VLDB 2026 Research / reviewers in the wild / expert
Thammathip Piumsomboon
dblp:48/11008 · also Tham Piumsomboon
· DBLP profile ↗
28ranked-venue papers
8as first author
16since 2021 · last 2026
0000-0001-5870-9221ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 20 · 7 first-author · 10 since 2021Graphics, computer vision, multimedia, augmented reality and games · 12 · 4 first-author · 7 since 2021Artificial intelligence and machine learning · 2 · 1 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Building Care That Fits Its People: Insights from Social Media-Enabled Community-Based Rehabilitation in ThailandabstractDigital health interventions in the Global South often rely on transmission models, assuming that delivering correct medical information yields better care. We challenge this view through an analysis of a multi-platform social media intervention for Community-Based stroke Rehabilitation(CBR) in rural Thailand. Following a collaborative development process with clinicians and a deployment across roughly 2,000 villages, we interviewed 28 caregivers, patients, and health volunteers. We found that communities appropriated the technology in unexpected ways, such as using videos as “social objects” to manage family hierarchies, integrating rehabilitation into Buddhist merit-making, and prioritising offline peer networks over online discussion. Our findings suggest that effective Human-Computer-Interaction (HCI) for digital health in Low- and Middle-Income Countries (LMICs) should look beyond engagement metrics to support the appropriation of digital tools, enabling communities to integrate clinical protocols into their existing cultural and relational fabrics. Acarima Nanthanasit, Sophia Ppali, Wan-Jou She, Panote Siriaraya, Thammathip Piumsomboon, Siwaporn Sukittanon, Chee Siang Ang, Alexandra Covaci |
CHI | 5 |
| 2026 | AI of Oz: Enhancing Wizard of Oz Studies in HCI with AI Assistance for Human ModerationabstractThe Wizard of Oz (WoZ) method is a common and popular approach for simulating interactive systems in Human-Computer Interaction (HCI). Running such studies is demanding for researchers because the human wizard must manage human–agent interactions in real time while keeping participants safe and the interaction natural. Many WoZ systems struggle to reproduce complex agent behaviours without minimal delays or heavy workload for the moderator. We introduce AI of Oz, a framework that uses large language models to support researchers by monitoring ongoing interactions, detecting sensitive moments, and suggesting contextually appropriate responses. In a study with 20 HCI-related researchers, the system improved participants’ ability to manage interactions and maintain control compared to a version without AI support. We outline implications for WoZ research and note current limitations and future directions. Ruoyu Wen, Kunal Gupta, Kekayan Nanthakumar, Binyang Han, Simon Hoermann, Mark Billinghurst, Alaeddin Nassani, Dwain D. Allan, Thammathip Piumsomboon |
CHI | 9 |
| 2026 | From Prompt to Presence: Co-Creating Personalised Emotional Sanctuaries in VR with Generative AIabstractThe emergence of generative artificial intelligence (GenAI), combined with immersive virtual reality (VR), enables the rapid creation of personalised virtual content from simple text prompts, holding potential for emotional support. However, most current VR systems rely on pre-authored content and limit user agency in designing emotionally meaningful experiences. We introduce OasisMind, an AI-assisted VR system that empowers users to co-create 360° environments, corresponding ambient soundscapes, and context-aware digital companions through natural language prompts. In a user study (N=24), we observed how participants constructed virtual worlds for emotionally meaningful use cases and compared their creations to validated, pre-defined VR scenes recommended by previous research. Our results indicate a subjective preference for self-created environments, while no significant differences were observed in perceived satisfaction or presence between conditions. These findings suggest that user agency contributes to the emotional resonance of virtual experiences and inform the design of future personalised companion systems. Ruoyu Wen, Kunal Gupta, Simon Hoermann, Mark Billinghurst, Alaeddin Nassani, Thammathip Piumsomboon |
IUI | 6 |
