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Sökning: WFRF:(Matviienko Andrii)

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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.
  • Elvitigala, Don Samitha, et al. (författare)
  • Grand Challenges in SportsHCI
  • 2024
  • Ingår i: CHI 2024 - Proceedings of the 2024 CHI Conference on Human Factors in Computing Sytems. - : Association for Computing Machinery (ACM).
  • Konferensbidrag (refereegranskat)abstract
    • The field of Sports Human-Computer Interaction (SportsHCI) investigates interaction design to support a physically active human being. Despite growing interest and dissemination of SportsHCI literature over the past years, many publications still focus on solving specific problems in a given sport. We believe in the benefit of generating fundamental knowledge for SportsHCI more broadly to advance the field as a whole. To achieve this, we aim to identify the grand challenges in SportsHCI, which can help researchers and practitioners in developing a future research agenda. Hence, this paper presents a set of grand challenges identified in a five-day workshop with 22 experts who have previously researched, designed, and deployed SportsHCI systems. Addressing these challenges will drive transformative advancements in SportsHCI, fostering better athlete performance, athlete-coach relationships, spectator engagement, but also immersive experiences for recreational sports or exercise motivation, and ultimately, improve human well-being.
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10.
  • 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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11.
  • 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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12.
  • Hedlund, Martin, et al. (författare)
  • BlocklyVR : Exploring Block-based Programming in Virtual Reality
  • 2023
  • Ingår i: MUM'23: Proceedings of the 22nd International Conference on Mobile and Ubiquitous Multimedia. - : Association for Computing Machinery. - 9798400709210 ; , s. 251-263
  • Konferensbidrag (refereegranskat)abstract
    • As programming is typically a static activity in front of a screen, we perform an initial exploration around the capabilities of block-based programming in the immersive space using Virtual Reality (VR) to make an early charting on how programming could involve moving the programmer's body. We created a block-based programming interface in a VR space called BlocklyVR based on the existing Blockly programming environment. To investigate programmer performance and experience in BlocklyVR, we conducted a controlled lab experiment (N = 20) with eight programming tasks that covered mathematical operations, if-statements, and function creation. Our initial exploration contributes by classifying movement types made by BlocklyVR programmers and reflecting on how these movements are related to the programming tasks. Additionally, our data suggests that participant performance in BlocklyVR was not affected compared to the 2D Blockly, even if participants were physically moving in VR space. We also found that the virtual reality sickness was marginal. Lastly, we identified four types of interaction that can potentially be employed by VR designers and developers aiming to convert a static task, like programming at a desk, into a "mobile"immersive experience. © 2023 Owner/Author.
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13.
  • Hedlund, Martin, et al. (författare)
  • Jogging-in-Place : Exploring Body-Steering Methods for Jogging in Virtual Environments
  • 2023
  • Ingår i: Proceedings of MUM 2023 - The 22nd International Conference on Mobile and Ubiquitous Multimedia. - : Association for Computing Machinery (ACM). ; , s. 371-379, s. 377-385
  • Konferensbidrag (refereegranskat)abstract
    • Walk-in-Place is an established locomotion technique for walking in virtual environments, as it incorporates body motion similar to regular walking. Although there is extensive research on the performance and experience of walking in virtual reality spaces, it typically requires minimal-to-moderate physical movement, e.g., stepping forward and turning around, to explore virtual spaces. Therefore, the question we ask ourselves in this work is how user experience and performance are affected when the user is actively moving in place. In this paper, we explored three body-steering methods for jogging-in-place in virtual environments: (1) head-, (2) hand-, and (3) torso-based. To investigate the performance of the proposed body-steering methods for jogging in virtual reality, we conducted a controlled lab experiment (N = 12) to assess task completion time, number of steps, and VR sickness. We discovered that hand- and torso-based methods require fewer steps than the head-based method, and the torso-based is slower than the other two. Moreover, the number of collisions and virtual reality sickness were comparable among the methods.
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14.
  • Hedlund, Martin, et al. (författare)
  • Rowing Beyond: A Demonstration of Steering Methods for Rowing-based Locomotion in Virtual Environments
  • 2024
  • Ingår i: CHI 2024 - Extended Abstracts of the 2024 CHI Conference on Human Factors in Computing Sytems. - : Association for Computing Machinery (ACM).
  • Konferensbidrag (refereegranskat)abstract
    • Rowing has great potential in Virtual Reality (VR) exergames as it requires physical effort and uses physical motion to map the locomotion in a virtual space. However, rowing in VR is currently restricted to locomotion along one axis, leaving 2D and 3D locomotion out of the scope. To facilitate rowing-based locomotion, we implemented three steering techniques based on head, hands, and feet movements for 2D and 3D VR environments.
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15.
  • Hedlund, Martin, et al. (författare)
  • Rowing Beyond: Investigating Steering Methods for Rowing-based Locomotion in Virtual Environments
  • 2024
  • Ingår i: CHI 2024 - Proceedings of the 2024 CHI Conference on Human Factors in Computing Sytems. - : Association for Computing Machinery.
