SwePub
Tyck till om SwePub Sök här!
Sök i SwePub databas

  Utökad sökning

Booleska operatorer måste skrivas med VERSALER

AND är defaultoperator och kan utelämnas

Träfflista för sökning "hsv:(ENGINEERING AND TECHNOLOGY) hsv:(Other Engineering and Technologies) hsv:(Media Engineering) "

Sökning: hsv:(ENGINEERING AND TECHNOLOGY) hsv:(Other Engineering and Technologies) hsv:(Media Engineering)

  • Resultat 1-50 av 592
Sortera/gruppera träfflistan
   
NumreringReferensOmslagsbildHitta
1.
  • Aigner, Wolfgang, et al. (författare)
  • Workshop on Audio-Visual Analytics
  • 2022
  • Ingår i: PROCEEDINGS OF THE WORKING CONFERENCE ON ADVANCED VISUAL INTERFACES AVI 2022. - New York, NY, USA : ASSOC COMPUTING MACHINERY. - 9781450397193
  • Konferensbidrag (refereegranskat)abstract
    • In their daily lives, people use more than one sense to perceive and interpret their environment. Likewise, audio-visual interfaces can support human data analysts better than interfaces relying on just one sense. While the research communities of sonification and visualization have both carried out extensive research on the auditory and visual representation of data, comparatively little is known about their systematic and complementary combination for data analysis. After two workshops at Audio Mostly 2021 and IEEE VIS, this 3rd workshop on audio-visual analytics continues building a community of researchers interested in combining visualization and sonification.
  •  
2.
  • Bilbao, Stefan, et al. (författare)
  • Local Directional Source Modeling in Wave-based Acoustic Simulation
  • 2019
  • Ingår i: Proceedings of the International Congress on Acoustics. - 2226-7808 .- 2415-1599. - 9783939296157 ; 2019-September, s. 6377-6384
  • Konferensbidrag (refereegranskat)abstract
    • Time-domain wave-based simulation approaches such as the finite difference time domain (FDTD) method allow for a complete solution to the problem of virtual acoustics over the entire frequency range, in contrast with the methods of geometric acoustics which are valid in the limit of high frequencies. They also allow for flexible modelling of sources and receivers, due to the inherently local nature of the computation, and complete access to the computed acoustic field over an enclosure. In this paper, a method for the emulation of sources of arbitrary directivity is presented, framed directly as an inhomogeneous wave equation. The additional terms in the wave equation take the form of Dirac delta functions and their distributional derivatives, and collections of such terms may be associated directly with an expansion of source directivity in terms of spherical harmonics. The local nature of the model implies a locally-defined efficient computational approach for wave-based methods defined over a spatial grid. Numerical results are presented.
  •  
3.
  • Pettersson, Ingrid M, 1979, et al. (författare)
  • Virtually the Same Experience? Learning from User Experience Evaluation of In-vehicle Systems in VR and in the Field
  • 2019
  • Ingår i: DIS '19 Proceedings of the 2019 on Designing Interactive Systems Conference. - New York, NY, USA : ACM. - 9781450358507 ; , s. 463-473
  • Konferensbidrag (refereegranskat)abstract
    • In order to investigate how a VR study context influence participants’ User Experience responses of an interactive system an UX evaluation of the same in-vehicle systems was conducted in the field and in virtual reality. The virtual environment featured a virtual road scene and an interactive in-car environment, paired with a physical set-up containing a table-mounted steering wheel and a touch-sensitive panel. The VR system enabled a high estimation of presence and focus, however participants voiced less affect in the virtual setting and had difficulty in separating judgments of the VR experience from the UX of the in-vehicle systems. No significant differences in UX questionnaire data were identified between VR and the field, but there were correlations between rated presence in the VR system and UX ratings, especially for reported stimulation.Based on the lessons learned, a number of methodological and technological consequences are recommended in the paper, such as the need for more dynamic movement behaviour, improved resolution of graphics of the virtual vehicle and introducing the test leader as visually present in the virtual environment.
  •  
4.
  •  
5.
  • Rohman, Ibrahim Kholilul, 1980 (författare)
  • The application of Rohman-Stork price basket to unlock the complexities of cellular price in Indonesia
  • 2013
  • Ingår i: Info. - : Emerald. - 1463-6697 .- 1465-9840. ; 15:5, s. 7-19
  • Tidskriftsartikel (refereegranskat)abstract
    • Purpose: To demonstrate the complexity of prepaid mobile pricing in Indonesia and suggest tools that allow consumers to make informed decisions.Design/methodology/approach: Defining a basket of services and pricing it for all prepaid mobile products available in Indonesia.Findings: Findings suggested the importance of price transparency to ensure that consumers are well-informedconcerning the range of services and prices available.Practical implications: Recommendations for the Indonesian Telecommunication Regulation Agency (BRTI). Itcould use price baskets to create transparency and monitor price developments in the market. Another measureBRTI could undertake is to require any advertisement to include the cost for a price basket defined by BRTI.Social implications: Price transparency is likely to lead to price competition and, thus, lower prices and/or better services. The economic impact of lower prices is well documented.Originality/value: A unique basket methodology to address the specific situation in Indonesia was developed.