| 2026 | Exploring Mediation by an Embodied Virtual Agent in Immersive Triadic Collaborative Decision-MakingabstractThis study investigates Embodied Virtual Agents (EVAs) driven by Large Language Models (LLMs) as mediators in triadic collaboration where two users with conflicting goals must work towards a shared objective. We developed and evaluated an XR system where pairs (n=24) collaborated on an office design task, assessing the impact of agent presence and embodiment. Our findings reveal that agent embodiment significantly enhanced co-presence, which in turn fostered interactions that led to better perceived collaboration and higher user preference, whereas frequent interactions with the disembodied agent was associated with lower user preference. Conversely, agent presence did not improve task efficiency or satisfaction. Notably, our qualitative analysis revealed that the LLM-driven agent spontaneously adopted emergent facilitative and evaluative mediation strategies that align with collaborating and compromising conflict-resolving modes, showcasing its potential as an adaptive collaborative aid without explicit programming. These results highlight that the value of EVAs in complex collaboration lies in their ability to shape social dynamics and provide nuanced, context-aware mediation, a different form of value than traditional productivity enhancement. Binyang Han, Ze Dong, Ruoyu Wen, Tatsunori Hirai, Adrian J. Clark, Thammathip Piumsomboon |
IEEE Trans. Vis. Comput. Graph. | 7 |
| 2025 | Team Dynamics in Human-AI Collaboration: Effects on Confidence, Satisfaction, and Accountability
Mamehgol Yousefi, Ahmad Shahi, Mos Sharifi, Alvaro Jorge Romera, Simon Hoermann, Thammathip Piumsomboon |
ICMI | 6 |
| 2025 | Interdisciplinary Workshop on XR and AI Interfaces for Stress Management
Ze Dong, Panote Siriaraya, Tatsunori Hirai, Kongmeng Liew, Santawat Thanyadit, Thanapong Intharah, Panida Yomaboot, Barrett Ens, Adrian J. Clark, Thammathip Piumsomboon |
ICXR | 11 |
| 2025 | Bichronous Collaboration: Using Spatiotemporal Cues to Collaborate Across Time and Space on Physical TasksabstractWe introduce bichronous collaboration in an eXtended Reality (XR) remote collaboration workflow that seamlessly links asynchronous review with synchronous cooperation on physical tasks. The aim is to reduce the misunderstandings and errors that often arise during remote work. The system records a novice's actions and presents them with three spatiotemporal cues-2D, 3D Basic, and 3D Action. An expert can review and provide feedback asynchronously, and also guide the novice synchronously to fix the error. A user study showed that the 3D Action cue allowed experts to identify faults more quickly, enabled novices to resolve problems in less time with higher success rates than a conventional 2D timeline, without increasing cognitive workload or cybersickness. These findings highlight the value of coupling asynchronous insight with synchronous teamwork and position bichronous collaboration as a practical solution for remote troubleshooting, training, and inspection in XR environments. Eunhee Chang, Theophilus Teo, Gun A. Lee, Thammathip Piumsomboon, Mark Billinghurst |
ISMAR | 6 |
| 2025 | Daddy Long Legs: A Scale and Speed Up Virtual Reality Locomotion Technique for Medium-scale ScenariosabstractLocomotion techniques are essential to enhance the sense of presence or "being there" in virtual reality. This research proposes a novel technique, "Daddy Long Legs" (DLL), for navigating medium-scale virtual environments. DLL builds on principles from Seven-league Boots (7LB) and Ground-level Scaling (GLS), aiming to enhance positional accuracy by offering an elevated perspective while preserving immersion through maintaining the user's interpupillary distance. A user study (n = 24) compared three methods across comfort, embodiment, workload, and walking behavior. Participants completed walking tasks in a virtual garden, followed by questionnaires and interviews to capture their experiences. Results show that DLL outperformed 7LB in all measures. However, GLS was noted for its near-natural walking behavior, received the most favorable feedback, and was the preferred locomotion method. Robert W. Lindeman, Thammathip Piumsomboon |
VR | 3 |