  • Konferensbidrag (refereegranskat)abstract
    • Rowing has great potential in Virtual Reality (VR) exergames as it requires physical effort and uses physical motion to map the locomotion in a virtual space. However, rowing in VR is currently restricted to locomotion along one axis, leaving 2D and 3D locomotion out of the scope. To facilitate rowing-based locomotion, we implemented three steering techniques based on head, hands, and feet movements for 2D and 3D VR environments. To investigate these methods, we conducted a controlled experiment (N = 24) to assess the user performance, experience and VR sickness. We found that head steering leads to fast and precise steering in 2D and 3D, and hand steering is the most realistic. Feet steering had the largest performance difference between 2D and 3D but comparable precision to hands in 2D. Lastly, head steering is the least mentally demanding, and all methods had comparable VR sickness.
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16.
  • Iop, Alessandro, et al. (författare)
  • Exploring the Influence of Object Shapes and Colors on Depth Perception in Virtual Reality for Minimally Invasive Neurosurgical Training
  • 2024
  • Ingår i: CHI 2024 - Extended Abstracts of the 2024 CHI Conference on Human Factors in Computing Sytems. - : Association for Computing Machinery.
  • Konferensbidrag (refereegranskat)abstract
    • Minimally invasive neurosurgery (MIS) involves inserting a medical instrument, e.g., a catheter, through a small incision to target an area inside the patient's body. Training surgeons to perform MIS is challenging since the surgical site is not directly visible from their perspective. In this paper, we conducted two pilot studies focused on object shapes and colors to collect preliminary results on their influence on depth perception for MIS in Virtual Reality. In the first study (N = 8), participants inserted a virtual catheter into objects of different shapes. In the second study (N = 5), they observed the insertion of a virtual catheter into objects of different colors and backgrounds under different lighting conditions. We found that participants' precision decreased with distance and was lower with the skull shape than with a cube. Moreover, depth perception was higher with blue backgrounds under better lighting conditions.
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17.
  • Kappes, Raphael, et al. (författare)
  • Safety4Bikes : Assistance Systems for Cycling Children to Increase Safety
  • 2019
  • Ingår i: Proceedings, 8th International Cycling SafetyConference, ICSC2019.
  • Konferensbidrag (refereegranskat)abstract
    • Cycling is a popular urban mobility solution. However, cyclists are more vulnerable and relatively unprotected compared to other road users. In Germany, the number of accidents withcycling children increases dramatically from age 8 to 14. This is not least due to their insufficient cycling skills and understanding of traffic, which is a detriment to their safety. The project Safety4Bikes, which is funded by the German Federal Ministry of Education and Research(BMBF), grant no 16SV7669, aims at mitigating the risk of young cyclists by developing appropriate modular assistance systems that detect situational hazards and promote safe behaviour. Within the project, we are developing novel visual, tactile and acoustic signals integrated in bicycles and helmets to convey information for children in an understandable andnon-distracting way. Embedding the cyclist into the surrounding context, we develop andinvestigate sensor technologies, algorithms and routing strategies needed for identificationof the behaviour of cyclists on the road, traffic signs, safest routes and trajectory corrections.Additionally, we focus on the enhancements of Car2X communication to enable the exchange of information with other vehicles. The project follows a user centric approach inwhich the developed system components are continuously tested and adapted to the needsand characteristics of the target group. Answering the question of how the components willhave to interact with the user is an important part of the research. Therefore, we evaluate theefficacy of the designed interaction and recognition methods as well as sensors, algorithmsand routing strategies through laboratory experiments and bicycle simulators. With controlled test-track experiments on a test route, the components are further evaluated and optimised. 
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18.
  • Kimmel, Simon, et al. (författare)
  • Let’s Face It : Influence of Facial Expressions on Social Presence in Collaborative Virtual Reality
  • 2023
  • Ingår i: Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems. - New York, NY, United States : Association for Computing Machinery (ACM). ; , s. 1-16
  • Konferensbidrag (refereegranskat)abstract
    • As the world becomes more interconnected, physical separation between people increases. Existing collaborative Virtual Reality (VR) applications, designed to bridge this distance, are not yet sufficient in providing a sense of social connection comparable to face-to-face interactions. Possible reasons are the limited multimodality of VR systems and the lack of non-verbal cues in VR avatars. We systematically investigated how facial expressions influence Social Presence in two collaborative VR tasks. We explored four types of facial expressions: eyes and mouth movements, their combination, and no expressions, for two types of explanations: verbal and graphical. To examine how these expressions influence Social Presence, we conducted a controlled VR experiment (N = 48), in which participants had to explain a specific term to their counterpart. Our results demonstrate that eye and mouth movements positively influence Social Presence in VR. Particularly, combining verbal explanations and eye movements induces the highest feeling of co-presence.
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19.
  • Kosch, Thomas, et al. (författare)
  • Intelligent Music Interfaces: When Interactive Assistance and Adaptive Augmentation Meet Musical Instruments
  • 2024
  • Ingår i: AHs 2024 - Augmented Humans 2024. - : Association for Computing Machinery (ACM). ; , s. 327-330
  • Konferensbidrag (refereegranskat)abstract
    • The interactive augmentation of musical instruments to foster self-expression and learning has a rich history. Over the past decades, incorporating interactive technologies into musical instruments has emerged as a research field requiring strong collaboration between 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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20.
