Martin Hedlund

dblp:215/9891 · DBLP profile ↗
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6ranked-venue papers
4as first author
4since 2021 · last 2025
0009-0002-0080-3113ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 3 · 3 first-author · 3 since 2021Applied, interdisciplinary, general and emerging computing · 2Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021
YearPublicationVenuePosition
2025 BroomBroom! Evaluation of Leaning and Controller-based Locomotion for Flying in Virtual Reality
abstract
Virtual Reality (VR) locomotion methods are mainly ground-based, room-scale, or discrete, making them ill-suited for flying experiences. Although leaning- and controller-based techniques are promising for flying in VR, we lack empirical evidence of their advantages. We compared combinations of leaning- and controller-based methods for steering and velocity in a user study (N = 24) using a broom metaphor to integrate these methods into an understandable locomotion reference. The steering methods were: 1) controller-pointing (CP) and 2) headset-leaning (HL); and for velocity control: 1) controller linear displacement (CLD) and 2) headset linear displacement (HLD). Results indicate that HL increase presence compared to CP. However, combining HL with CLD worsens coin collection rate, completion time, mental load, control factor ratings, and enjoyment. In contrast, HLD worked well when paired with either steering method. CP-CLD led to the highest coin collection rate and lowest mental load. All methods had comparable feelings of flying.
Martin Hedlund, Florian Müller 0003, Martin Schmitz 0001, Cristian Bogdan, Remy Rey, Pooria Ghavamian, Deirdre Tobin, Andrii Matviienko
VRST1
2024 Rowing Beyond: Investigating Steering Methods for Rowing-based Locomotion in Virtual Environments
abstract
Rowing has great potential in Virtual Reality (VR) exergames as it requires physical effort and uses physical motion to map the locomotion in a virtual space. However, rowing in VR is currently restricted to locomotion along one axis, leaving 2D and 3D locomotion out of the scope. To facilitate rowing-based locomotion, we implemented three steering techniques based on head, hands, and feet movements for 2D and 3D VR environments. To investigate these methods, we conducted a controlled experiment (N = 24) to assess the user performance, experience and VR sickness. We found that head steering leads to fast and precise steering in 2D and 3D, and hand steering is the most realistic. Feet steering had the largest performance difference between 2D and 3D but comparable precision to hands in 2D. Lastly, head steering is the least mentally demanding, and all methods had comparable VR sickness.
Martin Hedlund, Cristian Bogdan, Gerrit Meixner, Andrii Matviienko
CHI1
2023 BlocklyVR: Exploring Block-based Programming in Virtual Reality
abstract
As programming is typically a static activity in front of a screen, we perform an initial exploration around the capabilities of block-based programming in the immersive space using Virtual Reality (VR) to make an early charting on how programming could involve moving the programmer’s body. We created a block-based programming interface in a VR space called BlocklyVR based on the existing Blockly programming environment. To investigate programmer performance and experience in BlocklyVR, we conducted a controlled lab experiment (N = 20) with eight programming tasks that covered mathematical operations, if-statements, and function creation. Our initial exploration contributes by classifying movement types made by BlocklyVR programmers and reflecting on how these movements are related to the programming tasks. Additionally, our data suggests that participant performance in BlocklyVR was not affected compared to the 2D Blockly, even if participants were physically moving in VR space. We also found that the virtual reality sickness was marginal. Lastly, we identified four types of interaction that can potentially be employed by VR designers and developers aiming to convert a static task, like programming at a desk, into a “mobile” immersive experience.