| 2025 | Bridging Time and Space: A Novel Cross-Reality Interface for Asynchronous Task GuidanceabstractPrior research has largely focused on AR or VR alone, but recent CR advances show the benefit of fluidly combining them. This article presents a novel cross-reality (CR) task guidance system designed to support asynchronous task guidance on spatial tasks. The system enables (1) recording and playback of user actions within large-scale workspaces and (2) seamless transitions between augmented reality (AR), world-in-miniature (WIM), and virtual reality (VR) interfaces. A user study demonstrated that the CR interface significantly improved task efficiency, reduced required physical activity, enhanced spatial memory recall, and lowered perceived task load. These findings highlight the system’s ability to bridge temporal and spatial gaps in asynchronous task guidance and suggest the broader potential of CR technologies for collaborative workflows. Limitations and design implications are also discussed to inform future research on CR interface development. Eunhee Chang, Gun A. Lee, Thammathip Piumsomboon, Mark Billinghurst |
Int. J. Hum. Comput. Interact. | 5 |
| 2025 | HAT Swapping: Virtual Agents as Stand-Ins for Absent Human Instructors in Virtual TrainingabstractVirtual reality (VR) is increasingly adopted for collaborative teaching and learning, enabling immersive and interactive experiences. As Artificial Intelligence (AI) tutors begin to take on roles alongside human instructors, it becomes crucial to understand how their integration influences interaction dynamics and role perception in these settings. This study investigates the role of Embodied Virtual Agents (EVAs) substituting human instructors in virtual training, specifically addressing the previously underexplored issue of EVA appearance consistency with instructors in Human-Agent Teaming (HAT). We recruited 21 participants to compare three conditions: No Agent, Shared-Appearance (SA) EVA, and Unique-Appearance (UA) EVA, where an EVA substitutes for the instructor during temporary absences. We evaluated collaboration efficiency, user perception/preference, and HAT dynamics. Our findings confirm that EVAs significantly enhance task efficiency compared to no support and reveal a key trade-off regarding appearance: SA fosters perceived continuity and trust but risks ambiguity and uncanny effects, while UA provides transparency and role clarity but may disrupt experiential coherence. These results have implications for designing dynamic HAT systems where control may shift. We discuss the benefits and limitations of each approach and offer design recommendations for future mixed-agency interfaces. Binyang Han, Ze Dong, Jack Topliss, Mamehgol Yousefi, Gun A. Lee, Simon Hoermann, Wendy Zhang, Thammathip Piumsomboon |
IEEE Trans. Vis. Comput. Graph. | 9 |
| 2024 | Evaluating the Effects of Prompt Perturbation on Bias and Hallucination in Large Language Models
Mamehgol Yousefi, Ahmad Shahi, Mos Sharifi, Alvaro Jorge Romera, Simon Hoermann, Thammathip Piumsomboon |
ICONIP (5) | 6 |
| 2023 | GestureExplorer: Immersive Visualisation and Exploration of Gesture DataabstractThis paper presents the design and evaluation of GestureExplorer, an Immersive Analytics tool that supports the interactive exploration, classification and sensemaking with large sets of 3D temporal gesture data. GestureExplorer features 3D skeletal and trajectory visualisations of gestures combined with abstract visualisations of clustered sets of gestures. By leveraging the large immersive space afforded by a Virtual Reality interface our tool allows free navigation and control of viewing perspective for users to gain a better understanding of gestures. Ang Li 0007, Jiazhou Liu, Maxime Cordeil, Jack Topliss, Thammathip Piumsomboon, Barrett Ens |
CHI | 5 |
| 2023 | Slingshot: A Novel Gesture Locomotion System for Fast-paced Gameplay in Virtual RealityabstractNo abstract available. Giles Mcgrath, Jeremy Kiel, Steven G. Wheeler, Simon Hoermann, Adrian J. Clark, Thammathip Piumsomboon |
VRST | 6 |
| 2023 | Visually Augmenting Underfoot Tactile Perception in Augmented VirtualityabstractUnderfoot haptics, a largely unexplored area, offers rich tactile information close to that of hand-based interactions. Haptic feedback gives a sense of physicality to virtual environments making for a more realistic and immersive experience. Augmented Virtuality offers the ability to render virtual materials on a physical object, or haptic proxy, without the user being aware of the object’s physical appearance while seeing their own body. In this research, we investigate how the visual appearance of physical objects can be altered virtually to impact the tactile perception of the object. An Augmented Virtuality system was developed to explore this, and two tactile perception experiments, consisting of 18 participants, were conducted. Specifically, we explore whether changing the visual appearance of materials affects a person’s underfoot tactile perception and which tactile perception is most affected by the change through a within-subjects experiment. The study shows that a change in visual appearance significantly impacted the tactile perception of roughness. Jack Topliss, Stephan G. Lukosch, Euan Ross Coutts, Thammathip Piumsomboon |
