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Sundstedt, Veronica
Publications (10 of 21) Show all publications
Santos, B. S., Dischler, J. M., Adzhiev, V., Anderson, E. F., Ferko, A., Fryazinov, O., . . . Zara, J. (2018). Distinctive Approaches to Computer Graphics Education. Computer graphics forum (Print), 7(1), 403-412
Open this publication in new window or tab >>Distinctive Approaches to Computer Graphics Education
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2018 (English)In: Computer graphics forum (Print), ISSN 0167-7055, E-ISSN 1467-8659, Vol. 7, no 1, p. 403-412Article in journal (Refereed) Published
Abstract [en]

This paper presents the latest advances and research in Computer Graphics education in a nutshell. It is concerned with topics that were presented at the Education Track of the Eurographics Conference held in Lisbon in 2016. We describe works corresponding to approaches to Computer Graphics education that are unconventional in some way and attempt to tackle unsolved problems and challenges regarding the role of arts in computer graphics education, the role of research-oriented activities in undergraduate education and the interaction among different areas of Computer Graphics, as well as their application to courses or extra-curricular activities. We present related works addressing these topics and report experiences, successes and issues in implementing the approaches. © 2017 The Eurographics Association and John Wiley & Sons Ltd.

Place, publisher, year, edition, pages
Blackwell Publishing Ltd, 2018
Keywords
Computer graphics education, K.3.2 [Computers and Education]: Computer and Information Science Education-Computer science education, Curriculum, Education, Education computing, Computer and information science educations, Related works, Undergraduate education, Unsolved problems, Computer graphics
National Category
Other Computer and Information Science Pedagogy
Identifiers
urn:nbn:se:bth-15385 (URN)10.1111/cgf.13305 (DOI)000426151300030 ()2-s2.0-85031087146 (Scopus ID)
Available from: 2017-10-27 Created: 2017-10-27 Last updated: 2018-03-23Bibliographically approved
Hu, Y. & Sundstedt, V. (2018). Exploring Biometrics as an Evaluation Technique for Digital Game Addiction Prevention. Journal of Behavioral Addictions, 7, 15-15
Open this publication in new window or tab >>Exploring Biometrics as an Evaluation Technique for Digital Game Addiction Prevention
2018 (English)In: Journal of Behavioral Addictions, ISSN 2062-5871, E-ISSN 2063-5303, Vol. 7, p. 15-15Article in journal, Meeting abstract (Other academic) Published
Place, publisher, year, edition, pages
AKADEMIAI KIADO RT, 2018
National Category
Social Psychology Other Computer and Information Science
Identifiers
urn:nbn:se:bth-16167 (URN)000430549500026 ()
Available from: 2018-05-11 Created: 2018-05-11 Last updated: 2018-05-14Bibliographically approved
Jerčić, P., Wen, W., Hagelbäck, J. & Sundstedt, V. (2018). The Effect of Emotions and Social Behavior on Performance in a Collaborative Serious Game Between Humans and Autonomous Robots. International Journal of Social Robotics, 10(1), 115-129
Open this publication in new window or tab >>The Effect of Emotions and Social Behavior on Performance in a Collaborative Serious Game Between Humans and Autonomous Robots
2018 (English)In: International Journal of Social Robotics, ISSN 1875-4791, E-ISSN 1875-4805, Vol. 10, no 1, p. 115-129Article in journal (Refereed) Published
Abstract [en]

The aim of this paper is to investigate performance in a collaborative human–robot interaction on a shared serious game task. Furthermore, the effect of elicited emotions and perceived social behavior categories on players’ performance will be investigated. The participants collaboratively played a turn-taking version of the Tower of Hanoi serious game, together with the human and robot collaborators. The elicited emotions were analyzed in regards to the arousal and valence variables, computed from the Geneva Emotion Wheel questionnaire. Moreover, the perceived social behavior categories were obtained from analyzing and grouping replies to the Interactive Experiences and Trust and Respect questionnaires. It was found that the results did not show a statistically significant difference in participants’ performance between the human or robot collaborators. Moreover, all of the collaborators elicited similar emotions, where the human collaborator was perceived as more credible and socially present than the robot one. It is suggested that using robot collaborators might be as efficient as using human ones, in the context of serious game collaborative tasks.

