Steeven Villa

ORCID: 0000-0002-4881-1350
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About
Contact & Profiles
Research Areas
  • Virtual Reality Applications and Impacts
  • Tactile and Sensory Interactions
  • EEG and Brain-Computer Interfaces
  • Teleoperation and Haptic Systems
  • Human-Automation Interaction and Safety
  • Neuroethics, Human Enhancement, Biomedical Innovations
  • Pain Management and Placebo Effect
  • Motor Control and Adaptation
  • Color perception and design
  • Action Observation and Synchronization
  • Interactive and Immersive Displays
  • Social Robot Interaction and HRI
  • AI in Service Interactions
  • Neuroscience and Music Perception
  • Ergonomics and Musculoskeletal Disorders
  • Neuroscience and Neural Engineering
  • Computer Graphics and Visualization Techniques
  • Technology Use by Older Adults
  • Innovative Human-Technology Interaction
  • Multisensory perception and integration
  • Advanced Memory and Neural Computing
  • Robotics and Automated Systems
  • Assistive Technology in Communication and Mobility
  • Musculoskeletal pain and rehabilitation
  • Fluid Dynamics Simulations and Interactions

LMU Klinikum
2021-2025

Ludwig-Maximilians-Universität München
2019-2025

Universidade Federal do Rio Grande do Sul
2018-2020

Tangible objects are used in virtual reality (VR) and augmented (AR) to enhance haptic information on the general shape of objects. However, they often passive or unable simulate rich varying mechanical properties. This article studies effect combining simple tangible wearable haptics for improving display stiffness, friction, sensations these environments. By providing timely cutaneous stimuli through a finger device, we can make an object feel softer more slippery than it really is, also...

10.1109/toh.2020.2967389 article EN IEEE Transactions on Haptics 2020-01-01

Heightened AI expectations facilitate performance in human-AI interactions through placebo effects. While lowering to control for effects is advisable, overly negative could induce nocebo In a letter discrimination task, we informed participants that an would either increase or decrease their by adapting the interface, when reality, no was present any condition. A Bayesian analysis showed had high and performed descriptively better irrespective of description sham-AI present. Using cognitive...

10.1145/3613904.3642633 article EN cc-by 2024-05-11

Virtual reality is increasingly used for tasks such as work and education. Thus, rendering scenarios that do not interfere with goals deplete user experience are becoming progressively more relevant. We present a physiologically adaptive system optimizes the virtual environment based on physiological arousal, i.e., electrodermal activity. investigated usability of in simulated social scenario. Participants completed an n-back task (primary) visual detection (secondary) task. Here, we adapted...

10.3390/bdcc6020055 article EN cc-by Big Data and Cognitive Computing 2022-05-13

Human Augmentation Technologies improve human capabilities using technology. In this study, we investigate the placebo effect of Technologies. Thirty naïve participants were told to be augmented with a cognitive augmentation technology or no system while conducting Columbia Card Task. risk-taking measure, flip win and loss cards. The sham consisted brain–computer interface allegedly coordinated play non-audible sounds that increase functions. However, played throughout all conditions. We...

10.1016/j.chb.2023.107787 article EN cc-by Computers in Human Behavior 2023-04-24

Providing users with a haptic sensation of the hardness and softness objects in virtual reality is an open challenge. While physical props devices help, their properties do not allow for dynamic adjustments. To overcome this limitation, we present novel technique changing perceived stiffness based on visuo-haptic illusion. We achieved by manipulating hands' Control-to-Display (C/D) ratio while pressing down object fixed stiffness. In first study (N=12), determine detection thresholds Our...

10.1145/3544548.3581223 article EN 2023-04-19

Virtual reality experiences increasingly use physiological data for virtual environment adaptations to evaluate user experience and immersion. Previous research required complex medical-grade equipment collect data, limiting real-world applicability. To overcome this, we present SensCon skin conductance heart rate acquisition. identify the optimal sensor location in controller, conducted a first study investigating users' controller grasp behavior. In second study, evaluated performance of...

10.1145/3604270 article EN Proceedings of the ACM on Human-Computer Interaction 2023-09-11

Technologies that help users overcome their limitations and integrate with the human body are often termed "human augmentations". Such technologies now available on consumer market, potentially supporting people in everyday activities. To date, there is no systematic understanding of perception augmentations yet. address this gap build an how to design positive experiences augmentations, we conducted a mixed-method study augmented humans (AHs). We two scenario-based studies: interviews (n =...

10.1145/3544548.3581485 article EN 2023-04-19

In the medical field, patients often experience tangible benefits from treatments they expect will improve their condition, even if treatment has no mechanism of effect. This phenomenon obscuring scientific evaluation human is termed "placebo effect." Latest research in human-computer interaction shown that using cutting-edge technologies similarly raises expectations improvement, culminating placebo effects undermine efforts for user studies. workshop delves into role such as artificial...