VRST | 4 |
| 2022 | XR-LIVE: Enhancing Asynchronous Shared-Space Demonstrations with Spatial-temporal Assistive Toolsets for Effective Learning in Immersive Virtual LaboratoriesabstractAn immersive virtual laboratory (VL) could offer flexibility of time and space, as well as safety, for remote students to conduct laboratory activities through online experiential learning. Recording an instructor's demonstration inside a VL is an approach that allows students to learn directly from a demonstration. However, students have to learn from a recording while controlling the playback, which requires attention spent on additional spatial and temporal cues. This additional cognitive load could lead to errors during the laboratory procedure. To address these challenges, we have identified four design requirements to reduce attention load in VLs; namely, organized learning steps, improved student sense of co-presence, reduction of task-instructor split-attention, and learning independent of interpersonal distance. Based on these requirements, we have designed and implemented spatial-temporal assistive toolsets for laboratories in a virtual environment, namely XR-LIVE, to reduce cognitive load and enhance learning in an asynchronous shared-space demonstration, implemented based on the setup of a standard civil engineering laboratory. We also analyzed students' behavior in the VL demonstration to design guidelines applicable to generic VLs. Santawat Thanyadit, Parinya Punpongsanon, Thammathip Piumsomboon, Ting-Chuen Pong |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2021 | Force-Based Foot Gesture Navigation in Virtual RealityabstractNavigation is a primary interaction in virtual reality. Previous research has explored different forms of artificial locomotion techniques for navigation, including hand gestures and body motions. However, few studies have investigated force-based foot gestures as a locomotion technique. We present three force-based foot gestures (Foot Fly, Foot Step and Foot Teleportation) for navigation in a virtual environment, relying on surface electromyography sensors readings from leg muscles. A pilot study comparing our techniques with controller-based techniques indicates that force-based foot gestures can provide a fun and engaging alternative. Of all six input techniques evaluated, Foot Fly was often most preferred despite requiring more exertion than the Controller Fly technique. Siyi Liu 0004, Gun A. Lee, Yi Li 0058, Thammathip Piumsomboon, Barrett Ens |
VRST | 4 |
| 2019 | On the Shoulder of the Giant: A Multi-Scale Mixed Reality Collaboration with 360 Video Sharing and Tangible InteractionabstractWe propose a multi-scale Mixed Reality (MR) collaboration between the Giant, a local Augmented Reality user, and the Miniature, a remote Virtual Reality user, in Giant-Miniature Collaboration (GMC). The Miniature is immersed in a 360-video shared by the Giant who can physically manipulate the Miniature through a tangible interface, a combined 360-camera with a 6 DOF tracker. We implemented a prototype system as a proof of concept and conducted a user study (n=24) comprising of four parts comparing: A) two types of virtual representations, B) three levels of Miniature control, C) three levels of 360-video view dependencies, and D) four 360-camera placement positions on the Giant. The results show users prefer a shoulder mounted camera view, while a view frustum with a complimentary avatar is a good visualization for the Miniature virtual representation. From the results, we give design recommendations and demonstrate an example Giant-Miniature Interaction. Thammathip Piumsomboon, Gun A. Lee, Andrew Irlitti, Barrett Ens, Bruce H. Thomas, Mark Billinghurst |
CHI | 1 |
| 2019 | Revisiting collaboration through mixed reality: The evolution of groupware
Barrett Ens, Joel Lanir, Anthony Tang 0001, Scott Bateman, Gun A. Lee, Thammathip Piumsomboon, Mark Billinghurst |
Int. J. Hum. Comput. Stud. | 6 |