  • Kosch, Thomas, et al. (författare)
  • NotiBike : Assessing Target Selection Techniques for Cyclist Notifications in Augmented Reality
  • 2022
  • Ingår i: Proceedings of the ACM on Human-Computer Interaction. - : Association for Computing Machinery (ACM). - 2573-0142. ; 6:MHCI, s. 1-24
  • Tidskriftsartikel (refereegranskat)abstract
    • Cyclists' attention is often compromised when interacting with notifications in traffic, hence increasing the likelihood of road accidents. To address this issue, we evaluate three notification interaction modalities and investigate their impact on the interaction performance while cycling: gaze-based Dwell Time, Gestures, and Manual And Gaze Input Cascaded (MAGIC) Pointing. In a user study (N=18), participants confirmed notifications in Augmented Reality (AR) using the three interaction modalities in a simulated biking scenario. We assessed the efficiency regarding reaction times, error rates, and perceived task load. Our results show significantly faster response times for MAGIC Pointing compared to Dwell Time and Gestures, while Dwell Time led to a significantly lower error rate compared to Gestures. Participants favored the MAGIC Pointing approach, supporting cyclists in AR selection tasks. Our research sets the boundaries for more comfortable and easier interaction with notifications and discusses implications for target selections in AR while cycling.
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21.
  • Li, Jingyi, et al. (författare)
  • Location-Aware Virtual Reality for Situational Awareness On the Road
  • 2023
  • Ingår i: SUI '23: Proceedings of the 2023 ACM Symposium on Spatial User Interaction. - : Association for Computing Machinery (ACM).
  • Konferensbidrag (refereegranskat)abstract
    • When future passengers are immersed in Virtual Reality (VR), the resulting disconnection from the physical world may degrade their situational awareness on the road. We propose incorporating real-world cues into virtual experiences when passing specific locations to address this. We designed two visualizations using points of interest (POIs), street names alone or combined with live street views. We compared them to two baselines, persistently displaying live cues (Always Live) or no cues (Always VR). In a field study (N=17), participants estimated their locations while exposed to VR entertainment during car rides. The results show that adding environmental cues inevitably degrades VR presence compared to Always VR. However, POI-triggered Text&Live preserves VR presence better than Always Live and attracts user attention to the road more than POI-triggered Text. We discuss situational awareness challenges for using mobile VR on the road and potential incorporation strategies across transport contexts.
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22.
  • Löcken, Andreas, et al. (författare)
  • Accessible Automated Automotive Workshop Series (A3WS) : International Perspective on Inclusive External Human-Machine Interfaces
  • 2022
  • Ingår i: AutomotiveUI '22. - New York, NY, USA : ACM.
  • Konferensbidrag (refereegranskat)abstract
    • The fact that automated vehicles will be part of road traffic raises the question of how human road users, like bicyclists or pedestrians, would safely interact with them. Research has proposed external human-machine interfaces (eHMIs) for automated vehicles as a potential solution. Concept prototypes and evaluations so far have mainly focused on young, healthy adults and people without disabilities, such as visual impairments. For a “one-for-all” holistic, inclusive solution, however, further target groups like children, seniors, or people with (other) special needs will have to be considered. In this workshop, we bring together researchers, experts, and practitioners working on eHMIs to broaden our perspective on inclusiveness. We aim to identify aspects of inclusive eHMI design that can be universal and tailored to any culture and will focus on discussing methods, tools, and scenarios for inclusive communication.
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23.
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24.
  • Löcken, Andreas, et al. (författare)
  • WeCARe : Workshop on Inclusive Communication between Automated Vehicles and Vulnerable Road Users
  • 2020
  • Ingår i: Extended Abstracts - 22nd International Conference on Human-Computer Interaction with Mobile Devices and Services: Expanding the Horizon of Mobile Interaction, MobileHCI 2020. - New York, NY, USA : Association for Computing Machinery (ACM).
  • Konferensbidrag (refereegranskat)abstract
    • Automated vehicles are expected to become a part of the road traffic in the near future. This upcoming change raises concerns on how human road users, e.g., cyclists or pedestrians, would interact with them to ensure safe communication on the road. Previous work focused primarily on the scenario in which a young adult without impairments crosses a street in front of an automated vehicle. Several road user groups, such as children, seniors, or people with special needs, in roles of pedestrians and cyclists, are not considered in this scenario. On top of this, cultural differences are rarely considered. To ensure that future traffic is safe and accessible for all citizens, we aim to address inclusive communication between automated vehicles and vulnerable road users. In this workshop, we will discuss and exchange methods, tools, and scenarios applicable for inclusive communication, identify the most relevant research gaps, and connect people for future collaborations.
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25.
