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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)
Open this publication in new window or tab >>Evaluating Speech and Video Models for Face-Body Congruence
2025 (English)In: I3D Companion '25: Companion Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, Association for Computing Machinery (ACM) , 2025Conference paper, Poster (with or without abstract) (Refereed)
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.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2025
Keywords
Computer graphics, Animation
National Category
Computer graphics and computer vision
Identifiers
urn:nbn:se:kth:diva-363248 (URN)10.1145/3722564.3728374 (DOI)
Conference
ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games-I3D 2025, NJIT, Jersey City, NJ, USA, 7-9 May 2025
Note

Part of ISBN 9798400718335

QC 20250509

Available from: 2025-05-09 Created: 2025-05-09 Last updated: 2025-05-09Bibliographically approved
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
Open this publication in new window or tab >>Mind Meets Robots: A Review of EEG-Based Brain-Robot Interaction Systems
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2025 (English)In: International Journal of Human-Computer Interaction, ISSN 1044-7318, E-ISSN 1532-7590, p. 1-32Article in journal (Refereed) 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.

Place, publisher, year, edition, pages
Informa UK Limited, 2025
Keywords
EEG based, brain-robot interaction, interaction mode, comprehensive review
National Category
Vehicle and Aerospace Engineering
Identifiers
urn:nbn:se:kth:diva-361866 (URN)10.1080/10447318.2025.2464915 (DOI)001446721000001 ()2-s2.0-105000309480 (Scopus ID)
Note

QC 20250402

Available from: 2025-04-02 Created: 2025-04-02 Last updated: 2025-04-02Bibliographically approved
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)
Open this publication in new window or tab >>Demonstrating Coniotomy with Reusable Phantom Larynx
2024 (English)In: Proceedings of MUM 2024 the 23rd International Conference on Mobile and Ubiquitous Multimedia, Association for Computing Machinery (ACM) , 2024, p. 506-508Conference paper, Published paper (Refereed)
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.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2024
Keywords
coniotomy, coniotomy training, larynx, phantom
National Category
Otorhinolaryngology Surgery Other Medical Engineering
Identifiers
urn:nbn:se:kth:diva-359659 (URN)10.1145/3701571.3703367 (DOI)2-s2.0-85216101311 (Scopus ID)
Conference
23rd International Conference on Mobile and Ubiquitous Multimedia, MUM 2024, Stockholm, Sweden, Dec 1 2024 - Dec 4 2024
Note

Part of ISBN 979-840071283-8

QC 20250211

Available from: 2025-02-06 Created: 2025-02-06 Last updated: 2025-02-11Bibliographically approved
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)
Open this publication in new window or tab >>Effects of Third-Person Locomotion Techniques on Sense of Embodiment in Virtual Reality
2024 (English)In: Proceedings of MUM 2024 the 23rd International Conference on Mobile and Ubiquitous Multimedia, Association for Computing Machinery (ACM) , 2024, p. 72-81Conference paper, Published paper (Refereed)
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.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2024
Keywords
3PP, Embodiment, Locomotion, Third-Person Perspective, User Experience, UX, Virtual Reality, VR
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:kth:diva-359654 (URN)10.1145/3701571.3701598 (DOI)2-s2.0-85216093595 (Scopus ID)
Conference
23rd International Conference on Mobile and Ubiquitous Multimedia, MUM 2024, Stockholm, Sweden, Dec 1 2024 - Dec 4 2024
Note

Part of ISBN 979-840071283-8

QC 20250210

Available from: 2025-02-06 Created: 2025-02-06 Last updated: 2025-02-10Bibliographically approved
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)
Open this publication in new window or tab >>Exploring the Influence of Co-Present and Remote Robots on Persuasiveness and Perception of Politeness
2024 (English)In: HRI '24: Companion of the 2024 ACM/IEEE International Conference on Human-Robot Interaction, New York, NY, USA: Association for Computing Machinery (ACM) , 2024, p. 1204-1208Conference paper, Published paper (Refereed)
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. 

Place, publisher, year, edition, pages
New York, NY, USA: Association for Computing Machinery (ACM), 2024
Keywords
Social robotics, Politeness, Persuasiveness, Social norms, Human-Robot interaction, free-standing conversational groupsPresence; Persuasiveness; Politeness; Human-Robot Interaction; Free-standing conversational groups
National Category
Other Engineering and Technologies Human Computer Interaction
Identifiers
urn:nbn:se:kth:diva-344639 (URN)10.1145/3610978.3640628 (DOI)001255070800253 ()2-s2.0-85188061527 (Scopus ID)
Conference
HRI '24: ACM/IEEE International Conference on Human-Robot Interaction Boulder CO USA March 11 - 15, 2024.
Note

Part of ISBN 9798400703232

QC 20240326

Available from: 2024-03-24 Created: 2024-03-24 Last updated: 2025-02-18Bibliographically approved
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.
Open this publication in new window or tab >>Exploring the Influence of Object Shapes and Colors on Depth Perception in Virtual Reality for Minimally Invasive Neurosurgical Training
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2024 (English)In: CHI 2024 - Extended Abstracts of the 2024 CHI Conference on Human Factors in Computing Sytems, Association for Computing Machinery , 2024, article id 154Conference paper, Published paper (Refereed)
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.

