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Sökning: WFRF:(Matviienko Andrii)

  • Resultat 1-10 av 66
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1.
  • Al-Taie, Ammar, et al. (författare)
  • Cyborgs on the Road : Workshop on Augmenting Road Users to Quantify their Behaviour
  • 2023
  • Ingår i: Proceedings of the Augmented Humans International Conference 2023. - New York, NY, USA : Association for Computing Machinery (ACM). ; , s. 374-378
  • Konferensbidrag (refereegranskat)abstract
    • There is an increasing number of studies evaluating road user (e.g. cyclists or drivers) behaviour in traffic. These are important for informing traffic safety, road infrastructure design and the impact of automated vehicles on traffic. Road user evaluations often involve collecting data such as perceived safety and motion sickness. However, collecting objective, quantified forms of these behaviours is challenging. Experimenters commonly measure these with questionnaires after the study. Finding solutions to collect these data in real-time without relying on participants’ subjective input could result in more rigorous study designs and a better understanding of user behaviour. This workshop aims to gain insights on how road users may be augmented with devices, such as heart rate monitors, in evaluation studies to quantify behaviour on-the-go. The workshop will result in study designs that augment road users to quantify their behaviour, which would inform future research with novel techniques for data collection.
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2.
  • Albiz, Julius, et al. (författare)
  • Guiding Visual Attention on 2D Screens : Effects of Gaze Cues from Avatars and Humans
  • 2023
  • Ingår i: Proceedings - SUI 2023: ACM Symposium on Spatial User Interaction. - : Association for Computing Machinery (ACM).
  • Konferensbidrag (refereegranskat)abstract
    • Guiding visual attention to specific parts of an interface is essential. One powerful tool for guiding attention is gaze cues, that direct visual attention in the same direction as a presented gaze. In this paper, we explored how to direct users' visual attention on 2D screens using gaze cues from avatars and humans. For this, we conducted a lab experiment (N = 30) based on three independent variables: (1) stimulus shown either as avatars or human faces, (2) target direction with a target appearing left or right from a stimulus, and (3) gaze validity indicating whether a stimulus' gaze was directed towards a target (valid gaze) or not (invalid gaze). Our results show that participants' total and average fixation on a target lasted longer in the presence of the human image than the avatar stimulus when a target appeared on the right side and when a stimulus' gaze was towards the target. Moreover, participants' average fixation was longer on the human than avatar stimulus gazing in the opposite direction from a target than towards it.
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3.
  • Deja, Jordan Aiko, et al. (författare)
  • Intelligent Music Interfaces : When Interactive Assistance and Augmentation Meet Musical Instruments
  • 2023
  • Ingår i: Proceedings 4th Augmented Humans International Conference, AHs 2023. - New York, NY, USA : Association for Computing Machinery (ACM). ; , s. 379-383
  • Konferensbidrag (refereegranskat)abstract
    • The interactive augmentation of musical instruments to foster self-expressiveness and learning has a rich history. Over the past decades, the incorporation of interactive technologies into musical instruments emerged into a new research field requiring strong collaboration between different disciplines. The workshop "Intelligent Music Interfaces"covers a wide range of musical research subjects and directions, including (a) current challenges in musical learning, (b) prototyping for improvements, (c) new means of musical expression, and (d) evaluation of the solutions.
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4.
