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Ilias Bergstrom

dblp:09/7188 · DBLP profile ↗
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5ranked-venue papers
2as first author
0since 2021 · last 2017
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-authorHuman-computer interaction and ubiquitous computing · 3 · 1 first-author

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
3 papers
Virtual and augmented reality · 83% Audio and music processing · 17%
Human-computer interaction and pervasive computing
3 papers
Immersive interaction · 64% Human-robot interaction · 17% Games and playful interaction · 10%

Topics — the 9 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
immersive interaction
0.212014
Demonstration: VR-HYPERSPACE - The innovative use of virtual reality to increase comfort by changing the perception of self and space · VR 2014
Virtual and augmented reality › avatar
avatar representation
0.212013
Drumming in immersive virtual reality: The body shapes the way we play · VR 2013
Immersive interaction › embodiment › virtual embodiment
body ownership illusion
0.212013
Drumming in Immersive Virtual Reality: The Body Shapes the Way We Play · IEEE Trans. Vis. Comput. Graph. 2013
Immersive interaction
virtual reality interaction
0.212013
Drumming in Immersive Virtual Reality: The Body Shapes the Way We Play · IEEE Trans. Vis. Comput. Graph. 2013
Audio and music processing › acoustic simulation
auralization
0.112017
The Plausibility of a String Quartet Performance in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2017
Audio and music processing
spatial audio
0.112017
The Plausibility of a String Quartet Performance in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2017
Human-robot interaction › robot perception
audio-visual integration
0.112017
The Plausibility of a String Quartet Performance in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2017
Virtual and augmented reality
mixed reality
0.112014
Demonstration: VR-HYPERSPACE - The innovative use of virtual reality to increase comfort by changing the perception of self and space · VR 2014
Games and playful interaction › creative expression
music performance
0.012013
Drumming in immersive virtual reality: The body shapes the way we play · VR 2013

