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Publications (10 of 31) Show all publications
Zhou, X., Sempere, N., Ghavamian, P., Rostami, A. & Matviienko, A. (2026). MicroVRide: Exploring 4-in-1 Virtual Reality Micromobility Simulator. In: Nuria Oliver; David A. Shamma (Ed.), CHI EA '26: Proceedings of the Extended Abstracts of the 2026 CHI Conference on Human Factors in Computing Systems. Paper presented at CHI EA '26: Extended Abstracts of the 2026 CHI Conference on Human Factors in Computing Systems, Barcelona, Spain, April 13 - 17, 2026. Association for Computing Machinery, Article ID 466.
Open this publication in new window or tab >>MicroVRide: Exploring 4-in-1 Virtual Reality Micromobility Simulator
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2026 (English)In: CHI EA '26: Proceedings of the Extended Abstracts of the 2026 CHI Conference on Human Factors in Computing Systems / [ed] Nuria Oliver; David A. Shamma, Association for Computing Machinery , 2026, article id 466Conference paper, Published paper (Refereed)
Abstract [en]

Micromobility vehicles, such as e-scooters, Segways, skateboards, and unicycles, are increasingly adopted for short-distance travel due to their low weight and low emissions. Despite their growing popularity, we lack controlled, low-risk environments to study rider experiences and performance. While virtual reality (VR) simulators offer a promising approach by reducing safety risks and providing immersive experiences, micromobility simulators remain largely underexplored. We introduce MicroVRide, a modular 4-in-1 VR micromobility simulator that supports e-scooters, Segways, electric unicycles, and one-wheeled skateboards on a single platform. The simulator preserves vehicle-specific physical constraints and control metaphors, enabling the study of diverse riding behaviors with minimal hardware reconfiguration. We contribute the simulator design and report a preliminary within-subject study (N = 12) that demonstrates feasibility and reveals distinct experiential profiles across vehicles.

Place, publisher, year, edition, pages
Association for Computing Machinery, 2026
Series
Conference on Human Factors in Computing Systems - Proceedings
Keywords
e-scooter, micromobility, Segway, simulator, skateboard, unicycle, virtual reality
National Category
Vehicle and Aerospace Engineering
Identifiers
urn:nbn:se:su:diva-256306 (URN)10.1145/3772363.3798943 (DOI)2-s2.0-105038117584 (Scopus ID)979-8-4007-2281-3 (ISBN)
Conference
CHI EA '26: Extended Abstracts of the 2026 CHI Conference on Human Factors in Computing Systems, Barcelona, Spain, April 13 - 17, 2026
Available from: 2026-06-08 Created: 2026-06-08 Last updated: 2026-06-08Bibliographically approved
Sun, X., Gómez Ortega, A., Rostami, A. & Lampinen, A. (2026). Misalignments between Privacy Claims and Privacy Policies in Smart Sex Toys. In: Nuria Oliver; David A. Shamma (Ed.), CHI '26: Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems. Paper presented at CHI 2026: CHI Conference on Human Factors in Computing Systems, Barcelona, Spain, April 13 - 17, 2026. Association for Computing Machinery, Article ID 1356.
Open this publication in new window or tab >>Misalignments between Privacy Claims and Privacy Policies in Smart Sex Toys
2026 (English)In: CHI '26: Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems / [ed] Nuria Oliver; David A. Shamma, Association for Computing Machinery , 2026, article id 1356Conference paper, Published paper (Refereed)
Abstract [en]

We present a content analysis of the privacy policy documentation and product descriptions from 146 smart sex toys across fourteen brands. We examine marketing narratives, policy accessibility, and disclosure completeness. We contribute an empirical illustration of a disregard for data privacy considerations in product descriptions and vague references to data privacy in privacy policy documentation. Among available privacy policy documentation, critical data storage and transmission details were frequently omitted or ambiguous, leading to misalignment with privacy claims in marketing materials. Our findings highlight inadequate transparency in the industry, paralleling issues in broader IoT systems and FemTech products and services. We underscore the need for HCI researchers, designers, and practitioners to address the structural inefficiency of policy compliance, the need to elevate privacy as an essential feature in products that collect and store sensitive and intimate data, and the stakes of privacy in the context of digital intimacy.

