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Wang, C., Garro, V., Sundstedt, V., Hu, Y. & Goswami, P. (2026). Immersive Analytics Meets Artificial Intelligence: A Systematic Review. Computational Visual Media, 12(1), 1-34
Åpne denne publikasjonen i ny fane eller vindu >>Immersive Analytics Meets Artificial Intelligence: A Systematic Review
Vise andre…
2026 (engelsk)Inngår i: Computational Visual Media, ISSN 2096-0433, E-ISSN 2096-0662, Vol. 12, nr 1, s. 1-34Artikkel, forskningsoversikt (Fagfellevurdert) Published
Abstract [en]

Integrating artificial intelligence (AI) with immersive analytics (IA) represents a promising means of leveraging advanced computational techniques to enhance data visualization and analysis. This study examines the state-of-the-art of AI-IA integration by addressing three key research issues: the significant application domains, the AI techniques used and their combinations, and current challenges and future directions. Results of reviewing 43 relevant studies reveal that AI-IA integration is still in its early stages, as existing research has mainly focused on a limited range of data types and application scenarios. By analyzing the application domains, this systematic literature review supports previous findings of important applications in the fields of education, manufacturing, and healthcare. At the same time, it identifies emerging applications that have progressed from XR and AI domains to AI-IA integration, such as sports events, assistive systems, urban planning, and disaster management. We contribute to extending established visual analytics (VA) pipelines into XR environments with integrated AI techniques. AI techniques are identified as contributing in five ways to this IA pipeline. Our contribution also includes identifying four key challenges and seven opportunities for future exploration. The review concludes that combining AI and IA holds the potential to create innovative applications using advanced AI and immersive visualization techniques. We present an overview of these applications and address key issues for future development. 

sted, utgiver, år, opplag, sider
Tsinghua University Press, 2026
Emneord
artificial intelligence (AI), augmented reality (AR), immersive analytics (IA), virtual reality (VR), visual analytics (VA), visualization, Advanced Analytics, Artificial intelligence, Augmented reality, Data integration, Data visualization, Disaster prevention, Disasters, Engineering education, Integration, Urban planning, Virtual reality, Visual analytics, Analytic integration, Applications domains, Artificial intelligence techniques, Immersive, Immersive analytic, Visual analytic, Flow visualization
HSV kategori
Identifikatorer
urn:nbn:se:bth-29183 (URN)10.26599/CVM.2025.9450478 (DOI)001684103200008 ()2-s2.0-105029964479 (Scopus ID)
Forskningsfinansiär
Knowledge Foundation, 20220068
Tilgjengelig fra: 2026-02-25 Laget: 2026-02-25 Sist oppdatert: 2026-02-25bibliografisk kontrollert
Hu, Y., Sundstedt, V., Berner, J. & Perlesi, I. (2025). Applying Virtual Reality in Older Adult Healthcare Education - A Case Study. In: Kondylakis H., Triantafyllidis A. (Ed.), Pervasive Computing Technologies for Healthcare: . Paper presented at 18th EAI International Conference on Pervasive Computing Technologies for Healthcare, PervasiveHealth 2024, Heraklion, Sept 17-18, 2024 (pp. 355-369). Springer Science+Business Media B.V., 611
Åpne denne publikasjonen i ny fane eller vindu >>Applying Virtual Reality in Older Adult Healthcare Education - A Case Study
2025 (engelsk)Inngår i: Pervasive Computing Technologies for Healthcare / [ed] Kondylakis H., Triantafyllidis A., Springer Science+Business Media B.V., 2025, Vol. 611, s. 355-369Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

Extended reality (XR) technologies are increasingly being used in different application areas. One such area is for healthcare, which has seen significant developments over the last few years. However, its use for healthcare education is still in its infancy. This paper presents a case study, which explores the use of virtual reality (VR) technology in the healthcare domain. In particular, an application targeting education of various conditions healthcare providers might meet in older adult care is evaluated using different subjective evaluations methodologies, with nursing students and professional healthcare staff. The overall results show promising directions and use of new technology applications in this domain, but also highlights some of the potential problems with its adoption. 