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

markov transition matrix · 0.6color matching methodology · 0.6between-groups experiment · 0.5perception manipulation · 0.2presence questionnaire · 0.2path analysis · 0.2
YearPublicationVenuePosition
2017 The Plausibility of a String Quartet Performance in Virtual Reality
abstract
We describe an experiment that explores the contribution of auditory and other features to the illusion of plausibility in a virtual environment that depicts the performance of a string quartet. 'Plausibility' refers to the component of presence that is the illusion that the perceived events in the virtual environment are really happening. The features studied were: Gaze (the musicians ignored the participant, the musicians sometimes looked towards and followed the participant's movements), Sound Spatialization (Mono, Stereo, Spatial), Auralization (no sound reflections, reflections corresponding to a room larger than the one perceived, reflections that exactly matched the virtual room), and Environment (no sound from outside of the room, birdsong and wind corresponding to the outside scene). We adopted the methodology based on color matching theory, where 20 participants were first able to assess their feeling of plausibility in the environment with each of the four features at their highest setting. Then five times participants started from a low setting on all features and were able to make transitions from one system configuration to another until they matched their original feeling of plausibility. From these transitions a Markov transition matrix was constructed, and also probabilities of a match conditional on feature configuration. The results show that Environment and Gaze were individually the most important factors influencing the level of plausibility. The highest probability transitions were to improve Environment and Gaze, and then Auralization and Spatialization. We present this work as both a contribution to the methodology of assessing presence without questionnaires, and showing how various aspects of a musical performance can influence plausibility.
Ilias Bergstrom, Sergio Azevedo, Panos Papiotis, Nuno Saldanha, Mel Slater
IEEE Trans. Vis. Comput. Graph.1
2016 The practices of programming
abstract
How diverse are the ways that programming is done? While a variety of accounts exist, each appears in isolation, neither framed in terms of a distinct practice, nor as one of many such practices. In this work we explore accounts spanning software engineering, bricolage/tinkering, sketching, live coding, code-bending, and hacking. These practices of programming are analyzed in relation to ongoing research, and in particular HCI's `practice turn', offering connections to accounts of practice in other contexts than programming. The conceptualization of practice helps to interpret recent interest in program code as craft material, and also offers potential to inform programming education, tools and work as well as future research.
Ilias Bergstrom, Alan F. Blackwell
VL/HCC1
2014 Demonstration: VR-HYPERSPACE - The innovative use of virtual reality to increase comfort by changing the perception of self and space
abstract
Our vision is that regardless of future variations in the interior of airplane cabins, we can utilize ever-advancing state-of-the-art virtual and mixed reality technologies with the latest research in neuroscience and psychology to achieve high levels of comfort for passengers. Current surveys on passenger's experience during air travel reveal that they are least satisfied with the amount and effectiveness of their personal space, and their ability to work, sleep or rest. Moreover, considering current trends it is likely that the amount of available space is likely to decrease and therefore the passenger's physical comfort during a flight is likely to worsen significantly. Therefore, the main challenge is to enable the passengers to maintain a high level of comfort and satisfaction while being placed in a restricted physical space.
Mirabelle D'Cruz, Harshada Patel, Laura Lewis, Sue Cobb, Matthias Bues, Oliver Stefani, Tredeaux Grobler, Kaj Helin, Juhani Viitaniemi, Susanna Aromaa, Bernd Fröhlich 0001, Stephan Beck 0001, André Kunert, Alexander Kulik, Ioannis Karaseitanidis, Panagiotis Psonis, Nikos Frangakis, Mel Slater, Ilias Bergstrom, Konstantina Kilteni, Elena Kokkinara, Betty J. Mohler, Markus Leyrer, Florian Soyka, Enrico Gaia, Domenico Tedone, Michael Olbert, Mario Cappitelli
VR19
2013 Drumming in immersive virtual reality: The body shapes the way we play
abstract
Summary form only given. It has been shown that it is possible to generate perceptual illusions of ownership in immersive virtual reality (IVR) over a virtual body that visually substitutes a person's real body, independently of appearance differences between the two [1, 2]. However, the psychological, behavioral and attitudinal consequences of such body transformations remain unknown [3]. Thirty six Caucasian people participated in a between-groups experiment where they played a West-African Djembe hand drum accompanying another avatar inside IVR. Participants were represented by plainly shaded white hands in the baseline condition, and either a casually dressed dark-skinned virtual body (CD) or a formal suited light-skinned body (FL) in the experimental conditions. Although the experienced body ownership illusion was strong for both groups, only the CD representation produced significant increases in participants' movement patterns compared to the baseline and compared to the FL representation. Further analysis showed that the observed behavioral changes were a function of the illusion strength and the perceived appropriateness of the virtual body for drumming. These results demonstrate that full body ownership illusions can lead to substantial behavioral and possibly cognitive changes depending on the virtual body appearance, with important implications for learning, education, training, psychotherapy and rehabilitation applications using IVR.
Konstantina Kilteni, Ilias Bergstrom, Mel Slater
VR2
2013 Drumming in Immersive Virtual Reality: The Body Shapes the Way We Play
abstract
It has been shown that it is possible to generate perceptual illusions of ownership in immersive virtual reality (IVR) over a virtual body seen from first person perspective, in other words over a body that visually substitutes the person's real body. This can occur even when the virtual body is quite different in appearance from the person's real body. However, investigation of the psychological, behavioral and attitudinal consequences of such body transformations remains an interesting problem with much to be discovered. Thirty six Caucasian people participated in a between-groups experiment where they played a West-African Djembe hand drum while immersed in IVR and with a virtual body that substituted their own. The virtual hand drum was registered with a physical drum. They were alongside a virtual character that played a drum in a supporting, accompanying role. In a baseline condition participants were represented only by plainly shaded white hands, so that they were able merely to play. In the experimental condition they were represented either by a casually dressed dark-skinned virtual body (Casual Dark-Skinned - CD) or by a formal suited light-skinned body (Formal Light-Skinned - FL). Although participants of both groups experienced a strong body ownership illusion towards the virtual body, only those with the CD representation showed significant increases in their movement patterns for drumming compared to the baseline condition and compared with those embodied in the FL body. Moreover, the stronger the illusion of body ownership in the CD condition, the greater this behavioral change. A path analysis showed that the observed behavioral changes were a function of the strength of the illusion of body ownership towards the virtual body and its perceived appropriateness for the drumming task. These results demonstrate that full body ownership illusions can lead to substantial behavioral and possibly cognitive changes depending on the appearance of the virtual body. This could be important for many applications such as learning, education, training, psychotherapy and rehabilitation using IVR.
Konstantina Kilteni, Ilias Bergstrom, Mel Slater
IEEE Trans. Vis. Comput. Graph.2