VLDB 2026 Research / reviewers in the wild / expert
Matilda Kalving
dblp:241/8521
· DBLP profile ↗
6ranked-venue papers
1as first author
4since 2021 · last 2024
0000-0002-6022-3316ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 6 · 1 first-author · 4 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Aware Eye - Wearable Provotype as a Playful Design on Sensing EnvironmentsabstractFigure 1: The Aware Eye provotype located on the user's back turns its gaze towards approaching people. Juri Etto, Emma Kirjavainen, Matilda Kalving, Jonna Häkkilä |
MUM | 3 |
| 2023 | Augmenting Indigenous Sámi Exhibition - Interactive Digital Heritage in Museum Context
Siiri Paananen, Joo Chan Kim, Emma Kirjavainen, Matilda Kalving, Karan Mitra, Jonna Häkkilä |
INTERACT (2) | 4 |
| 2022 | Comparing VR and Desktop 360 Video Museum ToursabstractWe investigate the user experience of taking a remote museum tour with 360 video technologies. We compare the experience of viewing a 360 video feed on a laptop screen vs. a 360 virtual reality (VR) video experienced through a head-mounted display (HMD). Our salient findings from a user study (n = 10) highlight that HMD VR provides a better immersion and sense of control for users. However, the HMD VR user experience suffers from the lack of personal contact, such as eye contact with the guide, discontinuities in the visual presentation, and missing multimodal contextual cues. The research contributes to the design of remote tourism services. Matilda Kalving, Siiri Paananen, Juha Seppälä, Ashley Colley, Jonna Häkkilä |
MUM | 1 |
| 2022 | Exploring pervasive displays for cemeteries and memorial sitesabstractAbstract This paper addresses graveyards as a context for designing interactive technology, especially pervasive displays and the presentation of information related to graves and the dead. We present our research containing three user studies: a focus group–based study on perceptions of different display technologies in the cemetery context, evaluation of a gravestone display prototype, and a user study with a graveyard navigator prototype. Whereas, HCI research surrounding death has so far largely focused on an individual’s digital remains, our focus is on the physical graveyard setting. We contribute to understanding the potential impacts and opportunities of interactive technology in this design context. Our salient findings highlight the cultural sensitivity and importance of dignity related to the context, unobtrusiveness of the technology, and concerns for privacy and social acceptability. Concepts taking into account these design aspects were of interest for those researching family histories, and visitors seeking improved navigation for the graveyard. Jonna Häkkilä, Ashley Colley, Matilda Kalving, Meri-Tuulia Forsman |
Pers. Ubiquitous Comput. | 3 |
| 2020 | Medical Selfies: Emotional Impacts and Practical ChallengesabstractMedical images taken with mobile phones by patients, i.e. medical selfies, allow screening, monitoring and diagnosis of skin lesions. While mobile teledermatology can provide good diagnostic accuracy for skin tumours, there is little research about emotional and physical aspects when taking medical selfies of body parts. We conducted a survey with 100 participants and a qualitative study with twelve participants, in which they took images of eight body parts including intimate areas. Participants had difficulties taking medical selfies of their shoulder blades and buttocks. For the genitals, they prefer to visit a doctor rather than sending images. Taking the images triggered privacy concerns, memories of past experiences with body parts and raised awareness of the bodily medical state. We present recommendations for the design of mobile apps to address the usability and emotional impacts of taking medical selfies. Daniel Diethei, Ashley Colley, Matilda Kalving, Tarja Salmela, Jonna Häkkilä, Johannes Schöning |
MobileHCI | 3 |
| 2020 | Designing Unconventional Communication Systems for Long-Distance Relationships Using the Flexi Card Game: A Card-Based Design ToolkitabstractIn this demo paper, we present the Flexi Card Game – a card-based generative design toolkit to support designers and non-designers with different backgrounds in participatory structures in the development of unconventional communication systems, with a particular focus on supporting couples in long-distance relationships. Hong Li 0008, Matilda Kalving, Awais Hameed Khan, Jonna Häkkilä |
MUM | 2 |