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Träfflista för sökning "WFRF:(Sundstedt Veronica 1979 ) "

Sökning: WFRF:(Sundstedt Veronica 1979 )

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1.
  • Jerčić, Petar (författare)
  • The Effects of Emotions and Their Regulation on Decision-making Performance in Affective Serious Games
  • 2019
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Emotions are thought to be one of the key factors that critically influence human decision-making. Emotion-regulation can help to mitigate emotion-related decision biases and eventually lead to a better decision performance. Serious games emerged as a new angle introducing technological methods to practicing emotion-regulation, where meaningful biofeedback information communicates player's affective states to a series of informed gameplay choices. These findings motivate the notion that in the decision context of serious games, one would benefit from awareness and regulation of such emerging emotions.This thesis explores the design and evaluation methods for creating serious games where emotion-regulation can be practiced using physiological biofeedback measures. Furthermore, it investigates emotions and the effect of emotion-regulation on decision performance in serious games. Using the psychophysiological methods in the design of such games, emotions and their underlying neural mechanism have been explored.The results showed the benefits of practicing emotion-regulation in serious games, where decision-making performance was increased for the individuals who down-regulated high levels of arousal while having an experience of positive valence. Moreover, it increased also for the individuals who received the necessary biofeedback information. The results also suggested that emotion-regulation strategies (i.e., cognitive reappraisal) are highly dependent on the serious game context. Therefore, the reappraisal strategy was shown to benefit the decision-making tasks investigated in this thesis. The results further suggested that using psychophysiological methods in emotionally arousing serious games, the interplay between sympathetic and parasympathetic pathways could be mapped through the underlying emotions which activate those two pathways. Following this conjecture, the results identified the optimal arousal level for increased performance of an individual on a decision-making task, by carefully balancing the activation of those two pathways. The investigations also validated these findings in the collaborative serious game context, where the robot collaborators were found to elicit diverse affect in their human partners, influencing performance on a decision-making task. Furthermore, the evidence suggested that arousal is equally or more important than valence for the decision-making performance, but once optimal arousal has been reached, a further increase in performance may be achieved by regulating valence. Furthermore, the results showed that serious games designed in this thesis elicited high physiological arousal and positive valence. This makes them suitable as research platforms for the investigation of how these emotions influence the activation of sympathetic and parasympathetic pathways and influence performance on a decision-making task.Taking these findings into consideration, the serious games designed in this thesis allowed for the training of cognitive reappraisal emotion-regulation strategy on the decision-making tasks. This thesis suggests that using evaluated design and development methods, it is possible to design and develop serious games that provide a helpful environment where individuals could practice emotion-regulation through raising awareness of emotions, and subsequently improve their decision-making performance.
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2.
  • Chu, Thi My Chinh, et al. (författare)
  • Analysis of Variance of Opinion Scores for MPEG-4 Scalable and Advanced Video Coding
  • 2018
  • Ingår i: 2018 12TH INTERNATIONAL CONFERENCE ON SIGNAL PROCESSING AND COMMUNICATION SYSTEMS (ICSPCS). - : IEEE. - 9781538656020
  • Konferensbidrag (refereegranskat)abstract
    • In this paper, we conduct an analysis of variance (ANOVA) on opinion scores for MPEG-4 scalable video coding (SVC) and advanced video coding (AVC) standards. This work resorts on a publicly available database providing opinion scores from subjective experiments for several scenarios such as different bit rates and resolutions. In particular, ANOVA is used for statistical hypothesis testing to compare two or more sets of opinion scores instead of being constrained to pairs of sets of opinion scores as would be the case for t-tests. As the ANOVA tests of the different scenarios are performed for mean opinion scores (MOS), box plots are also provided in order to assess the distribution of the opinion scores around the median. It is shown that the opinion scores given to the reference videos in SVC and AVC for different resolutions are statistically significantly similar regardless of the content. Further, for the opinion scores of the considered database, the ANOVA tests support the hypothesis that AVC generally outperforms SVC although the performance difference may be less pronounced for higher bit rates. This work also shows that additional insights on the results of subjective experiments can be obtained by extending the analysis of opinion scores beyond MOS to ANOVA tests and box plots.
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3.
  • Elwardy, Majed, et al. (författare)
  • Annotated 360-Degree Image and Video Databases : A Comprehensive Survey
  • 2019
  • Ingår i: 13th International Conference on Signal Processing and Communication Systems, ICSPCS 2019 - Proceedings. - : Institute of Electrical and Electronics Engineers Inc.. - 9781728121949
  • Konferensbidrag (refereegranskat)abstract
    • The advances in 5G mobile networks are expected to enable immersive interconnected mobile multimedia systems. As humans are the final judges of the quality of immersive multimedia, it is essential to engage a suitable ground truth in the design of such systems. Databases annotated with results from subjective tests constitute such ground truth given as opinion scores, head movements, eye tracking data, psychophysiological data, and other data related to the viewers' behavior. On this basis, perception-based quality assessment of algorithms, systems, and services can be performed, and objective perceptual quality models can be developed. In this paper, a comprehensive survey of publicly available annotated 360-degree image and video databases is provided. The survey may guide the selection of ground truth on 360-degree images and videos to support quality assessment and modeling research. Further, the survey reveals the need for establishing new annotated databases that address the full range of subjective aspects of immersive multimedia. © 2019 IEEE.
