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Publications (10 of 55) Show all publications
Fu, Y., Hu, Y. & Sundstedt, V. (2024). A Pilot Study of User Preferences of Posture and Display Technologies in Virtual Reality Exercise Games. In: Proceedings of 2024 International Conference on Virtual and Augmented Reality Simulations, ICVARS 2024: . Paper presented at 8th International Conference on Virtual and Augmented Reality Simulations, ICVARS 2024, Melbourne, March 14-16 2024 (pp. 22-27). Association for Computing Machinery (ACM)
Open this publication in new window or tab >>A Pilot Study of User Preferences of Posture and Display Technologies in Virtual Reality Exercise Games
2024 (English)In: Proceedings of 2024 International Conference on Virtual and Augmented Reality Simulations, ICVARS 2024, Association for Computing Machinery (ACM), 2024, p. 22-27Conference paper, Published paper (Refereed)
Abstract [en]

With the continuous development of extended reality (XR), encompassing augmented reality (AR), virtual reality (VR), and mixed reality (MR), the increasing application of VR, especially combined with game technology in the health area, is trending. Due to this development, academia and industry have rising research and practices focusing on VR exercise game applications and their evaluation. This paper presented a pilot study addressing the comparison of user preferences in using VR exercise games. Eight volunteering participants with VR or rowing experience were involved in the pilot study. Their responses on using different postures (standing or sitting), display devices (VR or a large screen), and game tasks (collect coins vs distance travelled) were explored, as well as feedback suggestions for the study and VR games. The pilot study revealed the opportunities and challenges to enhance the VR exercise games, user experience, and performance. It tested the feasibility and duration of each session and potential improvements that could be made for the main experiment, including the instructions, game environments, process, devices, data gathering, and analysis methods. © 2024 Copyright held by the owner/author(s).

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2024
Keywords
exercise game, head-mounted display, large screen, posture, user preference, virtual reality, Helmet mounted displays, Mixed reality, Continuous development, Display technologies, Game technologies, Head-mounted-displays, Pilot studies, User's preferences, Augmented reality
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:bth-26769 (URN)10.1145/3657547.3657562 (DOI)001263811200004 ()2-s2.0-85198032665 (Scopus ID)9798400709012 (ISBN)
Conference
8th International Conference on Virtual and Augmented Reality Simulations, ICVARS 2024, Melbourne, March 14-16 2024
Funder
Knowledge Foundation, 20220068
Available from: 2024-08-08 Created: 2024-08-08 Last updated: 2024-12-13Bibliographically approved
Karsznia, I., Çöltekin, A. & Sundstedt, V. (2024). Cartographic generalization of settlement representations: human vs. machin. In: Abstracts of the International Cartographic Association: . Paper presented at 2024 ICA Workshop on AI, Geovisualization, and Analytical Reasoning – CartoVis24, Warsaw, Sept 7, 2024 (pp. 1-2). Copernicus GmbH, 8
Open this publication in new window or tab >>Cartographic generalization of settlement representations: human vs. machin
2024 (English)In: Abstracts of the International Cartographic Association, Copernicus GmbH , 2024, Vol. 8, p. 1-2Conference paper, Oral presentation with published abstract (Other academic)
Abstract [en]

Cartographic generalization aims at decreasing map or database detail. On one hand, its goal is taking into account map purpose, user constraints and needs, on the other hand maintaining and highlighting characteristic spatial patterns. One of the main challenges in the research concerning cartographic generalization is the evaluation of its results. While previous studies have exclusively concentrated on quantitative evaluation of cartographic generalization results, we complement these studies by considering both quantitative and qualitative evaluation with the map designers and map users. In this pilot study, six participants were asked to analyze both maps manually designed by experienced cartographers and mapsautomatically generalized with the use of selected machine learning and deep learning models, namely random forest (RF), deep learning (DL), decision trees (DT) and decision trees optimized with genetic algorithms (DTGA). Based on four tasks and two datasets containing: source settlements, manually (human) and automatically generalized ones to smaller scales the users had to identify important settlement patterns and judge if the result was machine or human design. The experiment was conducted with the use of a dedicated web application. Additionally, eye-tracking data were recorded using a Tobii X2-30 eye-tracker. The preliminary results, as shown in Figure 1, suggest that the generalization results that successfully keep the specific settlement patterns are: 1) the automated results (AI generalization) with the use of random forest (RF) and deep learning (DL), and 2) the reference atlas map, designed by experienced cartographers (human generalization). In this preliminary study, participants found the decision tree (DT) results the least successful for maintaining the specific settlement patterns.

