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Matviienko, Andrii, Assistant ProfessorORCID iD iconorcid.org/0000-0002-6571-0623
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Publications (10 of 94) Show all publications
Keppel, J., Prochazka, M., Lewin, S., Stroehnisch, M., Strauss, M., Zenner, A., . . . Schneegass, S. (2026). Determining Perception Thresholds for Real and Virtual Inclinations while Cycling in Virtual Reality. In: CHI 2026 - Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems: . Paper presented at 2026 CHI Conference on Human Factors in Computing Systems, CHI 2026, Barcelona, Spain, Apr 13 2026 - Apr 17 2026. Association for Computing Machinery (ACM), Article ID 1676.
Open this publication in new window or tab >>Determining Perception Thresholds for Real and Virtual Inclinations while Cycling in Virtual Reality
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2026 (English)In: CHI 2026 - Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery (ACM) , 2026, article id 1676Conference paper, Published paper (Refereed)
Abstract [en]

In virtual reality (VR) experiences, mismatches between reality and virtuality are usually undesirable, as they can disrupt immersion and induce cybersickness. However, when carefully controlled, they may expand the design space of VR. This research investigates perceptual detection thresholds for mismatches between real and virtual inclinations during cycling in VR. Using a custom simulation, N = 30 participants cycled through a virtual city while physical and visual inclinations were independently manipulated. Real inclinations were implemented with a tilting indoor bike, providing vestibular and proprioceptive feedback, while virtual inclinations within the simulated environment were presented visually. A multiple staircase procedure derived estimates for perceptual thresholds that approximate which mismatches in visual and physical inclination were still perceived as congruent. These thresholds reveal a window of perceived congruence before mismatches become noticeable to users. These findings advance understanding of sensory integration in VR cycling and inform applications in immersive training, exergames, and rehabilitation systems.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2026
Keywords
Biking, Exergames, Inclination, Indoor Cycling, Perception, Sports, Thresholds, Virtual Reality
National Category
Human Computer Interaction Other Engineering and Technologies
Identifiers
urn:nbn:se:kth:diva-383111 (URN)10.1145/3772318.3791538 (DOI)2-s2.0-105038769182 (Scopus ID)
Conference
2026 CHI Conference on Human Factors in Computing Systems, CHI 2026, Barcelona, Spain, Apr 13 2026 - Apr 17 2026
Note

Part of ISBN 9798400722783

QC 20260608

Available from: 2026-06-08 Created: 2026-06-08 Last updated: 2026-06-08Bibliographically approved
Zhou, X., Sempere, N., Ghavamian, P., Rostami, A. & Matviienko, A. (2026). MicroVRide: Exploring 4-in-1 Virtual Reality Micromobility Simulator. In: CHI 2026 - Extended Abtracts of the 2026 CHI Conference on Human Factors in Computing Systems: . Paper presented at Extended Abtracts of the 2026 CHI Conference on Human Factors in Computing Systems, CHI 2026, Barcelona, Spain, Apr 13 2026 - Apr 17 2026. Association for Computing Machinery (ACM), Article ID 466.
Open this publication in new window or tab >>MicroVRide: Exploring 4-in-1 Virtual Reality Micromobility Simulator
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2026 (English)In: CHI 2026 - Extended Abtracts of the 2026 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery (ACM) , 2026, article id 466Conference paper, Published paper (Refereed)
Abstract [en]

Micromobility vehicles, such as e-scooters, Segways, skateboards, and unicycles, are increasingly adopted for short-distance travel due to their low weight and low emissions. Despite their growing popularity, we lack controlled, low-risk environments to study rider experiences and performance. While virtual reality (VR) simulators offer a promising approach by reducing safety risks and providing immersive experiences, micromobility simulators remain largely underexplored. We introduce MicroVRide, a modular 4-in-1 VR micromobility simulator that supports e-scooters, Segways, electric unicycles, and one-wheeled skateboards on a single platform. The simulator preserves vehicle-specific physical constraints and control metaphors, enabling the study of diverse riding behaviors with minimal hardware reconfiguration. We contribute the simulator design and report a preliminary within-subject study (N = 12) that demonstrates feasibility and reveals distinct experiential profiles across vehicles.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2026
Keywords
Segway, e-scooter, micromobility, simulator, skateboard, unicycle, virtual reality
National Category
Vehicle and Aerospace Engineering Transport Systems and Logistics
Identifiers
urn:nbn:se:kth:diva-381962 (URN)10.1145/3772363.3798943 (DOI)2-s2.0-105038117584 (Scopus ID)
Conference
Extended Abtracts of the 2026 CHI Conference on Human Factors in Computing Systems, CHI 2026, Barcelona, Spain, Apr 13 2026 - Apr 17 2026
Note

