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Träfflista för sökning "WFRF:(Alissandrakis Aris 1975 ) "

Sökning: WFRF:(Alissandrakis Aris 1975 )

  • Resultat 1-10 av 19
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1.
  • Alissandrakis, Aris, 1975-, et al. (författare)
  • A New Approach for Visualizing Quantified Self Data Using Avatars
  • 2016
  • Ingår i: Proceedings of the 2016 ACM International Joint Conference on Pervasive and Ubiquitous Computing. - New York, NY, USA : ACM Press. - 9781450344623 ; , s. 522-527
  • Konferensbidrag (refereegranskat)abstract
    • In recent years, it is becoming more common for people to use applications or devices that keep track of their life and activities, such as physical fitness, places they visited, the music they listen to, or pictures they took. This generates data that are used by the service providers for a variety of (usually analytics) purposes, but commonly there are limitations on how the users themselves can also explore or interact with these data. Our position paper describes a new approach of visualizing such Quantified Self data, in a meaningful and enjoyable way that can give the users personal insights into their own data. The visualization of the information is proposed as an avatar that maps the different activities the user is engaged with, along with each such activity level, as graphical features. An initial prototype (both in terms of graphical design and software architecture) as well as possible future extensions are discussed.
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2.
  • Alissandrakis, Aris, 1975-, et al. (författare)
  • Designing interactive mobile services to promote civic participation in northern Uganda
  • 2013
  • Ingår i: ICT for Anti-Corruption, Democracy And Education In East Africa. - Stockholm : Stockholm University. - 9789163746031 ; , s. 53-65
  • Bokkapitel (refereegranskat)abstract
    • This chapter presents the activities and outcomes of the "People's Voices: Developing Cross Media Services to Promote Citizens Participation in Local Governance Activities" project.The aims of the project were a) to identify and describe a number of cross media services that can be used to promote citizens’ participation in political decisions and civic activities, and b) to develop a conceptual design and a prototype system of such a service. The project included a number of field trips from Sweden to Uganda, and used participatory design and ethnographic techniques for requirements elicitation, actively involving the different stakeholders. The developed system allows people in Uganda to use their mobile phones to submit reports of irregularities in local governance or poor services delivery using an interactive voice menu interface.We hope that our specific contribution will emphasize on how novel ways of integrating and using ICT can provide opportunities to encourage and facilitate civic engagement in North Uganda. The potential massive adoption of the kind of interactive mobile services described in this book chapter can be used in unique ways to provide opportunities to make governmental services more innovative, transparent and cost-effective, as well as to encourage citizens to become more engaged and goal-focused for the common good of their society.
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3.
  • Alissandrakis, Aris, 1975-, et al. (författare)
  • Using Mobile Augmented Reality to Facilitate Public Engagement
  • 2017
  • Ingår i: Extended Papers of the International Symposium on Digital Humanities (DH 2016). - : CEUR-WS. ; , s. 99-109
  • Konferensbidrag (refereegranskat)abstract
    • This paper presents our initial efforts towards the development of a framework for facilitating public engagement through the use of mobile Augmented Reality (mAR), that fall under the overall project title "Augmented Reality for Public Engagement" (PEAR). We present the concept, implementation, and discuss the results from the deployment of a mobile phone app (PEAR 4 VXO). The mobile app was used for a user study in conjunction with a campaign carried out by Växjö municipality (Sweden) while exploring how to get citizens more engaged in urban planning actions and decisions. These particular activities took place during spring 2016.One of the salient features of our approach is that it combines novel ways of using mAR together with social media, online databases, and sensors, to support public engagement. In addition, the data collection process and audience engagement were tested in a follow-up limited deployment.The analysis and outcomes of our initial results validate the overall concept and indicate the potential usefulness of the app as a tool, but also highlight the need for an active campaign from the part of the stakeholders.Our future efforts will focus on addressing some of the problems and challenges that we have identified during the different phases of this user study.
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4.