Place, publisher, year, edition, pages
Copernicus GmbH, 2024
Keywords
Cartographic Generalization, Machine Learning, Settlement Selection, User Study
National Category
Human Geography Computer Sciences
Identifiers
urn:nbn:se:bth-27143 (URN)10.5194/ica-abs-8-12-2024 (DOI)
Conference
2024 ICA Workshop on AI, Geovisualization, and Analytical Reasoning – CartoVis24, Warsaw, Sept 7, 2024
Available from: 2024-11-22 Created: 2024-11-22 Last updated: 2024-11-22Bibliographically approved
Hu, Y., Tutschku, K., Boeva, V., Goswami, P., Abghari, S. & Sundstedt, V. (2024). Towards an Ethical and Data Privacy Metrology for AI-Enriched Human-Centered XR Systems. In: 2024 IEEE International Conference on Metrology for eXtended Reality, Artificial Intelligence and Neural Engineering, MetroXRAINE 2024 - Proceedings: . Paper presented at 3rd IEEE International Conference on Metrology for eXtended Reality, Artificial Intelligence and Neural Engineering, MetroXRAINE 2024, St Albans, Oct 21-23, 2024 (pp. 119-124). Institute of Electrical and Electronics Engineers (IEEE)
Open this publication in new window or tab >>Towards an Ethical and Data Privacy Metrology for AI-Enriched Human-Centered XR Systems
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2024 (English)In: 2024 IEEE International Conference on Metrology for eXtended Reality, Artificial Intelligence and Neural Engineering, MetroXRAINE 2024 - Proceedings, Institute of Electrical and Electronics Engineers (IEEE), 2024, p. 119-124Conference paper, Published paper (Refereed)
Abstract [en]

This paper works towards an initial ontology of assessment techniques for building AI-enriched human-centered XR systems, denoted Intelligent Realities (IRs). Rather than connecting technologies, our work analyses the characteristics and requirements of IRs of being 'human-centered' and creates an ontology of techniques to assess and measure these features. To achieve this, we use an approach based on Formal Concept Analysis (FCA) to establish a concept hierarchy from a set of critical concepts in the area and their properties. The novel concept defines a metrology, i.e., a set of concepts and units of measurement that can be used to shape the architecture of human-centered XR and metaverse systems. Our work focuses particularly on the ethical and privacy needs of system design. 

Place, publisher, year, edition, pages
Institute of Electrical and Electronics Engineers (IEEE), 2024
Keywords
data privacy, ethics, extended reality, human-centered, intelligent realities, metrology, Anonymity, Units of measurement, Assessment technique, Concept hierarchies, Formal concepts analysis, Intelligent reality, Novel concept, Ontology's, Property, Work analysis, Differential privacy
National Category
Artificial Intelligence Human Computer Interaction Computer Sciences
Identifiers
urn:nbn:se:bth-27444 (URN)10.1109/MetroXRAINE62247.2024.10796457 (DOI)2-s2.0-85216093674 (Scopus ID)9798350378009 (ISBN)
Conference
3rd IEEE International Conference on Metrology for eXtended Reality, Artificial Intelligence and Neural Engineering, MetroXRAINE 2024, St Albans, Oct 21-23, 2024
Available from: 2025-02-11 Created: 2025-02-11 Last updated: 2025-02-11Bibliographically approved
Hu, Y., Goswami, P. & Sundstedt, V. (2023). A Review on XR in Home-based Nursing Education. In: HEALTHINFO 2023: The Eighth International Conference on Informatics and Assistive Technologies for Health-Care, Medical Support and Wellbeing. Paper presented at HEALTHINFO 2023 : The Eighth International Conference on Informatics and Assistive Technologies for Health-Care, Medical Support and Wellbeing, Valencia, 13/11 - 17/11 2023 (pp. 39-43). International Academy, Research, and Industry Association (IARIA)
Open this publication in new window or tab >>A Review on XR in Home-based Nursing Education
2023 (English)In: HEALTHINFO 2023: The Eighth International Conference on Informatics and Assistive Technologies for Health-Care, Medical Support and Wellbeing, International Academy, Research, and Industry Association (IARIA) , 2023, p. 39-43Conference paper, Published paper (Refereed)
Abstract [en]

Recent developments using extended reality (XR) technologies have allowed for increased use in healthcare in the last few years. This review paper explores how XR applications are utilized in home-based nursing education, in particular, to identify future challenges and opportunities. The systematic literature review evaluates relevant extracted papers based on publication information, XR technology used for education purposes, target users, and study design and evaluation, including sample size. The results show potential for using XR technologies in home-based nursing education. In particular, Virtual Reality (VR) has become quite popular and the most used to date. However, Augmented Reality (AR) has also emerged as an alternative for the future.