Place, publisher, year, edition, pages
Association for Computing Machinery, 2026
Series
Conference on Human Factors in Computing Systems - Proceedings
Keywords
intimate data, marketing, privacy, Smart sex toys
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:su:diva-256305 (URN)10.1145/3772318.3791454 (DOI)2-s2.0-105038699263 (Scopus ID)979-8-4007-2278-3 (ISBN)
Conference
CHI 2026: CHI Conference on Human Factors in Computing Systems, Barcelona, Spain, April 13 - 17, 2026
Available from: 2026-06-05 Created: 2026-06-05 Last updated: 2026-06-05Bibliographically approved
Karlgren, K., Soltani, N., Rostami, A. & McMillan, D. (2025). Autonomous Last Mile: Speculative Futuring in Virtual Reality. In: Débora C. Muchaluat Saade et al. (Ed.), IMX '25: Proceedings of the 2025 ACM International Conference on Interactive Media Experiences. Paper presented at IMX '25: ACM International Conference on Interactive Media Experiences, Niterói, Brazil, June 3-6, 2025. (pp. 325-328). Association for Computing Machinery (ACM)
Open this publication in new window or tab >>Autonomous Last Mile: Speculative Futuring in Virtual Reality
2025 (English)In: IMX '25: Proceedings of the 2025 ACM International Conference on Interactive Media Experiences / [ed] Débora C. Muchaluat Saade et al., Association for Computing Machinery (ACM) , 2025, p. 325-328Conference paper, Published paper (Refereed)
Abstract [en]

Delta Fleet AI is a speculative VR demo exploring the hidden human labor behind autonomous mobility systems. Set in a future where autonomous vehicles rely on remote human "RoadRunners"to manage edge cases, users engage in high-stakes scenarios including route selection, manual driving, and obstacle disambiguation. Framed as a corporate onboarding simulation, the experience critiques the myth of full autonomy and exposes the cognitive and emotional demands placed on undervalued human operators. Built for MetaQuest 3, the project showcases VR's potential for provocative speculative design, inviting reflection on automation, labor, and the ethics of human-autonomy teaming.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2025
Keywords
Autonomous Systems, Speculative Design, Virtual Reality
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:su:diva-245984 (URN)10.1145/3706370.3731709 (DOI)001527547700024 ()2-s2.0-105007983273 (Scopus ID)9798400713910 (ISBN)
Conference
IMX '25: ACM International Conference on Interactive Media Experiences, Niterói, Brazil, June 3-6, 2025.
Available from: 2025-08-25 Created: 2025-08-25 Last updated: 2025-12-04Bibliographically approved
Garcia Rivera, F., Rostami, A., Cao, H., Högberg, D. & Lamb, M. (2025). Beyond Videoconferencing: How Collaborative Tools Make Virtual Design Reviews Work. In: Jessie Y. C. Chen, Gino Fragomeni (Ed.), Virtual, Augmented and Mixed Reality: (HCII 2025). Paper presented at 27th International Conference on Human-Computer Interaction, HCII 2025, Gothenburg, Sweden, June 22–27, 2025 (pp. 96-112). Springer Science+Business Media B.V.
Open this publication in new window or tab >>Beyond Videoconferencing: How Collaborative Tools Make Virtual Design Reviews Work
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2025 (English)In: Virtual, Augmented and Mixed Reality: (HCII 2025) / [ed] Jessie Y. C. Chen, Gino Fragomeni, Springer Science+Business Media B.V., 2025, p. 96-112Conference paper, Published paper (Refereed)
Abstract [en]

This study examines how specific collaborative features for independent viewpoint control, collaborative pointing, sketching, and manikin representations support design reviews in a virtual environment. Participants conducted design reviews using the collaborative design tool Gravity Sketch while engaging with these features. Results show that friction situations were minimal, with viewpoint control eliminating the need for perspective adjustments. Collaborative pointing and sketching effectively clarified design modifications, while manikin representations aided discussions on ergonomics. The findings highlight how the evaluated features facilitate communication in remote design reviews.

