Andrii Matviienko

Dr. Andrii Matviienko

Telecooperation Lab, Technical University of Darmstadt, Hochschulstraße 10, 64289 Darmstadt, Germany

Research Focus & Metrics

Academic Career Length

5Years (2022-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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11 May 2024
Verified
Conference Paper
Open access
DEDon Samitha Elvitigala
Don Samitha Elvitigala
AKArmağan Karahanoğlu
Armağan Karahanoğlu
Andrii MatviienkoAndrii Matviienko
Andrii Matviienko
LVLaia Turmo Vidal
Laia Turmo Vidal
DPDees Postma
Dees Postma
FMFlorian ‘Floyd’ Mueller
Florian ‘Floyd’ Mueller
The field of Sports Human-Computer Interaction (SportsHCI) investigates interaction design to support a physically active human being. Despite growing interest and dissemination of SportsHCI literature over the past years, many publications still focus on solving specific problems in a given sport. We believe in the benefit of generating fundamental knowledge for SportsHCI more broadly to advance the field as a whole. To achieve this, we aim to identify the grand challenges in SportsHCI, which can help researchers and practitioners in developing a future research agenda. Hence, this paper presents a set of grand challenges identified in a five-day workshop with 22 experts who have previously researched, designed, and deployed SportsHCI systems. Addressing these challenges will drive transformative advancements in SportsHCI, fostering better athlete performance, athlete-coach relationships, spectator engagement, but also immersive experiences for recreational sports or exercise motivation, and ultimately, improve human well-being.


19 April 2023
Verified
Conference Paper
Open access
Andrii MatviienkoAndrii Matviienko
Andrii Matviienko
HHHajris Hoxha
Hajris Hoxha
MMMax Mühlhäuser
Max Mühlhäuser
Creating highly realistic Virtual Reality (VR) bicycle experiences can be time-consuming and expensive. Moreover, it is unclear what hardware parts are necessary to design a bicycle simulator and whether a bicycle is needed at all. In this paper, we investigated cycling fidelity and control of VR bicycle simulators. For this, we developed and evaluated three cycling simulators: (1) cycling without a bicycle (bikeless), (2) cycling on a fixed (stationary) and (3) moving bicycle (tandem) with four levels of control (no control, steering, pedaling, and steering + pedaling). To evaluate all combinations of fidelity and control, we conducted a controlled experiment (N = 24) in indoor and outdoor settings. We found that the bikeless setup provides the highest feeling of safety, while the tandem leads to the highest realism without increasing motion sickness. Moreover, we discovered that bicycles are not essential for cycling in VR.

19 April 2023
Verified
Conference Paper
Open access
FMFlorian Müller
Florian Müller
DSDaniel Schmitt
Daniel Schmitt
Andrii MatviienkoAndrii Matviienko
Andrii Matviienko
DSDominik Schön
Dominik Schön
SGSebastian Günther
Sebastian Günther
MSMartin Schmitz
Martin Schmitz
From carrying grocery bags to holding onto handles on the bus, there are a variety of situations where one or both hands are busy, hindering the vision of ubiquitous interaction with technology. Voice commands, as a popular hands-free alternative, struggle with ambient noise and privacy issues. As an alternative approach, research explored movements of various body parts (e.g., head, arms) as input modalities, with foot-based techniques proving particularly suitable for hands-free interaction. Whereas previous research only considered the movement of the foot as a whole, in this work, we argue that our toes offer further degrees of freedom that can be leveraged for interaction. To explore the viability of toe-based interaction, we contribute the results of a controlled experiment with 18 participants assessing the impact of five factors on the accuracy, efficiency and user experience of such interfaces. Based on the findings, we provide design recommendations for future toe-based interfaces.

29 September 2023 in Proceedings of the ACM on Human-Computer Interaction
Verified
Journal Article
Open access
RPRakesh Patibanda
Rakesh Patibanda
CHChris Hill
Chris Hill
ASAryan Saini
Aryan Saini
XLXiang Li
Xiang Li
YCYuzheng Chen
Yuzheng Chen
FMFlorian ‘Floyd’ Mueller
Florian ‘Floyd’ Mueller
Most digital bodily games focus on the body as they use movement as input. However, they also draw the player’s focus away from the body as the output occurs on visual displays, creating a divide between the physical body and the virtual world. We propose a novel approach – the "Body as a Play Material" – where a player uses their body as both input and output to unify the physical body and the virtual world. To showcase this approach, we designed three games where a player uses one of their hands (input) to play against the other hand (output) by loaning control over its movements to an Electrical Muscle Stimulation (EMS) system. We conducted a thematic analysis on the data obtained from a field study with 12 participants to articulate four player experience themes. We discuss our results about how participants appreciated the engagement with the variety of bodily movements for play and the ambiguity of using their body as a play material. Ultimately, our work aims to unify the physical body and the virtual world.

3 December 2023
Verified
Conference Paper
Open access
MHMartin Hedlund
Martin Hedlund
AJAdam Jonsson
Adam Jonsson
CBCristian Bogdan
Cristian Bogdan
Gerrit MeixnerGerrit Meixner
Gerrit Meixner
EBElin Ekblom Bak
Elin Ekblom Bak
Andrii MatviienkoAndrii Matviienko
Andrii Matviienko
As programming is typically a static activity in front of a screen, we perform an initial exploration around the capabilities of block-based programming in the immersive space using Virtual Reality (VR) to make an early charting on how programming could involve moving the programmer’s body. We created a block-based programming interface in a VR space called BlocklyVR based on the existing Blockly programming environment. To investigate programmer performance and experience in BlocklyVR, we conducted a controlled lab experiment (N = 20) with eight programming tasks that covered mathematical operations, if-statements, and function creation. Our initial exploration contributes by classifying movement types made by BlocklyVR programmers and reflecting on how these movements are related to the programming tasks. Additionally, our data suggests that participant performance in BlocklyVR was not affected compared to the 2D Blockly, even if participants were physically moving in VR space. We also found that the virtual reality sickness was marginal. Lastly, we identified four types of interaction that can potentially be employed by VR designers and developers aiming to convert a static task, like programming at a desk, into a “mobile” immersive experience.