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Timothi Lim Weihao

Media, De Montfort University

Thesis title:

Frameworks of transdisciplinary practice for the creation of interactive and immersive XR experiences, incorporating generative AI and real-time data sources

From Spectator to Co-Creator: A Social XR Framework with Generative AI

Immersive attractions promise shared wonder, yet many still treat audiences as passive consumers of media. My doctoral research reframes Extended Reality (XR) as a socially co-constructed space whose success depends on how groups negotiate norms with each other and with Generative AI agents. In partnership with Holovis International, I build room-scale immersive experiences where GenAI characters, audiovisuals, interactions adapt in real time to the dynamics of the group. Through Convergent Mixed-Methods – observation of behaviour, semi-structured interviews and live player analytics, I seek to reveal which design levers cultivate pro social cooperation and the moment spectators become co-creators of the experience. The resulting Social XR Framework translates my research into evidence-based and industry-backed guidelines for immersive entertainment designers, enabling scalable, personalised experiences that strengthen human connection in the age of generative AI

Keywords:

Transdisciplinary, Frameworks, Interactive, Immersive, Mixed Reality, Generative AI, Real-time Data

Key Research Areas for Transdisciplinary Focus: Human Computing Interaction (HCI) and Emerging Multimedia Technologies, Game Studies, Social Computing (Norm Dynamics).

Key Industry Areas:

Themed Entertainment – Immersive Production – Room-Scale / Co-Located XR Attractions

With adjacent applications to Immersive Retail (due to Theme Parks being hybrid spaces of entertainment and retail)

Methodology and Worldview

Practice-Based Research informed by Mixed Methods Analysis (PBR + Interviews + Observation Data)

Constructivist Worldview

Research Questions and Methodology

The literature reviews I have conducted allowed me to deeply explore XR frameworks, co-creation, immersion, and social dynamics, all core concepts that have revealed critical gaps. The existing scholarship often focuses on technology or individual psychology, neglecting the socio-technical connection, particularly:

(1) Limited understanding of how AI-Adaptive Co-Located XR influences the Norm Formation of Participants

(2) Treatment of AI as content rather than as a social element in XR

(3 )Lack of comparative evidence on interaction or immersive configurations that foster pro-social cooperation from the participant’s perspective.

(4) Limited understanding of how participants interpret and react to AI Behaviour during norm negotiations or violations

The gaps outlined above have thus informed me on the further development of my four research questions (RQs):

RQ1: How do participants perceive and interpret social norms within generative-AI-mediated social-XR experiences, and how do those perceptions evolve?

RQ2: How do participants interpret and respond to the AI agent’s adaptive behaviour, and how does this influence the emergence, reinforcement, or violation of socially constructed norms?

RQ3:From the participants’ perspective and observed interactions, what configurations of system design features, participant attributes, and group context are associated with cooperative norms?

RQ4: How do participants respond to perceived violations of social norms by other participants or resulting from the AI agent’s behaviour?

To address the research questions above, I require a research paradigm that enables me to understand phenomena that are fundamentally subjective (such as interpretations and perception), interactional (behaviors within a social context) and emergent (group dynamics based on shared meaning and norms). As such, I have found and selected the constructivist approach as it is ideal in helping me frame and capture the multiple, socially constructed realities and processes through which they develop (Guba and Lincoln, 1994). To bridge the literature gaps highlighted, I find the need for methods that can explore subjective meaning and interaction patterns within XR experience. I have adopted a Convergent Mixed-Methods design (Creswell and Plano Clark, 2018), to allow for the integration of qualitative data, essential for understanding participant perspectives and constructed meanings, with quantitative data, of which provides contextual information about behaviours and systems interactions.

In this research, I operationalise the mixed-methods design through a Practice-Based Research (PBR) strategy (Candy and Edmonds, 2018; Vear, 2018). PBR positions the novel prototype developed through practice as an artifact, of which forms the basis for generating situated understanding and contribution to knowledge. As Candy and Edmonds (2018, p.63) state, “practice-based research is an original investigation undertaken in order to gain new knowledge, partly by means of practice and the outcomes of that practice”, to which my background as a video game developer, and a creative technologist specializing in emerging technology affords me the ability to truly develop the creative practice. Through iterative design, the creative practice continually deploys and refines the prototypes and thus creates a loop that informs both the next prototype iteration and deepening my understanding necessary to answer the RQs.