| 2019 | Conveying spatial awareness cues in xR collaborationsabstractSpatial Augmented Reality (SAR) systems can be suitably combined with other existing Extended Reality (xR) technologies to support collaboration. In existing strategies, users unencumbered by a viewing technology, such as a tablet interface or a head-mounted display, must rely on the transmission of their collaborators' positioning through interpreting a first-person camera view. This design creates a seam between a user's experience of the augmented physical environment in SAR, and their collaborators' experience inside the virtual environment. To assist in development and evaluation of spatial cues to support spatial awareness in SAR environments, an egocentric spatial-communication taxonomy is presented given two determining dimensions, a cue's attachment (physical/virtual) and animation (local/world). We developed four egocentric cues which characterize the four independent dimensions of the matrix: arrow, path, glow, and radial, and a single exocentric world in miniature visualization. Our study shows that virtual attachment cues are preferred, providing the highest accuracy, highest performance when collaborators are occluded, and produce the least mental effort when used with a single virtual collaborator. For multiple collaborators however, the virtual attached, world animated radial cue produces significant increases in mental load and reductions in preference, demonstrating the impact of visual augmentation clutter. The single exocentric visualization produced higher levels of head movement, and poorer accuracy, however the novelty of the visualization produced positive qualitative results. Andrew Irlitti, Thammathip Piumsomboon, Daniel Jackson 0007, Bruce H. Thomas |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2018 | Pinpointing: Precise Head- and Eye-Based Target Selection for Augmented RealityabstractHead and eye movement can be leveraged to improve the user's interaction repertoire for wearable displays. Head movements are deliberate and accurate, and provide the current state-of-the-art pointing technique. Eye gaze can potentially be faster and more ergonomic, but suffers from low accuracy due to calibration errors and drift of wearable eye-tracking sensors. This work investigates precise, multimodal selection techniques using head motion and eye gaze. A comparison of speed and pointing accuracy reveals the relative merits of each method, including the achievable target size for robust selection. We demonstrate and discuss example applications for augmented reality, including compact menus with deep structure, and a proof-of-concept method for on-line correction of calibration drift. Mikko Kytö, Barrett Ens, Thammathip Piumsomboon, Gun A. Lee, Mark Billinghurst |
CHI | 3 |
| 2018 | Mini-Me: An Adaptive Avatar for Mixed Reality Remote CollaborationabstractWe present Mini-Me, an adaptive avatar for enhancing Mixed Reality (MR) remote collaboration between a local Augmented Reality (AR) user and a remote Virtual Reality (VR) user. The Mini-Me avatar represents the VR user's gaze direction and body gestures while it transforms in size and orientation to stay within the AR user's field of view. A user study was conducted to evaluate Mini-Me in two collaborative scenarios: an asymmetric remote expert in VR assisting a local worker in AR, and a symmetric collaboration in urban planning. We found that the presence of the Mini-Me significantly improved Social Presence and the overall experience of MR collaboration. Thammathip Piumsomboon, Gun A. Lee, Jonathon D. Hart, Barrett Ens, Robert W. Lindeman, Bruce H. Thomas, Mark Billinghurst |
CHI | 1 |
| 2018 | Superman vs Giant: A Study on Spatial Perception for a Multi-Scale Mixed Reality Flying Telepresence InterfaceabstractThe advancements in Mixed Reality (MR), Unmanned Aerial Vehicle, and multi-scale collaborative virtual environments have led to new interface opportunities for remote collaboration. This paper explores a novel concept of flying telepresence for multi-scale mixed reality remote collaboration. This work could enable remote collaboration at a larger scale such as building construction. We conducted a user study with three experiments. The first experiment compared two interfaces, static and dynamic IPD, on simulator sickness and body size perception. The second experiment tested the user perception of a virtual object size under three levels of IPD and movement gain manipulation with a fixed eye height in a virtual environment having reduced or rich visual cues. Our last experiment investigated the participant's body size perception for two levels of manipulation of the IPDs and heights using stereo video footage to simulate a flying telepresence experience. The studies found that manipulating IPDs and eye height influenced the user's size perception. We present our findings and share the recommendations for designing a multi-scale MR flying telepresence interface. Thammathip Piumsomboon, Gun A. Lee, Barrett Ens, Bruce