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Matviienko, Andrii, Assistant ProfessorORCID iD iconorcid.org/0000-0002-6571-0623
Publikationer (10 of 76) Visa alla publikationer
Chhatre, K., Guarese, R., Matviienko, A. & Peters, C. (2025). Evaluating Speech and Video Models for Face-Body Congruence. In: I3D Companion '25: Companion Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games: . Paper presented at ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games-I3D 2025, NJIT, Jersey City, NJ, USA, 7-9 May 2025. Association for Computing Machinery (ACM)
Öppna denna publikation i ny flik eller fönster >>Evaluating Speech and Video Models for Face-Body Congruence
2025 (Engelska)Ingår i: I3D Companion '25: Companion Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, Association for Computing Machinery (ACM) , 2025Konferensbidrag, Poster (med eller utan abstract) (Refereegranskat)
Abstract [en]

Animations produced by generative models are often evaluated using objective quantitative metrics that do not fully capture perceptual effects in immersive virtual environments. To address this gap, we present a preliminary perceptual evaluation of generative models for animation synthesis, conducted via a VR-based user study (N = 48). Our investigation specifically focuses on animation congruency—ensuring that generated facial expressions and body gestures are both congruent with and synchronized to driving speech. We evaluated two state-of-the-art methods: a speech-driven full-body animation model and a video-driven full-body reconstruction model, assessing their capability to produce congruent facial expressions and body gestures. Our results demonstrate a strong user preference for combined facial and body animations, highlighting that congruent multimodal animations significantly enhance perceived realism compared to animations featuring only a single modality. By incorporating VR-based perceptual feedback into training pipelines, our approach provides a foundation for developing more engaging and responsive virtual characters.

Ort, förlag, år, upplaga, sidor
Association for Computing Machinery (ACM), 2025
Nyckelord
Computer graphics, Animation
Nationell ämneskategori
Datorgrafik och datorseende
Identifikatorer
urn:nbn:se:kth:diva-363248 (URN)10.1145/3722564.3728374 (DOI)
Konferens
ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games-I3D 2025, NJIT, Jersey City, NJ, USA, 7-9 May 2025
Anmärkning

Part of ISBN 9798400718335

QC 20250509

Tillgänglig från: 2025-05-09 Skapad: 2025-05-09 Senast uppdaterad: 2025-05-09Bibliografiskt granskad
Zhang, Y., Rajabi, N., Taleb, F., Matviienko, A., Ma, Y., Björkman, M. & Kragic, D. (2025). Mind Meets Robots: A Review of EEG-Based Brain-Robot Interaction Systems. International Journal of Human-Computer Interaction, 1-32
Öppna denna publikation i ny flik eller fönster >>Mind Meets Robots: A Review of EEG-Based Brain-Robot Interaction Systems
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2025 (Engelska)Ingår i: International Journal of Human-Computer Interaction, ISSN 1044-7318, E-ISSN 1532-7590, s. 1-32Artikel i tidskrift (Refereegranskat) Published
Abstract [en]

Brain-robot interaction (BRI) empowers individuals to control (semi-)automated machines through brain activity, either passively or actively. In the past decade, BRI systems have advanced significantly, primarily leveraging electroencephalogram (EEG) signals. This article presents an up-to-date review of 87 curated studies published between 2018 and 2023, identifying the research landscape of EEG-based BRI systems. The review consolidates methodologies, interaction modes, application contexts, system evaluation, existing challenges, and future directions in this domain. Based on our analysis, we propose a BRI system model comprising three entities: Brain, Robot, and Interaction, depicting their internal relationships. We especially examine interaction modes between human brains and robots, an aspect not yet fully explored. Within this model, we scrutinize and classify current research, extract insights, highlight challenges, and offer recommendations for future studies. Our findings provide a structured design space for human-robot interaction (HRI), informing the development of more efficient BRI frameworks.