Part of ISBN 9798400722813

QC 20260527

Available from: 2026-05-27 Created: 2026-05-27 Last updated: 2026-05-27Bibliographically approved
Stefanidi, H., van Rheden, V., He, L., Adiwangsa, M., Sünderkamp, J.-H., Itzlinger, A., . . . Meschtscherjakov, A. (2026). Next Steps for Augmented Reality On-the-Move: Challenges and Opportunities. In: CHI 2026 - Extended Abtracts of the 2026 CHI Conference on Human Factors in Computing Systems: . Paper presented at Extended Abtracts of the 2026 CHI Conference on Human Factors in Computing Systems, CHI 2026, Barcelona, Spain, Apr 13 2026 - Apr 17 2026. Association for Computing Machinery (ACM), Article ID 958.
Open this publication in new window or tab >>Next Steps for Augmented Reality On-the-Move: Challenges and Opportunities
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2026 (English)In: CHI 2026 - Extended Abtracts of the 2026 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery (ACM) , 2026, article id 958Conference paper, Published paper (Refereed)
Abstract [en]

Recent advancements in augmented reality (AR) technologies have brought us closer to the vision of everyday ubiquitous computing and pervasive AR use. State-of-the-art AR glasses now enable mobile, on-the-move experiences that extend beyond laboratory settings. This promise has already been explored across diverse mobile contexts, including transportation, entertainment, shopping, and tourism. This workshop focuses on AR on-the-move, examining how AR can support interaction in dynamic settings where environmental and social contexts shift rapidly and users are in locomotion. We will discuss both the unique challenges and the rich opportunities such scenarios present for meaningful augmentation and new forms of interaction. By uniting established scholars and emerging researchers from across HCI, this workshop seeks to map out critical directions for future inquiry. Through hands-on activities and reflection, participants will collectively identify key opportunities, challenges, and next steps for advancing research on AR on-the-move.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2026
Keywords
Augmented Reality, Mobile Interaction, On-the-Move
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:kth:diva-381958 (URN)10.1145/3772363.3778775 (DOI)2-s2.0-105038095028 (Scopus ID)
Conference
Extended Abtracts of the 2026 CHI Conference on Human Factors in Computing Systems, CHI 2026, Barcelona, Spain, Apr 13 2026 - Apr 17 2026
Note

Part of ISBN 9798400722813

QC 20260527

Available from: 2026-05-27 Created: 2026-05-27 Last updated: 2026-05-27Bibliographically approved
Al-Taie, A., Matviienko, A., O'Hagan, J., Pollick, F. & Brewster, S. A. (2025). Around the World in 60 Cyclists: Evaluating Autonomous Vehicle-Cyclist Interfaces Across Cultures. In: Proceedings Of The 2025 Chi Conference On Human Factors In Computing Sytems, Chi 2025: . Paper presented at 2025 Conference on Human Factors in Computing Systems-CHI, APR 26-MAY 01, 2025, Yokohama, JAPAN. Association for Computing Machinery (ACM), Article ID 217.
Open this publication in new window or tab >>Around the World in 60 Cyclists: Evaluating Autonomous Vehicle-Cyclist Interfaces Across Cultures
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2025 (English)In: Proceedings Of The 2025 Chi Conference On Human Factors In Computing Sytems, Chi 2025, Association for Computing Machinery (ACM) , 2025, article id 217Conference paper, Published paper (Refereed)
Abstract [en]