  • Marky, Karola, et al. (författare)
  • Investigating Page Turning Methods for Sheet Music during Piano Play
  • 2021
  • Ingår i: Adjunct Publication of the 23rd International Conference on Mobile Human-Computer Interaction. - New York, NY, USA : Association for Computing Machinery (ACM). ; , s. 1-6
  • Konferensbidrag (refereegranskat)abstract
    • Musical pieces composed for the piano are registered on paper sheets. Since the space for sheets on the piano is limited, pianists have to turn pages while playing the piano to get access to the registered without having to stop playing. In this work, we present two methods to support page turning during piano play: 1) turning by touch and 2) turning by pedal in combination with two types of note layouts in (1) DIN A4 and (2) an adaptive display size. We compared these page turning methods to the baseline of using paper pages with 10 participants in a controlled lab experiment. Our results show that the pedal-adaptive turning method leads to the lowest interruption time while playing and pedal-based methods have a high usability and low cognitive load.
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26.
  • Marky, Karola, et al. (författare)
  • Let’s frets! : assisting guitar students during practice via capacitive sensing
  • 2021
  • Ingår i: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems. - New York, NY, USA : Association for Computing Machinery (ACM). ; , s. 1-12
  • Konferensbidrag (refereegranskat)abstract
    • Learning a musical instrument requires regular exercise. However, students are often on their own during their practice sessions due to the limited time with their teachers, which increases the likelihood of mislearning playing techniques. To address this issue, we present Let's Frets - a modular guitar learning system that provides visual indicators and capturing of finger positions on a 3D-printed capacitive guitar fretboard. We based the design of Let's Frets on requirements collected through in-depth interviews with professional guitarists and teachers. In a user study (N=24), we evaluated the feedback modules of Let's Frets against fretboard charts. Our results show that visual indicators require the least time to realize new finger positions while a combination of visual indicators and position capturing yielded the highest playing accuracy. We conclude how Let's Frets enables independent practice sessions that can be translated to other musical instruments.
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27.
  • Marky, Karola, et al. (författare)
  • ”Nah, it’s just annoying!” A Deep Dive into User Perceptions of Two-Factor Authentication
  • 2022
  • Ingår i: ACM Transactions on Computer-Human Interaction. - : Association for Computing Machinery (ACM). - 1073-0516 .- 1557-7325. ; 29:5, s. 1-32
  • Tidskriftsartikel (refereegranskat)abstract
    • Two-factor authentication (2FA) is a recommended or imposed authentication mechanism for valuable online assets. However, 2FA mechanisms usually exhibit user experience issues that create user friction and even lead to poor acceptance, hampering the wider spread of 2FA. In this article, we investigate user perceptions of 2FA through in-depth interviews with 42 participants, revealing key requirements that are not well met today despite recently emerged 2FA solutions. First, we investigate past experiences with authentication mechanisms emphasizing problems and aspects that hamper good user experience. Second, we investigate the different authentication factors more closely. Our results reveal particularly interesting preferences regarding the authentication factor "ownership"in terms of properties, physical realizations, and interaction. These findings suggest a path toward 2FA mechanisms with considerably better user experience, promising to improve the acceptance and hence, the proliferation of 2FA for the benefit of security in the digital world.
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28.
  • Matviienko, Andrii, et al. (författare)
  • AR Sightseeing : Comparing Information Placements at Outdoor Historical Heritage Sites using Augmented Reality
  • 2022
  • Ingår i: Proceedings of the ACM on Human-Computer Interaction. - : Association for Computing Machinery (ACM). - 2573-0142. ; 6:MHCI, s. 1-17
  • Tidskriftsartikel (refereegranskat)abstract
    • Augmented Reality (AR) has influenced the presentation of historical information to tourists and museum visitors by making the information more immersive and engaging. Since smartphones and AR glasses are the primary devices to present AR information to users, it is essential to understand how the information about a historical site can be presented effectively and what type of device is best suited for information placements. In this paper, we investigate the placement of two types of content, historical images and informational text, for smartphones and AR glasses in the context of outdoor historical sites. For this, we explore three types of placements: (1) on-body, (2) world, and (3) overlay. To evaluate all nine combinations of text and image placements for smartphone and AR glasses, we conducted a controlled experiment (N = 18) at outdoor historical landmarks. We discovered that on-body image and text placements were the most convenient compared to overlay and world for both devices. Furthermore, participants found themselves more successful in exploring historical sites using a smartphone than AR glasses. Although interaction with a smartphone was more convenient, participants found exploring AR content using AR glasses more fun.
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29.
  • Matviienko, Andrii, et al. (författare)
  • Augmenting bicycles and helmets with multimodal warnings for children
  • 2018
  • Ingår i: MobileHCI 2018 - Beyond Mobile. - New York, NY, USA : Association for Computing Machinery (ACM).
  • Konferensbidrag (refereegranskat)abstract
    • Child cyclists are often at greater risk for traffic accidents. This is in part due to the development of children's motor and perceptual-motor abilities. To facilitate road safety for children, we explore the use of multimodal warning signals to increase their awareness and prime action in critical situations. We developed a bicycle simulator instrumented with these signals and conducted two controlled experiments. We found that participants spent significantly more time perceiving visual than auditory or vibrotactile cues. Unimodal signals were the easiest to recognize and suitable for encoding directional cues. However, when priming stop actions, reaction time was shorter when all three modalities were used simultaneously. We discuss the implications of these outcomes with regard to design of safety systems for children and their perceptual-motor learning.
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30.