Place, publisher, year, edition, pages
International Academy, Research, and Industry Association (IARIA), 2023
National Category
Computer Systems
Research subject
Computer Science
Identifiers
urn:nbn:se:bth-25602 (URN)9781685581053 (ISBN)
Conference
HEALTHINFO 2023 : The Eighth International Conference on Informatics and Assistive Technologies for Health-Care, Medical Support and Wellbeing, Valencia, 13/11 - 17/11 2023
Funder
Knowledge Foundation, 20220068
Available from: 2023-11-13 Created: 2023-11-13 Last updated: 2023-12-28Bibliographically approved
Fu, Y., Hu, Y., Sundstedt, V. & Forsell, Y. (2023). A Systematic Literature Review of Extended Reality Exercise Games for the Elderly. In: Ana Cecília A. Roque, Denis Gracanin, Ronny Lorenz, Athanasios Tsanas, Nathalie Bier, Ana Fred, Hugo Gamboa (Ed.), Biomedical Engineering Systems and Technologies: 15th International Joint Conference, BIOSTEC 2022, Virtual Event, February 9–11, 2022, Revised Selected Papers. Paper presented at 15th International Conference on Biomedical Engineering Systems and Technologies, BIOSTEC 2022. Online, February 9-11, 2022. (pp. 333-352). Springer Science+Business Media B.V.
Open this publication in new window or tab >>A Systematic Literature Review of Extended Reality Exercise Games for the Elderly
2023 (English)In: Biomedical Engineering Systems and Technologies: 15th International Joint Conference, BIOSTEC 2022, Virtual Event, February 9–11, 2022, Revised Selected Papers / [ed] Ana Cecília A. Roque, Denis Gracanin, Ronny Lorenz, Athanasios Tsanas, Nathalie Bier, Ana Fred, Hugo Gamboa, Springer Science+Business Media B.V., 2023, p. 333-352Conference paper, Published paper (Refereed)
Abstract [en]

In recent years, with the rise of the ageing population worldwide, the health of the elderly has attracted increasing attention. This study explored existing extended reality (XR) game applications aiming at physical exercise for the elderly. Through the review of 1847 papers from the Scopus database, 17 articles were included. Based on these papers, we explored the existing contributions of exercise XR games for the elderly, the development opportunities and challenges of such games, and their special considerations in adapting to the characteristics and requirements of the target user. The results were organized into several perspectives: publication information and keywords, immersive technologies and game concepts, teamwork and social games, evaluation, opportunities and challenges, and adapting designs. We found the elderly interested in and accepted using XR games. The reported research results proved positive effects on such games’ physical and mental health. XR exercise games for the elderly should considerately adapt to the elder’s cognition, behaviour, and demand. Although problems existed, such as simulator sickness, safety risks, device problems, and cost, there were opportunities and space for research and future developments. Researchers and developers could refer to this paper for XR exercise games for the elderly and create or enhance future XR applications by learning from existing work. © 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.

