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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
Liu, Y., Tiwari, D., Bogdan, C. M. & Baudry, B. (2025). Detecting and removing bloated dependencies in CommonJS packages. Journal of Systems and Software, 230, Article ID 112509.
Open this publication in new window or tab >>Detecting and removing bloated dependencies in CommonJS packages
2025 (English)In: Journal of Systems and Software, ISSN 0164-1212, E-ISSN 1873-1228, Vol. 230, article id 112509Article in journal (Refereed) Published
Abstract [en]

JavaScript packages are notoriously prone to bloat, a factor that significantly impacts the performance and maintainability of web applications. While web bundlers and tree-shaking can mitigate this issue in client-side applications, state-of-the-art techniques have limitations on the detection and removal of bloat in server-side applications. In this paper, we present the first study to investigate bloated dependencies within server-side JavaScript applications, focusing on those built with the widely used and highly dynamic CommonJS module system. We propose a trace-based dynamic analysis that monitors the OS file system, to determine which dependencies are not accessed during runtime. To evaluate our approach, we curate an original dataset of 91 CommonJS packages with a total of 50,488 dependencies. Compared to the state-of-the-art dynamic and static approaches, our trace-based analysis demonstrates higher accuracy in detecting bloated dependencies. Our analysis identifies 50.6% of the 50,488 dependencies as bloated: 13.8% of direct dependencies and 51.3% of indirect dependencies. Furthermore, removing only the direct bloated dependencies by cleaning the dependency configuration file can remove a significant share of unnecessary bloated indirect dependencies while preserving function correctness.

Place, publisher, year, edition, pages
Elsevier BV, 2025
Keywords
CommonJS, Dependency bloat, Dependency management, Node.js, npm
National Category
Software Engineering
Identifiers
urn:nbn:se:kth:diva-366559 (URN)10.1016/j.jss.2025.112509 (DOI)001513620700002 ()2-s2.0-105008213531 (Scopus ID)
Note

QC 20250710

Available from: 2025-07-10 Created: 2025-07-10 Last updated: 2025-09-24Bibliographically approved
Axelsson, A., Vaddadi, B., Bogdan, C. M., Tobin, D. & Skantze, G. (2025). Robots as Hosts in Autonomous Buses: A Field Trial. ACM Transactions on Human-Robot Interaction, 15(1), 1-42
Open this publication in new window or tab >>Robots as Hosts in Autonomous Buses: A Field Trial
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2025 (English)In: ACM Transactions on Human-Robot Interaction, E-ISSN 2573-9522, Vol. 15, no 1, p. 1-42Article in journal (Refereed) Published
Abstract [en]

In Autonomous Public Transport (APT), particularly with shuttle buses, passengers travel in smaller, more intimate vehicles—and in the future, such vehicles may operate without an authoritative driver or host. This setup may lead to potential safety concerns, as passengers are left alone together. Additionally, this future absence of a driver or host means that there is no one to address questions or uncertainties that may arise. One proposed solution is introducing a robot onboard the bus, serving a similar role to a human host. To explore this solution, an experiment was conducted in Barkarby, Stockholm, Sweden. Passengers, generally unfamiliar with APT or social robots, experienced two short rides on a bus equipped with either an embodied Furhat robot as the host or a disembodied voice agent in the ceiling. Data were collected from passenger-agent interactions, post-questionnaires, and semi-structured focus group interviews. Results indicate a division in passenger preferences, with some favoring the robot and others the voice assistant. Passengers asked more questions to the robot, suggesting a clearer affordance for interaction. While the questionnaires did not show significant differences, passenger behaviors indicated that they anthropomorphized the robot more. The interviews revealed that passengers felt more secure with a human operator and doubted the robot’s authority during incidents with aggressive passengers or accidents. Our findings show that social robots can help make autonomous buses feel more welcoming and interactive. Future APT systems have many design issues that need to be resolved before riders can find them safe and appropriate to use, and social robots can play a role in resolving such issues—both the ones we see today, and potentially ones that will appear in the future.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2025
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:kth:diva-374877 (URN)10.1145/3759158 (DOI)
Note