  • Matviienko, Andrii, et al. (författare)
  • Awarekit: Exploring a tangible interaction paradigm for digital calendars
  • 2017
  • Ingår i: CHI 2017 Extended Abstracts - Proceedings of the 2017 ACM SIGCHI Conference on Human Factors in Computing Systems: Explore, Innovate, Inspire. - New York, NY, USA : Association for Computing Machinery (ACM). ; , s. 1877-1884
  • Konferensbidrag (refereegranskat)abstract
    • Digital calendars are a conventional tool for planning meetings and providing information about the availability of others. In this paper, we explore an alternative tangible way of interaction with existing electronic calendaring systems. Our prototype, called AwareKit, is a tangible toolkit aimed at supplementing existing electronic calendar systems and exploits quick, fun and playful interaction. It integrates an attractive design and utilizes touch and rotation as interaction techniques to access different types of information. In this paper, we outline the design concept of AwareKit, its hardware implementation and the first usability feedback. The results of the pilot usability study showed that AwareKit is easy to use and facilitates intuitive and playful interaction.
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31.
  • Matviienko, Andrii, et al. (författare)
  • "Baby, You can Ride my Bike" : Exploring Maneuver Indications of Self-Driving Bicycles using a Tandem Simulator
  • 2022
  • Ingår i: Proceedings of the ACM on Human-Computer Interaction. - : Association for Computing Machinery (ACM). - 2573-0142. ; , s. 1-21
  • Konferensbidrag (refereegranskat)abstract
    • We envision a future where self-driving bicycles can take us to our destinations. This allows cyclists to use their time on the bike efficiently for work or relaxation without having to focus their attention on traffic. In the related field of self-driving cars, research has shown that communicating the planned route to passengers plays an important role in building trust in automation and situational awareness. For self-driving bicycles, this information transfer will be even more important, as riders will need to actively compensate for the movement of a self-driving bicycle to maintain balance. In this paper, we investigate maneuver indications for self-driving bicycles: (1) ambient light in a helmet, (2) head-up display indications, (3) speech feedback, (4) vibration on the handlebar, and (5) no assistance. To evaluate these indications, we conducted an outdoor experiment (N = 25) in a proposed tandem simulator consisting of a tandem bicycle with a steering and braking control on the back seat and a rider in full control of it. Our results indicate that riders respond faster to visual cues and focus comparably on the reading task while riding with and without maneuver indications. Additionally, we found that the tandem simulator is realistic, safe, and creates an awareness of a human cyclist controlling the tandem.
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32.
  • Matviienko, Andrii, et al. (författare)
  • BikeAR : Understanding Cyclists' Crossing Decision-Making at Uncontrolled Intersections using Augmented Reality
  • 2022
  • Ingår i: CHI 2022. - New York, NY, USA : Association for Computing Machinery (ACM).
  • Konferensbidrag (refereegranskat)abstract
    • Cycling has become increasingly popular as a means of transportation. However, cyclists remain a highly vulnerable group of road users. According to accident reports, one of the most dangerous situations for cyclists are uncontrolled intersections, where cars approach from both directions. To address this issue and assist cyclists in crossing decision-making at uncontrolled intersections, we designed two visualizations that: (1) highlight occluded cars through an X-ray vision and (2) depict the remaining time the intersection is safe to cross via a Countdown. To investigate the efficiency of these visualizations, we proposed an Augmented Reality simulation as a novel evaluation method, in which the above visualizations are represented as AR, and conducted a controlled experiment with 24 participants indoors. We found that the X-ray ensures a fast selection of shorter gaps between cars, while the Countdown facilitates a feeling of safety and provides a better intersection overview.
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33.
  • Matviienko, Andrii, et al. (författare)
  • Comparing unimodal lane keeping cues for child cyclists
  • 2019
  • Ingår i: MUM 2019 - 18th International Conference on Mobile and Ubiquitous Multimedia, Proceedings. - New York, NY, USA : Association for Computing Machinery (ACM).
  • Konferensbidrag (refereegranskat)abstract
    • Child cyclists are at greater risk for car-to-cyclist accidents than adults. This is in part due to developmental differences in the motor and perceptual-motor abilities of children and adults, and missing cycling infrastructure. To address these issues, we examine unimodal and projection-based techniques to support children in maintaining a good lane position in the absence of bicycle lanes. We present safety-relevant information using unimodal cues: vibration on the handlebar, ambient light in a cycle helmet, projected heads-up display indicators, and on-road laser projection. As a first step, we interviewed twelve children about their cycling issues. We then conducted a lab experiment (N=25) in a bicycle simulator using the unimodal cues in the presence of a visual search task, followed by a controlled test-track experiment (N=15). We found that cycling performance with lane keeping cues was comparable to situations without them, however children found them helpful and expressed subjective preferences for the LED helmet and vibration on the handlebar.
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34.