  • Dey, Debargha, et al. (författare)
  • Communicating the intention of an automated vehicle to pedestrians : The contributions of eHMI and vehicle behavior
  • 2021
  • Ingår i: IT-Information Technology. - : Walter de Gruyter GmbH. - 1611-2776 .- 2196-7032. ; 63:2, s. 123-141
  • Tidskriftsartikel (refereegranskat)abstract
    • External Human-Machine Interfaces (eHMIs) are expected to bridge the communication gap between an automated vehicle (AV) and pedestrians to replace the missing driver-pedestrian interaction. However, the relative impact of movement-based implicit communication and explicit communication with the aid of eHMIs on pedestrians has not been studied and empirically evaluated. In this study, we pit messages from an eHMI against different driving behaviors of an AV that yields to a pedestrian to understand whether pedestrians tend to pay more attention to the motion dynamics of the car or the eHMI in making road-crossing decisions. Our contributions are twofold: we investigate (1) whether the presence of eHMIs has any objective effect on pedestrians’ understanding of the vehicle’s intent, and (2) how the movement dynamics of the vehicle affect the perception of the vehicle intent and interact with the impact of an eHMI. Results show that (1) eHMIs help in convincing pedestrians of the vehicle’s yielding intention, particularly when the speed of the vehicle is slow enough to not be an obvious threat, but still fast enough to raise a doubt about a vehicle’s stopping intention, and (2) pedestrians do not blindly trust the eHMI: when the eHMI message and the vehicle’s movement pattern contradict, pedestrians fall back to movement-based cues. Our results imply that when explicit communication (eHMI) and implicit communication (motion-dynamics and kinematics) are in alignment and work in tandem, communication of the AV’s yielding intention can be facilitated most effectively. This insight can be useful in designing the optimal interaction between AVs and pedestrians from a user-centered design perspective when driver-centric communication is not available.
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5.
  • Doula, Achref, et al. (författare)
  • Immersive-Labeler : Immersive Annotation of Large-Scale 3D Point Clouds in Virtual Reality
  • 2022
  • Ingår i: SIGGRAPH '22. - New York, NY, USA : ACM Digital Library. ; , s. 1-2
  • Konferensbidrag (refereegranskat)abstract
    • We present Immersive-Labeler, an environment for the annotation of large-scale 3D point cloud scenes of urban environments. Our concept is based on the full immersion of the user in a VR-based environment that represents the 3D point cloud scene while offering adapted visual aids and intuitive interaction and navigation modalities. Through a user-centric design, we aim to improve the annotation experience and thus reduce its costs. For the preliminary evaluation of our environment, we conduct a user study (N=20) to quantify the effect of higher levels of immersion in combination with the visual aids we implemented on the annotation process. Our findings reveal that higher levels of immersion combined with object-based visual aids lead to a faster and more engaging annotation process.
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6.
  • Doula, Achref, et al. (författare)
  • PointCloudLab : An Environment for 3D Point Cloud Annotation with Adapted Visual Aids and Levels of Immersion
  • 2023
  • Ingår i: Proceedings - ICRA 2023. - : Institute of Electrical and Electronics Engineers (IEEE). ; , s. 11640-11646
  • Konferensbidrag (refereegranskat)abstract
    • The annotation of 3D point cloud datasets is an expensive and tedious task. To optimize the annotation process, recent works have proposed the use of environments with higher levels of immersion in combination with different types of visual aids. However, two problems remain unresolved. First, the proposed environments limit the user to a unique level of immersion and a fixed hardware setup. Second, their design overlooks the interaction effects between the level of immersion and the visual aids on the quality of the annotation process. To address these issues, we propose PointCloudLab, an environment for 3D point cloud annotation that allows the use of different levels of immersion that work in combination with visual aids. Using PointCloudLab, we conducted a controlled experiment (N=20) to investigate the effects of levels of immersion and visual aids on the annotation process. Our findings reveal that higher levels of immersion combined with object-based visual aids lead to a faster and more accurate annotation. Furthermore, we found significant interaction effects between the levels of immersion and the visual aids on the accuracy of the annotation.
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7.
  • El Ali, Abdallah, et al. (författare)
  • VapeTracker : Tracking vapor consumption to help e-cigarette users quit
  • 2016
  • Ingår i: Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems. - New York, NY, United States : Association for Computing Machinery (ACM). ; , s. 2049-2056
  • Konferensbidrag (refereegranskat)abstract
    • Despite current controversy over e-cigarettes as a smoking cessation aid, we present early work based on a web survey (N=249) that shows that some e-cigarette users (46.2%) want to quit altogether, and that behavioral feedback that can be tracked can fulfill that purpose. Based on our survey findings, we designed VapeTracker, an early prototype that can attach to any e-cigarette device to track vaping activity. We discuss our future research on vaping cessation, addressing how to improve our VapeTracker prototype, ambient feedback mechanisms, and the future inclusion of behavior change models to support quitting e-cigarettes.