QC 20260107

Available from: 2026-01-06 Created: 2026-01-06 Last updated: 2026-01-07Bibliographically approved
Viberg, O., Baars, M., Mello, R. F., Weerheim, N., Spikol, D., Bogdan, C. M., . . . Paas, F. (2024). Exploring the nature of peer feedback: An epistemic network analysis approach. Journal of Computer Assisted Learning, 40(6), 2809-2821
Open this publication in new window or tab >>Exploring the nature of peer feedback: An epistemic network analysis approach
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2024 (English)In: Journal of Computer Assisted Learning, ISSN 0266-4909, E-ISSN 1365-2729, Vol. 40, no 6, p. 2809-2821Article in journal (Refereed) Published
Abstract [en]

Background Study: Peer feedback has been used as an effective instructional strategy to enhance students' learning in higher education. Objectives: This paper reports on the findings of an explorative study that aimed to increase our understanding of the nature and role of peer feedback in the students' learning process in a computer-supported collaborative learning (CSCL) setting. Exploring what types of feedback are used, and how they relate to each other and are related to academic performance has important implications for students and teachers. Methods: This study was conducted in the higher education setting. It used a dataset consisting of student peer feedback messages (N = 2444) and grades from 231 students who participated in a large engineering course. Using qualitative methods, peer feedback was coded inductively. Epistemic network analysis (ENA) was used to analyse the relation between peer feedback types and performance. Results: Based on the five types of peer feedback (i.e., ‘management’, ‘cognition’ ‘affect’, ‘interpersonal factors’ and ‘suggestions for improvements’), the results of the ENA showed that student feedback categories ‘management’, ‘cognition’ and ‘affect’ were positively related to student performance at the formative assessment phase. Conclusions: The findings and the ENA visualizations also show that ‘suggestions for improvement’ and ‘interpersonal factors’ were not a significant part of student learning in peer assessment and feedback in the studied context.

Place, publisher, year, edition, pages
Wiley, 2024
Keywords
computer-supported collaborative learning settings, epistemic network analysis, learning performance, peer feedback
National Category
Pedagogy
Identifiers
urn:nbn:se:kth:diva-366316 (URN)10.1111/jcal.13035 (DOI)001265567000001 ()2-s2.0-85197820526 (Scopus ID)
Note

QC 20251002

Available from: 2025-07-07 Created: 2025-07-07 Last updated: 2025-10-02Bibliographically approved
Vaddadi, B., Hasselqvist, H., Bogdan, C. M., Martinsson, L., Vadman, T., Castor, S. & Thorin, L. (2024). Inclusive On-Demand Public Transport: Exploring user needs & possible solutions. KTH Royal Institute of Technology
Open this publication in new window or tab >>Inclusive On-Demand Public Transport: Exploring user needs & possible solutions
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2024 (English)Report (Other (popular science, discussion, etc.))
Abstract [en]

The transport sector is changing significantly as cities grow and technology reshapes travel preferences. Inadequate public transport and rising car ownership present growing challenges, particularly in rural and suburban areas. On-demand public transport offers a promising solution by integrating the latest technologies and user-centric design to deliver flexible, adaptable services that meet diverse and evolving user needs. However, trust and reliability, digital exclusion, car dependency, and limited service availability must be addressed to ensure inclusive, sustainable mobility systems.

This report focuses on X-linjen, an on-demand public transport service operational in Säffle since 2022, studied as part of a project led by KTH Royal Institute of Technology in collaboration with RISE, Nobina, and Värmlandstrafik. The project applies participatory design methods, informed by social practice theories, to engage both users and service providers. The goal is to identify user needs, develop inclusive solutions, and encourage sustainable travel habits, ultimately contributing to societal development. Key findings highlight the need for improvements to app usability, clearer communication about virtual bus stops, and optimized schedules to better serve seniors and other user groups. Integration with existing public transport networks and targeted outreach campaigns are essential for expanding adoption and building trust, particularly among non-users.

Insights from Scandinavian peers—Plustur in Denmark, Kutsuplus in Finland, and Ruter in Norway—offer valuable lessons on balancing innovation, cost-efficiency, and user-centered design. The report provides actionable recommendations to refine X-linjen’s service design, scale it to other regions, and address financial sustainability. By implementing these solutions and overcoming existing barriers, X-linjen can serve as a model for inclusive, flexible, and sustainable rural mobility, bridging critical gaps in access while fostering long-term societal and environmental benefits.