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4.
  • Elwardy, Majed, et al. (författare)
  • Comparison of ACR Methods for 360° Video Quality Assessment Subject to Participants' Experience with Immersive Media
  • 2020
  • Ingår i: 2020 14th International Conference on Signal Processing and Communication Systems, ICSPCS 2020 - Proceedings. - : Institute of Electrical and Electronics Engineers Inc.. - 9781728199726
  • Konferensbidrag (refereegranskat)abstract
    • Watching 360° videos on head-mounted displays (HMDs) has become more popular in recent years. As such, subjective quality assessment of 360° videos on HMDs is needed to obtain a ground truth on the quality as perceived by users. Due to the lack of standardized methods, the absolute category rating (ACR) with hidden reference (ACR-HR) method for conventional videos has also been used for subjective quality assessment of 360° videos on HMDs. A modified ACR (M-ACR) method tailored for assessing 360° videos on HMDs has recently been proposed. In this paper, we compare the ACR-HR and M-ACR with hidden reference (M-ACR-HR) method regarding subjective quality assessment of 360° videos on HMDs. The comparison is conducted subject to participants' experience with watching immersive media on HMDs. The findings include: 1) Average rating times to cast opinion scores is lower for the ACR-HR method irrespective of participants' experience, 2) Mean opinion scores are similar for both methods irrespective of participants' experience, 3) The M-ACR-HR method is more reliable, especially with experts and participants with no experience, 4) Discomfort is significantly lower for the ACR-HR method, especially, for participants with no experience. © 2020 IEEE.
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5.
  • Elwardy, Majed, et al. (författare)
  • Evaluation of Simulator Sickness for 360 degrees Videos on an HMD Subject to Participants' Experience with Virtual Reality
  • 2020
  • Ingår i: IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES WORKSHOPS (VRW 2020). - : Institute of Electrical and Electronics Engineers Inc.. - 9781728165325 ; , s. 477-484
  • Konferensbidrag (refereegranskat)abstract
    • Virtual reality (VR) has seen tremendous advances in head-mounted displays (HMDs), optics, media quality, and other improvements that facilitate immersive experiences. With the occurrence of new technologies like Cloud VR and networked VR video services, applications such as 360° video streaming are becoming more popular within the broader consumer markets. As a result, VR content is accessible to customers with rather different levels of experiences with immersive media, i.e., never, sometimes, or often use of VR. The question, therefore, arises to which degree simulator sickness is induced to viewers depending on their experiences with VR on HMDs. In this paper, simulator sickness is evaluated for 360° videos that were shown on an HTC Vive Pro HMD to participants having different levels of experience with VR on HMDs. The modified absolute category rating with hidden reference (M-ACR-HR) method was used in a subjective experiment for video quality assessment within two subsequent sessions along with a simulator sickness questionnaire (SSQ). A statistical analysis of the SSQ scores is performed to reveal the relationship between simulator sickness and participants' experiences with VR regarding: (1) Individual symptoms, (2) Pairwise comparison of symptoms, and (3) Symptom clusters of nausea, oculomotor, disorientation, and total score. It is shown that the simulator sickness symptoms, in general, are slightly or rarely perceived across the different experience levels for the selected 360° videos. The results indicate that the reported simulator sickness increases in the second session for participants that never used VR on HMDs. Sufficiently long breaks between sessions should therefore be accounted for in the M-ACR-HR method to avoid that simulator sickness influences quality rating. © 2020 IEEE.
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6.
  • Elwardy, Majed, 1988-, et al. (författare)
  • Impact of Participants' Experiences with Immersive Multimedia on 360 degrees Video Quality Assessment
  • 2019
  • Ingår i: 13th International Conference on Signal Processing and Communication Systems, ICSPCS 2019 - Proceedings. - : Institute of Electrical and Electronics Engineers Inc.. - 9781728121949
  • Konferensbidrag (refereegranskat)abstract
    • In this paper, we study the impact that the level of experience of participants with immersive multimedia has on 360° video quality assessment. An extensive subjective experiment using the modified absolute category rating with hidden reference (M-ACR-HR) method was conducted. The opinion scores obtained from the participants in this experiment along with other sensor data support this study. The statistical analysis is performed in terms of screening participants' distribution of opinion scores for consistency, average rating time, box plots related to mean opinion scores (MOSs) and differential MOS (DMOS). Detailed results for MOS and DMOS are also provided for reference and test sequences covering a wide range of qualities. Major findings include: (1) Screening detects many outliers for participants with no experience, (2) Average rating times show that experts learn the quality assessment task fast, (3) Participants with no experience provide lower opinion scores in average, (4) DMOS may alleviate the bias in quality rating caused by different levels of experience. © 2019 IEEE.
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7.