Martin Hedlund, Adam Jonsson, Cristian Bogdan, Gerrit Meixner, Elin Ekblom-Bak, Andrii Matviienko
MUM1
2023 Jogging-in-Place: Exploring Body-Steering Methods for Jogging in Virtual Environments
abstract
Walk-in-Place is an established locomotion technique for walking in virtual environments, as it incorporates body motion similar to regular walking. Although there is extensive research on the performance and experience of walking in virtual reality spaces, it typically requires minimal-to-moderate physical movement, e.g., stepping forward and turning around, to explore virtual spaces. Therefore, the question we ask ourselves in this work is how user experience and performance are affected when the user is actively moving in place. In this paper, we explored three body-steering methods for jogging-in-place in virtual environments: (1) head-, (2) hand-, and (3) torso-based. To investigate the performance of the proposed body-steering methods for jogging in virtual reality, we conducted a controlled lab experiment (N = 12) to assess task completion time, number of steps, and VR sickness. We discovered that hand- and torso-based methods require fewer steps than the head-based method, and the torso-based is slower than the other two. Moreover, the number of collisions and virtual reality sickness were comparable among the methods.
Martin Hedlund, Anders Lundström, Cristian Bogdan, Andrii Matviienko
MUM1
2019 Predicting breast tumor proliferation from whole-slide images: The TUPAC16 challenge
Mitko Veta, Yujing J. Heng, Nikolas Stathonikos, Babak Ehteshami Bejnordi, Francisco Beca, Thomas Wollmann, Karl Rohr, Manan A. Shah, Mikaël Rousson, Martin Hedlund, David Tellez, Francesco Ciompi, Erwan Zerhouni, David Lanyi, Matheus Palhares Viana, Vassili Kovalev, Vitali Liauchuk, Josien P. W. Pluim
Medical Image Anal.11
2019 From Detection of Individual Metastases to Classification of Lymph Node Status at the Patient Level: The CAMELYON17 Challenge
abstract
Automated detection of cancer metastases in lymph nodes has the potential to improve the assessment of prognosis for patients. To enable fair comparison between the algorithms for this purpose, we set up the CAMELYON17 challenge in conjunction with the IEEE International Symposium on Biomedical Imaging 2017 Conference in Melbourne. Over 300 participants registered on the challenge website, of which 23 teams submitted a total of 37 algorithms before the initial deadline. Participants were provided with 899 whole-slide images (WSIs) for developing their algorithms. The developed algorithms were evaluated based on the test set encompassing 100 patients and 500 WSIs. The evaluation metric used was a quadratic weighted Cohen's kappa. We discuss the algorithmic details of the 10 best pre-conference and two post-conference submissions. All these participants used convolutional neural networks in combination with pre- and postprocessing steps. Algorithms differed mostly in neural network architecture, training strategy, and pre- and postprocessing methodology. Overall, the kappa metric ranged from 0.89 to -0.13 across all submissions. The best results were obtained with pre-trained architectures such as ResNet. Confusion matrix analysis revealed that all participants struggled with reliably identifying isolated tumor cells, the smallest type of metastasis, with detection rates below 40%. Qualitative inspection of the results of the top participants showed categories of false positives, such as nerves or contamination, which could be targeted for further optimization. Last, we show that simple combinations of the top algorithms result in higher kappa metric values than any algorithm individually, with 0.93 for the best combination.
Péter Bándi, Oscar Geessink, Quirine Manson, Marcory Van Dijk, Maschenka Balkenhol, Meyke Hermsen, Babak Ehteshami Bejnordi, Byungjae Lee, Kyunghyun Paeng, Aoxiao Zhong, Quanzheng Li, Farhad G. Zanjani, Svitlana Zinger, Keisuke Fukuta, Daisuke Komura, Vlado Ovtcharov, Shenghua Cheng, Shaoqun Zeng, Jeppe Thagaard, Anders Bjorholm Dahl, Huangjing Lin, Hao Chen 0011, Ludwig Jacobsson, Martin Hedlund, Melih Çetin, Eren Halici, Hunter Jackson, Fabian Both, Jörg Franke, Heidi Küsters-Vandevelde, Willem Vreuls, Peter Bult, Bram van Ginneken, Jeroen van der Laak, Geert Litjens 0001
IEEE Trans. Medical Imaging24