Place, publisher, year, edition, pages
KTH Royal Institute of Technology, 2024. p. 36
Series
TRITA-ITM-RP ; 2024:5
Keywords
inclusive, on demand, public transport, rural
National Category
Transport Systems and Logistics
Research subject
Transport Science, Transport Systems
Identifiers
urn:nbn:se:kth:diva-358295 (URN)
Funder
Vinnova, 2023-03060
Note

QC 20250204

Available from: 2025-01-08 Created: 2025-01-08 Last updated: 2025-02-04Bibliographically approved
Rauh, S. F., Bogdan, C. M., Meixner, G. & Matviienko, A. (2024). Navigating the Virtuality-Reality Clash: Reflection and Design Paterns for Industrial Mixed Reality Applications. 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. 2247-2266). Association for Computing Machinery (ACM)
Open this publication in new window or tab >>Navigating the Virtuality-Reality Clash: Reflection and Design Paterns for Industrial Mixed Reality Applications
2024 (English)In: Proceedings of the 2024 ACM Designing Interactive Systems Conference, DIS 2024, Association for Computing Machinery (ACM) , 2024, p. 2247-2266Conference paper, Published paper (Refereed)
Abstract [en]

Creating Mixed Reality applications poses distinct challenges for development and design. One of the challenges is designing Mixed Reality application-specifc experiences in the wild. In this paper, we present a structured refection approach to revisit projects from the past. In applying this structured refection to the data collected during a nine-month industrial project, we unveiled the Virtuality-Reality Clash. To generate a sufcient data corpus, we structurally analysed git commits, tickets, emails, handwritten notes, and weekly snapshots of the 3D designs. The clash could be narrowed down in our data corpus to the situations in which we were fusing the real environment with the virtual content. Finally, we could fnd fve design patterns for MR experience. With these patterns, we aim to help developers and designers of MR applications identify situations where Virtuality and Reality clash and propose approaches to address them.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2024
Keywords
Augmented Virtuality, Design Patterns, Mixed Reality, Virtuality-Reality Clash
National Category
Human Computer Interaction Production Engineering, Human Work Science and Ergonomics
Identifiers
urn:nbn:se:kth:diva-351953 (URN)10.1145/3643834.3660700 (DOI)2-s2.0-85200410471 (Scopus ID)
Conference
2024 ACM Designing Interactive Systems Conference, DIS 2024, Copenhagen, Denmark, Jul 1 2024 - Jul 5 2024
Note

Part of ISBN 9798400705830

QC 20240827

Available from: 2024-08-19 Created: 2024-08-19 Last updated: 2024-08-27Bibliographically approved
Axelsson, A., Vaddadi, B., Bogdan, C. M. & Skantze, G. (2024). Robots in autonomous buses: Who hosts when no human is there?. In: HRI 2024 Companion - Companion of the 2024 ACM/IEEE International Conference on Human-Robot Interaction: . Paper presented at 19th Annual ACM/IEEE International Conference on Human-Robot Interaction, HRI 2024, Boulder, United States of America, Mar 11 2024 - Mar 15 2024 (pp. 1278-1280). Association for Computing Machinery (ACM)
Open this publication in new window or tab >>Robots in autonomous buses: Who hosts when no human is there?
2024 (English)In: HRI 2024 Companion - Companion of the 2024 ACM/IEEE International Conference on Human-Robot Interaction, Association for Computing Machinery (ACM) , 2024, p. 1278-1280Conference paper, Published paper (Refereed)
Abstract [en]

In mid-2023, we performed an experiment in autonomous buses in Stockholm, Sweden, to evaluate the role that social robots might have in such settings, and their effects on passengers' feeling of safety and security, given the absence of human drivers or clerks. To address the situations that may occur in autonomous public transit (APT), we compared an embodied agent to a disembodied agent. In this video publication, we showcase some of the things that worked with the interactions we created, and some problematic issues that we had not anticipated.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2024
Keywords
APT, assistant, autonomous, bus, clerk, guide, passenger, public transit, public transport, robot, self-driving, shuttle, wizard
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:kth:diva-344811 (URN)10.1145/3610978.3641115 (DOI)001255070800272 ()2-s2.0-85188117955 (Scopus ID)
Conference
19th Annual ACM/IEEE International Conference on Human-Robot Interaction, HRI 2024, Boulder, United States of America, Mar 11 2024 - Mar 15 2024
Projects
tmh_robohost
Note

