quality of interaction between the participants. ...
Conference paper (2024) - Thomas Röggla, David A. Shamma, Julie R. Williamson, Irene Viola, Silvia Rossi, Pablo Cesar
In recent years, a large variety of online communication tools have emerged, including social Virtual Reality (VR) platforms for interacting in a virtual world with participants being represented as virtual avatars. Given their popularity, an active area of research focuses on improving the user experience in these virtual experiences. To enable experimentation at large scale on online platforms, it is however essential to collect behavioural data (e.g. movements and audio information). In this work, we present a toolchain that enables the running of experiments using a modified version of the social VR platform Mozilla Hubs. Specifically, our toolkit enables collection and tracking or user positions and movements at a central location, enabling fine-grained analysis of user behaviour during a social VR experience. ...
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. ...

Exploring Driver Affective Responses toward Pedestrian Crossing Actions using Camera and Physiological Sensors

Conference paper (2023) - Shruti Rao, Sabrina Wirjopawiro, Gerard Pons Rodriguez, Thomas Röggla, Pablo Cesar, Abdallah El Ali
Eliciting and capturing drivers' affective responses in a realistic outdoor setting with pedestrians poses a challenge when designing in-vehicle, empathic interfaces. To address this, we designed a controlled, outdoor car driving circuit where drivers (N=27) drove and encountered pedestrian confederates who performed non-verbal positive or non-positive road crossing actions towards them. Our findings reveal that drivers reported higher valence upon observing positive, non-verbal crossing actions, and higher arousal upon observing non-positive crossing actions. Drivers' heart signals (BVP, IBI and BPM), skin conductance and facial expressions (brow lowering, eyelid tightening, nose wrinkling, and lip stretching) all varied significantly when observing positive and non-positive actions. Our car driving study, by drawing on realistic driving conditions, further contributes to the development of in-vehicle empathic interfaces that leverage behavioural and physiological sensing. Through automatic inference of driver affect resulting from pedestrian actions, our work can enable novel empathic interfaces for supporting driver emotion self-regulation. ...

Exploring Affective Responses toward Non-Verbal Pedestrian Crossing Actions Using Camera and Physiological Sensors

Journal article (2023) - Shruti Rao, Surjya Ghosh, Gerard Pons Rodriguez, Thomas Röggla, Pablo Cesar, Abdallah El Ali
Capturing drivers’ affective responses given driving context and driver-pedestrian interactions remains a challenge for designing in-vehicle, empathic interfaces. To address this, we conducted two lab-based studies using camera and physiological sensors. Our first study collected participants’ (N = 21) emotion self-reports and physiological signals (including facial temperatures) toward non-verbal, pedestrian crossing videos from the Joint Attention for Autonomous Driving dataset. Our second study increased realism by employing a hybrid driving simulator setup to capture participants’ affective responses (N = 24) toward enacted, non-verbal pedestrian crossing actions. Key findings showed: (a) non-positive actions in videos elicited higher arousal ratings, whereas different in-video pedestrian crossing actions significantly influenced participants’ physiological signals. (b) Non-verbal pedestrian interactions in the hybrid simulator setup significantly influenced participants’ facial expressions, but not their physiological signals. We contribute to the development of in-vehicle empathic interfaces that draw on behavioral and physiological sensing to in-situ infer driver affective responses during non-verbal pedestrian interactions. ...
Conference paper (2022) - Shruti Rao, Surjya Ghosh, Gerard Pons Rodriguez, Thomas Röggla, Abdallah El Ali, Pablo Cesar
Automatically inferring drivers' emotions during driver-pedestrian interactions to improve road safety remains a challenge for designing in-vehicle, empathic interfaces. To that end, we carried out a lab-based study using a combination of camera and physiological sensors. We collected participants' (N=21) real-time, affective (emotion self-reports, heart rate, pupil diameter, skin conductance, and facial temperatures) responses towards non-verbal, pedestrian crossing videos from the Joint Attention for Autonomous Driving (JAAD) dataset. Our findings reveal that positive, non-verbal, pedestrian crossing actions in the videos elicit higher valence ratings from participants, while non-positive actions elicit higher arousal. Different pedestrian crossing actions in the videos also have a significant influence on participants' physiological signals (heart rate, pupil diameter, skin conductance) and facial temperatures. Our findings provide a first step toward enabling in-car empathic interfaces that draw on behavioural and physiological sensing to in situ infer driver emotions during non-verbal pedestrian interactions. ...

