Veronika Mikhailova

dblp:351/2884 · DBLP profile ↗
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4ranked-venue papers
3as first author
4since 2021 · last 2026
0000-0003-4097-2923ORCID · verified

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

Human-computer interaction and ubiquitous computing · 4 · 3 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-author · 3 since 2021
YearPublicationVenuePosition
2026 Exploring Mediated Communication with Older Adults: Comparing AR Avatars, Telepresence Robots, and Face-to-Face Interaction
abstract
Older adults, a growing demographic, face an increased risk of experiencing loneliness and are less exposed to emerging communication technologies. Augmented reality (AR) avatars and telepresence robots have been proposed as tools to foster social connection, yet their suitability for older users remains underexplored. We present an exploratory study with ten healthy older adults who engaged in both conversational and spatial collaboration tasks using AR avatar-mediated communication, robot-mediated communication, and face-to-face interaction. We collected self-reported measures of co-presence, social presence, closeness, uncanny valley, preferences, and open feedback. Our findings suggest that telepresence robots enhanced co-presence, while avatars were valued for their expressivity and humanlike qualities. Task type influenced co-presence in spatial collaboration only during communication using the telepresence robot. Other measures, such as social presence and closeness, were unaffected by task type or representation. While neither technology outperformed face-to-face interaction, both were positively received, underscoring their potential to address the social needs of older adults and highlighting the importance of enhancing nonverbal expressivity, particularly nonverbal cues in mediated communication. Ultimately, our results contribute to the fundamental understanding of mediated communication with older adults, motivating further empirical work to confirm and extend these findings.
Stephanie Arevalo, Jakob Hartbrich, Florian Weidner, Melisa Conde, Veronika Mikhailova, Felix Immohr, Söhnke Benedikt Fischedick, Bea Vorhof, Christoph Gerhardt, Kay Richter, Christian Kunert, Nicola Döring, Horst-Michael Groß, Wolfgang Broll, Alexander Raake
IMX5
2026 A Scoping Literature Review on Older Adults' Experiences with Wearable Augmented Reality: Opportunities and Challenges for Successful Aging
abstract
As the global population ages, supporting successful aging through technology becomes increasingly important. Wearable augmented reality (AR) holds promise for enhancing older adults' well-being, yet research on its use remains limited. This scoping literature review, following PRISMA methodology, examines older adults’ subjective experiences with wearable AR systems. A systematic search across Scopus, Web of Science, and PubMed identified k = 22 relevant academic papers published between 2019 and 2024. Most studies focused on physical health, daily assistance, or cognitive support. Positive experiences of older adults were largely driven by emotional engagement, while negative experiences centered on usability challenges and head-mounted display ergonomics. The study underscores the need to design wearable AR systems that prioritize emotional and experiential quality, not just usability. Additionally, it offers targeted design recommendations to guide development and evaluation of age-inclusive wearable AR systems. Further research should explore the social potential of wearable AR in aging contexts.
Veronika Mikhailova
Int. J. Hum. Comput. Interact.1
2024 Work-in-Progress: Older Adults' Experiences With an Augmented Reality Communication System
abstract
Given the profound impact of staying socially connected on the well-being of older adults, this study explores the potential of augmented reality (AR) systems to enrich their social lives. A wearable AR communication system prototype was developed and tested in a user study involving N = 16 older adults from Germany. Participants wore an AR headset and engaged in a conversation task with a remote person represented by an avatar. Older adults’ experiences were assessed using think-aloud protocols, qualitative observations, posttest questionnaires, and semi-structured oral interviews. Preliminary findings indicate overall participant satisfaction, with minimal observed difficulties in headset usage and avatar-mediated interpersonal communication. The positive engagement during AR conversations highlights the system’s potential to provide positive communication experiences among older individuals. This work-in-progress paper introduces the developed system prototype and outlines the conducted user study. Further data analyses will provide deeper insights into older adults’ experiences with the system. The results will contribute to refining the prototype and offer valuable insights for the development of AR communication systems tailored to the needs and preferences of older adults.
Veronika Mikhailova, Christian Kunert, Jakob Hartbrich, Tobias Schwandt, Christoph Gerhardt, Alexander Raake, Wolfgang Broll, Nicola Döring
IMX1
2024 Age and Realism of Avatars in Simulated Augmented Reality: Experimental Evaluation of Anticipated User Experience
abstract
Augmented reality (AR) presents vivid opportunities for interpersonal communication. With the growing diversity of social AR users, understanding their unique needs and perceptions becomes crucial. This study delves into how younger, middle-aged, and older adults perceive avatars with different aging attributes and degrees of realism, focusing on their anticipated user experience within a social AR system. We conducted an online within-subjects experiment involving $N = 2086$ age-diverse participants from Germany who assessed a set of nine gender-matched avatars for their perceived social attractiveness (research question 1 = RQ1) and the likelihood of selecting these avatars for self-representation in social AR (RQ2). The evaluated avatars represented different age groups (younger, middle-aged, and older) and levels of realism (low, medium, and high). We validated both the created avatars and our experimental setup and employed a linear mixed-effects modeling approach to analyze the data. Our findings unveiled a strong preference for younger high-realism avatars as communication partners (RQ1), which was consistent across all participant age groups. Similarly, participants favored younger high-realism avatars for self-representation in social AR (RQ2). However, older adults were more inclined to opt for avatars resembling their actual age. The study highlights the prevalence of age-related stereotypes in avatar-based communication. Similar to face-to-face social interactions, these stereotypes tend to render older avatars less socially attractive than their younger counterparts, irrespective of the avatar’s degree of realism. Our results invite considerations on how to combat these stereotypes through a more thoughtful and inclusive avatar design process that encompasses a broader spectrum of aging attributes.
Veronika Mikhailova, Christoph Gerhardt, Christian Kunert, Tobias Schwandt, Florian Weidner, Wolfgang Broll, Nicola Döring
VR1