VLDB 2026 Research / reviewers in the wild / expert
Tommy Nilsson
dblp:145/4507
· DBLP profile ↗
9ranked-venue papers
4as first author
5since 2021 · last 2024
0000-0002-8568-0062ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 8 · 3 first-author · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 1 since 2021Computer networks · 1 · 1 first-author
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Designing for Human Operations on the Moon: Challenges and Opportunities of Navigational HUD InterfacesabstractFuture crewed missions to the Moon will face significant environmental and operational challenges, posing risks to the safety and performance of astronauts navigating its inhospitable surface. Whilst head-up displays (HUDs) have proven effective in providing intuitive navigational support on Earth, the design of novel human-spaceflight solutions typically relies on costly and time-consuming analogue deployments, leaving the potential use of lunar HUDs largely under-explored. This paper explores an alternative approach by simulating navigational HUD concepts in a high-fidelity Virtual Reality (VR) representation of the lunar environment. In evaluating these concepts with astronauts and other aerospace experts (n=25), our mixed methods study demonstrates the efficacy of simulated analogues in facilitating rapid design assessments of early-stage HUD solutions. We illustrate this by elaborating key design challenges and guidelines for future lunar HUDs. In reflecting on the limitations of our approach, we propose directions for future design exploration of human-machine interfaces for the Moon. Leonie Bensch, Tommy Nilsson, Jan Wulkop, Paul de Medeiros, Nicolas Daniel Herzberger, Michael Preutenborbeck, Andreas Gerndt, Frank Flemisch, Florian Dufresne, Georgia Albuquerque, Aidan Cowley |
CHI | 2 |
| 2024 | Touching the Moon: Leveraging Passive Haptics, Embodiment and Presence for Operational Assessments in Virtual RealityabstractSpace agencies are in the process of drawing up carefully thought-out Concepts of Operations (ConOps) for future human missions on the Moon. These are typically assessed and validated through costly and logistically demanding analogue field studies. While interactive simulations in Virtual Reality (VR) offer a comparatively cost-effective alternative, they have faced criticism for lacking the fidelity of real-world deployments. This paper explores the applicability of passive haptic interfaces in bridging the gap between simulated and real-world ConOps assessments. Leveraging passive haptic props (equipment mockup and astronaut gloves), we virtually recreated the Apollo 12 mission procedure and assessed it with experienced astronauts and other space experts. Quantitative and qualitative findings indicate that haptics increased presence and embodiment, thus improving perceived simulation fidelity and validity of user reflections. We conclude by discussing the potential role of passive haptic modalities in facilitating early-stage ConOps assessments for human endeavours on the Moon and beyond. Florian Dufresne, Tommy Nilsson, Geoffrey Gorisse, Enrico Guerra, André Zenner, Olivier Christmann, Leonie Bensch, Nikolai Anton Callus, Aidan Cowley |
CHI | 2 |
| 2023 | Using Virtual Reality to Shape Humanity's Return to the Moon: Key Takeaways from a Design StudyabstractRevived interest in lunar exploration is heralding a new generation of design solutions in support of human operations on the Moon. While space system design has traditionally been guided by prototype deployments in analogue studies, the resource-intensive nature of this approach has largely precluded application of proficient user-centered design (UCD) methods from human-computer interaction (HCI). This paper explores possible use of Virtual Reality (VR) to simulate analogue studies in lab settings and thereby bring to bear UCD in this otherwise engineering-dominated field. Drawing on the ongoing development of the European Large Logistics Lander, we have recreated a prospective lunar operational scenario in VR and evaluated it with a group of astronauts and space experts (n=20). Our qualitative findings demonstrate the efficacy of VR in facilitating UCD, enabling efficient contextual inquiries and improving project team coordination. We conclude by proposing future directions to further exploit VR in lunar systems design. Tommy Nilsson, Flavie Rometsch, Leonie Bensch, Florian Dufresne, Paul de Medeiros, Enrico Guerra, Andrea E. M. Casini, Anna Vock, Florian Gaeremynck, Aidan Cowley |
CHI | 1 |
| 2023 | Co-designing Immersive Virtual and Extended Reality Systems for Remote and Unsupervised Interaction, Intervention, Training and Research
Wieslaw Kopec, Monika Kornacka, Grzegorz Pochwatko, Cezary Biele, Anna Jaskulska, Kinga Skorupska, Steven Barnes, Maciej Grzeszczuk, Tommy Nilsson, Wladyslaw Fuchs, Jagoda Lazarek, Krzysztof Pijarski, Gabriel G. De la Torre |
INTERACT (4) | 9 |
| 2023 | Well-being in Isolation: Exploring Artistic Immersive Virtual Environments in a Simulated Lunar Habitat to Alleviate Asthenia SymptomsabstractRevived interest in lunar and planetary exploration is heralding a new era for human spaceflight, characterized by frequent strain on astronaut’s mental well-being, which stems from increased exposure to isolated, confined, and extreme (ICE) conditions. Whilst Immersive Virtual Reality (IVR) has been employed to facilitate self-help interventions to mitigate challenges caused by isolated environments in several domains, its applicability in support of future space expeditions remains largely unexplored. To address this limitation, we administered the use of distinct IVR environments to crew members $(n=5)$ partaking in a simulated lunar habitat study. Utilizing a Bayesian approach to scrutinize small group data, we discovered a significant relationship between IVR usage and a reduction in perceived stress-related symptoms, particularly those associated with asthenia (syndrome often linked to chronic fatigue and weakness; a condition characterized by feelings of energy depletion or exhaustion that can be amplified in ICE conditions). The reductions were most prominent with the use of interactive virtual environments. The ’Aesthetic Realities’ - virtual environments conceived as art exhibits - received exceptional praise from our participants. These environments mark a fascinating convergence of art and science, holding promise to mitigate effects related to isolation in spaceflight training and beyond Grzegorz Pochwatko, Wieslaw Kopec, Justyna Swidrak, Anna Jaskulska, Kinga Skorupska, Barbara Karpowicz, Rafal Maslyk, Maciej Grzeszczuk, Steven Barnes, Paulina Borkiewicz, Pawel Kobylinski, Michal Pabis-Orzeszyna, Robert Balas, Jagoda Lazarek, Florian Dufresne, Leonie Bensch, Tommy Nilsson |