An Online Safe Space for Community Opera Creation

Conference paper (2022) - Thomas Röggla, Alina Striner, Héctor Rivas Pagador, Pablo Cesar
This work presents the Co-Creation Space, a multilingual platform for professional and community artists to 1) generate raw artistic ideas, and 2) discuss and reflect on the shared meaning of those ideas. The paper describes the architecture and the technology behind the platform, and how it was used to facilitate the communication process during several user trials. By supporting ideation sessions around media items guided by a facilitator and allowing users to express themselves and be part of the creation of an artistic product, participants were enabled to access new cultural spaces and be part of the creative process. ...

Supporting Asynchronous Artistic Co-creation Dynamics

Conference paper (2022) - Alina Striner, Thomas Röggla, Mikel Zorrilla, Sergio Cabrero Barros, Stefano Masneri, Héctor Rivas Pagador, Irene Calvis, Jie Li, Pablo Cesar
Artistic co-creation empowers communities to shape their narratives, however HCI research does not support this multifaceted discussion and reflection process. In the context of community opera, we consider how to support co-creation through the design, implementation, and initial evaluation of the Co-Creation Space (CCS) to help community artists 1) generate raw artistic ideas, and 2) discuss and reflect on the shared meaning of those ideas. This work describes our user-centered process to gather requirements and design the tool, and validates its' usability with 6 community opera participants. Our findings support the value of our tool for group discussion and personal reflection during the creative process. ...

Exploring Wearable On-chest Thermal Displays to Augment Voice Messages with Affect

Conference paper (2020) - Abdallah El Ali, Xingyu Yang, Swamy Ananthanarayan, Thomas Röggla, Jack Jansen, Jess Hartcher-O'brien, Kaspar Jansen, Pablo Cesar
Voice is a rich modality for conveying emotions, however emotional prosody production can be situationally or medically impaired. Since thermal displays have been shown to evoke emotions, we explore how thermal stimulation can augment perception of neutrally-spoken voice messages with affect. We designed ThermalWear, a wearable on-chest thermal display, then tested in a controlled study (N=12) the effects of fabric, thermal intensity, and direction of change. Thereafter, we synthesized 12 neutrally-spoken voice messages, validated (N=7) them, then tested (N=12) if thermal stimuli can augment their perception with affect. We found warm and cool stimuli (a) can be perceived on the chest, and quickly without fabric (4.7-5s) (b) do not incur discomfort (c) generally increase arousal of voice messages and (d) increase / decrease message valence, respectively. We discuss how thermal displays can augment voice perception, which can enhance voice assistants and support individuals with emotional prosody impairments. ...

Object-based broadcasting at the FA Cup in Wembley Stadium

Conference paper (2019) - Thomas RÖggla, Jie Li, Stefan Fjellsten, Jack Jansen, Ian Kegel, Luke Pilgrim, Martin Trimby, Doug Williams, Pablo Cesar
While traditional live-broadcasting is typically comprised of a handful of well-defined workflows, these become insufficient when targeting multiple screens and interactive companion devices on the viewer side. In this case study, we describe the development of an end-to-end system enabling immersive and interactive experiences using an object-based broadcasting approach. We detail the deployment of this system during the live broadcast of the FA Cup Final at Wembley Stadium in London in May 2018. We also describe the trials and interviews we ran in the run-up to this event, the infrastructure we used, the final software developed for controlling and rendering on-screen graphics and the system for generating and configuring the live broadcast-objects. In this process, we learned about the workflows inside an OB truck during live productions through an ethnographic study and the challenges involved in running an object-based broadcast over the Internet, which we discuss alongside other gained insights. ...
Conference paper (2019) - Jie Li, Yiping Kong, Thomas Röggla, Francesca De Simone, Swamy Ananthanarayan, Huib De Ridder, Abdallah El Ali, Pablo Cesar
Millions of photos are shared online daily, but the richness of interaction compared with face-to-face (F2F) sharing is still missing. While this may change with social Virtual Reality (socialVR), we still lack tools to measure such immersive and interactive experiences. In this paper, we investigate photo sharing experiences in immersive environments, focusing on socialVR. Running context mapping (N=10), an expert creative session (N=6), and an online experience clustering questionnaire (N=20), we develop and statistically evaluate a questionnaire to measure photo sharing experiences. We then ran a controlled, within-subject study (N=26 pairs) to compare photo sharing under F2F, Skype, and Facebook Spaces. Using interviews, audio analysis, and our questionnaire, we found that socialVR can closely approximate F2F sharing. We contribute empirical findings on the immersiveness differences between digital communication media, and propose a socialVR questionnaire that can in the future generalize beyond photo sharing. ...
Conference paper (2018) - Jie Li, Thomas Röggla, Maxine Glancy, Jack Jansen, Pablo Cesar
Multiscreen TV viewing refers to a spectrum of media productions that can be watched on TV screens and companion screens (e.g., smartphones and tablets). TV production companies are now promoting an interactive and engaging way of viewing TV by offering tailored applications for TV programs. However, viewers are demotivated to install dozens of applications and switch between them. This is one of the obstacles that hinder companion screen applications from reaching mass audiences. To solve this, TV production companies need a standard process for producing multiscreen content, allowing viewers to follow all kinds of programs in one single application. This paper proposes a new object-based production platform for authoring programs for multiscreen. The platform consists of two parts: the preproduction tool and the live editing tool. To evaluate whether the proposed workflow is appropriate, validation interviews were conducted with professionals in the TV broadcasting industry. The professionals were positive about the proposed new workflow, indicating that the platform allows for preparations at the preproduction stage and reduces the workload during the live broadcasting. They see as well its potential to adapt to the current production workflow. ...
Conference paper (2018) - Jie Li, Zhiyuan Zheng, Britta Meixner, Maxine Glancy, Pablo Cesar, Thomas Röggla
Multiscreen TV viewing refers to a spectrum of media productions that can be watched using TV and companion screens such as smartphones and tablets. In the last several years, companies are creating companion applications to enrich the TV viewing experience, but viewers are demotivated to consume them because they have to download dozens of second screen applications. This paper proposes to integrate the creation of companion screen content in a single object-based preproduction tool. It identifies, from the perspective of TV production professionals, the best paradigm and the needed features to support content authoring for multiscreen viewing experiences. ...

