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Stine L. R. Lind

dblp:182/7323 · DBLP profile ↗
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2ranked-venue papers
1as first author
1since 2021 · last 2021
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
1 paper
Haptics and multimodal interaction · 50% Immersive interaction · 50%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
presence
0.212016
Effects of vibrotactile stimulation during virtual sandboarding · VR 2016
Virtual and augmented reality
visual realism
0.212016
Effects of vibrotactile stimulation during virtual sandboarding · VR 2016
Immersive interaction
self-motion perception
0.212016
Effects of vibrotactile stimulation during virtual sandboarding · VR 2016
Haptics and multimodal interaction › haptic feedback
vibrotactile feedback
0.212016
Effects of vibrotactile stimulation during virtual sandboarding · VR 2016

Methods — techniques the papers use, named apart from their topics

within-subjects study · 0.5
YearPublicationVenuePosition
2021 Exploring the Effects of Actuator Configuration and Visual Stimuli on Cutaneous Rabbit Illusions in Virtual Reality
abstract
This paper details preliminary explorations of how cutaneous rabbit illusions and virtual reality can be combined to produce experiences of cutaneous saltation along paths that do not match the actuator configuration, and to reduce the number of needed actuators. We present two studies exploring the effects of actuator configuration, vibration properties, and varying visual presentations of the virtual object touching the user’s forearm. The results indicate that the illusion can occur along a curvilinear path, and congruent visual movement can enhance the illusion and potentially reduce the number of needed actuators. Incongruent visual movement does not break the illusion but appears to modulate the perceived path of the virtual object.
Mie C. S. Egeberg, Stine L. R. Lind, Niels C. Nilsson, Stefania Serafin
SAP2
2016 Effects of vibrotactile stimulation during virtual sandboarding
abstract
This poster details a within-subjects study (n=17) investigating the effects of vibrotactile stimulation on illusory self-motion, presence and perceived realism during an interactive sandboarding simulation. The study compared three conditions: no vibration, constant vibration and dynamic vibration. The results suggest that constant vibrotactile feedback led to significantly more compelling self-motion illusions and a higher degree of perceived realism.
Stine L. R. Lind, Lui Thomsen, Mie C. S. Egeberg, Niels C. Nilsson, Rolf Nordahl, Stefania Serafin
VR1