sted, utgiver, år, opplag, sider
Springer Science+Business Media B.V., 2025
Serie
Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, ISSN 1867-8211, E-ISSN 1867-822X ; 611
Emneord
Education, Healthcare Professionals, Nursing Students, Older Adult Care, Virtual Reality, Education computing, Engineering education, Nursing, Social sciences computing, Teaching, Application area, Case-studies, Condition, Health care education, Health care professionals, Healthcare domains, Old adult care, Older adults, Virtual reality technology, Students
HSV kategori
Identifikatorer
urn:nbn:se:bth-27815 (URN)10.1007/978-3-031-85572-6_23 (DOI)001484281100023 ()2-s2.0-105003907446 (Scopus ID)9783031855719 (ISBN)
Konferanse
18th EAI International Conference on Pervasive Computing Technologies for Healthcare, PervasiveHealth 2024, Heraklion, Sept 17-18, 2024
Forskningsfinansiär
Knowledge Foundation, 20220068
Tilgjengelig fra: 2025-05-09 Laget: 2025-05-09 Sist oppdatert: 2025-09-30bibliografisk kontrollert
Huang, N., Goswami, P., Hu, Y., Sundstedt, V., Cheddad, A. & Imran, M. (2025). Conceptual Design of a Personalized VR Furniture Arrangement System. In: Conference Proceedings - 2025 IEEE International Conference on Metrology for eXtended Reality, Artificial Intelligence and Neural Engineering, MetroXRAINE 2025: . Paper presented at 4th IEEE International Conference on Metrology for eXtended Reality, Artificial Intelligence and Neural Engineering, MetroXRAINE 2025, Ancona, Oct 22-24, 2025 (pp. 806-811). Institute of Electrical and Electronics Engineers (IEEE)
Åpne denne publikasjonen i ny fane eller vindu >>Conceptual Design of a Personalized VR Furniture Arrangement System
Vise andre…
2025 (engelsk)Inngår i: Conference Proceedings - 2025 IEEE International Conference on Metrology for eXtended Reality, Artificial Intelligence and Neural Engineering, MetroXRAINE 2025, Institute of Electrical and Electronics Engineers (IEEE), 2025, s. 806-811Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

This paper presents a conceptual design for a virtual reality (VR)-based furniture arrangement system, proposed to leverage immersive technologies and generative AI (GenAI) with intuitive interaction methods. The system utilizes a head-mounted display (HMD) to provide an immersive and intuitive user experience (UX) with multimodal interaction methods through hand and eye-tracking controls. Additionally, GenAl enables the virtual agent to engage in natural conversations with users and interpret and respond contextually, aiming to enhance personalization by understanding conversations. Users' interests and preferences are analyzed and predicted from the conversation and eye-gaze data, which provides recommendations for relevant furniture items and real-time personalized feedback. By combining these techniques, this design aims to create a seamless, interactive, intelligent, personalized virtual interior design and furniture arrangement experience within the immersive virtual environment (VE). The implementation of several key features demonstrates a proof of concept for our virtual furniture arrangement system. 

sted, utgiver, år, opplag, sider
Institute of Electrical and Electronics Engineers (IEEE), 2025
Emneord
furniture arrangement, generative artificial intelligence, human-centered, immersion, personalization, virtual reality, Artificial intelligence, Eye tracking, Intelligent virtual agents, User experience, User interfaces, Virtual environments, Head-mounted-displays, Immersive, Immersive technologies, Interaction methods, Intuitive interaction, Personalizations, Conceptual design
HSV kategori
Identifikatorer
urn:nbn:se:bth-29321 (URN)10.1109/MetroXRAINE66377.2025.11340357 (DOI)2-s2.0-105033227030 (Scopus ID)9798331502799 (ISBN)
Konferanse
4th IEEE International Conference on Metrology for eXtended Reality, Artificial Intelligence and Neural Engineering, MetroXRAINE 2025, Ancona, Oct 22-24, 2025
Forskningsfinansiär
Knowledge Foundation, 20220068
Tilgjengelig fra: 2026-04-10 Laget: 2026-04-10 Sist oppdatert: 2026-04-10bibliografisk kontrollert
Wang, C., Sundstedt, V. & Garro, V. (2025). Generative Artificial Intelligence for Immersive Analytics. In: Bashford-Rogers T., Meneveaux D., Ammi M., Ziat M., Jänicke S., Purchase H., Radeva P., Furnari A., Bouatouch K., Sousa A.A. (Ed.), Proceedings of the International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications: . Paper presented at 20th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2025, Porto, Feb 26-28, 2025 (pp. 938-946). SciTePress, 1
Åpne denne publikasjonen i ny fane eller vindu >>Generative Artificial Intelligence for Immersive Analytics
2025 (engelsk)Inngår i: Proceedings of the International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications / [ed] Bashford-Rogers T., Meneveaux D., Ammi M., Ziat M., Jänicke S., Purchase H., Radeva P., Furnari A., Bouatouch K., Sousa A.A., SciTePress, 2025, Vol. 1, s. 938-946Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