  •  
6.
  •  
7.
  • Xiong, Kunli, 1987, et al. (författare)
  • Active control of plasmonic colors: emerging display technologies
  • 2019
  • Ingår i: Reports on Progress in Physics. - : IOP Publishing. - 0034-4885 .- 1361-6633. ; 82:2
  • Forskningsöversikt (refereegranskat)abstract
    • In recent years there has been a growing interest in the use of plasmonic nanostructures for color generation, a technology that dates back to ancient times. Plasmonic structural colors have several attractive features but once the structures arc prepared the colors arc normally fixed. Lately, several concepts have emerged for actively tuning the colors, which opens up for many new potential applications, the most obvious being novel color displays. In this review we summarize recent progress in active control of plasmonic colors and evaluate them with respect to performance criteria for color displays. It is suggested that actively controlled plasmonic colors are generally less interesting for emissive displays but could be useful for new types of electrochromic devices relying on ambient light (electronic paper). Furthermore, there are several other potential applications such as images to be revealed on demand and colorimetric sensors.
  •  
8.
  • Asplund, Simon, et al. (författare)
  • SWAY - designing for balance and posture awareness
  • 2018
  • Ingår i: TEI 2018 - Proceedings of the 12th International Conference on Tangible, Embedded, and Embodied Interaction. - New York : Association for Computing Machinery (ACM). - 9781450355681 ; , s. 470-475
  • Konferensbidrag (refereegranskat)abstract
    • This paper presents the SWAY prototype that encourages people to explore aspects around balance and posture in a playful way. The prototype senses small movements and shifts in posture using a Kinect sensor, and translates these movements to the tilting of a platform holding a set of marbles, and to haptic feedback in the form of vibrations. The prototype provides an interactive experience focusing on building body awareness with a particular focus on balance and posture. The design inquiry provided new insights with respect to reinforcement of bodily experiences and how different modalities affect the guiding of attention.
  •  
9.
  • Bergström, Ilias, et al. (författare)
  • Sarka : Sonification and Somaesthetic Appreciation Design
  • 2016
  • Ingår i: MOCO'16. - New York, NY, USA : ASSOC COMPUTING MACHINERY. - 9781450343077
  • Konferensbidrag (refereegranskat)abstract
    • We often take for granted that we have immediate access to our perception and experience of and through our bodies. But inward listening is a demanding activity and thus not easy to learn to perform or design for. With the Sarka mat we want to support the ability to direct attention by providing sound feedback linked to the weight distribution and motion intensity of different parts of the body, and to provide an exemplar for how such design may be conducted. The process of Sarka's creation is informed by Somaesthetic Appreciation Design. We discuss how a sonic feedback signal can influence listeners, followed by how we, in this design, worked to navigate the complex design space presented to us. We detail the design process involved, and the very particular set of limitations which this interactive sonification presented.
  •  
10.
  • Bresin, Roberto, 1963-, et al. (författare)
  • SOUND FOREST/LJUDSKOGEN: A LARGE-SCALE STRING-BASED INTERACTIVE MUSICAL INSTRUMENT
  • 2016
  • Ingår i: Sound and Music Computing 2016. - : SMC Sound&Music Computing NETWORK. - 9783000537004 ; , s. 79-84
  • Konferensbidrag (refereegranskat)abstract
    •  In this paper we present a string-based, interactive, largescale installation for a new museum dedicated to performing arts, Scenkonstmuseet, which will be inaugurated in 2017 in Stockholm, Sweden. The installation will occupy an entire room that measures 10x5 meters. We aim to create a digital musical instrument (DMI) that facilitates intuitive musical interaction, thereby enabling visitors to quickly start creating music either alone or together. The interface should be able to serve as a pedagogical tool; visitors should be able to learn about concepts related to music and music making by interacting with the DMI. Since the lifespan of the installation will be approximately five years, one main concern is to create an experience that will encourage visitors to return to the museum for continued instrument exploration. In other words, the DMI should be designed to facilitate long-term engagement. Finally, an important aspect in the design of the installation is that the DMI should be accessible and provide a rich experience for all museum visitors, regardless of age or abilities.
  •  
11.
  • Bruckner, Stefan, et al. (författare)
  • A Model of Spatial Directness in Interactive Visualization
  • 2018
  • Ingår i: IEEE Transactions on Visualization and Computer Graphics. - : Institute of Electrical and Electronics Engineers (IEEE). - 1077-2626 .- 1941-0506.
  • Tidskriftsartikel (refereegranskat)abstract