Cultural differences influence how cyclists and drivers interact, affecting global autonomous vehicle (AV) adoption. AV-cyclist interfaces are needed to clarify AV intentions and resolve ambiguities when no human driver is present. These must adapt across cultures and road infrastructure. We conducted the first cross-cultural AV-cyclist user study across Stockholm (high segregation of cyclists from drivers), Glasgow (some segregation), and Muscat (no segregation). Cyclists used an AR simulator to cycle in physical space and experienced three holistic AV-cyclist interfaces. These integrated multiple interfaces into a larger ecosystem, e.g., a smartwatch synchronised with on-vehicle eHMI. Interfaces communicated AV location, intentions, or both. Riders from all cities preferred combined AV location and intention information but used it differently. Stockholm cyclists focused on location, validating intentions with driving behaviour. Glasgow riders valued both cues equally. Muscat cyclists trusted interfaces, prioritising intentions without relying on driving behaviour. These insights are key for global AV adoption.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2025
Keywords
Autonomous Vehicle-Cyclist Interaction, Cross-Cultural Study, Augmented Reality
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:kth:diva-372725 (URN)10.1145/3706598.3713407 (DOI)001496957100324 ()2-s2.0-105005753595 (Scopus ID)979-8-4007-1394-1 (ISBN)
Conference
2025 Conference on Human Factors in Computing Systems-CHI, APR 26-MAY 01, 2025, Yokohama, JAPAN
Note

QC 20251126

Available from: 2025-11-26 Created: 2025-11-26 Last updated: 2025-11-26Bibliographically approved
Hedlund, M., Müller, F., Schmitz, M., Bogdan, C. M., Rey, R., Ghavamian, P., . . . Matviienko, A. (2025). BroomBroom! Evaluation of Leaning and Controller-based Locomotion for Flying in Virtual Reality. Paper presented at VRST '25.
Open this publication in new window or tab >>BroomBroom! Evaluation of Leaning and Controller-based Locomotion for Flying in Virtual Reality
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2025 (English)Manuscript (preprint) (Other academic)
Abstract [en]

Virtual Reality (VR) locomotion methods are mainly ground-based, room-scale, or discrete, making them ill-suited for flying experiences. Although leaning- and controller-based techniques are promising for flying in VR, we lack empirical evidence of their advantages. We compared combinations of leaning- and controller-based methods for steering and velocity in a user study (N = 24) using a broom metaphor to integrate these methods into an understandable locomotion reference. The steering methods were: 1) controller-pointing (CP) and 2) headset-leaning (HL); and for velocity control: 1) controller linear displacement (CLD) and 2) headset linear displacement (HLD). Results indicate that HL increase presence compared to CP. However, combining HL with CLD worsens coin collection rate, completion time, mental load, control factor ratings, and enjoyment. In contrast, HLD worked well when paired with either steering method. CP-CLD led to the highest coin collection rate and lowest mental load. All methods had comparable feelings of flying.

Keywords
Locomotion, Leaning, Controller, Embodied, Flying, Virtual Reality, Broom
National Category
Computer and Information Sciences
Research subject
Human-computer Interaction; Human-computer Interaction
Identifiers
urn:nbn:se:kth:diva-371591 (URN)
Conference
VRST '25
Note

Will be published as DOI 10.1145/3756884.3766017 in 31st ACM Symposium on Virtual Reality Software and Technology (VRST '25), Nov 12--14, 2025,  Montreal, QC, Canada

QC 20251014

Available from: 2025-10-14 Created: 2025-10-14 Last updated: 2025-10-14Bibliographically approved
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)001502592200005 ()2-s2.0-105028582368 (Scopus ID)
Conference
ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games-I3D 2025, NJIT, Jersey City, NJ, USA, 7-9 May 2025
Funder
Swedish Research Council, 2020-05187
Note

Part of ISBN 9798400718335

QC 20260204

Available from: 2025-05-09 Created: 2025-05-09 Last updated: 2026-03-30Bibliographically approved
Chhatre, K., Guarese, R., Matviienko, A. & Peters, C. (2025). Evaluation of generative models for emotional 3D animation generation in VR. Frontiers in Computer Science, 7, Article ID 1598099.
Open this publication in new window or tab >>Evaluation of generative models for emotional 3D animation generation in VR
2025 (English)In: Frontiers in Computer Science, E-ISSN 2624-9898, Vol. 7, article id 1598099Article in journal (Refereed) Published
Abstract [en]