Place, publisher, year, edition, pages
Springer Science+Business Media B.V., 2025
Series
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 15790 LNCS
Keywords
Design Reviews, Product Development, Remote Collaboration
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:su:diva-246273 (URN)10.1007/978-3-031-93715-6_7 (DOI)2-s2.0-105007970379 (Scopus ID)978-3-031-93714-9 (ISBN)
Conference
27th International Conference on Human-Computer Interaction, HCII 2025, Gothenburg, Sweden, June 22–27, 2025
Available from: 2025-09-02 Created: 2025-09-02 Last updated: 2025-09-02Bibliographically approved
Di Feola, G. & Rostami, A. (2025). Child Remains: Engaging Grief, Memory, and Cultural Heritage through XR and the Tactility of Absence. In: Débora C. Muchaluat Saade et al. (Ed.), IMX '25: Proceedings of the 2025 ACM International Conference on Interactive Media Experiences. Paper presented at IMX '25: ACM International Conference on Interactive Media Experiences, Niterói, Brazil, June 3-6, 2025. (pp. 412-417). Association for Computing Machinery (ACM)
Open this publication in new window or tab >>Child Remains: Engaging Grief, Memory, and Cultural Heritage through XR and the Tactility of Absence
2025 (English)In: IMX '25: Proceedings of the 2025 ACM International Conference on Interactive Media Experiences / [ed] Débora C. Muchaluat Saade et al., Association for Computing Machinery (ACM) , 2025, p. 412-417Conference paper, Published paper (Refereed)
Abstract [en]

This work-in-progress presents and reports on the design of Child Remains; an artistic, practice-based project that investigates how XR technologies can be used to create affective, immersive museum experiences that support public engagement with personal and collective grief. Developed in collaboration with the Lilla Ånggården museum in Sweden, the project bridges digital heritage with contemporary experience. The installation combines VR, storytelling, tactile artefacts, and dialogical encounters to explore how immersive environments can create space for conversation, memory, and emotional processing within museum settings. This paper outlines the design rationale, methodological approach, and preliminary insights, contributing to HCI discourses on cultural heritage, XR, and designing with grief.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2025
Keywords
affect, cultural heritage, grief, immersive experience, interaction design, museums, posthumanism, XR
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:su:diva-245985 (URN)10.1145/3706370.3731653 (DOI)001527547700044 ()2-s2.0-105007991512 (Scopus ID)9798400713910 (ISBN)
Conference
IMX '25: ACM International Conference on Interactive Media Experiences, Niterói, Brazil, June 3-6, 2025.
Available from: 2025-08-25 Created: 2025-08-25 Last updated: 2025-12-04Bibliographically approved
Soltani, N. & Rostami, A. (2025). Immersive Learning at Scale: Exploring the Feasibility of VR in Education. In: Débora C. Muchaluat Saade et al. (Ed.), IMX '25: Proceedings of the 2025 ACM International Conference on Interactive Media Experiences. Paper presented at IMX '25: ACM International Conference on Interactive Media Experiences, Niterói, Brazil, June 3-6, 2025. (pp. 49-59). Association for Computing Machinery (ACM)
Open this publication in new window or tab >>Immersive Learning at Scale: Exploring the Feasibility of VR in Education
2025 (English)In: IMX '25: Proceedings of the 2025 ACM International Conference on Interactive Media Experiences / [ed] Débora C. Muchaluat Saade et al., Association for Computing Machinery (ACM) , 2025, p. 49-59Conference paper, Published paper (Refereed)
Abstract [en]