Place, publisher, year, edition, pages
Springer Science+Business Media B.V., 2023
Series
Communications in Computer and Information Science, ISSN 18650929 ; 1814
Keywords
Augmented reality, Elderly, Exercise, Extended reality, Game, Health, Mixed reality, Old people, Physical training, Virtual reality, E-learning, Aging population, Older People, Physical exercise, Systematic literature review
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:bth-25447 (URN)10.1007/978-3-031-38854-5_17 (DOI)2-s2.0-85172189765 (Scopus ID)9783031388538 (ISBN)
Conference
15th International Conference on Biomedical Engineering Systems and Technologies, BIOSTEC 2022. Online, February 9-11, 2022.
Funder
Knowledge Foundation, 20220068
Available from: 2023-10-10 Created: 2023-10-10 Last updated: 2024-12-13Bibliographically approved
Sundstedt, V., Boeva, V., Zepernick, H.-J., Goswami, P., Cheddad, A., Tutschku, K., . . . Arlos, P. (2023). HINTS: Human-Centered Intelligent Realities. In: Håkan Grahn, Anton Borg and Martin Boldt (Ed.), 35th Annual Workshop of the Swedish Artificial Intelligence Society SAIS 2023: . Paper presented at 35th Annual Workshop of the Swedish Artificial Intelligence Society SAIS 2023, Karlskrona, June 12-13, 2023 (pp. 9-17). Linköping University Electronic Press
Open this publication in new window or tab >>HINTS: Human-Centered Intelligent Realities
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2023 (English)In: 35th Annual Workshop of the Swedish Artificial Intelligence Society SAIS 2023 / [ed] Håkan Grahn, Anton Borg and Martin Boldt, Linköping University Electronic Press, 2023, p. 9-17Conference paper, Published paper (Refereed)
Abstract [en]

During the last decade, we have witnessed a rapiddevelopment of extended reality (XR) technologies such asaugmented reality (AR) and virtual reality (VR). Further, therehave been tremendous advancements in artificial intelligence(AI) and machine learning (ML). These two trends will havea significant impact on future digital societies. The vision ofan immersive, ubiquitous, and intelligent virtual space opensup new opportunities for creating an enhanced digital world inwhich the users are at the center of the development process,so-calledintelligent realities(IRs).The “Human-Centered Intelligent Realities” (HINTS) profileproject will develop concepts, principles, methods, algorithms,and tools for human-centered IRs, thus leading the wayfor future immersive, user-aware, and intelligent interactivedigital environments. The HINTS project is centered aroundan ecosystem combining XR and communication paradigms toform novel intelligent digital systems.HINTS will provide users with new ways to understand,collaborate with, and control digital systems. These novelways will be based on visual and data-driven platforms whichenable tangible, immersive cognitive interactions within realand virtual realities. Thus, exploiting digital systems in a moreefficient, effective, engaging, and resource-aware condition.Moreover, the systems will be equipped with cognitive featuresbased on AI and ML, which allow users to engage with digitalrealities and data in novel forms. This paper describes theHINTS profile project and its initial results. ©2023, Copyright held by the authors   

Place, publisher, year, edition, pages
Linköping University Electronic Press, 2023
Series
Linköping Electronic Conference Proceedings, ISSN 1650-3686, E-ISSN 1650-3740 ; 199
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:bth-25413 (URN)10.3384/ecp199001 (DOI)9789180752749 (ISBN)
Conference
35th Annual Workshop of the Swedish Artificial Intelligence Society SAIS 2023, Karlskrona, June 12-13, 2023
Funder
Knowledge Foundation, 20220068
Available from: 2023-09-22 Created: 2023-09-22 Last updated: 2023-12-28Bibliographically approved
Navarro, D., Garro, V. & Sundstedt, V. (2023). The Electrodermal Activity of Player Experience in Virtual Reality Games: An Extended Evaluation of the Phasic Component. In: A. Augusto de Sousa, Kurt Debattista, Alexis Paljic, Mounia Ziat, Christophe Hurter, Helen Purchase, Giovanni Maria Farinella, Petia Radeva, Kadi Bouatouch (Ed.), Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2022: . Paper presented at 17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications , VISIGRAPP 2022, Online, 6 February through 8 February 2022 (pp. 203-221). Springer Science+Business Media B.V., 1815
Open this publication in new window or tab >>The Electrodermal Activity of Player Experience in Virtual Reality Games: An Extended Evaluation of the Phasic Component
2023 (English)In: Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2022 / [ed] A. Augusto de Sousa, Kurt Debattista, Alexis Paljic, Mounia Ziat, Christophe Hurter, Helen Purchase, Giovanni Maria Farinella, Petia Radeva, Kadi Bouatouch, Springer Science+Business Media B.V., 2023, Vol. 1815, p. 203-221Conference paper, Published paper (Refereed)
Abstract [en]

Thanks to its effectiveness, electrodermal activity (EDA) has been previously included as an evaluation metric, within analyses of user experience. In this study, the phasic component of participants’ EDA data is examined in relation to their reported experiences when playing a set of virtual reality games, that featured the HTC Vive and Leap Motion controllers for input. Two models are used in the analysis of the phasic component: a deconvolution model and a convex optimization model. Despite having significant differences in their player experiences, results indicate that there are not many significant differences in the phasic component data. Even if some weak correlations were found, the majority of results show no linear correlations between the phasic component data and the reported experience variables. This shows that the phasic component of EDA data should be further investigated in conjunction with other psychophysiological signals because it has only recently demonstrated a weak link with player experience. © 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.