Introduction: Social interactions incorporate various nonverbal signals to convey emotions alongside speech, including facial expressions and body gestures. Generative models have demonstrated promising results in creating full-body nonverbal animations synchronized with speech; however, evaluations using statistical metrics in 2D settings fail to fully capture user-perceived emotions, limiting our understanding of the effectiveness of these models. Methods: To address this, we evaluate emotional 3D animation generative models within an immersive Virtual Reality (VR) environment, emphasizing user—centric metrics-emotional arousal realism, naturalness, enjoyment, diversity, and interaction quality—in a real-time human-agent interaction scenario. Through a user study (N = 48), we systematically examine perceived emotional quality for three state-of-the-art speech-driven 3D animation methods across two specific emotions: happiness (high arousal) and neutral (mid arousal). Additionally, we compare these generative models against real human expressions obtained via a reconstruction-based method to assess both their strengths and limitations and how closely they replicate real human facial and body expressions. Results: Our results demonstrate that methods explicitly modeling emotions lead to higher recognition accuracy compared to those focusing solely on speech-driven synchrony. Users rated the realism and naturalness of happy animations significantly higher than those of neutral animations, highlighting the limitations of current generative models in handling subtle emotional states. Discussion: Generative models underperformed compared to reconstruction-based methods in facial expression quality, and all methods received relatively low ratings for animation enjoyment and interaction quality, emphasizing the importance of incorporating user-centric evaluations into generative model development. Finally, participants positively recognized animation diversity across all generative models.

Place, publisher, year, edition, pages
Frontiers Media SA, 2025
Keywords
3D emotional animation, generative models, nonverbal communication, user-centric evaluation, virtual reality
National Category
Human Computer Interaction Computer Sciences
Identifiers
urn:nbn:se:kth:diva-369923 (URN)10.3389/fcomp.2025.1598099 (DOI)001549678200001 ()2-s2.0-105013367950 (Scopus ID)
Funder
Swedish Research Council, 2020-05187
Note

QC 20260401

Available from: 2025-09-18 Created: 2025-09-18 Last updated: 2026-04-01Bibliographically approved
Wang, H. & Matviienko, A. (2025). Experiencing Art Museum with a Generative Artificial Intelligence Chatbot. In: IMX 2025 - Proceedings of the 2025 ACM International Conference on Interactive Media Experiences: . Paper presented at 2025 ACM International Conference on Interactive Media Experiences, IMX 2025, Niteroi, Brazil, Jun 3 2025 - Jun 6 2025 (pp. 430-436). Association for Computing Machinery (ACM)
Open this publication in new window or tab >>Experiencing Art Museum with a Generative Artificial Intelligence Chatbot
2025 (English)In: IMX 2025 - Proceedings of the 2025 ACM International Conference on Interactive Media Experiences, Association for Computing Machinery (ACM) , 2025, p. 430-436Conference paper, Published paper (Refereed)
Abstract [en]

Generative Artificial Intelligence (GenAI) chatbots start changing experiences with art for museum visitors by making them more interactive and engaging. However, it remains underexplored how GenAI chatbots influence visitors' in-field experience and interaction at art museums regarding finding information, engagement, and enjoyment compared to existing museum tour-guide applications. In this paper, we contribute the design and implementation of a smartphone-based chatbot that detects artwork, generates textual and auditory information, and interactively answers visitors' questions. To explore visitors' experience with it, we conducted a field experiment (N=30) at the National Art Museum, comparing it to the existing museum application. Our results indicate that visitors showed higher artwork engagement with the chatbot than the museum application. Moreover, they enjoyed an interactive experience using the chatbot to learn about the art collection and have equally preferred textual and auditory information representation.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2025
Keywords
Chatbot, Generative AI, Museum experience, Tour guide
National Category
Human Computer Interaction Information Systems, Social aspects
Identifiers
urn:nbn:se:kth:diva-368516 (URN)10.1145/3706370.3731650 (DOI)001527547700047 ()2-s2.0-105007992419 (Scopus ID)
Conference
2025 ACM International Conference on Interactive Media Experiences, IMX 2025, Niteroi, Brazil, Jun 3 2025 - Jun 6 2025
Note

 Part of ISBN 9798400713910

QC 20250818

Available from: 2025-08-18 Created: 2025-08-18 Last updated: 2025-08-18Bibliographically approved
Azzez, K., Matviienko, A. & Meixner, G. (2025). Exploring Virtual Keyboards for Text Entry in Virtual Reality. In: Tareq Z. Ahram, Waldemar Karwowski, Pei-Luen Rau (Ed.), Human-Computer Interaction & Emerging Technologies: (pp. 103-114). AHFE International, 195
Open this publication in new window or tab >>Exploring Virtual Keyboards for Text Entry in Virtual Reality
2025 (English)In: Human-Computer Interaction & Emerging Technologies / [ed] Tareq Z. Ahram, Waldemar Karwowski, Pei-Luen Rau, AHFE International , 2025, Vol. 195, p. 103-114Chapter in book (Other academic)
Abstract [en]