Generative artificial intelligence (GenAI) models have advanced various applications with their ability to generate diverse forms of information, including text, images, audio, video, and 3D models. In visual computing, their primary applications have focused on creating graphic content and enabling data visualization on traditional desktop interfaces, which help automate visual analytics (VA) processes. With the rise of affordable immersive technologies, such as virtual reality (VR), augmented reality (AR), and mixed reality (MR), immersive analytics (IA) has been an emerging field offering unique opportunities for deeper engagement and understanding of complex data in immersive environments (IEs). However, IA system development remains resource-intensive and requires significant expertise, while integrating GenAI capabilities into IA is still under early exploration. Therefore, based on an analysis of recent publications in these fields, this position paper investigates how GenAI can support future IA systems for more effective data exploration with immersive experiences. Specifically, we discuss potential directions and key issues concerning future GenAI-supported IA applications. 

sted, utgiver, år, opplag, sider
SciTePress, 2025
Serie
VISIGRAPP, ISSN 2184-5921, E-ISSN 2184-4321
Emneord
Extended Reality, Generative Artificial Intelligence, Immersive Analytics, Visualization
HSV kategori
Identifikatorer
urn:nbn:se:bth-27748 (URN)10.5220/0013308400003912 (DOI)2-s2.0-105001960708 (Scopus ID)
Konferanse
20th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2025, Porto, Feb 26-28, 2025
Forskningsfinansiär
Knowledge Foundation, 20220068
Tilgjengelig fra: 2025-04-22 Laget: 2025-04-22 Sist oppdatert: 2025-09-30bibliografisk kontrollert
Sundstedt, V., Hu, Y., Arlos, P., Abghari, S., Goswami, P., Tutschku, K., . . . Qin, B. (2025). Human-Centered Intelligent Realities Laboratory. In: Proceedings - 2025 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2025: . Paper presented at 2025 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), Saint-Malo, March 8-12, 2025. Institute of Electrical and Electronics Engineers (IEEE)
Åpne denne publikasjonen i ny fane eller vindu >>Human-Centered Intelligent Realities Laboratory
Vise andre…
2025 (engelsk)Inngår i: Proceedings - 2025 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2025, Institute of Electrical and Electronics Engineers (IEEE), 2025Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

The 'Human-Centered Intelligent Realities' (HINTS) laboratory is a strategic infrastructure project aiming to support research that advances the development of immersive, user-aware, and intelligent digital environments by integrating augmented reality (AR), virtual reality (VR), extended reality (XR), artificial intelligence (AI), and machine learning (ML). By combining virtual reality and communication-computing continuums, the HINTS environment seeks to create innovative concepts, methods, and tools that empower users to engage with digital systems in novel, efficient, and effective ways. Research in the HINTS laboratory focuses on experience assessment, new digital environments and interaction techniques, visual analytics, adaptive AI, and networking. This paper presents the HINTS laboratory, ongoing activities, and opportunities and challenges for the future.

sted, utgiver, år, opplag, sider
Institute of Electrical and Electronics Engineers (IEEE), 2025
Emneord
Extended reality, artificial intelligence, intelligent reality, visualization, human-centered.
HSV kategori
Forskningsprogram
Datavetenskap
Identifikatorer
urn:nbn:se:bth-27756 (URN)10.1109/VRW66409.2025.00046 (DOI)001535113600040 ()2-s2.0-105005160909 (Scopus ID)9798331514846 (ISBN)
Konferanse
2025 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), Saint-Malo, March 8-12, 2025
Forskningsfinansiär
Knowledge Foundation, 20220068
Tilgjengelig fra: 2025-04-23 Laget: 2025-04-23 Sist oppdatert: 2025-10-10bibliografisk kontrollert
Sundstedt, V., Ding, J. & Hu, Y. (2025). Intelligenta verkligheter och spelifierat lärande för civil beredskap med människan i fokus – en kunskapsöversikt. Karlskrona: Blekinge Tekniska Högskola
Åpne denne publikasjonen i ny fane eller vindu >>Intelligenta verkligheter och spelifierat lärande för civil beredskap med människan i fokus – en kunskapsöversikt
2025 (svensk)Rapport (Fagfellevurdert)
Abstract [sv]

