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Anastassia Andreasen

dblp:225/8383 · DBLP profile ↗
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3ranked-venue papers
3as first author
0since 2021 · last 2019
0000-0001-8431-7643ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 first-authorHuman-computer interaction and ubiquitous computing · 2 · 2 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.

Human-computer interaction and pervasive computing
3 papers
Immersive interaction · 78% Human-robot interaction · 12% Haptics and multimodal interaction · 10%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 3 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › embodiment
virtual body ownership
0.722018
Agency Enhances Body Ownership Illusion of Being a Virtual Bat · VR 2018
Spatial Asynchronous Visuo-Tactile Stimuli Influence Ownership of Virtual Wings · VR 2018
Human-robot interaction › cognitive human-robot interaction › spatial cognition
spatial orientation
0.112019
Auditory Feedback for Navigation with Echoes in Virtual Environments: Training Procedure and Orientation Strategies · IEEE Trans. Vis. Comput. Graph. 2019
Haptics and multimodal interaction › multisensory interaction
visuo-tactile stimulation
0.112018
Spatial Asynchronous Visuo-Tactile Stimuli Influence Ownership of Virtual Wings · VR 2018

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

user study · 0.8sonic interaction design · 0.8within-subject study · 0.7spatial deviation manipulation · 0.3flight locomotion · 0.3
YearPublicationVenuePosition
2019 Auditory Feedback for Navigation with Echoes in Virtual Environments: Training Procedure and Orientation Strategies
abstract
Being able to hear objects in an environment, for example using echolocation, is a challenging task. The main goal of the current work is to use virtual environments (VEs) to train novice users to navigate using echolocation. Previous studies have shown that musicians are able to differentiate sound pulses from reflections. This paper presents design patterns for VE simulators for both training and testing procedures, while classifying users' navigation strategies in the VE. Moreover, the paper presents features that increase users' performance in VEs. We report the findings of two user studies: a pilot test that helped improve the sonic interaction design, and a primary study exposing participants to a spatial orientation task during four conditions which were early reflections (RF), late reverberation (RV), early reflections-reverberation (RR) and visual stimuli (V). The latter study allowed us to identify navigation strategies among the users. Some users (10/26) reported an ability to create spatial cognitive maps during the test with auditory echoes, which may explain why this group performed better than the remaining participants in the RR condition.
Anastassia Andreasen, Michele Geronazzo, Niels C. Nilsson, Jelizaveta Zovnercuka, Kristian Konovalov, Stefania Serafin
IEEE Trans. Vis. Comput. Graph.1
2018 Spatial Asynchronous Visuo-Tactile Stimuli Influence Ownership of Virtual Wings
abstract
This poster describes a within-subject study of the virtual body ownership (VBO) illusion using anatomically similar but morphologically different body of a virtual bat. Participants experienced visuo-tactile stimulation of their arms while seeing an object touching the wing of the bat. The mapping between the real and the virtual touch points varied across three conditions: no spatial deviation between visual and tactile input, 50% deviation, and 70% deviation. The results suggest that the degree of experienced VBO varies across the conditions. The illusion was broken in the absence of visuo-tactile stimuli.
Anastassia Andreasen, Niels C. Nilsson, Stefania Serafin
VR1
2018 Agency Enhances Body Ownership Illusion of Being a Virtual Bat
abstract
This poster describes a within-subject study of agency's influence on virtual body ownership (VBO) using anatomically similar but morphologically different body of a virtual bat. Paricipants were exposed to flight under four conditions: voluntary movement through virtual environment (VE) with avatar present, voluntary movement through virtual environment (VE) with avatar absent, voluntary limbs movement without movements through VE, and finally involuntary movement of the avatar through VE. The results suggest that agency enhances VBO illusion the most under participants' full control during flight locomotion.
Anastassia Andreasen, Niels C. Nilsson, Stefania Serafin
VR1