As Virtual Reality enters professional domains, efficient text entry remains challenging due to limited tactile feedback and ergonomics. We present a novel Virtual Reality keyboard that integrates a smartphone-like layout, hover effects, dynamic colors, haptic feedback (SenseGlove Nova 2), auditory cues, and a key-weighting mechanism. In a study (N = 11), our design was compared with a curved MRTK keyboard. Although the MRTK keyboard yielded faster speeds (8.99 vs. 7.47 WPM) and higher accuracy (92.14% vs. 86.85%), our custom design offered a more engaging and ergonomic experience with improved comfort over prolonged use. These findings underscore the potential of multimodal feedback for advancing VR text entry.

Place, publisher, year, edition, pages
AHFE International, 2025
Keywords
Adaptive typing, Haptic interactions, Immersive user experience, Multimodal feedback, VR keyboard design
National Category
Human Computer Interaction Other Engineering and Technologies Robotics and automation
Identifiers
urn:nbn:se:kth:diva-378248 (URN)10.54941/ahfe1006228 (DOI)2-s2.0-105031277739 (Scopus ID)
Note

Part of ISBN 9781964867717

QC 20260317

Available from: 2026-03-17 Created: 2026-03-17 Last updated: 2026-03-17Bibliographically approved
Wu, Z., Wagner, U., Romero, M., Iop, A., Matviienko, A. & Pfeuffer, K. (2025). Eyes on Target, Pen on Table: Precise VR Interaction with Gaze and Pen. In: Proceedings - 2025 IEEE International Symposium on Mixed and Augmented Reality Adjunct, ISMAR-Adjunct 2025: . Paper presented at 2025 IEEE International Symposium on Mixed and Augmented Reality Adjunct, ISMAR-Adjunct 2025, Daejeon, Korea, October 8- 12, 2025 (pp. 46-53). Institute of Electrical and Electronics Engineers Inc.
Open this publication in new window or tab >>Eyes on Target, Pen on Table: Precise VR Interaction with Gaze and Pen
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2025 (English)In: Proceedings - 2025 IEEE International Symposium on Mixed and Augmented Reality Adjunct, ISMAR-Adjunct 2025, Institute of Electrical and Electronics Engineers Inc. , 2025, p. 46-53Conference paper, Published paper (Refereed)
Abstract [en]

Precise manipulation, fast interaction, and lasting comfort are hard to reconcile in VR. Modern controllers can track at sub-millimetre resolution in ideal conditions, yet mid-air reach, tremor, and arm elevation still impair accuracy and induce fatigue. We present Eyes on Target, Pen on Table, combining gaze-driven target selection with desk-supported, pressure-adaptive pen input. In a within-subjects study (N=12), it was compared with a direct mid-air pen baseline. In 2D tasks, mean placement error dropped by 40% with no significant time cost, while in 3D tasks error fell by 58% at a 52% time cost. With control-display gain with axis constraint, error reductions reached 77% in 2D and 81% in 3D relative to the baseline. Across conditions, the approach also reduced arm fatigue and NASA-TLX workload. Our findings position the Gaze + Pen on Table technique as a balanced, sustainable alternative for production-level VR design, with practical guidelines for implementation.

Place, publisher, year, edition, pages
Institute of Electrical and Electronics Engineers Inc., 2025
Keywords
3D manipulation, gaze interaction, input techniques, pen pressure, virtual reality
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:kth:diva-377506 (URN)10.1109/ISMAR-Adjunct68609.2025.00016 (DOI)2-s2.0-105029712731 (Scopus ID)
Conference
2025 IEEE International Symposium on Mixed and Augmented Reality Adjunct, ISMAR-Adjunct 2025, Daejeon, Korea, October 8- 12, 2025
Note

Part of ISBN 9798331593476

QC 20260302

Available from: 2026-03-02 Created: 2026-03-02 Last updated: 2026-03-02Bibliographically approved
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ORCID iD: ORCID iD iconorcid.org/0000-0002-6571-0623

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