About
35
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Introduction
As a researcher in the group of Distributed Interactive Systems at CWI, I am currently working on two European projects: 2-Immerse (https://2immerse.eu) and VRTogether (http://vrtogether.eu).
The 2-Immerse project aims at developing new object-based TV production tools for multiscreen TV viewing experiences. For the VRTogether project, my current work focuses on developing appropriate Quality of Experience (QoE) metrics and evaluation methods for social VR experiences.
Skills and Expertise
Additional affiliations
January 2012 - present
Publications
Publications (35)
This paper investigates the needs or criteria for sustaining well-being in crowded situations through two focus group discussions with a total of ten participants. We conclude that pursuing crowd well-being could be divided into two different cases: one is obtaining the enhancement of the current state in normal situations, and the other is avoidin...
Fuelled by the increase in popularity of virtual and augmented reality applications, point clouds have emerged as a popular 3D format for acquisition and rendering of digital humans, thanks to their versatility and real-time capabilities. Due to technological constraints and real-time rendering limitations, however, the visual quality of dynamic po...
Social VR enables people to interact over distance with others in real-time. It allows remote people, typically represented as avatars, to communicate and perform activities together in a shared virtual environment, extending the capabilities of traditional social platforms like Facebook and Netflix. This paper explores the benefits and drawbacks p...
Fuelled by the increase in popularity of virtual and augmented reality applications, point clouds have emerged as a popular 3D format for acquisition and rendering of digital humans, thanks to their versatility and real-time capabilities. Due to technological constraints and real-time rendering limitations, however, the visual quality of dynamic po...
Social VR enables people to interact over distance with others in real-time. It allows remote people, typically represented as avatars, to communicate and perform activities together in a join shared virtual environment, extending the capabilities of traditional social platforms like Facebook and Netflix. This paper explores the benefits and drawba...
Virtual environments (VEs) can create collaborative and social spaces, which are increasingly important in the face of remote work and travel reduction. Recent advances, such as more open and widely available platforms, create new possibilities to observe and analyse interaction in VEs. Using a custom instrumented build of Mozilla Hubs to measure p...
In this SIG, we aim at gathering researchers and practitioners to reflect on using XR technologies to support collabo-rative learning and co-creation, and to foster a joint force by connecting the Learning and Education community and the XR community at CHI. We witness a significant increase in CHI publications relating to these research areas: 292...
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 environme...
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-base...
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 app...
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...
Recent accidents (News, 2006, 2010, 2013, 2015) show that crowded events can quickly turn into tragedies. The goal of crowd management is to avoid such accidents through careful planning and implementation. Crowd management practices are collaborative efforts between the different actors of the crowd management team and the crowd that depend on eff...
Of the many crowd behavior models, very few have been used in assisting crowd management practice. This lack of usage is partly due to crowd management involving a diversity of situations that require competencies in observing, sense-making, anticipating and acting. Crowd research is similarly scattered across disciplines and needs integration to a...
As an evolution from traditional product design, certain amount of testified user experience design strategies have served as effective guidelines for web designers in digital product development. However, little strategic design framework is available to support user experience design in physical product development. Considering the interaction co...
In this article, we present examples of using designerly ways to explore “crowd” phenomenon in a cross-disciplinary project named EWiDS. The phrase ‘designerly ways’ refers to visual communication methods such as drawings and videos, which are widely acknowledged as effective approaches to cross- disciplinary collaboration. This study started with...
One of the trends in human-computer interaction (HCI) is that its increasing focus on social issues. Crowds are frequent social phenomena in society. Understanding the psychology behind crowd interaction and behavior not only forms a meaningful contribution to HCI, but also a significant contribution to the field of crowd management. This paper dev...
Emotion detection plays a vital role in crowd management as it enables social event organizers to detect the actions of masses and react accordingly. There are several approaches to detect emotions in a crowd, including surveillance cameras, human observers and sensors. One other approach to gather emotion data is self-reporting. A recent study sho...
The role of the airplane in cross-continental travel is becoming more common today, asking for more attention for in-flight comfort and experience. Now the focus is on technology. However, humans have social needs and they gather and form various social groups in society. In this paper, the airplane is partly assimilated to a microcosm of society w...
We are only starting to understand how people behave when they are part of a crowd. This article presents a novel approach to the study and management of crowds. The approach comprises a device to be worn by individuals, an infrastructure to collect the information from the devices, a set of algorithms for recognizing crowd dynamics, and a set of f...
In view of the increasing crowds in public transportations and large events, crowd managers need tools to accurately estimate the psychology of crowds: an important aspect of this is crowd emotion. In this study, we explore the feasibility of obtaining a real-time, dynamic map of crowd emotions through self-reporting by crowd members. To this end,...
This paper introduces the concept of crowd well-being and the needs for sustaining it. Crowd well-being can be interpreted as crowd members’ evaluations on their emotional reactions, moods and judgments they form about their satisfactions, goals or needs fulfillment in a crowded situation according to the definition of subjective well-being by Dien...
Projects
Projects (2)