Ort, förlag, år, upplaga, sidor
Informa UK Limited, 2025
Nyckelord
EEG based, brain-robot interaction, interaction mode, comprehensive review
Nationell ämneskategori
Farkost och rymdteknik
Identifikatorer
urn:nbn:se:kth:diva-361866 (URN)10.1080/10447318.2025.2464915 (DOI)001446721000001 ()2-s2.0-105000309480 (Scopus ID)
Anmärkning

QC 20250402

Tillgänglig från: 2025-04-02 Skapad: 2025-04-02 Senast uppdaterad: 2025-04-02Bibliografiskt granskad
Van Frankenhuyzen, J., Van Den Dobbelsteen, J. & Matviienko, A. (2024). Demonstrating Coniotomy with Reusable Phantom Larynx. In: Proceedings of MUM 2024 the 23rd International Conference on Mobile and Ubiquitous Multimedia: . Paper presented at 23rd International Conference on Mobile and Ubiquitous Multimedia, MUM 2024, Stockholm, Sweden, Dec 1 2024 - Dec 4 2024 (pp. 506-508). Association for Computing Machinery (ACM)
Öppna denna publikation i ny flik eller fönster >>Demonstrating Coniotomy with Reusable Phantom Larynx
2024 (Engelska)Ingår i: Proceedings of MUM 2024 the 23rd International Conference on Mobile and Ubiquitous Multimedia, Association for Computing Machinery (ACM) , 2024, s. 506-508Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

In emergencies of suffocating patients, doctors typically perform an incision made through the skin and cricothyroid membrane to clear the patient's airway. This type of procedure is called coniotomy. To master this procedure, doctors must undergo simulated practical training, sometimes under high stress. Current practical sessions often include models to simulate coniotomy that consists of the skin and the larynges with attached tracheae from butchered pigs, which are not always available, are expensive, and might be unsustainable to use. In this work, we present a reusable phantom larynx setup to facilitate a coniotomy procedure that is easier and cheaper. Our proposed setup comprises a 3D-printed polyurethane larynx with silicon rubber to simulate skin and accommodate multiple incisions. With this setup, we aim to provide visitors with an interactive and safe experience by performing the coniotomy procedure using a scalpel on the right spot and placing the ventilating tube.

Ort, förlag, år, upplaga, sidor
Association for Computing Machinery (ACM), 2024
Nyckelord
coniotomy, coniotomy training, larynx, phantom
Nationell ämneskategori
Oto-rino-laryngologi Kirurgi Annan medicinteknik
Identifikatorer
urn:nbn:se:kth:diva-359659 (URN)10.1145/3701571.3703367 (DOI)2-s2.0-85216101311 (Scopus ID)
Konferens
23rd International Conference on Mobile and Ubiquitous Multimedia, MUM 2024, Stockholm, Sweden, Dec 1 2024 - Dec 4 2024
Anmärkning

Part of ISBN 979-840071283-8

QC 20250211

Tillgänglig från: 2025-02-06 Skapad: 2025-02-06 Senast uppdaterad: 2025-02-11Bibliografiskt granskad
Ulrichs, J., Matviienko, A. & Quintero, L. (2024). Effects of Third-Person Locomotion Techniques on Sense of Embodiment in Virtual Reality. In: Proceedings of MUM 2024 the 23rd International Conference on Mobile and Ubiquitous Multimedia: . Paper presented at 23rd International Conference on Mobile and Ubiquitous Multimedia, MUM 2024, Stockholm, Sweden, Dec 1 2024 - Dec 4 2024 (pp. 72-81). Association for Computing Machinery (ACM)
Öppna denna publikation i ny flik eller fönster >>Effects of Third-Person Locomotion Techniques on Sense of Embodiment in Virtual Reality
2024 (Engelska)Ingår i: Proceedings of MUM 2024 the 23rd International Conference on Mobile and Ubiquitous Multimedia, Association for Computing Machinery (ACM) , 2024, s. 72-81Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

Virtual Reality (VR) has enabled novel ways to study embodiment and understand how a virtual avatar may be treated as part of a person's body. These studies mainly employ virtual bodies perceived from a first-person perspective, given that VR has a default egocentric view. Third-person perspective (3PP) within VR has positively influenced the navigation time and spatial orientation in large virtual worlds. However, the relationship between VR locomotion in 3PP and the sense of embodiment in the users remains unexplored. In this paper, we proposed three VR locomotion techniques in 3PP (controller joystick, head tilt, arm swing). We evaluated them in a user study (N=16) focusing on their influence on the sense of embodiment, perceived usability, VR sickness, and completion time. Our results showed that arm swing and head tilt facilitate higher embodiment than a controller joystick but lead to higher completion times and oculomotor sickness.