Digitaliseringen och användandet av immersiva teknologier har ökat inom många områden. Samtidigt har utvecklingen av artificiell intelligens (AI) och spelifierat lärande (gamification) också fått en betydande roll inom många applikationer. Denna rapport presenterar en kunskapsöversikt över nuvarande forskning och utveckling inom användandet av spelifierat lärande, uppslukande (immersiva) teknologier och intelligenta verkligheter för utbildning och övning i civil beredskap. Rapporten har människan i fokus för att hjälpa individer och organisationer att förbereda sig för och reagera på nödsituationer och katastrofer. Resultaten baseras mestadels på en systematisk litteraturgranskning och diskuterar hur ny teknik kan appliceras inom civil beredskap. Samtidigt identifieras utmaningar, luckor och framtida riktningar för vidare arbete inom detta växande område. 

Abstract [en]

Digitization and the use of immersive technologies have increased in many areas. At the same time, the development of artificial intelligence (AI) and gamification has also gained significant importance in various applications. This report presents a knowledge overview of current research and developments using gamified learning, immersive technologies, and intelligent realities for training and exercise in civil preparedness. The report focuses on helping individuals and organizations prepare for and respond to emergencies and disasters. The results are primarily based on a systematic literature review and discuss how new technologies can be applied in civil preparedness. At the same time, challenges, gaps, and future directions for further work in this growing field are identified.

sted, utgiver, år, opplag, sider
Karlskrona: Blekinge Tekniska Högskola, 2025. s. 59
Serie
Blekinge Institute of Technology Research report, ISSN 1103-1581 ; 2025:03
Emneord
Extended reality, utökad verklighet, spelifiering, civil beredskap, AI, VR, AR, MR, artificiell intelligens, virtual reality, augmented reality, mixed reality, immersiva miljöer, intelligent verklighet, civil beredskap, MSB, civilt försvar
HSV kategori
Forskningsprogram
Datavetenskap
Identifikatorer
urn:nbn:se:bth-28610 (URN)
Forskningsfinansiär
Swedish Civil Contingencies Agency
Tilgjengelig fra: 2025-09-11 Laget: 2025-09-11 Sist oppdatert: 2026-03-13bibliografisk kontrollert
Huang, N., Goswami, P., Sundstedt, V., Hu, Y. & Cheddad, A. (2025). Personalized smart immersive XR environments: a systematic literature review. The Visual Computer, 41(11), 8593-8626
Åpne denne publikasjonen i ny fane eller vindu >>Personalized smart immersive XR environments: a systematic literature review
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2025 (engelsk)Inngår i: The Visual Computer, ISSN 0178-2789, E-ISSN 1432-2315, Vol. 41, nr 11, s. 8593-8626Artikkel, forskningsoversikt (Fagfellevurdert) Published
Abstract [en]

In this paper, we investigate the current state and development of personalized smart immersive extended reality environments (PSI-XR). PSI-XR has gained increasing traction across various fields such as education, entertainment, and healthcare, offering customized immersive experiences that address users’ personalized needs. This study performs a systematic literature review by collecting and analyzing related journal and conference papers in the domain. Following a comprehensive search across three databases, which yielded 1276 papers, a refined selection of 94 publications was made to conduct an in-depth analysis of cutting-edge research in the field of PSI-XR. This review focused on examining application domains, relevant technologies, and smart techniques, including artificial intelligence, with particular emphasis on advancements in personalization. The study provides insights into prospective advancements while also identifying the opportunities and challenges in this evolving field. This review is beneficial for both researchers and developers interested in exploring the state-of-the-art personalized perspective in a smart immersive extended reality environment. 

