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Sundstedt, Veronica
Publications (10 of 26) Show all publications
Luro, F. L. & Sundstedt, V. (2019). A comparative study of eye tracking and hand controller for aiming tasks in virtual reality. In: Eye Tracking Research and Applications Symposium (ETRA): . Paper presented at 11th ACM Symposium on Eye Tracking Research and Applications, ETRA, Denver, 25 June 2019 through 28 June 2019. Association for Computing Machinery
Open this publication in new window or tab >>A comparative study of eye tracking and hand controller for aiming tasks in virtual reality
2019 (English)In: Eye Tracking Research and Applications Symposium (ETRA), Association for Computing Machinery , 2019Conference paper, Published paper (Refereed)
Abstract [en]

Aiming is key for virtual reality (VR) interaction, and it is often done using VR controllers. Recent eye-tracking integrations in commercial VR head-mounted displays (HMDs) call for further research on usability and performance aspects to better determine possibilities and limitations. This paper presents a user study exploring gaze aiming in VR compared to a traditional controller in an “aim and shoot” task. Different speeds of targets and trajectories were studied. Qualitative data was gathered using the system usability scale (SUS) and cognitive load (NASA TLX) questionnaires. Results show a lower perceived cognitive load using gaze aiming and on par usability scale. Gaze aiming produced on par task duration but lower accuracy on most conditions. Lastly, the trajectory of the target significantly affected the orientation of the HMD in relation to the target’s location. The results show potential using gaze aiming in VR and motivate further research. © 2019 Copyright held by the owner/author(s). Publication rights licensed to ACM.

Place, publisher, year, edition, pages
Association for Computing Machinery, 2019
Keywords
Aiming, Controller, Gaze Interaction, Performance, Usability, VR, Controllers, Helmet mounted displays, NASA, Surveys, Usability engineering, Virtual reality, Comparative studies, Head mounted displays, Performance aspects, System Usability Scale (SUS), Eye tracking
National Category
Computer Sciences
Identifiers
urn:nbn:se:bth-18619 (URN)10.1145/3317956.3318153 (DOI)2-s2.0-85069437406 (Scopus ID)9781450367097 (ISBN)
Conference
11th ACM Symposium on Eye Tracking Research and Applications, ETRA, Denver, 25 June 2019 through 28 June 2019
Available from: 2019-09-10 Created: 2019-09-10 Last updated: 2019-09-10Bibliographically approved
Navarro, D. & Sundstedt, V. (2019). Evaluating player performance and experience in virtual reality game interactions using the htc vive controller and leap motion sensor. In: VISIGRAPP 2019 - Proceedings of the 14th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications: . Paper presented at 3rd International Conference on Human Computer Interaction Theory and Applications, HUCAPP 2019 - Part of the 14th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2019, 25 February 2019 through 27 February 2019 (pp. 103-110). SciTePress
Open this publication in new window or tab >>Evaluating player performance and experience in virtual reality game interactions using the htc vive controller and leap motion sensor
2019 (English)In: VISIGRAPP 2019 - Proceedings of the 14th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, SciTePress , 2019, p. 103-110Conference paper, Published paper (Refereed)
Abstract [en]

An important aspect of virtual reality (VR) interfaces are novel natural user interactions (NUIs). The increased use of VR games requires the evaluation of novel interaction techniques that allow efficient manipulations of 3D elements using the hands of the player. Examples of VR devices that support these interactions include the HTC Vive controller and the Leap Motion sensor. This paper presents a quantitative and qualitative evaluation of player performance and experience in a controlled experiment with 20 volunteering participants. The experiment evaluated the HTC Vive controller and the Leap Motion sensor when manipulating 3D objects in two VR games. The first game was a Pentomino puzzle and the second game consisted of a ball-throwing task. Four interaction techniques (picking up, dropping, rotating, and throwing objects) were evaluated as part of the experiment. The number of user interactions with the Pentomino pieces, the number of ball throws, and game completion time were metrics used to analyze the player performance. A questionnaire was also used to evaluate the player experience regarding enjoyment, ease of use, sense of control and user preference. The overall results show that there was a significant decrease in player performance when using the Leap Motion sensor for the VR game tasks. Participants also reported that hand gestures with the Leap Motion sensor were not as reliable as the HTC Vive controller. However, the survey showed positive responses when using both technologies. The paper also offers ideas to keep exploring the capabilities of NUI techniques in the future. Copyright © 2019 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved

Place, publisher, year, edition, pages
SciTePress, 2019
Keywords
Experience, Game Interaction, HTC Vive, Leap Motion, Performance, User Study, Virtual Reality, Computer control, Computer vision, Controllers, Surveys, Human computer interaction
National Category
Computer Sciences
Identifiers
urn:nbn:se:bth-18582 (URN)2-s2.0-85068239090 (Scopus ID)9789897583544 (ISBN)
Conference
3rd International Conference on Human Computer Interaction Theory and Applications, HUCAPP 2019 - Part of the 14th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2019, 25 February 2019 through 27 February 2019
Available from: 2019-09-06 Created: 2019-09-06 Last updated: 2019-09-20Bibliographically approved
Jerčić, P. & Sundstedt, V. (2019). Practicing Emotion-Regulation Through Biofeedback on the Decision-Making Performance in the Context of Serious Games: a Systematic Review. Entertainment Computing, 29, 75-86
Open this publication in new window or tab >>Practicing Emotion-Regulation Through Biofeedback on the Decision-Making Performance in the Context of Serious Games: a Systematic Review
2019 (English)In: Entertainment Computing, ISSN 1875-9521, E-ISSN 1875-953X, Vol. 29, p. 75-86Article in journal (Refereed) Published
Abstract [en]

Evidence shows that emotions critically influence human decision-making. Therefore, emotion-regulation using biofeedback has been extensively investigated. Nevertheless, serious games have emerged as a valuable tool for such investigations set in the decision-making context. This review sets out to investigate the scientific evidence regarding the effects of practicing emotion-regulation through biofeedback on the decision-making performance in the context of serious games. A systematic search of five electronic databases (Scopus, Web of Science, IEEE, PubMed Central, Science Direct), followed by the author and snowballing investigation, was conducted from a publication's year of inception to October 2018. The search identified 16 randomized controlled experiment/quasi-experiment studies that quantitatively assessed the performance on decision-making tasks in serious games, involving students, military, and brain-injured participants. It was found that the participants who raised awareness of emotions and increased the skill of emotion-regulation were able to successfully regulate their arousal, which resulted in better decision performance, reaction time, and attention scores on the decision-making tasks. It is suggested that serious games provide an effective platform validated through the evaluative and playtesting studies, that supports the acquisition of the emotion-regulation skill through the direct (visual) and indirect (gameplay) biofeedback presentation on decision-making tasks.

Place, publisher, year, edition, pages
Elsevier, 2019
Keywords
serious games, emotions, affect, biofeedback, emotion-regulation, decision-making
National Category
Computer Systems
Identifiers
urn:nbn:se:bth-17580 (URN)10.1016/j.entcom.2019.01.001 (DOI)000458213700008 ()
Note

open access

Available from: 2019-02-05 Created: 2019-02-05 Last updated: 2019-03-04Bibliographically approved
Chu, T. M., Zepernick, H.-J. & Sundstedt, V. (2018). Analysis of Variance of Opinion Scores for MPEG-4 Scalable and Advanced Video Coding. In: Wysocki, TA Wysocki, BJ (Ed.), 2018 12TH INTERNATIONAL CONFERENCE ON SIGNAL PROCESSING AND COMMUNICATION SYSTEMS (ICSPCS): . Paper presented at 12th International Conference on Signal Processing and Communication Systems (ICSPCS), Cairns,DEC 17-19. IEEE
Open this publication in new window or tab >>Analysis of Variance of Opinion Scores for MPEG-4 Scalable and Advanced Video Coding
2018 (English)In: 2018 12TH INTERNATIONAL CONFERENCE ON SIGNAL PROCESSING AND COMMUNICATION SYSTEMS (ICSPCS) / [ed] Wysocki, TA Wysocki, BJ, IEEE , 2018Conference paper, Published paper (Refereed)
Abstract [en]