Research Area

  • Media
  • Media and Communication Studies

Conferences

2025

  • SIGGRAPH 2025 Short Art Paper: ReWrite: An XR Social-Governance Engine Mediated by Generative AI [2444 Words]

  • Speaker and Co-Creator at the Flourishing Edges 3-Day Unconference hosted by CoLab Dudley and supported by M4C.

  • UoL PGR Conference - The Evolution of Storytelling: Symbols, Myths, and Legends (Accepted)

  • CEMexus Poster Submission and Acceptance

    Dynamic Interactions: The Potential for Mixed Reality, Generative AI, and Real-Time Data to Shape and Adapt Content. Citation: Harwood, T., Abdi, M., Chen, F., et al (2024). Proceedings of the Faculty of Computing Engineering and Media’s Annual Post-Graduate Researcher Conference, CEMexus 2024, 21 November, De Montfort University, Leicester, UK.


Public Engagement & Impact

Awards and Recognition:

  • First Place, DMU CEM Three Minute Thesis Competition
  • First Place, DMU CEM Hackathon (Green AI and Data Centers)
  • Accepted conference papers and poster presentations

Industry Collaboration: Regular engagement with Holovis International ensures research relevance to the themed entertainment sector, while involvement with Leicester's creative tech community through LCB Depot demonstrates local impact and knowledge exchange.

International Reach: Participation in Singapore Art Week's Affective Architecture Panel highlighted the global significance of this research, particularly regarding AI's role in Global South innovation economies.

Summary List of Activities and Achievements (2025)

  • DMU First Project Review Completed
  • M4C Mid-Year Review Completed
  • DMU Probation Review Completed
  • Four comprehensive literature reviews (XR Frameworks, Co-Creation & Prosumption in XR, Immersion in XR, Social Dynamics in XR) identifying critical gaps in XR social interaction research
  • Development of Conceptual Framework positioning AI as social actor
  • Development of Methodology and Ethics Chapter
  • Initial prototype design using Unreal Engine and Touch Deigner incorporating adaptive GenAI behaviors
  • Submission of DMU Worktribe Ethics Form and establishment of research protocols for practice-based research and mixed-methods data collection
  • Two Conference Papers Submitted to Academic Conferences, One Accepted
    • ACM Siggraph 2025 (Rejected with Feedback)
    • UoL Conference - The Evolution of Storytelling: Symbols, Myths, and Legends (Accepted)
  • Speaker and Co-Creator at the Flourishing Edges 3-Day Unconference hosted by CoLab Dudley and supported by M4C.
  • One Poster Submitted and Accepted - DMU CEMNexus Conference 2024
  • First Place for DMU CEM 3-Minute Thesis (3MT) Competition
  • First Place for DMU CEM Green AI and Datacenter Hackathon
  • Finalist for DMU University 3MT Competition (Ongoing)
  • Six Technical Prototypes, one showcased and tested at a public exhibition
  • 140+ hours of DMU ResJourney Courses, M4C CDFs, Events and Symposiums Attended
  • Accepted to DMU Frontrunner 18068 - AR Street Art Application & Development with Industry Partner Graffwerks.
  • Accepted as Junior Reviewer (HCI and Multimedia Technologies) for 2ND INFERT Conference (International Conference on Applied Electrical, Electronics, and Informatics Engineering).

About The Doodle People LLP.

The Doodle People creates action for brands through the development and deployment of innovative mixed reality and interactive design and development frameworks. Our cutting-edge approach, rooted in Singapore since 2014, seamlessly blends Augmented Reality, Motion Capture, and Machine Learning with creative design, effectively bridging the gap between the virtual and real worlds. This unique fusion enhances brand engagement and multiplies it, setting a new benchmark in how brands connect with their audiences. Our commitment to innovation is evident in every project, driving immersive experiences that captivate, entertain, and inform, transforming passive observers into active participants in the crowded digital landscape.

Website - https://www.thedoodlepeople.com/

About Hephaestus Technologies Pte. Ltd (HTech)

Established in 2022, Hephaestus Technologies, a Singapore-based software company, helps businesses in the interior design and furnishing industries by providing innovative 3D solutions. These solutions integrate virtual reality and artificial intelligence to enhance the online shopping experience and create new possibilities for physical stores.

Website - https://www.htech.com.sg/