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Andrii Matviienko

Publications and source records attributed to Andrii Matviienko.

6 recordsLinked to original sources

MicroVRide: Exploring 4-in-1 Virtual Reality Micromobility Simulator

Micromobility vehicles, such as e-scooters, Segways, skateboards, and unicycles, are increasingly adopted for short-distance travel due to their low weight and low emissions. Despite their growing popularity, we lack controlled, low-risk environments to study rider experiences and performance. While virtual reality (VR) simulators offer a promising approach by reducing safety risks and providing immersive experiences, micromobility simulators remain largely underexplored. We introduce MicroVRide, a modular 4-in-1 VR micromobility simulator that supports e-scooters, Segways, electric unicycles, and one-wheeled skateboards on a single platform. The simulator preserves vehicle-specific physical constraints and control metaphors, enabling the study of diverse riding behaviors with minimal hardware reconfiguration. We contribute the simulator design and report a preliminary within-subject study (N = 12) that demonstrates feasibility and reveals distinct experiential profiles across vehicles.

cs.HC

Evaluation of Generative Models for Emotional 3D Animation Generation in VR

Social interactions incorporate nonverbal signals to convey emotions alongside speech, including facial expressions and body gestures. Generative models have demonstrated promising results in creating full-body nonverbal animations synchronized with speech; however, evaluations using statistical metrics in 2D settings fail to fully capture user-perceived emotions, limiting our understanding of model effectiveness. To address this, we evaluate emotional 3D animation generative models within a Virtual Reality (VR) environment, emphasizing user-centric metrics emotional arousal realism, naturalness, enjoyment, diversity, and interaction quality in a real-time human-agent interaction scenario. Through a user study (N=48), we examine perceived emotional quality for three state of the art speech-driven 3D animation methods across two emotions happiness (high arousal) and neutral (mid arousal). Additionally, we compare these generative models against real human expressions obtained via a reconstruction-based method to assess both their strengths and limitations and how closely they replicate real human facial and body expressions. Our results demonstrate that methods explicitly modeling emotions lead to higher recognition accuracy compared to those focusing solely on speech-driven synchrony. Users rated the realism and naturalness of happy animations significantly higher than those of neutral animations, highlighting the limitations of current generative models in handling subtle emotional states. Generative models underperformed compared to reconstruction-based methods in facial expression quality, and all methods received relatively low ratings for animation enjoyment and interaction quality, emphasizing the importance of incorporating user-centric evaluations into generative model development. Finally, participants positively recognized animation diversity across all generative models.

cs.HC

Mind Meets Robots: A Review of EEG-Based Brain-Robot Interaction Systems

Brain-robot interaction (BRI) empowers individuals to control (semi-)automated machines through their brain activity, either passively or actively. In the past decade, BRI systems have achieved remarkable success, predominantly harnessing electroencephalogram (EEG) signals as the central component. This paper offers an up-to-date and exhaustive examination of 87 curated studies published during the last five years (2018-2023), focusing on identifying the research landscape of EEG-based BRI systems. This review aims to consolidate and underscore methodologies, interaction modes, application contexts, system evaluation, existing challenges, and potential avenues for future investigations in this domain. Based on our analysis, we present a BRI system model with three entities: Brain, Robot, and Interaction, depicting the internal relationships of a BRI system. We especially investigate the essence and principles on interaction modes between human brains and robots, a domain that has not yet been identified anywhere. We then discuss these entities with different dimensions encompassed. Within this model, we scrutinize and classify current research, reveal insights, specify challenges, and provide recommendations for future research trajectories in this field. Meanwhile, we envision our findings offer a design space for future human-robot interaction (HRI) research, informing the creation of efficient BRI frameworks.

cs.RO

Auto-Paízo Games: Towards Understanding the Design of Games that Aim to Unify a Player's Physical Body and the Virtual World

Most digital bodily games focus on the body as they use movement as input. However, they also draw the player's focus away from the body as the output occurs on visual displays, creating a divide between the physical body and the virtual world. We propose a novel approach - the "Body as a Play Material" - where a player uses their body as both input and output to unify the physical body and the virtual world. To showcase this approach, we designed three games where a player uses one of their hands (input) to play against the other hand (output) by loaning control over its movements to an Electrical Muscle Stimulation (EMS) system. We conducted a thematic analysis on the data obtained from a field study with 12 participants to articulate four player experience themes. We discuss our results about how participants appreciated the engagement with the variety of bodily movements for play and the ambiguity of using their body as a play material. Ultimately, our work aims to unify the physical body and the virtual world.

cs.HC

TicTacToes: Assessing Toe Movements as an Input Modality

From carrying grocery bags to holding onto handles on the bus, there are a variety of situations where one or both hands are busy, hindering the vision of ubiquitous interaction with technology. Voice commands, as a popular hands-free alternative, struggle with ambient noise and privacy issues. As an alternative approach, research explored movements of various body parts (e.g., head, arms) as input modalities, with foot-based techniques proving particularly suitable for hands-free interaction. Whereas previous research only considered the movement of the foot as a whole, in this work, we argue that our toes offer further degrees of freedom that can be leveraged for interaction. To explore the viability of toe-based interaction, we contribute the results of a controlled experiment with 18 participants assessing the impact of five factors on the accuracy, efficiency and user experience of such interfaces. Based on the findings, we provide design recommendations for future toe-based interfaces.

cs.HC

VapeTracker: Tracking Vapor Consumption to Help E-cigarette Users Quit

Despite current controversy over e-cigarettes as a smoking cessation aid, we present early work based on a web survey (N=249) that shows that some e-cigarette users (46.2%) want to quit altogether, and that behavioral feedback that can be tracked can fulfill that purpose. Based on our survey findings, we designed VapeTracker, an early prototype that can attach to any e-cigarette device to track vaping activity. We discuss our future research on vaping cessation, addressing how to improve our VapeTracker prototype, ambient feedback mechanisms, and the future inclusion of behavior change models to support quitting e-cigarettes.

cs.HC