- Human Mobility and Location-Based Analysis
- Color perception and design
- Face Recognition and Perception
- Digital Games and Media
- Virtual Reality Applications and Impacts
- Technology Use by Older Adults
- Human Motion and Animation
- Teleoperation and Haptic Systems
- Urban Transport and Accessibility
- Geographic Information Systems Studies
- Evolutionary Psychology and Human Behavior
- Noise Effects and Management
- Education, Healthcare and Sociology Research
- Social Robot Interaction and HRI
- Education, Safety, and Science Studies
- Migration, Aging, and Tourism Studies
- Autonomous Vehicle Technology and Safety
- Innovative Approaches in Technology and Social Development
- Diverse Approaches in Healthcare and Education Studies
- Urban Green Space and Health
- Human-Automation Interaction and Safety
- Impact of Light on Environment and Health
- Data Management and Algorithms
- Innovation in Digital Healthcare Systems
- Vehicle Dynamics and Control Systems
KTH Royal Institute of Technology
2017-2022
Virtual characters are an integral part of many game and learning environments have practical applications as tutors, demonstrators or even representations the user. However, creating virtual character behaviors can be a time-consuming complex task requiring substantial technical expertise. To accelerate better enable use in social games, we present behavior toolkit for development expressive characters. It is midlleware which sits on top engine with focus providing high-level to quickly...
Virtual characters play a central role in populating virtual worlds, whether they act as conduits for human expressions avatars or are automatically controlled by machine agents. In modern game-related scenarios, it is economical to assemble from varying sources of appearances and motions. However, doing so may have unintended consequences with respect how people perceive their expressions. This paper presents an initial study investigating the impact facial full body motions on perception...
Travel surveys can uncover information regarding travel behaviour, needs, and more. Collected is utilised to make choices when reorganising or planning built environments. Over the years, methods for conducting have changed from interviews forms automated diaries in order monitor trips made by travellers. With fast progression of technological advancements, new possibilities operationalising such be implemented, changing utilising mobile wearable devices. Wearable devices are often equipped...
To better understand the interactions between physical built environment conditions and one's well-being, we created a passive data collector for travellers made first step towards an explanatory model based on psychophysiological relations. By measuring biometric information from select trial participants showed how different controlled factors are affecting heart rate of participants.A regression with impact such as speed, location, time activity (accelerometer data) reveals relate to each...