Ort, förlag, år, upplaga, sidor
Association for Computing Machinery (ACM), 2024
Nyckelord
3PP, Embodiment, Locomotion, Third-Person Perspective, User Experience, UX, Virtual Reality, VR
Nationell ämneskategori
Människa-datorinteraktion (interaktionsdesign)
Identifikatorer
urn:nbn:se:kth:diva-359654 (URN)10.1145/3701571.3701598 (DOI)2-s2.0-85216093595 (Scopus ID)
Konferens
23rd International Conference on Mobile and Ubiquitous Multimedia, MUM 2024, Stockholm, Sweden, Dec 1 2024 - Dec 4 2024
Anmärkning

Part of ISBN 979-840071283-8

QC 20250210

Tillgänglig från: 2025-02-06 Skapad: 2025-02-06 Senast uppdaterad: 2025-02-10Bibliografiskt granskad
Zojaji, S., Matviienko, A. & Peters, C. (2024). Exploring the Influence of Co-Present and Remote Robots on Persuasiveness and Perception of Politeness. In: HRI '24: Companion of the 2024 ACM/IEEE International Conference on Human-Robot Interaction: . Paper presented at HRI '24: ACM/IEEE International Conference on Human-Robot Interaction Boulder CO USA March 11 - 15, 2024. (pp. 1204-1208). New York, NY, USA: Association for Computing Machinery (ACM)
Öppna denna publikation i ny flik eller fönster >>Exploring the Influence of Co-Present and Remote Robots on Persuasiveness and Perception of Politeness
2024 (Engelska)Ingår i: HRI '24: Companion of the 2024 ACM/IEEE International Conference on Human-Robot Interaction, New York, NY, USA: Association for Computing Machinery (ACM) , 2024, s. 1204-1208Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

Politeness is a crucial aspect of human social interactions. While the infuence of politeness is well understood in human groups, it remains underexplored in group interactions with robots. Therefore, in this paper, we conduct an initial exploration into the infuence of the presence of humanoid robots on their persuasiveness and perceived politeness in small groups. We conducted a user study (N = 119) with co-present and remote robots that invited participants to join the group using six politeness behaviors derived from Brown and Levinson’s politeness theory. It requests participants to join them at the furthest side of the group, even though a closer side is also available to them, but would ignore the robot’s request. The results show that co-present robots are perceived to be less persuasive than remote ones. However, co-presence enhances the clarity of the robot’s requests and the perceived freedom of action while decreasing the perceived friendliness and ofensiveness. 

Ort, förlag, år, upplaga, sidor
New York, NY, USA: Association for Computing Machinery (ACM), 2024
Nyckelord
Social robotics, Politeness, Persuasiveness, Social norms, Human-Robot interaction, free-standing conversational groupsPresence; Persuasiveness; Politeness; Human-Robot Interaction; Free-standing conversational groups
Nationell ämneskategori
Annan teknik Människa-datorinteraktion (interaktionsdesign)
Identifikatorer
urn:nbn:se:kth:diva-344639 (URN)10.1145/3610978.3640628 (DOI)001255070800253 ()2-s2.0-85188061527 (Scopus ID)
Konferens
HRI '24: ACM/IEEE International Conference on Human-Robot Interaction Boulder CO USA March 11 - 15, 2024.
Anmärkning

Part of ISBN 9798400703232

QC 20240326

Tillgänglig från: 2024-03-24 Skapad: 2024-03-24 Senast uppdaterad: 2025-02-18Bibliografiskt granskad
Iop, A., Viberg, O., Francis, K., Norström, V., Mattias Persson, D., Wallin, L., . . . Matviienko, A. (2024). Exploring the Influence of Object Shapes and Colors on Depth Perception in Virtual Reality for Minimally Invasive Neurosurgical Training. In: CHI 2024 - Extended Abstracts of the 2024 CHI Conference on Human Factors in Computing Sytems: . Paper presented at 2024 CHI Conference on Human Factors in Computing Sytems, CHI EA 2024, Hybrid, Honolulu, United States of America, May 11 2024 - May 16 2024. Association for Computing Machinery, Article ID 154.
Öppna denna publikation i ny flik eller fönster >>Exploring the Influence of Object Shapes and Colors on Depth Perception in Virtual Reality for Minimally Invasive Neurosurgical Training
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2024 (Engelska)Ingår i: CHI 2024 - Extended Abstracts of the 2024 CHI Conference on Human Factors in Computing Sytems, Association for Computing Machinery , 2024, artikel-id 154Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

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.