10.1145/3613905.3636304 article EN 2024-05-11

Mid-air haptics allow bare-hand tactile stimulation; however, it has a constrained workspace, making unsuitable for room-scale haptics. We present novel approach to rendering mid-air haptic sensations in large volume by turning static array into dynamic following the user's hand. used 6DOF robot drive ultrasound over 3D space. Our system enables experiences while preserving interaction, thus, providing tangibility virtual environments. To evaluate our approach, we performed three...

10.1145/3567731 article EN Proceedings of the ACM on Human-Computer Interaction 2022-11-14

Vibrotactile biofeedback can improve balance and consequently be helpful in fall prevention. However, it remains unclear how different types of stimulus presentations affect not only trunk tilt, but also Center Pressure (CoP) displacements, whether an instruction on to move contributes a better understanding vibrotactile feedback.Based lower back tilt angles (L5), we applied individualized multi-directional feedback the upper torso by haptic vest 30 healthy young adults. Subjects were...

10.1109/embc46164.2021.9630992 article EN 2021 43rd Annual International Conference of the IEEE Engineering in Medicine & Biology Society (EMBC) 2021-11-01

Racket sports offer an enjoyable form of physical activity and are fertile ground for interactive technologies supporting new players. Yet, current research has neglected its potential to support not only active players but also coaches in their training methods. To investigate how can skill acquisition training, we designed Electrical Muscle Stimulation (EMS) system that helps maintain the ready position crossminton. We compared with a vibrotactile solution user study, interviewing novice...

10.1145/3490149.3505578 article EN 2022-02-08

Dance plays a crucial role in human well-being and expression. To learn dance, transferring motor knowledge across humans is relevant. Several technologies have been proposed to support such transfer from teacher student. However, most of systems applied pragmatic approach focused on the feedback quality system not necessarily mechanisms behind dance learning process. In contrast, we inquire about teacher-to-student neural perspective design wearable systems. We conducted interviews with...

10.1145/3460421.3478817 article EN International Symposium on Wearable Computers 2021-09-20

Fatalities with semi-automated vehicles typically occur when users are engaged in non-driving related tasks (NDRTs) that compromise their situational awareness (SA). This work developed a tactile display for on-body notification to support awareness, thus enabling recognize vehicle automation failures and intervene if necessary. We investigated whether such notifications "event detection" (SA-L1) or "anticipation" (SA-L3). Using simulated automated driving scenario, between-groups study...

10.1109/civemsa53371.2022.9853690 article EN 2022-06-15

Human augmentation technologies (ATs) are a subset of ubiquitous on-body devices designed to improve cognitive, sensory, and motor capacities. Although there is large corpus knowledge concerning ATs, less known about societal attitudes towards them how they shift over time. To that end, we developed The Society's Attitudes Towards Augmentation Performance Enhancement Technologies (SHAPE) Scale, which measures users ATs perceived. develop the scale, first created list possible scale items...

10.1145/3610915 article EN cc-by Proceedings of the ACM on Interactive Mobile Wearable and Ubiquitous Technologies 2023-09-27

Heightened AI expectations facilitate performance in human-AI interactions through placebo effects. While lowering to control for effects is advisable, overly negative could induce nocebo In a letter discrimination task, we informed participants that an would either increase or decrease their by adapting the interface, but reality, no was present any condition. A Bayesian analysis showed had high and performed descriptively better irrespective of description when sham-AI present. Using...

10.48550/arxiv.2309.16606 preprint EN cc-by arXiv (Cornell University) 2023-01-01

The implicit communication of emotional states between persons is a key use case for novel assistive and augmentation technologies. It can serve to expand individuals' perceptual capabilities assist neurodivergent individuals. Notably, vibrotactile rendering promising method delivering information with minimal interference visual or auditory perception. To date, the subjective individual association properties remains unclear. Previous approaches relied on analogies arbitrary variations,...

10.1145/3594738.3611363 article EN cc-by 2023-10-03

Recent technological advances have enabled the development of sophisticated prosthetic hands, which can help their users to compensate lost motor functions. While research and has mostly addressed functional requirements needs these prostheses, broader societal perception (e.g., by external observers not affected limb loss themselves) yet been thoroughly explored. To fill this gap, we investigated how physical design artificial hands influences observers. First, conducted an online study (n...

10.3390/mti7070071 article EN cc-by Multimodal Technologies and Interaction 2023-07-17

This Fourth Body as a Starting Point workshop investigates how to design interactive health technologies that assist users in developing insourcing abilities and then letting go of the same technology—in other words, supporting transition from technology dependence independence. By making explicit two inbodied continua (1) ownership, "outsourcing" "insourcing" (2) engagement period, "single", to" cycle", "permanent", prototype reflect on takes body starting point.

10.1145/3411763.3441335 article EN 2021-05-08
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