  • Alissandrakis, Aris, 1975-, et al. (författare)
  • Visualizing dynamic text corpora using Virtual Reality
  • 2018
  • Ingår i: ICAME 39 : Tampere, 30 May – 3 June, 2018. - Tampere : University of Tampere. ; , s. 205-205
  • Konferensbidrag (refereegranskat)abstract
    • In recent years, data visualization has become a major area in Digital Humanities research, and the same holds true also in linguistics. The rapidly increasing size of corpora, the emergence of dynamic real-time streams, and the availability of complex and enriched metadata have made it increasingly important to facilitate new and innovative approaches to presenting and exploring primary data. This demonstration showcases the uses of Virtual Reality (VR) in the visualization of geospatial linguistic data using data from the Nordic Tweet Stream (NTS) project (see Laitinen et al 2017). The NTS data for this demonstration comprises a full year of geotagged tweets (12,443,696 tweets from 273,648 user accounts) posted within the Nordic region (Denmark, Finland, Iceland, Norway, and Sweden). The dataset includes over 50 metadata parameters in addition to the tweets themselves.We demonstrate the potential of using VR to efficiently find meaningful patterns in vast streams of data. The VR environment allows an easy overview of any of the features (textual or metadata) in a text corpus. Our focus will be on the language identification data, which provides a previously unexplored perspective into the use of English and other non-indigenous languages in the Nordic countries alongside the native languages of the region.Our VR prototype utilizes the HTC Vive headset for a room-scale VR scenario, and it is being developed using the Unity3D game development engine. Each node in the VR space is displayed as a stacked cuboid, the equivalent of a bar chart in a three-dimensional space, summarizing all tweets at one geographic location for a given point in time (see: https://tinyurl.com/nts-vr). Each stacked cuboid represents information of the three most frequently used languages, appropriately color coded, enabling the user to get an overview of the language distribution at each location. The VR prototype further encourages users to move between different locations and inspect points of interest in more detail (overall location-related information, a detailed list of all languages detected, the most frequently used hashtags). An underlying map outlines country borders and facilitates orientation. In addition to spatial movement through the Nordic areas, the VR system provides an interface to explore the Twitter data based on time (days, weeks, months, or time of predefined special events), which enables users to explore data over time (see: https://tinyurl.com/nts-vr-time).In addition to demonstrating how the VR methods aid data visualization and exploration, we will also briefly discuss the pedagogical implications of using VR to showcase linguistic diversity.
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5.
  • Alissandrakis, Aris, 1975-, et al. (författare)
  • Visualizing rich corpus data using virtual reality
  • 2019
  • Ingår i: Studies in Variation, Contacts and Change in English. - Helsinki : VARIENG. - 1797-4453. ; 20
  • Tidskriftsartikel (refereegranskat)abstract
    • We demonstrate an approach that utilizes immersive virtual reality (VR) to explore and interact with corpus linguistics data. Our case study focuses on the language identification parameter in the Nordic Tweet Stream corpus, a dynamic corpus of Twitter data where each tweet originated within the Nordic countries. We demonstrate how VR can provide previously unexplored perspectives into the use of English and other non-indigenous languages in the Nordic countries alongside the native languages of the region and showcase its geospatial variation. We utilize a head-mounted display (HMD) for a room-scale VR scenario that allows 3D interaction by using hand gestures. In addition to spatial movement through the Nordic areas, the interface enables exploration of the Twitter data based on time (days, weeks, months, or time of predefined special events), making it particularly useful for diachronic investigations.In addition to demonstrating how the VR methods aid data visualization and exploration, we briefly discuss the pedagogical implications of using VR to showcase linguistic diversity. Our empirical results detail students’ reactions to working in this environment. The discussion part examines the benefits, prospects and limitations of using VR in visualizing corpus data.
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6.
  • Cooney, Martin, et al. (författare)
  • Full-body gesture recognition using inertial sensors for playful interaction with small humanoid robot
  • 2010
  • Ingår i: Proceedings of the 2010 IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS 2010). - : IEEE Press. ; , s. 2276-2282
  • Konferensbidrag (refereegranskat)abstract
    • People like to play, and robotic technology offersthe opportunity to interact with artifacts in new ways. Robots co-existing with humans in domestic and public environments are expected to behave as companions, also engaging in playful interaction. If a robot is small, we foresee that people will want to be able to pick it up and express their intentions playfully by hugging, shaking and moving it around in various ways. Such robots will need to recognize these gestures -- which we call "full-body gestures" because they affect the robot’s full body. Inertial sensors inside the robot could be used to detect these gestures, in order to avoid having to rely on external sensors in the environment. However, it is not obvious which gestures typically occur during play, and which of these can be reliably detected. We therefore investigate full-body gesture recognition using Sponge Robot, a small humanoid robot equipped with inertial sensors and designed for playful human-robot interaction.
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7.