Place, publisher, year, edition, pages
Springer, 2018
Keywords
Autonomous robots, Serious games, Collaborative play, Social interaction, Robot-assisted play, Emotions
National Category
Computer Systems
Identifiers
urn:nbn:se:bth-15541 (URN)10.1007/s12369-017-0437-4 (DOI)000423152900008 ()
Projects
PsyIntEC
Funder
EU, FP7, Seventh Framework Programme, FP7-ICT-231143
Note

open access

Available from: 2017-11-28 Created: 2017-11-28 Last updated: 2018-02-09Bibliographically approved
Navarro, D. & Sundstedt, V. (2017). Simplifying Game Mechanics: Gaze as an Implicit Interaction Method. In: SIGGRAPH Asia 2017 Technical Briefs, SA 2017: . Paper presented at ACM SIGGRAPH Asia 2017, Bangkok. ACM Digital Library, Article ID 132534.
Open this publication in new window or tab >>Simplifying Game Mechanics: Gaze as an Implicit Interaction Method
2017 (English)In: SIGGRAPH Asia 2017 Technical Briefs, SA 2017, ACM Digital Library, 2017, article id 132534Conference paper, Published paper (Refereed)
Place, publisher, year, edition, pages
ACM Digital Library, 2017
National Category
Computer Systems
Identifiers
urn:nbn:se:bth-15750 (URN)10.1145/3145749.3149446 (DOI)978-1-4503-5406-6 (ISBN)
Conference
ACM SIGGRAPH Asia 2017, Bangkok
Available from: 2018-01-12 Created: 2018-01-12 Last updated: 2018-01-25Bibliographically approved
Sundstedt, V. (2016). A Visualisation in Games Course Curriculum. In: Eurographics (Ed.), Eurographics (Education Papers): . Paper presented at Eurographics 2016, Lisbon.
Open this publication in new window or tab >>A Visualisation in Games Course Curriculum
2016 (English)In: Eurographics (Education Papers) / [ed] Eurographics, 2016Conference paper, Published paper (Refereed)
National Category
Computer Sciences
Identifiers
urn:nbn:se:bth-12348 (URN)
Conference
Eurographics 2016, Lisbon
Available from: 2016-06-21 Created: 2016-06-21 Last updated: 2018-01-10Bibliographically approved
Lambrant, A., Luro, F. L. & Sundstedt, V. (2016). Avatar Preference Selection in Game Design Based on Color Theory. In: Proceedings of the ACM SIGGRAPH Symposium on Applied Perception: . Paper presented at ACM SIGGRAPH Symposium on Applied Perception, Tübingen (pp. 15-18). ACM Digital Library
Open this publication in new window or tab >>Avatar Preference Selection in Game Design Based on Color Theory
2016 (English)In: Proceedings of the ACM SIGGRAPH Symposium on Applied Perception, ACM Digital Library, 2016, p. 15-18Conference paper, Published paper (Refereed)
Abstract [en]

Selecting color schemes for game objects is an important task. It can be valuable to game designers to know what colors are preferred. Principles of color theory are important to select appropriate colors. This paper presents a perceptual experiment that evaluates some basic principles of color theory applied to game objects to study if a particular combination is preferred. An experiment was conducted with 15 participants who performed a two-alternative forced choice (2AFC) preference experiment using 236 pairs of images each. The pairs were based on color harmonies derived from the colors red, green, and blue. The color harmonies were evaluated against each other and included analogous, complementary, split-complementary, triad, and warm and cool colors. A high and low saturation condition was also included. The color harmonies were applied to an existing game character (avatar) and a new object (cube) to study any potential differences in the results. The initial results show that some color harmonies, in particular triad and split-complementary, were generally preferred over others meaning that it is important to take into account these aspects in game design. Additional results also show that color harmonies with a base in green were not as popular as red and blue color harmonies.