QC 20240402

 Part of ISBN 9798400703232

Available from: 2024-03-28 Created: 2024-03-28 Last updated: 2024-10-24Bibliographically approved
Hedlund, M., Bogdan, C. M., Meixner, G. & Matviienko, A. (2024). Rowing Beyond: A Demonstration of Steering Methods for Rowing-based Locomotion in Virtual Environments. 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 (ACM), Article ID 413.
Open this publication in new window or tab >>Rowing Beyond: A Demonstration of Steering Methods for Rowing-based Locomotion in Virtual Environments
2024 (English)In: CHI 2024 - Extended Abstracts of the 2024 CHI Conference on Human Factors in Computing Sytems, Association for Computing Machinery (ACM) , 2024, article id 413Conference paper, Published paper (Refereed)
Abstract [en]

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.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2024
Keywords
exergame, locomotion, rowing, steering, virtual reality
National Category
Computer Sciences
Identifiers
urn:nbn:se:kth:diva-347324 (URN)10.1145/3613905.3648643 (DOI)001227587701069 ()2-s2.0-85194180339 (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 20240610

Part of ISBN 979-840070331-7

Available from: 2024-06-10 Created: 2024-06-10 Last updated: 2024-10-30Bibliographically approved
Hedlund, M., Bogdan, C. M., Meixner, G. & Matviienko, A. (2024). Rowing Beyond: Investigating Steering Methods for Rowing-based Locomotion in Virtual Environments. 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, May 11-16, 2024, Honolulu, United States of America. Association for Computing Machinery, Article ID 631.
Open this publication in new window or tab >>Rowing Beyond: Investigating Steering Methods for Rowing-based Locomotion in Virtual Environments
2024 (English)In: CHI 2024 - Proceedings of the 2024 CHI Conference on Human Factors in Computing Sytems, Association for Computing Machinery , 2024, article id 631Conference paper, Published paper (Refereed)
Abstract [en]

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.

Place, publisher, year, edition, pages
Association for Computing Machinery, 2024
Keywords
exergame, locomotion, rowing, steering, virtual reality
National Category
Vehicle and Aerospace Engineering
Identifiers
urn:nbn:se:kth:diva-347649 (URN)10.1145/3613904.3642192 (DOI)001255317905035 ()2-s2.0-85194817975 (Scopus ID)
Conference
2024 CHI Conference on Human Factors in Computing Sytems, CHI 2024, Hybrid, May 11-16, 2024, Honolulu, United States of America
Note

Part of ISBN 979-840070330-0

QC 20241014

Available from: 2024-06-12 Created: 2024-06-12 Last updated: 2025-10-13Bibliographically approved
Hedlund, M., Jonsson, A., Bogdan, C. M., Meixner, G., Ekblom Bak, E. & Matviienko, A. (2023). BlocklyVR: Exploring Block-based Programming in Virtual Reality. In: Proceedings of MUM 2023 - The 22nd International Conference on Mobile and Ubiquitous Multimedia: . Paper presented at 2nd International Conference on Mobile and Ubiquitous Multimedia, Proceedings of MUM 2023, Vienna, Austria, Dec 3 2023 - Dec 6 2023 (pp. 251-263). Association for Computing Machinery (ACM)
Open this publication in new window or tab >>BlocklyVR: Exploring Block-based Programming in Virtual Reality
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2023 (English)In: Proceedings of MUM 2023 - The 22nd International Conference on Mobile and Ubiquitous Multimedia, Association for Computing Machinery (ACM) , 2023, p. 251-263Conference paper, Published paper (Refereed)
Abstract [en]

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.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2023
Keywords
blockly, physical movement, programming, virtual reality
National Category
Other Engineering and Technologies
Identifiers
urn:nbn:se:kth:diva-341678 (URN)10.1145/3626705.3627779 (DOI)2-s2.0-85180124461 (Scopus ID)
Conference
2nd International Conference on Mobile and Ubiquitous Multimedia, Proceedings of MUM 2023, Vienna, Austria, Dec 3 2023 - Dec 6 2023
Note

Part of ISBN 9798400709210

QC 20231229

Available from: 2023-12-29 Created: 2023-12-29 Last updated: 2025-10-13Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0001-7549-1797

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