sted, utgiver, år, opplag, sider
Springer Science+Business Media B.V., 2025
Emneord
Augmented reality, Extended reality, Human-centered, Immersive XR, Mixed reality, Personalized, Virtual reality, 'current, Conference papers, Immersive, Journal paper, Systematic literature review, Virtual environments
HSV kategori
Identifikatorer
urn:nbn:se:bth-27761 (URN)10.1007/s00371-025-03887-9 (DOI)001466994700001 ()2-s2.0-105002638659 (Scopus ID)
Forskningsfinansiär
Knowledge Foundation, 20220068
Tilgjengelig fra: 2025-04-25 Laget: 2025-04-25 Sist oppdatert: 2025-10-15bibliografisk kontrollert
Navarro, D., Garro, V. & Sundstedt, V. (2025). The Electrodermal Activity of Player Experience in Virtual Reality Games: An Evaluation of the Tonic Component.
Åpne denne publikasjonen i ny fane eller vindu >>The Electrodermal Activity of Player Experience in Virtual Reality Games: An Evaluation of the Tonic Component
2025 (engelsk)Manuskript (preprint) (Annet vitenskapelig)
Abstract [en]

Electrodermal activity is considered one of the more reliable methodologies to assess emotional arousal, and it has been adopted as an alternative method for the analysis of player experience in video game research. In this study, we present a quantitative evaluation of self-contained electrodermal measurements, focusing on the analysis of the tonic component and its potential relationship with player experience. The analysis presents a frequency-domain feature quantification of the tonic component, named gradual changes. With it, we evaluate how the variation of the tonic component correlates with the player experience valence, in a set virtual reality games. The analysis also offers an evaluation of the prediction capabilities of the gradual changes, to classify player experience, using a supervised learning approach. Our results support the idea that the tonic component correlates with player experience, statistically demonstrating that a higher number of gradual changes feature a directly proportional relationship with a negative valence in player experience. Despite this, the gradual changes featured a rather limited prediction capability upon player experience, motivating future work in this area.

Emneord
Electrodermal Activity (EDA), Tonic Component, Skin Conductance Level (SCL), Player Experience (PX), User Experience (UX), Video Games, Virtual Reality (VR)
HSV kategori
Forskningsprogram
Datavetenskap
Identifikatorer
urn:nbn:se:bth-28821 (URN)
Forskningsfinansiär
Knowledge Foundation, 20220068
Tilgjengelig fra: 2025-10-28 Laget: 2025-10-28 Sist oppdatert: 2025-10-29bibliografisk kontrollert
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)
Åpne denne publikasjonen i ny fane eller vindu >>A Pilot Study of User Preferences of Posture and Display Technologies in Virtual Reality Exercise Games
2024 (engelsk)Inngår i: Proceedings of 2024 International Conference on Virtual and Augmented Reality Simulations, ICVARS 2024, Association for Computing Machinery (ACM), 2024, s. 22-27Konferansepaper, Publicerat paper (Fagfellevurdert)
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).

sted, utgiver, år, opplag, sider
Association for Computing Machinery (ACM), 2024
Emneord
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
HSV kategori
Identifikatorer
urn:nbn:se:bth-26769 (URN)10.1145/3657547.3657562 (DOI)001263811200004 ()2-s2.0-85198032665 (Scopus ID)9798400709012 (ISBN)
Konferanse
8th International Conference on Virtual and Augmented Reality Simulations, ICVARS 2024, Melbourne, March 14-16 2024
Forskningsfinansiär
Knowledge Foundation, 20220068
Tilgjengelig fra: 2024-08-08 Laget: 2024-08-08 Sist oppdatert: 2025-09-30bibliografisk kontrollert
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
Åpne denne publikasjonen i ny fane eller vindu >>Cartographic generalization of settlement representations: human vs. machin
2024 (engelsk)Inngår i: Abstracts of the International Cartographic Association, Copernicus GmbH , 2024, Vol. 8, s. 1-2Konferansepaper, Oral presentation with published abstract (Annet vitenskapelig)
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.