  • Cooney, Martin, et al. (författare)
  • Interaction Design for an Enjoyable Play Interaction with a Small Humanoid Robot
  • 2011
  • Ingår i: Proceedings of the 2011 11th IEEE-RAS International Conference on Humanoid Robots (Humanoids 2011). - : IEEE Press. ; , s. 112-119
  • Konferensbidrag (refereegranskat)abstract
    • Robots designed to act as companions are expected to be able to interact with people in an enjoyable fashion. In particular, our aim is to enable small companion robots to respond in a pleasant way when people pick them up and play with them. To this end, we developed a gesture recognition system capable of recognizing play gestures which involve a person moving a small humanoid robot's full body (“full-body gestures”). However, such recognition by itself is not enough to provide a nice interaction. We find that interactions with an initial, naïve version of our system frequently fail. The question then becomes: what more is required? I.e., what sort of design is required in order to create successful interactions? To answer this question, we analyze typical failures which occur and compile a list of guidelines. Then, we implement this model in our robot, proposing strategies for how a robot can provide “reward” and suggest goals for the interaction. As a consequence, we conduct a validation experiment. We find that our interaction design with “persisting intentions” can be used to establish an enjoyable play interaction.
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8.
  • Fagerberg, Nils, 1972-, et al. (författare)
  • Prediction of knot size in uneven-sized Norway spruce stands in Sweden
  • 2023
  • Ingår i: Forest Ecology and Management. - : Elsevier. - 0378-1127 .- 1872-7042. ; 544
  • Tidskriftsartikel (refereegranskat)abstract
    • The size of knots is negatively correlated with bending strength in sawn timber and it is therefore used as a quality grading criterion in national roundwood grading standards. Some standards even use the size of the largest knot as the sole estimate for individual log knottiness. The size of knots is determined by crown horizontal extension, which in turn is dependent on the impact of competing trees. Thus, with knot size models that are competition-dependent, roundwood quality due to knottiness can be simulated for different management al-ternatives. However, these types of models, calibrated on uneven-sized Norway spruce in Fennoscandia, are currently not available. Therefore, the objective of this study is to develop a competition-dependent model framework for prediction of the largest knot size per stem height section, for application within uneven-sized Norway spruce stands. Data from terrestrial laser scanning of an uneven-sized stand in southern Sweden are used to calibrate a modular prediction framework, consisting of interlinked allometric statistical models. Alternative framework sub-models are presented and the preferred model combination can be selected according to context and available input data. The flexible modular format enables further development of separate sub-components for adaptation to growing conditions not covered by the current calibration range.
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9.
  • Herault, Romain Christian, et al. (författare)
  • An Application for Speech and Language Therapy Using Customized Interaction Between Physical Objects and Mobile Devices
  • 2016
  • Ingår i: Proceedings of the 24th International Conference on Computers in Education. - India : Asia-Pacific Society for Computers in Education. - 9789868473577 ; , s. 477-482
  • Konferensbidrag (refereegranskat)abstract
    • This paper presents a prototype that facilitates the work of Speech and Language Therapists (SLTs) by providing an Android mobile device application that allows the therapist to focus on the patient rather than taking notes during exercises.Each physical object used by the therapist in those exercises can be given digital properties using Near Field Communication (NFC) tags. The registration does not require a high level of ICT skills from the therapists. SLTs often use such objects in non-technology driven exercises that deal with classification, seriation and inclusion. The application offers such exercises developed in close collaboration with two SLTs, and our aim was to provide therapists with a way to efficiently record activities while working with a patient using a mobile application. The tool was validated through several expert reviews, a usability study as well as a trial with a patient in Paris, France.
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10.
  • Nake, Isabella, 1990-, et al. (författare)
  • Visualizing Quantified Self Data Using Avatars
  • 2016
  • Ingår i: ACHI 2016. - : International Academy, Research and Industry Association (IARIA). - 9781612084688 ; , s. 57-66
  • Konferensbidrag (refereegranskat)abstract
    • In recent years, it is becoming more common for people to use applications or devices that keep track of their activities, such as fitness activities, places they visited, the music they listen to, and pictures they took. These data are used by the services for various purposes, but usually there are limitations for the users to explore or interact with them. Our project investigates a new approach of visualizing such Quantified Self data, in a meaningful and enjoyable way that gives the users insights into their data. The paper discusses the feasibility of creating a service that allows users to connect the activity tracking applications they already use, analyse the amount of activities, and then presents them the resulting information. The visualization of the information is proposed as an avatar that maps the different activities the user is engaged with, along with the activity levels, as graphical features. Within the scope of this work, several user studies were conducted and a system prototype was implemented to explore how to build, using web technologies, such a system that aggregates and analyses personal activity data, and also to determine what kind of data should and can be collected, to provide meaningful information to the users. Furthermore, it was investigated how a possible design for the avatar could look like, to be clearly understood by the users.
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