Place, publisher, year, edition, pages
Springer Science+Business Media B.V., 2023
Series
Communications in Computer and Information Science (CCIS), ISSN 1865-0929, E-ISSN 1865-0937 ; 1815
Keywords
Convex optimization, cvxEDA, Deconvolution, Electrodermography, Game experience, HTC vive, Leap motion, Phasic component, Virtual reality, Electrodes, Convex optimisation, Deconvolutions, Electrodermal activity, Player experience
National Category
Computer Sciences
Identifiers
urn:nbn:se:bth-25625 (URN)10.1007/978-3-031-45725-8_10 (DOI)001302630600010 ()2-s2.0-85175987021 (Scopus ID)9783031457241 (ISBN)
Conference
17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications , VISIGRAPP 2022, Online, 6 February through 8 February 2022
Funder
Knowledge Foundation, 20170056Knowledge Foundation, 20220068
Available from: 2023-11-17 Created: 2023-11-17 Last updated: 2024-10-14Bibliographically approved
Fu, Y., Hu, Y. & Sundstedt, V. (2022). A Systematic Literature Review of Virtual, Augmented, and Mixed Reality Game Applications in Healthcare. ACM Transactions on Computing for Healthcare, 3(2), Article ID 22.
Open this publication in new window or tab >>A Systematic Literature Review of Virtual, Augmented, and Mixed Reality Game Applications in Healthcare
2022 (English)In: ACM Transactions on Computing for Healthcare, ISSN 2691-1957, Vol. 3, no 2, article id 22Article, review/survey (Refereed) Published
Abstract [en]

Virtual reality, augmented reality, and mixed reality (VR/AR/MR) as information and communication technologies have been recognised and implemented in healthcare in recent years. One of the popular application ways is games, due to the potential benefits of providing an engaging and immersive experience in a virtual environment. This study presents a systematic literature review that evaluates the state-of-the-art on VR/AR/MR game applications in healthcare by collecting and analysing related journal and conference papers published from 2014 through to the first half of 2020. After retrieving more than 3,000 papers from six databases, 88 articles, from both computer science and medicine, were selected and analysed in the review. The articles are classified and summarised based on their (1) publication information, (2) design, implementation, and evaluation, and (3) application. The presented review is beneficial for both researchers and developers interested in exploring current research and future trends in VR/AR/MR in healthcare. © 2022 Association for Computing Machinery.

Place, publisher, year, edition, pages
ACM Publications, 2022
Keywords
Augmented reality, Health care, Game, Gamification, Immersive, Information and Communication Technologies, Journal paper, Mixed reality, Mixed reality game, Potential benefits, State of the art, Systematic literature review, healthcare, Virtual reality
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:bth-22826 (URN)10.1145/3472303 (DOI)001373194500006 ()2-s2.0-85126731767 (Scopus ID)
Available from: 2022-04-08 Created: 2022-04-08 Last updated: 2025-01-02Bibliographically approved
Sundstedt, V. & Garro, V. (2022). A Systematic Review of Visualization Techniques and Analysis Tools for Eye-Tracking in 3D Environments. FRONTIERS IN NEUROERGONOMICS, 3, Article ID 910019.
Open this publication in new window or tab >>A Systematic Review of Visualization Techniques and Analysis Tools for Eye-Tracking in 3D Environments
2022 (English)In: FRONTIERS IN NEUROERGONOMICS, ISSN 2673-6195, Vol. 3, article id 910019Article, review/survey (Refereed) Published
Abstract [en]