Place, publisher, year, edition, pages
ACM Digital Library, 2016
Keywords
2AFC, character design, color harmonies, color preference, color theory, games
National Category
Computer Sciences
Identifiers
urn:nbn:se:bth-11191 (URN)10.1145/2804408.2804421 (DOI)000390305600002 ()
Conference
ACM SIGGRAPH Symposium on Applied Perception, Tübingen
Available from: 2015-12-11 Created: 2015-12-11 Last updated: 2018-01-16Bibliographically approved
Sundstedt, V., Navarro, D. & Mautner, J. (2016). Possibilities and challenges with eye tracking in video games and virtual reality applications. In: SA 2016 - SIGGRAPH ASIA 2016 Courses: . Paper presented at 2016 SIGGRAPH ASIA Courses, SA 2016, Macau, China. Association for Computing Machinery (ACM), Article ID a17.
Open this publication in new window or tab >>Possibilities and challenges with eye tracking in video games and virtual reality applications
2016 (English)In: SA 2016 - SIGGRAPH ASIA 2016 Courses, Association for Computing Machinery (ACM), 2016, article id a17Conference paper, Published paper (Refereed)
Abstract [en]

Due to an increase in affordable, reliable and non-intrusive eye trackers the technology has recently been used by the video game industry. This course offers participants the opportunity to get an update on research and developments in gaze-based interaction techniques in combination with other sensors. The course consists of three parts: (1) a review of eye tracking analysis and interaction in video games and virtual reality applications, (2) possibilities and challenges with gaze-based interaction, and (3) lessons learned from developing a commercial video game application using eye tracking along with alternative virtual reality technologies. This course is relevant for everyone who is interested in developing games that use eye tracking as an interaction device. The content is suitable for beginners or experienced delegates who want to learn more about the state of the art and future possibilities in eye tracking combined with other sensors as interaction devices. We believe that games and virtual reality applications have just started to incorporate these new techniques and further research and developments are needed in order to evaluate novel ways to enhance gameplay.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2016
Keywords
Curricula, Eye movements, Interactive computer graphics, Stereo vision, Virtual reality, Commercial video, Eye-tracking analysis, Gaze-based interaction, Interaction devices, Research and development, State of the art, Video game industry, Virtual reality technology, Human computer interaction
National Category
Other Computer and Information Science
Identifiers
urn:nbn:se:bth-13765 (URN)10.1145/2988458.2988466 (DOI)2-s2.0-85007256789 (Scopus ID)9781450345385 (ISBN)
Conference
2016 SIGGRAPH ASIA Courses, SA 2016, Macau, China
Available from: 2017-01-16 Created: 2017-01-16 Last updated: 2018-01-13Bibliographically approved
Turner, J., Velloso, E., Gellersen, H. & Sundstedt, V. (2014). EyePlay: Applications for Gaze in Games. Paper presented at ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY'14). Paper presented at ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY'14). Toronto: ACM
Open this publication in new window or tab >>EyePlay: Applications for Gaze in Games
2014 (English)Conference paper, Oral presentation only (Refereed) Published
Alternative title[sv]
EyePlay : Applikationer för Ögonstyrning i Spel
Abstract [en]

What new challenges does the combination of games and eye-tracking present? The EyePlay workshop brings together researchers and industry specialists from the fields of eye-tracking and games to address this question. Eye-tracking been investigated extensively in a variety of domains in human-computer Interaction, but little attention has been given to its application for gaming. As eye-tracking technology is now an affordable commodity, its appeal as a sensing technology for games is set to become the driving force for novel methods of player-computer interaction and games evaluation. This workshop presents a forum for eye-based gaming research, with a focus on identifying the opportunities that eye-tracking brings to games design and research, on plotting the landscape of the work in this area, and on formalising a research agenda for EyePlay as a field. Possible topics are, but not limited to, novel interaction techniques and game mechanics, usability and evaluation, accessibility, learning, and serious games contexts.

Place, publisher, year, edition, pages
Toronto: ACM, 2014
Keywords
Gaze Interaction, Eye-tracking, Games
National Category
Computer Sciences
Identifiers
urn:nbn:se:bth-6566 (URN)10.1145/2658537.2659016 (DOI)oai:bth.se:forskinfoD9067B054BED75ECC1257D900034BAFF (Local ID)978-1-4503-3014-5 (ISBN)oai:bth.se:forskinfoD9067B054BED75ECC1257D900034BAFF (Archive number)oai:bth.se:forskinfoD9067B054BED75ECC1257D900034BAFF (OAI)
Conference
ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY'14)
Note
ACM Digital LibraryAvailable from: 2014-11-14 Created: 2014-11-14 Last updated: 2018-01-11Bibliographically approved
Sundstedt, V., Bernhard, M., Stavrakis, E., Reinhard, E. & Wimmer, M. (2013). Visual Attention and Gaze Behavior in Games: An Object-Based Approach. In: Seif El-Nasr, Magy; Drachen, Anders; Canossa, Alessandro (Ed.), Game Analytics: Maximizing the Value of Player Data. Springer
Open this publication in new window or tab >>Visual Attention and Gaze Behavior in Games: An Object-Based Approach
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2013 (English)In: Game Analytics: Maximizing the Value of Player Data / [ed] Seif El-Nasr, Magy; Drachen, Anders; Canossa, Alessandro, Springer , 2013Chapter in book (Refereed)
Abstract [en]

