Martin Hedlund

Martin Hedlund

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Martin Hedlund

KTH Royal Institute of Technology, Stockholm, Sweden

Research Focus & Metrics

Representative Publications

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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.

3 December 2023
Verified
Conference Paper
Open access
MHMartin Hedlund
Martin Hedlund
ALAnders Lundström
Anders Lundström
CBCristian Bogdan
Cristian Bogdan
Andrii MatviienkoAndrii Matviienko
Andrii Matviienko
Walk-in-Place is an established locomotion technique for walking in virtual environments, as it incorporates body motion similar to regular walking. Although there is extensive research on the performance and experience of walking in virtual reality spaces, it typically requires minimal-to-moderate physical movement, e.g., stepping forward and turning around, to explore virtual spaces. Therefore, the question we ask ourselves in this work is how user experience and performance are affected when the user is actively moving in place. In this paper, we explored three body-steering methods for jogging-in-place in virtual environments: (1) head-, (2) hand-, and (3) torso-based. To investigate the performance of the proposed body-steering methods for jogging in virtual reality, we conducted a controlled lab experiment (N = 12) to assess task completion time, number of steps, and VR sickness. We discovered that hand- and torso-based methods require fewer steps than the head-based method, and the torso-based is slower than the other two. Moreover, the number of collisions and virtual reality sickness were comparable among the methods.

11 May 2024
Verified
Conference Paper
Open access
MHMartin Hedlund
Martin Hedlund
CBCristian Bogdan
Cristian Bogdan
Gerrit MeixnerGerrit Meixner
Gerrit Meixner
Andrii MatviienkoAndrii Matviienko
Andrii Matviienko
Rowing has great potential in Virtual Reality (VR) exergames as it requires physical effort and uses physical motion to map the locomotion in a virtual space. However, rowing in VR is currently restricted to locomotion along one axis, leaving 2D and 3D locomotion out of the scope. To facilitate rowing-based locomotion, we implemented three steering techniques based on head, hands, and feet movements for 2D and 3D VR environments. To investigate these methods, we conducted a controlled experiment (N = 24) to assess the user performance, experience and VR sickness. We found that head steering leads to fast and precise steering in 2D and 3D, and hand steering is the most realistic. Feet steering had the largest performance difference between 2D and 3D but comparable precision to hands in 2D. Lastly, head steering is the least mentally demanding, and all methods had comparable VR sickness.

12 November 2025
Verified
Conference Paper
Open access
MHMartin Hedlund
Martin Hedlund
FMFlorian Müller
Florian Müller
MSMartin Schmitz
Martin Schmitz
CBCristian Bogdan
Cristian Bogdan
RRRemy Rey
Remy Rey
Andrii MatviienkoAndrii Matviienko
Andrii Matviienko

25 April 2025
Verified
Conference Paper
Open access
KKKaterina Koleva
Katerina Koleva
MHMartin Hedlund
Martin Hedlund
GBGunilla Berndtsson
Gunilla Berndtsson
MEMartin Ek
Martin Ek
HCHéctor Caltenco
Héctor Caltenco
Andrii MatviienkoAndrii Matviienko
Andrii Matviienko

11 May 2024
Verified
Conference Paper
Open access
MHMartin Hedlund
Martin Hedlund