Publications by authors named "Pablo Cesar"

This paper presents a Task-Free eye-tracking dataset for Dynamic Point Clouds (TF-DPC) aimed at investigating visual attention. The dataset is composed of eye gaze and head movements collected from 24 participants observing 19 scanned dynamic point clouds in a Virtual Reality (VR) environment with 6 degrees of freedom. We compare the visual saliency maps generated from this dataset with those from a prior task-dependent experiment (focused on quality assessment) to explore how high-level tasks influence human visual attention.

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The latest social VR technologies have enabled users to attend traditional media and arts performances together while being geographically removed, making such experiences accessible despite budget, distance, and other restrictions. In this work, we aim at improving the way remote performances are shared by designing and evaluating a VR theatre lobby which serves as a space for users to gather, interact, and relive the common experience of watching a virtual opera. We conducted an initial test with experts ($\mathrm{N}=10$, i.

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Affective computing has experienced substantial advancements in recognizing emotions through image and facial expression analysis. However, the incorporation of physiological data remains constrained. Emotion recognition with physiological data shows promising results in controlled experiments but lacks generalization to real-world settings.

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Measuring interoception ('perceiving internal bodily states') has diagnostic and wellbeing implications. Since heartbeats are distinct and frequent, various methods aim at measuring cardiac interoceptive accuracy (CIAcc). However, the role of exteroceptive modalities for representing heart rate (HR) across screen-based and Virtual Reality (VR) environments remains unclear.

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Unlabelled: 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 provided by a lightweight and low-cost Social VR platform (), in which users are captured by several cameras and reconstructed in real-time.

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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 recognition algorithm (CorrNet) to recognize the valence and arousal (V-A) of each instance (fine-grained segment of signals) using only wearable, physiological signals (e.

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