TR
Thomas Röggla
21 records found
1
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 im
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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, bo
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Affective Driver-Pedestrian Interaction
Exploring Driver Affective Responses toward Pedestrian Crossing Actions using Camera and Physiological Sensors
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
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From Video to Hybrid Simulator
Exploring Affective Responses toward Non-Verbal Pedestrian Crossing Actions Using Camera and Physiological Sensors
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
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The Co-Creation Space
Supporting Asynchronous Artistic Co-creation Dynamics
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 initia
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The Co-Creation Space
An Online Safe Space for Community Opera Creation
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
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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 coll
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ThermalWear
Exploring Wearable On-chest Thermal Displays to Augment Voice Messages with Affect
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
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From the lab to the OB truck
Object-based broadcasting at the FA Cup in Wembley Stadium
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 syst
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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
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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
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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 demot
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Designing the club of the future with data
A case study on collaboration of creative industries
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
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Immersion and togetherness
How live visualization of audience engagement can enhance music events
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 audie
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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 us
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Tangible air
An Interactive Installation for Visualising Audience Engagement
This article presents an end-to-end system for capturing physiological sensor data and visualising it on a real-time graphic dashboard and as part of an art installation. More specifically, it describes an event where the level of engagement of the audience was measured by means
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The Club of the Future
Participatory Clubbing Experiences
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 contr
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Multi-Screen Director
A New Role in the TV Production Workflow?
Multi-screen applications have been a research topic for the last 10 years. Recent technical advances make authoring and broadcasting of interactive multi-platform experiences possible. However, most of the efforts have been dedicated to the delivery and transmission technology (
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CWI-ADE2016 Dataset
Sensing nightclubs through 40 million BLE packets
The CWI-ADE2016 Dataset is a collection of more than 40 million Bluetooth Low Energy (BLE) packets and of 14 million accelerometer and temperature samples generated by wristbands that people wore in a nightclub. The data was gathered during Amsterdam Dance Event 2016 in an exclus
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Quantifying audience experience in the wild
Heuristics for developing and deploying a biosensor infrastructure in theaters
Measuring the experience of audience of arts events is essential in the experience economy of this day and age, but it is a difficult task. The value of such information goes beyond evaluating the impact of the arts, as it can provide insights and feedback to enhance the work of
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