sted, utgiver, år, opplag, sider
Copernicus GmbH, 2024
Emneord
Cartographic Generalization, Machine Learning, Settlement Selection, User Study
HSV kategori
Identifikatorer
urn:nbn:se:bth-27143 (URN)10.5194/ica-abs-8-12-2024 (DOI)
Konferanse
2024 ICA Workshop on AI, Geovisualization, and Analytical Reasoning – CartoVis24, Warsaw, Sept 7, 2024
Tilgjengelig fra: 2024-11-22 Laget: 2024-11-22 Sist oppdatert: 2025-09-30bibliografisk kontrollert
Prosjekter
VIATECH- Human-Centered Computing for Novel Visual and Interactive Applications [20170056]; Blekinge Tekniska Högskola; Publikasjoner
Navarro, D. (2025). Psychophysiological Interaction: Symbiosis Between Players and Video Games. (Doctoral dissertation). Karlskrona: Blekinge Tekniska HögskolaElwardy, 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), 1988-2006
HINTS – Intelligenta verkligheter med människan i centrum [20220068]; Blekinge Tekniska Högskola; Publikasjoner
Sarwatt, D. S., Kulwa, F., Philipo, A. G., Runyoro, A.-A. K., Ning, H. & Ding, J. (2026). Aigc-driven human-machine intelligence in ITS: technologies, applications, evaluation framework, challenges, and future directions. Artificial Intelligence Review, 59(2), Article ID 75. Philipo, A. G., Sebastian Sarawatt, D., Ding, J., Daneshmand, M. & Ning, H. (2026). Cyberbullying Detection: Exploring Datasets, Technologies, and Approaches on Social Media Platforms. ACM Computing Surveys, 58(7), Article ID 186. Kasthuri Arachchige, T., Boeva, V. & Abghari, S. (2026). FedABoost: Fairness Aware Federated Learning with Adaptive Boosting (1ed.). In: Ida Koprinska et al. (Eds.) (Ed.), Machine Learning and Principles and Practice of Knowledge Discovery in Databases: (pp. 1-16). Cham, Switzerland: Springer NatureAngelova, M., Boeva, V., Abghari, S., Ickin, S. & Lan, X. (2026). FedCluLearn: Federated Continual Learning Using Stream Micro-cluster Indexing Scheme. In: Ribeiro R.P., Jorge A.M., Soares C., Gama J., Pfahringer B., Japkowicz N., Larrañaga P., Abreu P.H. (Ed.), Machine Learning and Knowledge Discovery in Databases. Research Track, ECML PKDD 2025, PT II: . Paper presented at European Conference on Machine Learning and Principles and Practice of Knowledge Discovery in Databases, ECML PKDD 2025, Porto, Sept 15-19, 2025 (pp. 331-349). Springer Science+Business Media B.V., 16014Kasthuri Arachchige, T. (2026). Heterogeneous Federated Learning: Fairness and Client Behaviour Exploration. (Licentiate dissertation). Karlskrona: Blekinge Tekniska HögskolaWang, C., Garro, V., Sundstedt, V., Hu, Y. & Goswami, P. (2026). Immersive Analytics Meets Artificial Intelligence: A Systematic Review. Computational Visual Media, 12(1), 1-34Yue, Y., Zhou, C., Qu, T., Hu, Y., Wang, J., Liu, J., . . . Bian, Y. (2026). Mitigating VR Motion Sickness Through Multi-sensory Simulation of Wind Sensation (MSSWS): A Vestibular-Visual Synchronization Approach. In: Proceedings - 2026 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2026: . Paper presented at P33rd IEEE Conference on Virtual Reality and 3D User Interfaces, IEEE VR 2026, Daegu, March 21-25, 2026 (pp. 696-706). Institute of Electrical and Electronics Engineers (IEEE)Qin, B., Tutschku, K. & Hu, Y. (2026). Requirements for network resource management in multi-user extended reality systems: a systematic review. FRONTIERS IN COMMUNICATIONS AND NETWORKS, 7, Article ID 1761635. Silonosov, A., Casalicchio, E. & Henesey, L. (2026). SoK: Evolution of the Key Encapsulation Mechanism's Role in Cryptographic Migrations for IoT Systems. IEEE Access, 14, 10595-10614Guo, X., Li, B., Zhou, Y., Zhou, H., Elwardy, M., Hu, Y., . . . Shen, Y. (2026). Towards Event-guided Panoramic HDR Video Reconstruction for Indoor Immersive VR: A Novel Dataset and Approach. In: Proceedings - 2026 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2026: . Paper presented at 33rd IEEE Conference on Virtual Reality and 3D User Interfaces, IEEE VR 2026, Daegu, March 21-25, 2026 (pp. 66-76). Institute of Electrical and Electronics Engineers (IEEE)
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ORCID-id: ORCID iD iconorcid.org/0000-0003-3639-9327