Immersive technologies are increasingly seen as transformative tools in education, offering immersive and interactive learning experiences. While much research has focused on VR's role in content delivery, less attention has been given to its large-scale integration and systemic challenges. This study examines how VR is currently used in education, its future potential, and barriers to adoption. Through expert interviews with education developers in [anonymous country], we explore real-world challenges, including infrastructure, content availability, and usability. Additionally, we highlight VR's potential to re-engage students who have left the school system. Our findings reveal both the promise and complexity of VR in education, emphasizing the need for systemic readiness and pedagogical alignment.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2025
Keywords
Immersive Learning, Large Scale VR, Pedagogy VR, Virtual Reality Education
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:su:diva-245986 (URN)10.1145/3706370.3727859 (DOI)001527547700004 ()2-s2.0-105007992481 (Scopus ID)9798400713910 (ISBN)
Conference
IMX '25: ACM International Conference on Interactive Media Experiences, Niterói, Brazil, June 3-6, 2025.
Available from: 2025-08-25 Created: 2025-08-25 Last updated: 2025-12-04Bibliographically approved
Meenaakshisundaram, K. V., Söderlund, H. & Rostami, A. (2025). The Ethics of Extended Realities: Insights from a Systematic Literature Review. In: Masaaki Kurosu, Ayako Hashizume (Ed.), Human-Computer Interaction: Thematic Area, HCI 2025, Held as Part of the 27th HCI International Conference, HCII 2025, Gothenburg, Sweden, June 22–27, 2025, Proceedings, Part V. Paper presented at 27th HCI International Conference, HCII 2025, Gothenburg, Sweden, June 22–27, 2025 (pp. 243-261). Springer Science+Business Media B.V.
Open this publication in new window or tab >>The Ethics of Extended Realities: Insights from a Systematic Literature Review
2025 (English)In: Human-Computer Interaction: Thematic Area, HCI 2025, Held as Part of the 27th HCI International Conference, HCII 2025, Gothenburg, Sweden, June 22–27, 2025, Proceedings, Part V / [ed] Masaaki Kurosu, Ayako Hashizume, Springer Science+Business Media B.V., 2025, p. 243-261Conference paper, Published paper (Refereed)
Abstract [en]

Extended Reality (XR) technologies are growing in popularity due to their affordability and benefits to different sectors. However, their use raises significant ethical concerns. While most research has focused on specific XR technologies or contexts, there is limited comprehensive exploration of the overall ethical landscape. This study addresses this gap through a Systematic Literature Review, identifying ethical issues such as social implications, privacy risks, and moral dilemmas with XR. These concerns have widespread effects on human life, making it essential to develop ethical and safe XR solutions. This study provides a foundation for future research into each of the ethical challenges identified and emphasizes the need for developing ethical, responsible, and sustainable XR ecosystems.

Place, publisher, year, edition, pages
Springer Science+Business Media B.V., 2025
Series
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 15770 LNCS
Keywords
Ethics, Extended Reality, Metaverse, Virtual Reality
National Category
Medical Ethics
Identifiers
urn:nbn:se:su:diva-246269 (URN)10.1007/978-3-031-93864-1_17 (DOI)2-s2.0-105008518527 (Scopus ID)978-3-031-93863-4 (ISBN)
Conference
27th HCI International Conference, HCII 2025, Gothenburg, Sweden, June 22–27, 2025
Available from: 2025-09-01 Created: 2025-09-01 Last updated: 2025-09-01Bibliographically approved
Andersen, A., Rostami, A., Glöss, M. & McMillan, D. (2025). Understanding Security and Privacy Practices Around Internet of Things Devices. In: Abbas Moallem (Ed.), HCI for Cybersecurity, Privacy and Trust: (HCII 2025). Paper presented at 27th International Conference, HCI International 2025, Gothenburg, Sweden, June 22–27, 2025 (pp. 3-16). Springer Science+Business Media B.V.
Open this publication in new window or tab >>Understanding Security and Privacy Practices Around Internet of Things Devices
2025 (English)In: HCI for Cybersecurity, Privacy and Trust: (HCII 2025) / [ed] Abbas Moallem, Springer Science+Business Media B.V., 2025, p. 3-16Conference paper, Published paper (Refereed)
Abstract [en]

Internet of Things (IoT) devices are becoming more and more common in homes, making the security and privacy of these increasingly important. To investigate how the users’ security and privacy practices can be improved, it is necessary to understand the current everyday practices and what impacts these. In an interview study, this paper reveals that users’ practices are primarily influenced by the convenience offered by the IoT device, and the motivation and the effort required from the user to make themselves aware of the security requirements and enact change within their IoT ecosystem.