Ort, förlag, år, upplaga, sidor
Association for Computing Machinery, 2024
Nyckelord
depth perception, minimally invasive neurosurgery, virtual reality
Nationell ämneskategori
Neurologi
Identifikatorer
urn:nbn:se:kth:diva-347323 (URN)10.1145/3613905.3650813 (DOI)001227587702041 ()2-s2.0-85194135109 (Scopus ID)
Konferens
2024 CHI Conference on Human Factors in Computing Sytems, CHI EA 2024, Hybrid, Honolulu, United States of America, May 11 2024 - May 16 2024
Anmärkning

QC 20240613

Part of ISBN 979-840070331-7

Tillgänglig från: 2024-06-10 Skapad: 2024-06-10 Senast uppdaterad: 2024-10-30Bibliografiskt granskad
Matviienko, A., Anders, J. & Mueller, F. (2024). Grand challenges in CyclingHCI. In: Proceedings of the 2024 ACM Designing Interactive Systems Conference, DIS 2024: . Paper presented at 2024 ACM Designing Interactive Systems Conference, DIS 2024, Copenhagen, Denmark, Jul 1 2024 - Jul 5 2024 (pp. 2577-2590). Association for Computing Machinery, Inc
Öppna denna publikation i ny flik eller fönster >>Grand challenges in CyclingHCI
2024 (Engelska)Ingår i: Proceedings of the 2024 ACM Designing Interactive Systems Conference, DIS 2024, Association for Computing Machinery, Inc , 2024, s. 2577-2590Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

Cycling Human-Computer Interaction (CyclingHCI) refers to the study and design of user interfaces and interactions between bicycles and riders in the context of cycling-related experiences. To date, however, there has yet to be a structured agenda for CyclingHCI to clarify the immediate challenges researchers should address next and facilitate the advancement of the feld. We, three CyclingHCI researchers who collectively designed, developed, evaluated 18 CyclingHCI projects, refected on our experiences to derive 10 grand challenges that we articulate with design opportunities and considerations grouped into: (1) Pushing the technological boundaries for cycling, (2) Understanding and protecting cyclists, and (3) Spatially situated cycling interaction. Our fndings provide practical implications for research and practice in CyclingHCI, with which we aim to enrich the cycling experience through the safe integration of technology.

Ort, förlag, år, upplaga, sidor
Association for Computing Machinery, Inc, 2024
Nyckelord
bicycle, cycling, grand challenges, interaction
Nationell ämneskategori
Människa-datorinteraktion (interaktionsdesign) Transportteknik och logistik Annan teknik
Identifikatorer
urn:nbn:se:kth:diva-351958 (URN)10.1145/3643834.3661550 (DOI)2-s2.0-85200334153 (Scopus ID)
Konferens
2024 ACM Designing Interactive Systems Conference, DIS 2024, Copenhagen, Denmark, Jul 1 2024 - Jul 5 2024
Anmärkning

QC 20240829 Part of ISBN [9798400705830]

Tillgänglig från: 2024-08-19 Skapad: 2024-08-19 Senast uppdaterad: 2025-02-18Bibliografiskt granskad
Elvitigala, D. S., Karahanoğlu, A., Matviienko, A., Turmo Vidal, L., Postma, D., Jones, M., . . . Mueller, F. (2024). Grand Challenges in SportsHCI. In: CHI 2024 - Proceedings of the 2024 CHI Conference on Human Factors in Computing Sytems: . Paper presented at 2024 CHI Conference on Human Factors in Computing Sytems, CHI 2024, Hybrid, Honolulu, United States of America, May 11 2024 - May 16 2024. Association for Computing Machinery (ACM), Article ID 312.
Öppna denna publikation i ny flik eller fönster >>Grand Challenges in SportsHCI
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2024 (Engelska)Ingår i: CHI 2024 - Proceedings of the 2024 CHI Conference on Human Factors in Computing Sytems, Association for Computing Machinery (ACM) , 2024, artikel-id 312Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

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.

Ort, förlag, år, upplaga, sidor
Association for Computing Machinery (ACM), 2024
Nyckelord
grand challenges, Physical Activity, Sports technology
Nationell ämneskategori
Människa-datorinteraktion (interaktionsdesign)
Identifikatorer
urn:nbn:se:kth:diva-350555 (URN)10.1145/3613904.3642050 (DOI)001255317903008 ()2-s2.0-85192386509 (Scopus ID)
Konferens
2024 CHI Conference on Human Factors in Computing Sytems, CHI 2024, Hybrid, Honolulu, United States of America, May 11 2024 - May 16 2024
Anmärkning