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8.
  • Elsayed, Hesham, et al. (författare)
  • VRSketchPen : unconstrained haptic assistance for sketching in virtual 3D environments
  • 2020
  • Ingår i: Proceedings of the 26th ACM Symposium on Virtual Reality Software and Technology. - New York, NY, United States : Association for Computing Machinery (ACM). ; , s. 1-11
  • Konferensbidrag (refereegranskat)abstract
    • Accurate sketching in virtual 3D environments is challenging due to aspects like limited depth perception or the absence of physical support. To address this issue, we propose VRSketchPen – a pen that uses two haptic modalities to support virtual sketching without constraining user actions: (1) pneumatic force feedback to simulate the contact pressure of the pen against virtual surfaces and (2) vibrotactile feedback to mimic textures while moving the pen over virtual surfaces. To evaluate VRSketchPen, we conducted a lab experiment with 20 participants to compare (1) pneumatic, (2) vibrotactile and (3) a combination of both with (4) snapping and no assistance for flat and curved surfaces in a 3D virtual environment. Our findings show that usage of pneumatic, vibrotactile and their combination significantly improves 2D shape accuracy and leads to diminished depth errors for flat and curved surfaces. Qualitative results indicate that users find the addition of unconstraining haptic feedback to significantly improve convenience, confidence and user experience.
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9.
  • Günther, Sebastian, et al. (författare)
  • ActuBoard : An Open Rapid Prototyping Platform to integrate Hardware Actuators in Remote Applications
  • 2021
  • Ingår i: Companion of the 2021 ACM SIGCHI Symposium on Engineering Interactive Computing Systems. - New York, NY, USA : Association for Computing Machinery (ACM). ; , s. 70-76
  • Konferensbidrag (refereegranskat)abstract
    • Prototyping is an essential step in developing tangible experiences and novel devices, ranging from haptic feedback to wearables. However, prototyping of actuated devices nowadays often requires repetitive and time-consuming steps, such as wiring, soldering, and programming basic communication, before HCI researchers and designers can focus on their primary interest: designing interaction. In this paper, we present ActuBoard, a prototyping platform to support 1) quick assembly, 2) less preparation work, and 3) the inclusion of non-tech-savvy users. With ActuBoard, users are not required to create complex circuitry, write a single line of firmware, or implementing communication protocols. Acknowledging existing systems, our platform combines the flexibility of low-level microcontrollers and ease-of-use of abstracted tinker platforms to control actuators from separate applications. As further contribution, we highlight the technical specifications and published the ActuBoard platform as Open Source.
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10.
  • Günther, Sebastian, et al. (författare)
  • Smooth as steel wool : Effects of visual stimuli on the haptic perception of roughness in virtual reality
  • 2022
  • Ingår i: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems. - New York, NY, USA : Association for Computing Machinery (ACM). ; , s. 1-17
  • Konferensbidrag (refereegranskat)abstract
    • Haptic Feedback is essential for lifelike Virtual Reality (VR) experiences. To provide a wide range of matching sensations of being touched or stroked, current approaches typically need large numbers of different physical textures. However, even advanced devices can only accommodate a limited number of textures to remain wearable. Therefore, a better understanding is necessary of how expectations elicited by different visualizations affect haptic perception, to achieve a balance between physical constraints and great variety of matching physical textures.In this work, we conducted an experiment (N=31) assessing how the perception of roughness is affected within VR. We designed a prototype for arm stroking and compared the effects of different visualizations on the perception of physical textures with distinct roughnesses. Additionally, we used the visualizations’ real-world materials, no-haptics and vibrotactile feedback as baselines. As one result, we found that two levels of roughness can be sufficient to convey a realistic illusion.
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