This chapter presents state-of-the-art methods that tap the potential of psychophysics for the purpose of understanding game players' behavior. Studying gaze behavior in gaming environments has recently gained momentum as it affords a better understanding of gamers' visual attention. However, while knowing where users are attending in a computer game would be useful at a basic level, it does not provide insight into what users are interested in, or why. An answer to these questions can be tremendously useful to game designers, enabling them to improve gameplay, selectively increase visual fidelity, and optimize the distribution of computing resources. Furthermore, this could be useful in verifying game mechanics, improving game AI and smart positioning of advertisements within games, all being applications widely desirable across the games industry. Techniques are outlined to collect gaze data, and map fixation points back to semantic objects in a gaming environment, enabling a deeper understanding of how players interact with games.

Place, publisher, year, edition, pages
Springer, 2013
National Category
Computer Sciences
Identifiers
urn:nbn:se:bth-7237 (URN)oai:bth.se:forskinfo359DC8FA937779A0C1257A8600331531 (Local ID)oai:bth.se:forskinfo359DC8FA937779A0C1257A8600331531 (Archive number)oai:bth.se:forskinfo359DC8FA937779A0C1257A8600331531 (OAI)
Available from: 2012-09-27 Created: 2012-09-27 Last updated: 2018-01-11Bibliographically approved
Jarabo, A., Eyck, T. V., Sundstedt, V., Bala, K., Gutierrez, D. & O’Sullivan, C. (2012). Crowd Light: Evaluating the Perceived Fidelity of Illuminated Dynamic Scenes. Computer graphics forum (Print), 31(2)
Open this publication in new window or tab >>Crowd Light: Evaluating the Perceived Fidelity of Illuminated Dynamic Scenes
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2012 (English)In: Computer graphics forum (Print), ISSN 0167-7055, E-ISSN 1467-8659, Vol. 31, no 2Article in journal (Refereed) Published
Abstract [en]

Rendering realistic illumination effects for complex animated scenes with many dynamic objects or characters is computationally expensive. Yet, it is not obvious how important such accurate lighting is for the overall perceived realism in these scenes. In this paper, we present a methodology to evaluate the perceived fidelity of illumination in scenes with dynamic aggregates, such as crowds, and explore several factors which may affect this perception. We focus in particular on evaluating how a popular spherical harmonics lighting method can be used to approximate realistic lighting of crowds. We conduct a series of psychophysical experiments to explore how a simple approach to approximating global illumination, using interpolation in the temporal domain, affects the perceived fidelity of dynamic scenes with high geometric, motion, and illumination complexity. We show that the complexity of the geometry and temporal properties of the crowd entities, the motion of the aggregate as a whole, the type of interpolation (i.e., of the direct and/or indirect illumination coefficients), and the presence or absence of colour all affect perceived fidelity. We show that high (i.e., above 75%) levels of perceived scene fidelity can be maintained while interpolating indirect illumination for intervals of up to 30 frames, resulting in a greater than three-fold rendering speed-up.

Place, publisher, year, edition, pages
The Eurographics Association and Blackwell Publishing Ltd. Published by Blackwell Publishing, 2012
Keywords
Three-Dimensional Graphics and Realism, Crowds, Lighting, Global Illumination
National Category
Computer Sciences
Identifiers
urn:nbn:se:bth-7193 (URN)000306181700005 ()oai:bth.se:forskinfo80A03CB9D31C0462C1257A09002B2063 (Local ID)oai:bth.se:forskinfo80A03CB9D31C0462C1257A09002B2063 (Archive number)oai:bth.se:forskinfo80A03CB9D31C0462C1257A09002B2063 (OAI)
External cooperation:
Note

http://giga.cps.unizar.es/~ajarabo/pubs/crowdsEG12/downloads/jarabo_eg12.pdf

Available from: 2012-11-27 Created: 2012-05-25 Last updated: 2018-01-11Bibliographically approved
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