ISMAR | 17 |
| 2020 | Visions, Values, and Videos: Revisiting Envisionings in Service of UbiComp Design for the HomeabstractUbiComp has been envisioned to bring about a future dominated by calm computing technologies making our everyday lives ever more convenient. Yet the same vision has also attracted criticism for encouraging a solitary and passive lifestyle. The aim of this paper is to explore and elaborate these tensions further by examining the human values surrounding future domestic UbiComp solutions. Drawing on envisioning and contravisioning, we probe members of the public (N=28) through the presentation and focus group discussion of two contrasting animated video scenarios, where one is inspired by 'calm' and the other by 'engaging' visions of future UbiComp technology. By analysing the reasoning of our participants, we identify and elaborate a number of relevant values involved in balancing the two perspectives. In conclusion, we articulate practically applicable takeaways in the form of a set of key design questions and challenges. Tommy Nilsson, Joel E. Fischer, Andy Crabtree, Murray Goulden, Jocelyn Spence, Enrico Costanza |
Conference on Designing Interactive Systems | 1 |
| 2019 | The Heat is On: Exploring User Behaviour in a Multisensory Virtual Environment for Fire EvacuationabstractUnderstanding validity of user behaviour in Virtual Environments (VEs) is critical as they are increasingly being used for serious Health and Safety applications such as predicting human behaviour and training in hazardous situations. This paper presents a comparative study exploring user behaviour in VE-based fire evacuation and investigates whether this is affected by the addition of thermal and olfactory simulation. Participants (N=43) were exposed to a virtual fire in an office building. Quantitative and qualitative analyses of participant attitudes and behaviours found deviations from those we would expect in real life (e.g. pre-evacuation actions), but also valid behaviours like fire avoidance. Potentially important differences were found between multisensory and audiovisual-only conditions (e.g. perceived urgency). We conclude VEs have significant potential in safety-related applications, and that multimodality may afford additional uses in this context, but the identified limitations of behavioural validity must be carefully considered to avoid misapplication of the technology. Emily Shaw, Tess Roper, Tommy Nilsson, Glyn Lawson, Sue Cobb |
CHI | 3 |
| 2019 | Breaching the future: understanding human challenges of autonomous systems for the homeabstractThe domestic environment is a key area for the design and deployment of autonomous systems. Yet research indicates their adoption is already being hampered by a variety of critical issues including trust, privacy and security. This paper explores how potential users relate to the concept of autonomous systems in the home and elaborates further points of friction. It makes two contributions. The first one is of a methodological nature and focuses on the use of provocative utopian and dystopian scenarios of future autonomous systems in the home. These are used to drive an innovative workshop-based approach to breaching experiments, which surfaces the usually tacit and unspoken background expectancies implicated in the organisation of everyday life that have a powerful impact on the acceptability of future and emerging technologies. The other contribution is substantive, produced through participants’ efforts to repair the incongruity or “reality disjuncture” created by utopian and dystopian visions, and highlights the need to build social as well as computational accountability into autonomous systems, and to enable coordination and control. Tommy Nilsson, Andy Crabtree, Joel E. Fischer, Boriana Koleva |
Pers. Ubiquitous Comput. | 1 |
| 2016 | Applying Seamful Design in Location-Based Mobile Museum ApplicationsabstractThe application of mobile computing is currently altering patterns of our behavior to a greater degree than perhaps any other invention. In combination with the introduction of power-efficient wireless communication technologies, such as Bluetooth Low Energy (BLE), designers are today increasingly empowered to shape the way we interact with our physical surroundings and thus build entirely new experiences. However, our evaluations of BLE and its abilities to facilitate mobile location-based experiences in public environments revealed a number of potential problems. Most notably, the position and orientation of the user in combination with various environmental factors, such as crowds of people traversing the space, were found to cause major fluctuations of the received BLE signal strength. These issues are rendering a seamless functioning of any location-based application practically impossible. Instead of achieving seamlessness by eliminating these technical issues, we thus choose to advocate the use of a seamful approach, that is, to reveal and exploit these problems and turn them into a part of the actual experience. In order to demonstrate the viability of this approach, we designed, implemented, and evaluated the Ghost Detector —an educational location-based museum game for children. By presenting a qualitative evaluation of this game and by motivating our design decisions, this article provides insight into some of the challenges and possible solutions connected to the process of developing location-based BLE-enabled experiences for public cultural spaces. Tommy Nilsson, Carl Hogsden, Charith Perera, Saeed Aghaee, David Scruton, Alan F. Blackwell |
ACM Trans. Multim. Comput. Commun. Appl. | 1 |