This systematic literature review presents an update on developments in 3D visualization techniques and analysis tools for eye movement data in 3D environments. With the introduction of affordable and non-intrusive eye-tracking solutions to the mass market, access to users' gaze is now increasingly possible. As a result, the adoption of eye-tracking in virtual environments using head-mounted displays is expected to increase since the trend is to incorporate gaze tracking as part of new technical solutions. The systematic literature review presented in this paper was conducted using the Scopus database (using the period 2017 to 17th of May 2022), which after analysis, resulted in the inclusion of 15 recent publications with relevance in eye-tracking visualization techniques for 3D virtual scenes. First, this paper briefly describes the foundations of eye-tracking and traditional 2D visualization techniques. As background, we also list earlier 3D eye-tracking visualization techniques identified in a previous review. Next, the systematic literature review presents the method used to acquire the included papers and a description of these in terms of eye-tracking technology, observed stimuli, application context, and type of 3D gaze visualization techniques. We then discuss the overall findings, including opportunities, challenges, trends, and present ideas for future directions. Overall the results show that eye-tracking in immersive virtual environments is on the rise and that more research and developments are needed to create novel and improved technical solutions for 3D gaze analysis.

Place, publisher, year, edition, pages
Frontiers Media S.A., 2022
Keywords
3D visualization, eye tracking, gaze, visual attention, virtual environments, systematic literature review
National Category
Human Aspects of ICT Computer Sciences
Identifiers
urn:nbn:se:bth-25847 (URN)10.3389/fnrgo.2022.910019 (DOI)001106887100001 ()
Available from: 2024-01-01 Created: 2024-01-01 Last updated: 2024-01-01Bibliographically approved
Garro, V. & Sundstedt, V. (2022). Augmented Reality and 3D Printing for Archaeological Heritage: Evaluation of Visitor Experience. In: De Paolis, L.T., Arpaia, P., Sacco, M. (Ed.), Extended Reality: First International Conference, Part II. Paper presented at 1st International Conference on eXtended Reality, XR SALENTO, Lecce, 6 - 8 July 2022 (pp. 360-372). Springer Science+Business Media B.V., 13446
Open this publication in new window or tab >>Augmented Reality and 3D Printing for Archaeological Heritage: Evaluation of Visitor Experience
2022 (English)In: Extended Reality: First International Conference, Part II / [ed] De Paolis, L.T., Arpaia, P., Sacco, M., Springer Science+Business Media B.V., 2022, Vol. 13446, p. 360-372Conference paper, Published paper (Refereed)
Abstract [en]

Augmented Reality (AR) and 3D printing have increasingly been used in archaeological and cultural heritage to make artifacts and environments accessible to the general public. This paper presents the case study of the Ljungaviken dog, an archaeological find of dog skeleton remains dated around 8000 years ago. The dog remains have been digitized using 3D scanning and displayed in an AR application. A physical replica has also been created with 3D printing. Both the AR application and the 3D printed copy have been shown in a temporary museum exhibition. In this paper, we present the visitors’ experience evaluation based on a study with 42 participants. Aspects being evaluated are related to the realism, enjoyment, and easiness of use of the AR application. Moreover, the two media are compared in terms of understanding, visual quality, and experience satisfaction. The results show an overall positive experience for both the display solutions, with slightly higher scores for the AR application in the comparison. When asked about overall preference, the participants reported similar results between both media. Due to issues of displaying fragile objects in a museum setting, as well as recent restrictions following pandemic closures and availability, the results presented in this paper show a positive alternative towards using digital artifacts to showcase our cultural heritage. © 2022, Springer Nature Switzerland AG.