In this paper, we conduct an analysis of variance (ANOVA) on opinion scores for MPEG-4 scalable video coding (SVC) and advanced video coding (AVC) standards. This work resorts on a publicly available database providing opinion scores from subjective experiments for several scenarios such as different bit rates and resolutions. In particular, ANOVA is used for statistical hypothesis testing to compare two or more sets of opinion scores instead of being constrained to pairs of sets of opinion scores as would be the case for t-tests. As the ANOVA tests of the different scenarios are performed for mean opinion scores (MOS), box plots are also provided in order to assess the distribution of the opinion scores around the median. It is shown that the opinion scores given to the reference videos in SVC and AVC for different resolutions are statistically significantly similar regardless of the content. Further, for the opinion scores of the considered database, the ANOVA tests support the hypothesis that AVC generally outperforms SVC although the performance difference may be less pronounced for higher bit rates. This work also shows that additional insights on the results of subjective experiments can be obtained by extending the analysis of opinion scores beyond MOS to ANOVA tests and box plots.

Place, publisher, year, edition, pages
IEEE, 2018
National Category
Telecommunications
Identifiers
urn:nbn:se:bth-17694 (URN)000458665600006 ()
Conference
12th International Conference on Signal Processing and Communication Systems (ICSPCS), Cairns,DEC 17-19
Funder
Knowledge Foundation, 20170056
Available from: 2019-03-07 Created: 2019-03-07 Last updated: 2019-04-05Bibliographically approved
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: 2019-01-30Bibliographically approved
Pettersson, E. & Sundstedt, V. (2017). A Perceptual Evaluation of Social Interaction with Emotes and Real-time Facial Motion Capture. In: Spencer, SN (Ed.), MIG'17: PROCEEDINGS OF THE TENTH INTERNATIONAL CONFERENCE ON MOTION IN GAMES: . Paper presented at 10th International Conference on Motion in Games (MIG),Barcelona. ACM Publications
Open this publication in new window or tab >>A Perceptual Evaluation of Social Interaction with Emotes and Real-time Facial Motion Capture
2017 (English)In: MIG'17: PROCEEDINGS OF THE TENTH INTERNATIONAL CONFERENCE ON MOTION IN GAMES / [ed] Spencer, SN, ACM Publications, 2017Conference paper, Published paper (Refereed)
Abstract [en]

Social interaction between players is an important feature in online games, where text- and voice chat is a standard way to communicate.To express emotions players can type emotes which are text-based commands to play animations from the player avatar. This paper presents a perceptual evaluation which investigates if instead expressing emotions with the face, in real-time with a web camera, is perceived more realistic and preferred in comparison to typing emote-based text commands. A user study with 24 participants was conducted where the two methods to express emotions described above were evaluated. For both methods the participants ranked the realism of facial expressions, which were based on the theory of seven universal emotions stated by American psychologist Paul Ekman: happiness, anger, fear, sadness, disgust, surprise and contempt.The participants also ranked their perceived efficiency of performing the two methods and selected the method they preferred. A significant difference was shown when analyzing the results of ranked facial expression realism. Happiness was perceived as the most realistic in both methods, while disgust and sadness were poorly rated when performed with the face. One conclusion of the perceptual evaluation was that the realism and preference between the methods showed no significant differences. However, participants had higher performance in typing with emotes. Real-time facial capture technology also needs improvements to obtain better recognition and tracking of facial features in the human face.

Place, publisher, year, edition, pages
ACM Publications, 2017
Keywords
Emotes, real-time facial motion capture, social interaction, video games, perceptual evaluation
National Category
Computer Sciences
Identifiers
urn:nbn:se:bth-15185 (URN)000455153800018 ()
Conference
10th International Conference on Motion in Games (MIG),Barcelona
Available from: 2017-09-22 Created: 2017-09-22 Last updated: 2019-06-27Bibliographically 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
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