VLDB 2026 Research / reviewers in the wild / expert
Simo Järvelä
dblp:176/8150
· DBLP profile ↗
8ranked-venue papers
0as first author
6since 2021 · last 2025
0000-0001-9553-1725ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 7 · 5 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Virtual empowerment: manipulating height in virtual reality affects self-related cognitions and personal speech performance evaluationabstractSocial performance situations, often crucial and expected in today’s work contexts, can be perceived as highly challenging and stressful. Therefore, experiencing anxiety in public speaking situations can have a negative impact on individuals’ working lives and career prospects. Virtual reality environments offer novel means to practise public speaking anywhere, safely and privately, and to replace simulations with more dynamic and innovative training environments unavailable in real-life scenarios. Additionally, these innovative tools and methods could also be used during virtually implemented real-life interactions as working conditions are increasingly shifting towards more technology-mediated forms. This research investigates the potential for a virtual reality height manipulation (i.e. raised or lowered point-of-view) to influence individuals’ self-statements during a stressful speech task and, subsequently, their personal performance evaluation. Results of a strictly controlled, between-subject experiment indicate that participants perceiving themselves taller evaluated their speech performance more positively and experienced fewer negative self-statements during the speech task. Furthermore, perceived tallness was associated with lower levels of public speaking anxiety. These results suggest that even a simple, visual first-person perspective manipulation of virtual reality environment influences individuals’ personal evaluation of their own performance and potentially helps them improve their task-related cognitive processes. Anna-Leena Macey, Joseph Macey, Simo Järvelä, Daniel Fernández Galeote, Juho Hamari |
Behav. Inf. Technol. | 3 |
| 2025 | Are We in This Together? Investigating the Relationship of Avatar Customisation, Social Presence, and Communication Outcomes in Collaborative Embodied Virtual RealityabstractSocial virtual reality (VR) enables embodied interactions with others within 3D environments. There has been a growing amount of research on avatar appearance and its influence on social presence and user behaviour, including communicative outcomes. As the focus has often been on the effects of avatar-related intrapersonal processes, it would be necessary to shed more light on the influence of interpersonal processes behind dynamic avatar-mediated interaction. This research aimed to investigate the effects of avatar customisation on social presence and perceived relational messages during a collaborative puzzle task in immersive social VR. The strictly controlled between-subject laboratory experiment (N = 50) with two body-tracked avatar conditions (Custom vs. Assigned) was conducted. Results do not indicate that avatar customisation has a significant effect on social presence or relational communication in the collaborative task-related context. However, it is worth noting that participants in both conditions presented markedly high social presence scores and rated partners' relational messages positively, which might have introduced a ceiling effect diminishing any potential difference in social presence between the conditions. Anna-Leena Macey, Mila Bujic, Anatolii Belousov, Bojan Kerous, Simo Järvelä, Juho Hamari |
Proc. ACM Hum. Comput. Interact. | 5 |
| 2024 | Meditating in a neurofeedback virtual reality: effects on sense of presence, meditation depth and brain oscillationsabstractWith the advent of consumer-grade electroencephalography (EEG) and virtual reality (VR) devices, the use of human cognitive processes directly as means for user-adapted interaction in immersive virtual environments has become increasingly relevant. In this study (N = 43), we investigate electroencephalography-based neurofeedback interaction in virtual reality (VR). Particularly, we investigate this phenomenon in the context of meditation which enables the studying of cognitive processes (attention, sense of presence, meditation depth) when using an immersive interface that is adaptive based on neural responses. A prototype virtual reality environment was built that employs head-mounted display (HMD), and the neurofeedback functionality guided the user to increase the neural indices of meditation-related concentration and relaxation. The observed findings provide evidence for the effectiveness of neurofeedback functionality and VR in evoking desired types of neural activation and subjective experiences. Mikko Salminen, Simo Järvelä, Ilkka Kosunen, Antti Ruonala, Juho Hamari, Niklas Ravaja, Giulio Jacucci |
Behav. Inf. Technol. | 2 |
| 2023 | Gamified city for 6th graders: The effect of gameful experience on students' 21st century readiness in Finland
Isabella Aura, Simo Järvelä, Lobna Hassan, Juho Hamari |
DiGRA | 2 |