  • Elwardy, Majed, et al. (författare)
  • Objective Perceptual Video Quality Prediction Using Spatial and Temporal Information Differences
  • 2019
  • Ingår i: Proceedings - 2019 19th International Symposium on Communications and Information Technologies, ISCIT 2019. - : Institute of Electrical and Electronics Engineers Inc.. - 9781728150093 ; , s. 436-441
  • Konferensbidrag (refereegranskat)abstract
    • In this paper, objective perceptual video quality models are proposed that use spatial and temporal perceptual information differences for predicting video quality as perceived by human observers. Spatial perceptual information characterizes the complexity and temporal perceptual information quantifies the motion contained in a video. As such, differences in the spatial and temporal perceptual information of a reference video (original) and test video (processed) may be used to predict quality of videos that have undergone encoding, transmission, or other processing. In particular, several video quality prediction functions are derived using curve fitting along with training and validation on data from a publicly available annotated database. The obtained functions provide predicted mean opinion scores as a measure of perceptual quality subject to spatial and temporal perceptual information differences. The analysis of the video quality prediction performance of the proposed models shows that differences in spatial and temporal perceptual information can be used for objective video quality prediction. © 2019 IEEE.
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8.
  • Fu, Yu, et al. (författare)
  • A Pilot Study of User Preferences of Posture and Display Technologies in Virtual Reality Exercise Games
  • 2024
  • Ingår i: ACM International Conference Proceeding Series. - : Association for Computing Machinery (ACM). - 9798400709012 ; , s. 22-27
  • Konferensbidrag (refereegranskat)abstract
    • With the continuous development of extended reality (XR), encompassing augmented reality (AR), virtual reality (VR), and mixed reality (MR), the increasing application of VR, especially combined with game technology in the health area, is trending. Due to this development, academia and industry have rising research and practices focusing on VR exercise game applications and their evaluation. This paper presented a pilot study addressing the comparison of user preferences in using VR exercise games. Eight volunteering participants with VR or rowing experience were involved in the pilot study. Their responses on using different postures (standing or sitting), display devices (VR or a large screen), and game tasks (collect coins vs distance travelled) were explored, as well as feedback suggestions for the study and VR games. The pilot study revealed the opportunities and challenges to enhance the VR exercise games, user experience, and performance. It tested the feasibility and duration of each session and potential improvements that could be made for the main experiment, including the instructions, game environments, process, devices, data gathering, and analysis methods. © 2024 Copyright held by the owner/author(s).
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9.
  • Fu, Yu, et al. (författare)
  • A Review of Extended Reality Exercise Games for Elderly
  • 2021
  • Ingår i: HEALTHINF: PROCEEDINGS OF THE 15TH INTERNATIONAL JOINT CONFERENCE ON BIOMEDICAL ENGINEERING SYSTEMS AND TECHNOLOGIES - VOL 5: HEALTHINF. - : SciTePress. - 9789897585524 ; , s. 201-210
  • Konferensbidrag (refereegranskat)abstract
    • With the increasing of ageing all over the world, elderly health attracts more and more attention. This paper aims to study existing extended reality (XR) game applications for physical exercise through a literature review with 14 papers as an outcome. Based on these papers, we explored the contributions, opportunities, and challenges of exercise XR games for the elderly. The papers were analysed based on several perspectives, including publication information, design and implementation, game information, teamwork and social games, evaluation, and advantages and disadvantages. We found that the elderly were interested in and accepted the use of XR games. The positive effect of such games was common in the research results. Even if there were problems, such as simulator sickness, safety risks. device problems, and cost, there are still opportunities and space for research and development in the future. The overall positive attitudes toward XR exercise games for the elderly could be seen by both researchers, developers, and users. However, these game applications also presented some problems and future improvements are needed. The presented review is beneficial for researchers and developers to create or enhance future XR applications by learning from existing work.
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10.
  • Fu, Yu, et al. (författare)
  • A Survey of Possibilities and Challenges with AR/VR/MR and Gamification Usage in Healthcare
  • 2021
  • Ingår i: Proceedings of the 14th International Joint Conference on Biomedical Engineering Systems and Technologies - HEALTHINF. - : SciTePress. - 9789897584909 ; , s. 733-740
  • Konferensbidrag (refereegranskat)abstract
    • Software and applications of augmented reality (AR), virtual reality (VR), and mixed reality (MR) technology combined with game/gamification techniques in healthcare have increasingly been studied in academia. However, there is a need to explore the usage, challenges and opportunities of AR/VR/MR game/gamification software/applications in the healthcare system. To explore this, we present an online survey conducted in the healthcare-relevant system (including hospital-based system, homecare-based system, institute and university, and industry). Based on the answers, we found examples of digital games and AR/VR/MR applications used in healthcare, as well as some general information (name and feature, purpose, target user, and use occasion), usage situation, and user experience. This presented survey is beneficial for both researchers and developers in computer science and medical science. It can familiarise them with existing products and their current use, advantages and potential issues of AR/VR/MR and game applications in healthcare. In future work, the survey would be extended to obtain other user experiences and feedback of AR/VR/MR techniques and game/gamification technology applied to healthcare, as well as to study how to overcome the challenges, and develop the opportunities further.
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