Place, publisher, year, edition, pages
Association for Computing Machinery, 2024
Keywords
depth perception, minimally invasive neurosurgery, virtual reality
National Category
Neurology
Identifiers
urn:nbn:se:kth:diva-347323 (URN)10.1145/3613905.3650813 (DOI)001227587702041 ()2-s2.0-85194135109 (Scopus ID)
Conference
2024 CHI Conference on Human Factors in Computing Sytems, CHI EA 2024, Hybrid, Honolulu, United States of America, May 11 2024 - May 16 2024
Note

QC 20240613

Part of ISBN 979-840070331-7

Available from: 2024-06-10 Created: 2024-06-10 Last updated: 2024-10-30Bibliographically approved
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
Open this publication in new window or tab >>Grand challenges in CyclingHCI
2024 (English)In: Proceedings of the 2024 ACM Designing Interactive Systems Conference, DIS 2024, Association for Computing Machinery, Inc , 2024, p. 2577-2590Conference paper, Published paper (Refereed)
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.

Place, publisher, year, edition, pages
Association for Computing Machinery, Inc, 2024
Keywords
bicycle, cycling, grand challenges, interaction
National Category
Human Computer Interaction Transport Systems and Logistics Other Engineering and Technologies
Identifiers
urn:nbn:se:kth:diva-351958 (URN)10.1145/3643834.3661550 (DOI)2-s2.0-85200334153 (Scopus ID)
Conference
2024 ACM Designing Interactive Systems Conference, DIS 2024, Copenhagen, Denmark, Jul 1 2024 - Jul 5 2024
Note

QC 20240829 Part of ISBN [9798400705830]

Available from: 2024-08-19 Created: 2024-08-19 Last updated: 2025-02-18Bibliographically approved
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.
Open this publication in new window or tab >>Grand Challenges in SportsHCI
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2024 (English)In: CHI 2024 - Proceedings of the 2024 CHI Conference on Human Factors in Computing Sytems, Association for Computing Machinery (ACM) , 2024, article id 312Conference paper, Published paper (Refereed)
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.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2024
Keywords
grand challenges, Physical Activity, Sports technology
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:kth:diva-350555 (URN)10.1145/3613904.3642050 (DOI)001255317903008 ()2-s2.0-85192386509 (Scopus ID)
Conference
2024 CHI Conference on Human Factors in Computing Sytems, CHI 2024, Hybrid, Honolulu, United States of America, May 11 2024 - May 16 2024
Note

Part of ISBN 9798400703300

QC 20240716

Available from: 2024-07-16 Created: 2024-07-16 Last updated: 2024-10-14Bibliographically approved
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.
Open this publication in new window or tab >>HAID: Human-AI Interaction for Dementia Care
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2024 (English)In: 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, article id 54Conference paper, Published paper (Refereed)
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.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2024
Keywords
AI, Dementia Care, HCI, Human-AI Interaction
National Category
Nursing
Identifiers
urn:nbn:se:kth:diva-355438 (URN)10.1145/3677045.3685469 (DOI)001331863500053 ()2-s2.0-85206573451 (Scopus ID)
Conference
13th Nordic Conference on Human-Computer Interaction, NordiCHI 2024, Uppsala, Sweden, October 13-16, 2024
Note

Part of ISBN 9798400709654

QC 20241205

Available from: 2024-10-30 Created: 2024-10-30 Last updated: 2024-12-05Bibliographically approved
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)
Open this publication in new window or tab >>Intelligent Music Interfaces: When Interactive Assistance and Adaptive Augmentation Meet Musical Instruments
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2024 (English)In: AHs 2024 - Augmented Humans 2024, Association for Computing Machinery (ACM) , 2024, p. 327-330Conference paper, Published paper (Refereed)
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.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2024
Series
ACM International Conference Proceeding Series
Keywords
Augmented Instruments, Music Interfaces, Musical Instruments, Self-Expression
National Category
Music
Identifiers
urn:nbn:se:kth:diva-346846 (URN)10.1145/3652920.3653039 (DOI)001220981900044 ()2-s2.0-85192738877 (Scopus ID)
Conference
2024 Augmented Humans International Conference, AHs 2024, Melbourne, Australia, Apr 4 2024 - Apr 6 2024
Note

QC 20240527

Part of ISBN 979-840070980-7

Available from: 2024-05-24 Created: 2024-05-24 Last updated: 2025-02-21Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0002-6571-0623

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