| 2022 | Evoking Physiological Synchrony and Empathy Using Social VR With BiofeedbackabstractWith the advent of consumer grade virtual reality (VR) headsets and physiological measurement devices, new possibilities for mediated social interaction emerge enabling the immersion to environments where the visual features react to the users’ physiological activation. In this study, we investigated whether and how individual and interpersonally shared biofeedback (visualised respiration rate and frontal asymmetry of electroencephalography, EEG) enhance synchrony between the users’ physiological activity and perceived empathy towards the other during a compassion meditation exercise carried out in a social VR setting. The study was conducted as a laboratory experiment$(\text{N} = 72)$(N=72)employing a Unity3D-based Dynecom immersive social meditation environment and two amplifiers to collect the psychophysiological signals for the biofeedback. The biofeedback on empathy-related EEG frontal asymmetry evoked higher self-reported empathy towards the other user than the biofeedback on respiratory activation, but the perceived empathy was highest when both feedbacks were simultaneously presented. In addition, the participants reported more empathy when there was stronger EEG frontal asymmetry synchronization between the users. The presented results inform the field of affective computing on the possibilities that VR offers for different applications of empathic technologies. Mikko Salminen, Simo Järvelä, Antti Ruonala, Ville J. Harjunen, Juho Hamari, Giulio Jacucci, Niklas Ravaja |
IEEE Trans. Affect. Comput. | 2 |
| 2021 | Playing With Embodied Social Interaction: A Thematic Review of Experiments on Social Aspects in Gameful Virtual RealityabstractAbstract Recently, there has been a burgeoning of immersive virtual reality (VR) applications in a variety of shapes, including gameful social VR. Despite a longstanding tradition of studying social factors in gameful computing, this perspective in the specific experiences of VR is only gaining traction. This highly multidisciplinary area of interest is immensely complex with potential consequences on individuals and social groups alike. To aid in constituting and systematizing this area of research from the early days, this paper explores 14 state-of-art publications on experimental research of social aspects in gameful VR. These were analysed predominantly based on the included manipulations and the studied outcomes resulting in the extraction of five and seven thematic wholes, respectively. Finally, based on the findings, four broad avenues to consider were emphasized as suggested paths for a comprehensive future of embodied gameful social VR application and research across a variety of disciplines. Mila Bujic, Anna-Leena Macey, Simo Järvelä, Juho Hamari |
Interact. Comput. | 3 |
| 2018 | Bio-adaptive Social VR to Evoke Affective Interdependence: DYNECOMabstractThe effects of bio-adaptation-based visual cues in conveying affective information was studied while conducting social meditation in a virtual reality (VR) environment. In a laboratory study, 22 dyads practiced a short duration, modified version of empathy-evoking compassion meditation. The immersive VR provided electroencephalography (EEG) -based real-time visual feedback, as changing color, on the user's brain activation; the breathing rate of the users was visualized as a movement cue. In addition, the synchronization of the feedback signals between the users was also visualized. Initial results suggest that the perceived affective interdependence, a component of social presence, was increased when both of the bio-adaptive visual feedbacks were presented to the users, compared to when there was no visual feedback. Also, the EEG-based visual feedback led to higher affective interdependence than the respiration based visual feedback. The findings suggest that affective contagion may occur by mediated adaptive cues that are based on physiological signals. Mikko Salminen, Simo Järvelä, Antti Ruonala, Janne Timonen, Kristiina Mannermaa, Niklas Ravaja, Giulio Jacucci |
IUI | 2 |
| 2016 | RelaWorld: Neuroadaptive and Immersive Virtual Reality Meditation SystemabstractMeditation in general and mindfulness in particular have been shown to be useful techniques in the treatment of a plethora of ailments, yet they can be challenging for novices. We present RelaWorld: a neuroadaptive virtual reality meditation system that combines virtual reality with neurofeedback to provide a tool that is easy for novices to use yet provides added value even for experienced meditators. Using a head-mounted display, users can levitate in a virtual world by doing meditation exercises. The system measures users' brain activity in real time via EEG and calculates estimates for the level of conCentration and relaxation. These values are then mapped into the virtual reality. In a user study of 43 subjects, we were able to show that the RelaWorld system elicits deeper relaxation, feeling of presence and a deeper level of meditation when compared to a similar setup without head-mounted display or neurofeedback. Ilkka Kosunen, Mikko Salminen, Simo Järvelä, Antti Ruonala, Niklas Ravaja, Giulio Jacucci |
IUI | 3 |