Place, publisher, year, edition, pages
Springer Science+Business Media B.V., 2022
Series
Lecture Notes in Computer Science, ISSN 03029743, E-ISSN 16113349
Keywords
3D printers, Exhibitions, Museums, 3-D printing, 3D-printing, 3D-scanning, Augmented reality applications, Case-studies, Cultural heritages, Experience evaluation, General publics, Visitor experiences, Visual experiences, Augmented reality, 3D Printing, Cultural heritage
National Category
Media and Communication Technology
Identifiers
urn:nbn:se:bth-23744 (URN)10.1007/978-3-031-15553-6_25 (DOI)000886159800025 ()2-s2.0-85138309670 (Scopus ID)9783031155529 (ISBN)
Conference
1st International Conference on eXtended Reality, XR SALENTO, Lecce, 6 - 8 July 2022
Funder
Knowledge Foundation, 20170056
Available from: 2022-10-13 Created: 2022-10-13 Last updated: 2022-12-13Bibliographically approved
Projects
VIATECH- Human-Centered Computing for Novel Visual and Interactive Applications [20170056]; Blekinge Institute of Technology; Publications
Elwardy, M., Zepernick, H.-J., Chu, T. M. & Hu, Y. (2024). On the Consistency of 360° Video Quality Assessment in Repeated Subjective Tests: A Pilot Study. EAI Endorsed Transactions on Industrial Networks and Intelligent Systems, 11(1), 1-22Chu, T. M. & Zepernick, H.-J. (2024). Queueing Theoretical Performance Assessment of Mobile Virtual Reality Video Streaming. In: Proceedings - 2024 IEEE 25th International Symposium on a World of Wireless, Mobile and Multimedia Networks, WoWMoM 2024: . Paper presented at 25th IEEE International Symposium on a World of Wireless, Mobile and Multimedia Networks, WoWMoM 2024, Perth, June 4-7, 2024 (pp. 363-369). Institute of Electrical and Electronics Engineers (IEEE)Elwardy, M., Zepernick, H.-J., Hu, Y. & Chu, T. M. (2023). ACR360: A Dataset on Subjective 360° Video Quality Assessment Using ACR Methods. In: Wysocki B.J., Wysocki T.A. (Ed.), 2023 16th International Conference on Signal Processing and Communication System, ICSPCS 2023 - Proceedings: . Paper presented at 16th International Conference on Signal Processing and Communication System, ICSPCS 2023, Bydgoszcz, 6 Sept - 8 Sept 2023. Institute of Electrical and Electronics Engineers (IEEE)Kelkkanen, V., Lindero, D., Fiedler, M. & Zepernick, H.-J. (2023). Hand-Controller Latency and Aiming Accuracy in 6-DOF VR. Advances in Human-Computer Interaction, Article ID 1563506. Chu, T. M., Fiedler, M., Kelkkanen, V., Lindero, D. & Zepernick, H.-J. (2023). On the Perception of Frame Stalls in Remote VR for Task and Task-Free Subjective Tests. In: 2023 15th International Conference on Quality of Multimedia Experience, QoMEX 2023: . Paper presented at 15th International Conference on Quality of Multimedia Experience, QoMEX 2023, Ghent, 20-22 June 2023. (pp. 201-204). Institute of Electrical and Electronics Engineers (IEEE)Navarro, D., Garro, V. & Sundstedt, V. (2023). The Electrodermal Activity of Player Experience in Virtual Reality Games: An Extended Evaluation of the Phasic Component. In: A. Augusto de Sousa, Kurt Debattista, Alexis Paljic, Mounia Ziat, Christophe Hurter, Helen Purchase, Giovanni Maria Farinella, Petia Radeva, Kadi Bouatouch (Ed.), Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2022: . Paper presented at 17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications , VISIGRAPP 2022, Online, 6 February through 8 February 2022 (pp. 203-221). Springer Science+Business Media B.V., 1815Garro, V. & Sundstedt, V. (2022). Augmented Reality and 3D Printing for Archaeological Heritage: Evaluation of Visitor Experience. In: De Paolis, L.T., Arpaia, P., Sacco, M. (Ed.), Extended Reality: First International Conference, Part II. Paper presented at 1st International Conference on eXtended Reality, XR SALENTO, Lecce, 6 - 8 July 2022 (pp. 360-372). Springer Science+Business Media B.V., 13446Navarro, D., Garro, V. & Sundstedt, V. (2022). Electrodermal Activity Evaluation of Player Experience in Virtual Reality Games: A Phasic Component Analysis. In: Paljic, A, Ziat, M, Bouatouch, K (Ed.), PROCEEDINGS OF THE 17TH INTERNATIONAL JOINT CONFERENCE ON COMPUTER VISION, IMAGING AND COMPUTER GRAPHICS THEORY AND APPLICATIONS (HUCAPP), VOL 2: . Paper presented at 17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP) / 6th International Conference on Human Computer Interaction Theory and Applications (HUCAPP), Virtual, Online, FEB 06-08, 2022 (pp. 108-116). SciTePress (17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP) / 6th International Conference on Human Computer Interaction Theory and Applications (HUCAPP))Garro, V., Sundstedt, V. & Sandahl, C. (2022). Impact of Location, Gender and Previous Experience on User Evaluation of Augmented Reality in Cultural Heritage: The Mjallby Crucifix Case Study. Heritage, 5(3), 1988-2006Elwardy, M., Zepernick, H.