Pablo Cesar

Pablo Cesar
Centrum Wiskunde & Informatica | CWI

About

333
Publications
42,459
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
3,866
Citations

Publications

Publications (333)
Article
During group interactions, we react and modulate our emotions and behaviour to the group through phenomena including emotion contagion and physiological synchrony. Previous work on emotion recognition through video/image has shown that group context information improves the classification performance. However, when using physiological data, literat...
Article
Virtual Reality telecommunication systems promise to overcome the limitations of current real-time teleconferencing solutions, by enabling a better sense of immersion and fostering more natural interpersonal interactions. Many solutions that currently enable immersive teleconferencing employ synthetic avatars to represent their users. However, phot...
Preprint
In this position paper, we outline our research challenges in Affective Interactive Systems, and present recent work on visualizing avatar biosignals for social VR entertainment. We highlight considerations for how biosignals animations in social VR spaces can (falsely) indicate users' availability status.
Preprint
Full-text available
The rise of capturing systems for objects and scenes in 3D with increased fidelity and immersion has led to the popularity of volumetric video contents that can be seen from any position and angle in 6 degrees of freedom navigation. Such contents need large volumes of data to accurately represent the real world. Thus, novel optimization solutions a...
Preprint
Full-text available
Remote communication has rapidly become a part of everyday life in both professional and personal contexts. However, popular video conferencing applications present limitations in terms of quality of communication, immersion and social meaning. VR remote communication applications offer a greater sense of co-presence and mutual sensing of emotions...
Article
Full-text available
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...
Article
Full-text available
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...
Conference Paper
Full-text available
Visualizing biosignals can be important for social Virtual Reality (VR), where avatar non-verbal cues are missing. While several biosignal representations exist, designing effective visualizations and understanding user perceptions within social VR entertainment remains unclear. We adopt a mixed-methods approach to design biosignals for social VR e...
Preprint
Full-text available
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...
Article
Instead of predicting just one emotion for one activity (e.g., video watching), fine-grained emotion recognition enables more temporally precise recognition. Previous works on fine-grained emotion recognition require segment-by-segment, fine-grained emotion labels to train the recognition algorithm. However, experiments to collect these labels are...
Article
Fine-grained emotion recognition can model the temporal dynamics of emotions, which is more precise than predicting one emotion retrospectively for an activity (e.g., video clip watching). Previous works require large amounts of continuously annotated data to train an accurate recognition model, how- ever experiments to collect such large amounts o...
Article
Narrative videos usually illustrate the main content through multiple narrative information such as audios, video frames and subtitles. Existing video summarization approaches rarely consider the multiple dimensional narrative inputs, or ignore the impact of shots artistic assembly when directly applied to narrative videos. This paper introduces a...
Preprint
Full-text available
This work focuses on enabling user-centric immersive systems, in which every aspect of the coding-delivery-rendering chain is tailored to the interactive users. Understanding the actual interactivity and behaviour of those users is still an open challenge and a key step to enable such a user-centric system. Our main goal is to enable user behaviour...
Preprint
Full-text available
With the increasing popularity of extended reality technology and the adoption of depth-enhanced visual data in information exchange and telecommunication systems, point clouds have emerged as a promising 3D imaging modality. Similarly to other types of content representations, visual quality predictors for point cloud data are vital for a wide ran...
Article
Full-text available
Watching 360 videos using Virtual Reality (VR) head-mounted displays (HMDs) provides interactive and immersive experiences, where videos can evoke different emotions. Existing emotion self-report techniques within VR however are either retrospective or interrupt the immersive experience. To address this, we introduce the Continuous Physiological an...
Preprint
Full-text available
We introduce HUMAN4D, a large and multimodal 4D dataset that contains a variety of human activities simultaneously captured by a professional marker-based MoCap, a volumetric capture and an audio recording system. By capturing 2 female and $2$ male professional actors performing various full-body movements and expressions, HUMAN4D provides a divers...
Conference Paper
Full-text available
Social Virtual Reality (VR) applications are becoming the next big revolution in the field of remote communication. Social VR provides the possibility for participants to explore and interact with a virtual environments and objects, feelings of a full sense of immersion, and being together. Understanding how user behaviour is influenced by the shar...
Conference Paper
Full-text available
Thanks to recent advances in computer graphics, wearable technology, and connectivity, Virtual Reality (VR) has landed in our daily life. A key novelty in VR is the role of the user, which has turned from merely passive to entirely active. Thus, improving any aspect of the coding-delivery-rendering chain starts with the need for understanding user...
Article
Full-text available
Recently an impressive development in immersive technologies, such as Augmented Reality (AR), Virtual Reality (VR) and 360 video, has been witnessed. However, methods for quality assessment have not been keeping up. This paper studies quality assessment of 360 video from the cross-lab tests (involving ten laboratories and more than 300 participants...
Conference Paper
Full-text available
Inferring emotions from Head Movement (HM) and Eye Movement (EM) data in 360° Virtual Reality (VR) can enable a low-cost means of improving users’ Quality of Experience. Correlations have been shown between retrospective emotions and HM, as well as EM when tested with static 360° images. In this early work, we investigate the relationship between m...
Conference Paper
Full-text available
Precise emotion ground truth labels for 360° virtual reality (VR) video watching are essential for fine-grained predictions under varying viewing behavior. However, current annotation techniques either rely on post-stimulus discrete self-reports, or real-time, continuous emotion annotations (RCEA) but only for desktop/mobile settings. We present RC...
Preprint
Full-text available
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...
Conference Paper
Full-text available
Head-mounted displays (HMDs) are an essential display device for the observation of virtual reality (VR) environments. However, HMDs obstruct external capturing methods from recording the user's upper face. This severely impacts social VR applications, such as teleconferencing, which commonly rely on external RGB-D sensors to capture a volumetric r...
Preprint
Full-text available
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...
Article
Full-text available
Recognizing user emotions while they watch short-form videos anytime and anywhere is essential for facilitating video content customization and personalization. However, most works either classify a single emotion per video stimuli, or are restricted to static, desktop environments. To address this, we propose a correlation-based emotion recognitio...
Conference Paper
Full-text available
With the increasing availability of head-mounted displays (HMDs) that show immersive 360 • VR content, it is important to understand to what extent these immersive experiences can evoke emotions. Typically to collect emotion ground truth labels, users rate videos through post-experience self-reports that are discrete in nature. However, post-stimul...
Conference Paper
Full-text available
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 dis...
Conference Paper
Full-text available
Collecting accurate and precise emotion ground truth labels for mobile video watching is essential for ensuring meaningful predictions. However, video-based emotion annotation techniques either rely on post-stimulus discrete self-reports, or allow real-time, continuous emotion annotations (RCEA) only for desktop settings. Following a user-centric a...
Article
Full-text available
We introduce HUMAN4D, a large and multimodal 4D dataset that contains a variety of human activities simultaneously captured by a professional marker-based MoCap, a volumetric capture and an audio recording system. By capturing 2 female and 2 male professional actors performing various full-body movements and expressions, HUMAN4D provides a diverse...
Article
Point cloud representation has seen a surge of popularity in recent years, thanks to its capability to reproduce volumetric scenes in immersive scenarios. New compression solutions for streaming of point cloud contents have been proposed, which require objective quality metrics to reliably assess the level of degradation introduced by coding and tr...
Conference Paper
We uncover how geographically distributed players of tabletop role-playing games engage narrative, ludic, and social aspects of play. Our existing understandings of tabletop role-playing games are centered around co-located play on physical tabletops. Yet, online play is increasingly popular. We interviewed 14 players, experienced with online virtu...