H. Thomas, Mark Billinghurst |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2017 | Effects of Sharing Physiological States of Players in a Collaborative Virtual Reality GameplayabstractInterfaces for collaborative tasks, such as multiplayer games can enable more effective and enjoyable collaboration. However, in these systems, the emotional states of the users are often not communicated properly due to their remoteness from one another. In this paper, we investigate the effects of showing emotional states of one collaborator to the other during an immersive Virtual Reality (VR) gameplay experience. We created two collaborative immersive VR games that display the real-time heart-rate of one player to the other. The two different games elicited different emotions, one joyous and the other scary. We tested the effects of visualizing heart-rate feedback in comparison with conditions where such a feedback was absent. The games had significant main effects on the overall emotional experience. Arindam Dey 0001, Thammathip Piumsomboon, Mark Billinghurst |
CHI | 2 |
| 2014 | Grasp-Shell vs gesture-speech: A comparison of direct and indirect natural interaction techniques in augmented realityabstractIn order for natural interaction in Augmented Reality (AR) to become widely adopted, the techniques used need to be shown to support precise interaction, and the gestures used proven to be easy to understand and perform. Recent research has explored free-hand gesture interaction with AR interfaces, but there have been few formal evaluations conducted with such systems. In this paper we introduce and evaluate two natural interaction techniques: the free-hand gesture based Grasp-Shell, which provides direct physical manipulation of virtual content; and the multi-modal Gesture-Speech, which combines speech and gesture for indirect natural interaction. These techniques support object selection, 6 degree of freedom movement, uniform scaling, as well as physics-based interaction such as pushing and flinging. We conducted a study evaluating and comparing Grasp-Shell and Gesture-Speech for fundamental manipulation tasks. The results show that Grasp-Shell outperforms Gesture-Speech in both efficiency and user preference for translation and rotation tasks, while Gesture-Speech is better for uniform scaling. They could be good complementary interaction methods in a physics-enabled AR environment, as this combination potentially provides both control and interactivity in one interface. We conclude by discussing implications and future directions of this research. Thammathip Piumsomboon, David Altimira, Hyungon Kim, Adrian J. Clark, Gun A. Lee, Mark Billinghurst |
ISMAR | 1 |
| 2014 | G-SIAR: Gesture-speech interface for augmented realityabstractWe demonstrate an Augmented Reality (AR) system that utilizes a combination of direct free hand interaction and indirect multimodal gesture and speech interface. A three-dimensional (3D) design sandbox application, featuring online object creation, has been developed to illustrate the use case of our system that supports dual interaction techniques. Thammathip Piumsomboon, Adrian J. Clark, Mark Billinghurst |
ISMAR | 1 |
| 2013 | User-Defined Gestures for Augmented Reality
Thammathip Piumsomboon, Adrian J. Clark, Mark Billinghurst, Andy Cockburn |
INTERACT (2) | 1 |
| 2013 | KITE: Platform for mobile Augmented Reality gaming and interaction using magnetic tracking and depth sensingabstractIn this paper, we describe the KITE, a mobile Augmented Reality (AR) platform that uses a magnetic tracker and a depth sensor for games and interaction development that is typically only available on a desktop system. We have achieved this using off-the-shelf hardware and efficient software that can be easily assembled and executed. We demonstrate four possible modalities based on hand input to provide a platform that game and interaction designers can use to explore new possibilities for gaming in AR. Thammathip Piumsomboon, Adrian J. Clark, Mark Billinghurst |
ISMAR | 1 |
| 2012 | Demonstrating Maori Haka with kinect and nao robotsabstractIn this video, "Nao Haka", four robots and a haka leader perform a traditional Maori Haka. The Haka leader, who performs the main actions is supported by Aldebaran Nao Robots, which are controlled by an external performer, using a Microsoft Kinect as the input device. This device allows for full-body user tracking. This Video was made as a supportive gesture towards the All Blacks Rugby World Cup Campaign 2011. Thammathip Piumsomboon, Rory Clifford, Christoph Bartneck |
HRI | 1 |