Part of ISBN 9798400703300

QC 20240716

Tillgänglig från: 2024-07-16 Skapad: 2024-07-16 Senast uppdaterad: 2024-10-14Bibliografiskt granskad
Ma, Y., Zhang, Y., Fu, D., Jahanshahi, M., Matviienko, A., Bachinski, M., . . . Kragic, D. (2024). HAID: Human-AI Interaction for Dementia Care. In: Live Uniting HCI for a Hyperlocal and Global Experience: Adjunct Proceedings of the 13th Nordic Conference on Human-Computer Interaction, NordiCHI 2024: . Paper presented at 13th Nordic Conference on Human-Computer Interaction, NordiCHI 2024, Uppsala, Sweden, October 13-16, 2024. Association for Computing Machinery (ACM), Article ID 54.
Öppna denna publikation i ny flik eller fönster >>HAID: Human-AI Interaction for Dementia Care
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2024 (Engelska)Ingår i: Live Uniting HCI for a Hyperlocal and Global Experience: Adjunct Proceedings of the 13th Nordic Conference on Human-Computer Interaction, NordiCHI 2024, Association for Computing Machinery (ACM) , 2024, artikel-id 54Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

Caring for individuals living with dementia can be a challenging and emotionally taxing experience, especially for caregivers who are often spouses or partners. Many caregivers lack prior experience in providing care and would greatly benefit from training and support. With the advancements in AI techniques, human-centered AI interaction approaches have shown promise in enhancing dementia care. As the 1st edition, this workshop focuses on the intersection of human-computer interaction (HCI) and artificial intelligence (AI) to address the unique challenges associated with dementia care. Dementia presents multifaceted cognitive and emotional hurdles, and the workshop aims to explore how AI technologies can improve the quality of life for individuals with dementia while also supporting their caregivers. By bringing together researchers, practitioners, caregivers, and stakeholders, the workshop seeks to foster collaboration and innovation in the design, development, and implementation of human-centered AI solutions for dementia care.

Ort, förlag, år, upplaga, sidor
Association for Computing Machinery (ACM), 2024
Nyckelord
AI, Dementia Care, HCI, Human-AI Interaction
Nationell ämneskategori
Omvårdnad
Identifikatorer
urn:nbn:se:kth:diva-355438 (URN)10.1145/3677045.3685469 (DOI)001331863500053 ()2-s2.0-85206573451 (Scopus ID)
Konferens
13th Nordic Conference on Human-Computer Interaction, NordiCHI 2024, Uppsala, Sweden, October 13-16, 2024
Anmärkning

Part of ISBN 9798400709654

QC 20241205

Tillgänglig från: 2024-10-30 Skapad: 2024-10-30 Senast uppdaterad: 2024-12-05Bibliografiskt granskad
Kosch, T., Weiß, A., Deja, J. A., Shrestha, S., Hoppe, M., Matviienko, A. & Marky, K. (2024). Intelligent Music Interfaces: When Interactive Assistance and Adaptive Augmentation Meet Musical Instruments. In: AHs 2024 - Augmented Humans 2024: . Paper presented at 2024 Augmented Humans International Conference, AHs 2024, Melbourne, Australia, Apr 4 2024 - Apr 6 2024 (pp. 327-330). Association for Computing Machinery (ACM)
Öppna denna publikation i ny flik eller fönster >>Intelligent Music Interfaces: When Interactive Assistance and Adaptive Augmentation Meet Musical Instruments
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2024 (Engelska)Ingår i: AHs 2024 - Augmented Humans 2024, Association for Computing Machinery (ACM) , 2024, s. 327-330Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

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.

Ort, förlag, år, upplaga, sidor
Association for Computing Machinery (ACM), 2024
Serie
ACM International Conference Proceeding Series
Nyckelord
Augmented Instruments, Music Interfaces, Musical Instruments, Self-Expression
Nationell ämneskategori
Musik
Identifikatorer
urn:nbn:se:kth:diva-346846 (URN)10.1145/3652920.3653039 (DOI)001220981900044 ()2-s2.0-85192738877 (Scopus ID)
Konferens
2024 Augmented Humans International Conference, AHs 2024, Melbourne, Australia, Apr 4 2024 - Apr 6 2024
Anmärkning

QC 20240527

Part of ISBN 979-840070980-7

Tillgänglig från: 2024-05-24 Skapad: 2024-05-24 Senast uppdaterad: 2025-02-21Bibliografiskt granskad
Organisationer
Identifikatorer
ORCID-id: ORCID iD iconorcid.org/0000-0002-6571-0623

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