  • Matviienko, Andrii, et al. (författare)
  • CubeLendar : Design of a tangible interactive event awareness cube
  • 2016
  • Ingår i: CHI EA 2016: #chi4good - Extended Abstracts, 34th Annual CHI Conference on Human Factors in Computing Systems. - New York, NY, USA : Association for Computing Machinery (ACM). ; , s. 2601-2608
  • Konferensbidrag (refereegranskat)abstract
    • CubeLendar is an interactive calendar in the form of a cube, which provides an overview of the events, weather, time, and date. It is a computer device that integrates an attractive design and exploits rotation as an interaction technique to access different types of information presented on each side of the cube. CubeLendar is aimed to notify about calendar events via light and represent potential situations for spontaneous communication with remote co-workers. Moreover, due to its appealing design CubeLendar nicely integrates into the office environment as a pleasant enhancement. In this paper, we outline the design concept of CubeLendar, hardware design, and first usability feedback. In our future research we aim to extend the feedback modalities for our CubeLendar prototype and build a network of such awareness devices to facilitate spontaneous communication in spatially distributed groups.
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35.
  • Matviienko, Andrii, et al. (författare)
  • Deriving design guidelines for ambient light systems
  • 2015
  • Ingår i: MUM 2015 - Proceedings of the 14th International Conference on Mobile and Ubiquitous Multimedia. - New York, NY, USA : Association for Computing Machinery (ACM). ; , s. 268-277
  • Konferensbidrag (refereegranskat)abstract
    • Recent interest in the development of ambient light systems has initialized a new research area, where the number of ambient light systems is expected to increase in the next years. To support the development of future ambient light systems, we need clear, explicit, and structured design guidelines. In this paper we present an evaluation of light patterns in a controlled laboratory study with two complementary parts. In the first part, our aim was to reveal and analyze light patterns that encode different types of everyday information. In the second part, we verified the results from the first part by asking another group of participants about their understanding of information encoded with light. Together, our results allowed us to establish light patterns and guidelines for building new ambient light systems and applications in the future.
  •  
36.
  • Matviienko, Andrii, et al. (författare)
  • Designing metaphor-based ambient tangible artifacts to support workspace awareness
  • 2018
  • Ingår i: I-COM. - : Walter de Gruyter GmbH. - 1618-162X .- 2196-6826. ; 17:3, s. 219-235
  • Tidskriftsartikel (refereegranskat)abstract
    • Current asynchronous (e. g., email) or synchronous (e. g., video-conferencing) communication methods in the workspace can be obtrusive and fail to mimic spontaneous interpersonal communication. This can cause difculties in forming close relationships among working colleagues. To examine this problem, we conducted a needs assessment study consisting of an online survey, a focus group, and a co-design session to gather a set of system requirements and metaphors as a base for future system designs. Based on the results, we designed two metaphor-based ambient tangible systems to support awareness among working colleagues: AwareCups and AwareHouse. Furthermore, we evaluated these systems in a short feld study with 22 participants and found that both systems are highly intuitive and easy to use. We discuss the solution space for metaphor-based tangible awareness systems and the effects of the outcomes on the potential increase of awareness among colleagues.
  •  
37.
  • Matviienko, Andrii, et al. (författare)
  • E-ScootAR : Exploring Unimodal Warnings for E-Scooter Riders in Augmented Reality
  • 2022
  • Ingår i: CHI 2022 - Extended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems. - New York, NY, USA : Association for Computing Machinery (ACM).
  • Konferensbidrag (refereegranskat)abstract
    • Micro-mobility is becoming a more popular means of transportation. However, this increased popularity brings its challenges. In particular, the accident rates for E-Scooter riders increase, which endangers the riders and other road users. In this paper, we explore the idea of augmenting E-Scooters with unimodal warnings to prevent collisions with other road users, which include Augmented Reality (AR) notifications, vibrotactile feedback on the handlebar, and auditory signals in the AR glasses. We conducted an outdoor experiment (N = 13) using an Augmented Reality simulation and compared these types of warnings in terms of reaction time, accident rate, and feeling of safety. Our results indicate that AR and auditory warnings lead to shorter reaction times, have a better perception, and create a better feeling of safety than vibrotactile warnings. Moreover, auditory signals have a higher acceptance by the riders compared to the other two types of warnings.
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38.
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39.
  • Matviienko, Andrii, et al. (författare)
  • Interactive Technology for Cycling—ideate, make–remote, together
  • 2021
  • Ingår i: Adjunct Publication of the 23rd International Conference on Mobile Human-Computer Interaction. - New York, NY, USA : Association for Computing Machinery (ACM). ; , s. 1-4
  • Konferensbidrag (refereegranskat)abstract
    • Cycling is absolutely in trend, not only for health reasons but also as a major contribution to future sustainable mobility. The purpose of this workshop is to discuss and explore the design space and interaction methods for technological augmentation of bicycles. The workshop will achieve this goal through invited talks, demos, brainstorming sessions and prototyping activities. The workshop various cycling tours to promote outdoor discussions about development of new technologies and research direction by exploring the design space of different cycling areas. The workshop is connected to a SIGCHI summer school on HCI & Cycling, which will take place before the conference. We expect that in addition to open submissions to the workshop, the participants of the summer school will submit their results and design space explorations to the workshop.
  •  
40.
  • Matviienko, Andrii, et al. (författare)
  • Learning from Cycling: Discovering Lessons Learned from CyclingHCI
  • 2024
  • Ingår i: CHI 2024 - Extended Abstracts of the 2024 CHI Conference on Human Factors in Computing Sytems. - : Association for Computing Machinery (ACM).