A case study on collaboration of creative industries

Conference paper (2018) - Sergio Cabrero, Jack Jansen, Pablo Cesar, Thomas Röggla, David A. Shamma
This paper reflects on the development of a multi-sensory clubbing experience which was deployed during a two-day event within the context of the Amsterdam Dance Event in October 2016 in Amsterdam. We present how the entire experience was developed end-to-end and deployed at the event through the collaboration of several project partners from industries such as art and design, music, food, technology and research. Central to the system are smart textiles, namely wristbands equipped with Bluetooth LE sensors which were used to sense people attending the dance event. We describe the components of the system, the development process, the collaboration between the involved entities and the event itself. To conclude the paper, we highlight insights gained from conducting a real world research deployment across many collaborators and stakeholders with different backgrounds. ...

How live visualization of audience engagement can enhance music events

Conference paper (2018) - Najereh Shirzadian, Judith A. Redi, Thomas Röggla, Alice Panza, Frank Nack, Pablo Cesar
This paper evaluates the influence of an additional visual aesthetic layer on the experience of concert goers during a live event. The additional visual layer incorporates musical features as well as bio-sensing data collected during the concert, which is coordinated by our audience engagement monitoring technology. This technology was used during a real Jazz concert. The collected measurements were used in an experiment with 32 participants, where two different forms of visualization were compared: one factoring in music amplitude, audience engagement collected by the sensors and the dynamic atmosphere of the event, the other one purely relying on the beat of the music. The findings indicate that the visual layer could add value to the experience if used during a live concert, providing a higher level of immersion and feeling of togetherness among the audience. ...
Conference paper (2017) - Thomas Röggla, Najereh Shirzadian, Zhiyuan Zheng, Alice Panza, Pablo Cesar
This demo showcases a real-time visualisation displaying the level of engagement of a group of people attending a Jazz concert. Based on wearable sensor technology and machine learning principles, we present how this visualisation for enhancing events was developed following a user-centric approach. We describe the process of running an experiment using our custom physiological sensor platform, gathering requirements for the visualisation and finally implementing said visualisation. The end result being a collaborative artwork to enhance people's immersion into cultural events. ...

Participatory Clubbing Experiences

Conference paper (2017) - Thomas Röggla, Sergio Cabrero, Demosthenis Katsouris, Zhiyuan Zheng, Amritpal Singh Gill, Jack Jansen, Judith A. Redi, Pablo Cesar Garcia, David A. Shamma
This article showcases our effort to explore the music club of the future. We present the development and results of an end-to-end system which enhances the club-going experience through the use of wearable technology. Each party guest wearing one of the wristbands actively contributes to the overall experience with their movement and location patterns. The system collects acceleration data from each of the attendees in real-time and feeds it into a pluggable network infrastructure, which processes the data, affecting the environment via data visualization or controlling of the light and sound system of a curated space within the club. Finally we describe the results of a two night, 450 person per night deployment. ...