-J. & Chu, T. M. (2022). On the Number of Subjects Needed for 360° Video Quality Experiments: An SOS Based Analysis. In: International Conference on Quality of Multimedia Experience, QoMEX 2022: . Paper presented at 14th International Conference on Quality of Multimedia Experience, QoMEX 2022, Lippstadt, 5-7 September, 2022.. Institute of Electrical and Electronics Engineers (IEEE)
HINTS - Human-Centered Intelligent Realities [20220068]; Blekinge Institute of Technology; Publications
Devagiri, V. M., Boeva, V. & Abghari, S. (2025). A Domain Adaptation Technique through Cluster Boundary Integration. Evolving Systems, 16(1), Article ID 14. Al-Saedi, A. A., Boeva, V. & Casalicchio, E. (2025). Contribution Prediction in Federated Learning via Client Behavior Evaluation. Future Generation Computer Systems, 166, Article ID 107639. Fu, Y., Hu, Y. & Sundstedt, V. (2024). A Pilot Study of User Preferences of Posture and Display Technologies in Virtual Reality Exercise Games. In: Proceedings of 2024 International Conference on Virtual and Augmented Reality Simulations, ICVARS 2024: . Paper presented at 8th International Conference on Virtual and Augmented Reality Simulations, ICVARS 2024, Melbourne, March 14-16 2024 (pp. 22-27). Association for Computing Machinery (ACM)van Dreven, J., Boeva, V., Abghari, S., Grahn, H. & Al Koussa, J. (2024). A systematic approach for data generation for intelligent fault detection and diagnosis in District Heating. Energy, 307, Article ID 132711. Kasthuri Arachchige, T., Ickin, S., Abghari, S. & Boeva, V. (2024). Clients Behavior Monitoring in Federated Learning via Eccentricity Analysis. In: Iglesias Martinez J.A., Baruah R.D., Kangin D., De Campos Souza P.V. (Ed.), IEEE Conference on Evolving and Adaptive Intelligent Systems: . Paper presented at IEEE International Conference on Evolving and Adaptive Intelligent Systems, EAIS 2024, Madrid, May 23-24 2024. Institute of Electrical and Electronics Engineers (IEEE)Casalicchio, E. & Magliarisi, D. (2024). Decentralized Task Scheduling in Satellite Edge Computing. In: Quwaider M., Alawadi S., Jararweh Y. (Ed.), 2024 9th International Conference on Fog and Mobile Edge Computing, FMEC 2024: . Paper presented at 9th International Conference on Fog and Mobile Edge Computing, FMEC 2024, Malmö, Sept 2-5, 202 (pp. 154-161). Institute of Electrical and Electronics Engineers (IEEE)Angelova, M., Boeva, V. & Abghari, S. (2024). EdgeCluster: A Resource-Aware Evolving Clustering for Streaming Data. In: IEEE Conference on Evolving and Adaptive Intelligent Systems: . Paper presented at IEEE International Conference on Evolving and Adaptive Intelligent Systems, EAIS 2024, Madrid, May 23-24 2024. Institute of Electrical and Electronics Engineers (IEEE)Elwardy, M., Zepernick, H.-J., Chu, T. M. & Hu, Y. (2024). On the Consistency of 360° Video Quality Assessment in Repeated Subjective Tests: A Pilot Study. EAI Endorsed Transactions on Industrial Networks and Intelligent Systems, 11(1), 1-22Devagiri, V. M., Dagnely, P., Boeva, V. & Tsiporkova, E. (2024). Putting Sense into Incomplete Heterogeneous Data with Hypergraph Clustering Analysis. In: Ioanna Miliou, Nico Piatkowski, Panagiotis Papapetrou (Ed.), Advances in Intelligent Data Analysis XXII, PT II, IDA 2024: . Paper presented at 22nd International Symposium on Intelligent Data Analysis (IDA), Stockholm, Apr 24-26, 2024 (pp. 119-130). Springer Science+Business Media B.V.Chu, T. M. & Zepernick, H.-J. (2024). Queueing Theoretical Performance Assessment of Mobile Virtual Reality Video Streaming. In: Proceedings - 2024 IEEE 25th International Symposium on a World of Wireless, Mobile and Multimedia Networks, WoWMoM 2024: . Paper presented at 25th IEEE International Symposium on a World of Wireless, Mobile and Multimedia Networks, WoWMoM 2024, Perth, June 4-7, 2024 (pp. 363-369). Institute of Electrical and Electronics Engineers (IEEE)
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