  • Konferensbidrag (refereegranskat)abstract
    • Cycling plays an essential role in sustainable mobility, health, and socializing. This workshop aims to collect and discuss the lessons learned from Cycling Human-Computer Interaction (CyclingHCI). For this, we will gather researchers and experts in the field to discuss what we learned from designing, building, and evaluating CyclingHCI systems. We will start the workshop with three lessons learned from CyclingHCI defined by the organizers and their experience in the field, which include (1) a lack of theories, tools, and perspectives, (2) knowledge about designing for safety and inclusive cycling, and (3) evaluation methods and environments. Taken together, with this work, we aim to promote interactive technology to get more people cycling, profiting from the many associated benefits.
  •  
41.
  • Matviienko, Andrii, et al. (författare)
  • NaviBike : Comparing Unimodal Navigation Cues for Child Cyclists
  • 2019
  • Ingår i: CHI '19. - New York, NY, USA : ACM. ; , s. 1-12
  • Konferensbidrag (refereegranskat)abstract
    • Navigation systems for cyclists are commonly screen-based devices mounted on the handlebar which show map information. Typically, adult cyclists have to explicitly look down for directions. This can be distracting and challenging for children, given their developmental differences in motor and perceptual-motor abilities compared with adults. To address this issue, we designed different unimodal cues and explored their suitability for child cyclists through two experiments. In the first experiment, we developed an indoor bicycle simulator and compared auditory, light, and vibrotactile navigation cues. In the second experiment, we investigated these navigation cues in-situ in an outdoor practice test track using a mid-size tricycle. To simulate road distractions, children were given an additional auditory task in both experiments. We found that auditory navigational cues were the most understandable and the least prone to navigation errors. However, light and vibrotactile cues might be useful for educating younger child cyclists.
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42.
  •  
43.
  • Matviienko, Andrii, et al. (författare)
  • QuantiBike : Quantifying Perceived Cyclists' Safety via Head Movements in Virtual Reality and Outdoors
  • 2023
  • Ingår i: Proceedings - SUI 2023: ACM Symposium on Spatial User Interaction. - : Association for Computing Machinery (ACM).
  • Konferensbidrag (refereegranskat)abstract
    • The current level of road safety for cyclists is estimated mainly based on police reports and self-reports collected during surveys. However, the former focuses on post-accident situations, while the latter is based on subjective perception and focuses only on road sections. This work builds the foundation to automatically assess perceived cyclists' safety by analyzing their head movements. In an indoor experiment (N = 12) using a Virtual Reality bicycle simulator, we discovered that perceived safety correlates with head rotation frequency and duration but not with head rotation angles. Based on this, we implemented a novel and minimalistic approach to detect head movements based on sensor data from Apple AirPods and an iPhone and conducted an outdoor experiment (N = 8). Our results indicate that perceived safety correlates with head rotation frequency and duration only at uncontrolled intersections when turning left and does not necessarily apply to all situations.
  •  
44.
  • Matviienko, Andrii, et al. (författare)
  • Quantified cycling safety : Towards a mobile sensing platform to understand perceived safety of cyclists
  • 2021
  • Ingår i: Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems. - New York, NY, USA : Association for Computing Machinery (ACM). ; , s. 1-6
  • Konferensbidrag (refereegranskat)abstract
    • Today’s level of cyclists’ road safety is primarily estimated using accident reports and self-reported measures. However, the former is focused on post-accident situations and the latter relies on subjective input. In our work, we aim to extend the landscape of cyclists’ safety assessment methods via a two-dimensional taxonomy, which covers data source (internal/external) and type of measurement (objective/subjective). Based on this taxonomy, we classify existing methods and present a mobile sensing concept for quantified cycling safety that fills the identified methodological gap by collecting data about body movements and physiological data. Finally, we outline a list of use cases and future research directions within the scope of the proposed taxonomy and sensing concept. 
  •  
45.
  • Matviienko, Andrii, et al. (författare)
  • Reducing Virtual Reality Sickness for Cyclists in VR Bicycle Simulators
  • 2022
  • Ingår i: CHI 2022 - Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems. - New York, NY, USA : Association for Computing Machinery (ACM).
  • Konferensbidrag (refereegranskat)abstract
    • Virtual Reality (VR) bicycle simulations aim to recreate the feeling of riding a bicycle and are commonly used in many application areas. However, current solutions still create mismatches between the visuals and physical movement, which causes VR sickness and diminishes the cycling experience. To reduce VR sickness in bicycle simulators, we conducted two controlled lab experiments addressing two main causes of VR sickness: (1) steering methods and (2) cycling trajectory. In the first experiment (N = 18) we compared handlebar, HMD, and upper-body steering methods. In the second experiment (N = 24) we explored three types of movement in VR (1D, 2D, and 3D trajectories) and three countermeasures (airflow, vibration, and dynamic Field-of-View) to reduce VR sickness. We found that handlebar steering leads to the lowest VR sickness without decreasing cycling performance and airflow suggests to be the most promising method to reduce VR sickness for all three types of trajectories.
  •  
46.