Place, publisher, year, edition, pages
Springer Science+Business Media B.V., 2025
Series
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 15814 LNCS
Keywords
Internet of Things, Privacy, Security
National Category
Computer Sciences
Identifiers
urn:nbn:se:su:diva-246274 (URN)10.1007/978-3-031-92833-8_1 (DOI)2-s2.0-105009235581 (Scopus ID)978-3-031-92832-1 (ISBN)
Conference
27th International Conference, HCI International 2025, Gothenburg, Sweden, June 22–27, 2025
Available from: 2025-09-02 Created: 2025-09-02 Last updated: 2025-09-02Bibliographically approved
Malakhatka, E., Gkoumas, C., Rostami, A., McMillan, D., Sateei, S. & Avetisova, K. (2025). XR Experience Design and Evaluation Framework. In: Elena Malakhatka; Mikael Wiberg (Ed.), Human-Technology Interaction: Interdisciplinary Approaches and Perspectives (pp. 139-173). Springer Nature
Open this publication in new window or tab >>XR Experience Design and Evaluation Framework
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2025 (English)In: Human-Technology Interaction: Interdisciplinary Approaches and Perspectives / [ed] Elena Malakhatka; Mikael Wiberg, Springer Nature , 2025, p. 139-173Chapter in book (Other academic)
Abstract [en]

This chapter explores extended reality (XR) technologies, focusing on a framework for immersive experience design across virtual reality (VR), augmented reality (AR), and mixed reality (MR). Central to the chapter is the detailed exploration of a multi-layered framework designed to enhance the creation and evaluation of XR experiences. This framework is segmented into five crucial layers: Conceptual, visual, data, interactivity, and interoperability. The conceptual layer outlines the strategic vision and objectives, aligning the technology with user needs. The visual layer enriches this foundation with high-fidelity sensory inputs to maximise realism and immersion. The data layer leverages analytics to personalise the experience, adapting dynamically to user interactions and environmental changes. The interactivity layer focuses on creating intuitive user engagements through advanced interaction technologies. Lastly, the interoperability layer ensures that XR applications function seamlessly across various platforms and devices, facilitating a cohesive user experience. Illustrated through practical industry case studies, the framework demonstrates its applicability in real-world settings, emphasising its role in developing engaging, user-centric XR applications. The chapter underscores the importance of interdisciplinary collaboration in advancing XR technologies to meet the evolving demands of users and integrate smoothly into the broader digital ecosystem.

Place, publisher, year, edition, pages
Springer Nature, 2025
Series
Springer series in adaptive environments, ISSN 2522-5529, E-ISSN 2522-5537
National Category
Human Computer Interaction
Research subject
Computer and Systems Sciences
Identifiers
urn:nbn:se:su:diva-250972 (URN)10.1007/978-3-031-78357-9_17 (DOI)978-3-031-78356-2 (ISBN)978-3-031-78357-9 (ISBN)
Note

Correction to: XR Experience Design and Evaluation Framework: https://doi.org/10.1007/978-3-031-78357-9_5.

Available from: 2026-01-10 Created: 2026-01-10 Last updated: 2026-01-14Bibliographically approved
Rostami, A., McMillan, D., Hook, J., Viola, I., Nishida, J., Teja Maddali, H. & Clay, A. (Eds.). (2024). IMX '24: Proceedings of the 2024 ACM International Conference on Interactive Media Experiences. Paper presented at IMX '24: ACM International Conference on Interactive Media Experiences Stockholm Sweden June 12 - 14, 2024.. Association for Computing Machinery (ACM)
Open this publication in new window or tab >>IMX '24: Proceedings of the 2024 ACM International Conference on Interactive Media Experiences
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2024 (English)Conference proceedings (editor) (Other academic)
Abstract [en]

With great pleasure we would like to welcome you to ACM IMX 2024, the leading international conference for presentation and discussion of research into Interactive Media eXperiences. Continuing from the successful legacy of the TVX proceeding series, ACM IMX connects international researchers and practitioners from human-computer interaction, multimedia engineering and design, to media studies, media psychology, sociology and beyond.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2024
National Category
Human Computer Interaction
Research subject
Computer and Systems Sciences
Identifiers
urn:nbn:se:su:diva-237974 (URN)10.1145/3639701 (DOI)979-8-4007-0503-8 (ISBN)
Conference
IMX '24: ACM International Conference on Interactive Media Experiences Stockholm Sweden June 12 - 14, 2024.
Available from: 2025-01-16 Created: 2025-01-16 Last updated: 2025-01-16Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0003-0594-3027

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