  • Matviienko, Andrii, et al. (författare)
  • Reminding child cyclists about safety gestures
  • 2020
  • Ingår i: Proceedings - Pervasive Displays 2020: 9th ACM International Symposium on Pervasive Displays, PerDis 2020. - New York, NY, USA : Association for Computing Machinery (ACM). ; , s. 1-7
  • Konferensbidrag (refereegranskat)abstract
    • Cycling safety gestures, such as hand signals and shoulder checks, are an essential part of safe manoeuvring on the road. Child cyclists, in particular, might have difficulties performing safety gestures on the road or even forget about them, given the lack of cycling experience, road distractions and differences in motor and perceptual-motor abilities compared with adults. To support them, we designed two methods to remind about safety gestures while cycling. The first method employs an icon-based reminder in heads-up display (HUD) glasses and the second combines vibration on the handlebar and ambient light in the helmet. We investigated the performance of both methods in a controlled test-track experiment with 18 children using a mid-size tricycle, augmented with a set of sensors to recognize children's behavior in real time. We found that both systems are successful in reminding children about safety gestures and have their unique advantages and disadvantages.
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47.
  • Matviienko, Andrii, et al. (författare)
  • SkyPort : Investigating 3D Teleportation Methods in Virtual Environments
  • 2022
  • Ingår i: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems. - New York, NY, USA : Association for Computing Machinery (ACM).
  • Konferensbidrag (refereegranskat)abstract
    • Teleportation has become the de facto standard of locomotion in Virtual Reality (VR) environments. However, teleportation with parabolic and linear target aiming methods is restricted to horizontal 2D planes and it is unknown how they transfer to the 3D space. In this paper, we propose six 3D teleportation methods in virtual environments based on the combination of two existing aiming methods (linear and parabolic) and three types of transitioning to a target (instant, interpolated and continuous). To investigate the performance of the proposed teleportation methods, we conducted a controlled lab experiment (N = 24) with a mid-air coin collection task to assess accuracy, efficiency and VR sickness. We discovered that the linear aiming method leads to faster and more accurate target selection. Moreover, a combination of linear aiming and instant transitioning leads to the highest efficiency and accuracy without increasing VR sickness.
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48.
  • Matviienko, Andrii, et al. (författare)
  • Text Me if You Can : Investigating Text Input Methods for Cyclists
  • 2023
  • Ingår i: CHI 2023. - : Association for Computing Machinery (ACM).
  • Konferensbidrag (refereegranskat)abstract
    • Cycling is emerging as a relevant alternative to cars. However, the more people commute by bicycle, the higher the number of cyclists who use their smartphones on the go and endanger road safety. To better understand input while cycling, in this paper, we present the design and evaluation of three text input methods for cyclists: (1) touch input using smartphones, (2) midair input using a Microsoft Hololens 2, and (3) a set of ten physical buttons placed on both sides of the handlebar. We conducted a controlled indoor experiment (N = 12) on a bicycle simulator to evaluate these input methods. We found that text input via touch input was faster and less mentally demanding than input with midair gestures and physical buttons. However, the midair gestures were the least error-prone, and the physical buttons facilitated keeping both hands on the handlebars and were more intuitive and less distracting.
  •  
49.
  • Matviienko, Andrii, et al. (författare)
  • Towards new ambient light systems : A close look at existing encodings of ambient light systems
  • 2015
  • Ingår i: IxD&A. - : Scuola Iad. - 1826-9745 .- 2283-2998. ; 26:1, s. 10-24
  • Tidskriftsartikel (refereegranskat)abstract
    • Ambient systems provide information in the periphery of a user's attention. Their aim is to present information as unobtrusively as possible to avoid interrupting primary tasks (e.g. writing or reading). In recent years, light has been used to create ambient systems to display information. Examples of ambient light systems range from simple notification systems such as displaying messages or calendar event reminders, to more complex systems such as focusing on conveying information regarding health activity tracking. However, for ambient light systems, there is a broad design space that lacks guidelines on when to make use of light displays and how to design them. In this paper we provide a systematic overview of existing ambient light systems over four identified information classes derived from 72 existing ambient light systems. The most prominent encoding parameters among the surveyed ambient light systems are color, brightness, and their combination. By analyzing existing ambient light systems, we provide a first step towards developing guidelines for designing future ambient light systems.
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50.
  • Matviienko, Andrii, et al. (författare)
  • VRtangibles : Assisting Children in Creating Virtual Scenes using Tangible Objects and Touch Input
  • 2021
  • Ingår i: Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems, CHI EA 2021. - New York, NY, USA : Association for Computing Machinery (ACM).
  • Konferensbidrag (refereegranskat)abstract
    • Children are increasingly exposed to virtual reality (VR) technology as end-users. However, they miss an opportunity to become active creators due to the barrier of insufficient technical background. Creating scenes in VR requires considerable programming knowledge and excludes non-tech-savvy users, e.g., school children. In this paper, we showcase a system called VRtangibles, which combines tangible objects and touch input to create virtual scenes without programming. With VRtangibles, we aim to engage children in the active creation of virtual scenes via playful hands-on activities. From the lab study with six school children, we discovered that the majority of children were successful in creating virtual scenes using VRtangibles and found it engaging and fun to use.
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