    • We discuss the concept of directness in the context of spatial interaction with visualization. In particular, we propose a model that allows practitioners to analyze and describe the spatial directness of interaction techniques, ultimately to be able to better understand interaction issues that may affect usability. To reach these goals, we distinguish between different types of directness. Each type of directness depends on a particular mapping between different spaces, for which we consider the data space, the visualization space, the output space, the user space, the manipulation space, and the interaction space. In addition to the introduction of the model itself, we also show how to apply it to several real-world interaction scenarios in visualization, and thus discuss the resulting types of spatial directness, without recommending either more direct or more indirect interaction techniques. In particular, we will demonstrate descriptive and evaluative usage of the proposed model, and also briefly discuss its generative usage.
  •  
12.
  •  
13.
  • Bälter, Olof, 1962- (författare)
  • Effektivare e-post : konkreta råd för ett bättre e-postliv
  • 2012
  • Bok (populärvet., debatt m.m.)abstract
    • Trots nya medier och medföljande spådomar om e-postens snara död räknar man med en årlig tillväxt i antalet brev på 6% 2012–2016. Det betyder att du om fyra år förväntas hantera ytterligare 25% mer e-brev än idag. Vi kan inte påverka hur andra använder e-post, men vi kan förändra vårt eget sätt att läsa, skriva och skicka brev vilket kan underlätta situationen avsevärt.Olle Bälter disputerade 1998 på en avhandling om våra e-postvanor som har blivit populär i media där Olle går under namnet ”epostdoktorn”. I denna bok har han samlat forskningsresultat och formulerat rekommendationer för hur just du ska kunna hantera din e-post effektivare oavsett om du är en vanlig eller tungt belastad e-post­användare.
  •  
14.
  • Comber, Rob, Associate Professor, et al. (författare)
  • Towards Post-Interaction Computing : Addressing Immediacy, (un)Intentionality, Instability and Interaction Effects
  • 2019
  • Ingår i: Proceedings of the Halfway to the Future Symposium 2019. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450372039
  • Konferensbidrag (refereegranskat)abstract
    • The changes that have come about through the increased speed, ubiquity, and scale of computational systems require a reconceptualisation of how we think about and study the relationship between humans and computers. Driven by the increased production of data in interaction and the transfer of value from interaction to data, we argue that computing that fundamentally impacts human-computer relations is no longer happening only in interaction but also without and outside interaction. While recent arguments have highlighted interaction as a problematic concept for HCI — challenging what constitute users, use, the human, and the computer in interaction — we propose post-interaction computing as one means to conceptualise a fourth wave of HCI. We propose four concepts — immediacy, (un)intentionality, interaction effects, and instability — that can help us in identifying and slicing our objects of analysis in new ways that better match the challenges that HCI is now faced with.
  •  
15.
  • Diapoulis, Georgios, 1981 (författare)
  • Expression in Live Coding: Gestural Interaction for Machine Musicianship
  • 2023
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This thesis is centered on the performance practice of musical live coding, which can be described as on-the-fly decision-making for computer music performance and blurs the lines between programming languages and computer interfaces. I specifically focus on live coding as a human activity based on serial skilled actions, and I discuss how we can interact gesturally with interfaces that are modified dynamically. I develop a system to address how to live code using continuous gestural interactions, and examine an unusual strategy of information processing which centers on a bottom-up approach. I then present a theoretical account of sensorimotor control in live coding, which examines pre-reflective processes during performance. Two more theoretical contributions address bodily gestures in various performance systems by presenting a conceptual framework, and an additional study presents a conceptual tool for developing agent-based systems in live coding. Observations of performance practices and systems are employed throughout the thesis to examine how different practitioners may use the systems, and what conceptual abstractions can be inferred. The question of how to facilitate creativity is discussed from both a theoretical and a practical perspective, touching on how the resultant newly produced knowledge may be transferred to practitioners. A particular focus is on live performance, visualization, and both human and machine listening. The thesis findings present (i) visual and conceptual representations of live coding validated by cognitive mechanisms and cognitive paradigms, (ii) extensive reflections on practice and systemic modes of knowing, (iii) technical contributions for building of performance systems and performance structural analysis and (iv) theoretical accounts that contribute to the live coding literature. This work address both human modalities – audition, motor skills – and system modalities – notation, and the presence of software agents. I present a conception of various kinds of interactivity variations , a term used to designate various manners of gestural interaction that may arise in performance systems. I argue that musical live coding should incorporate radical experimentation with craft practices, pointing to a future practice wherein risk becomes clearly apparent in our gestural expressions.
  •  
16.
  • Faure, Lucile, 1989, et al. (författare)
  • 3D Movie Creation from Discrete Event Simulation Software Models of Manufacturing Industries
  • 2012
  • Ingår i: International Conference of Modeling, Optimization and Simulation.
  • Konferensbidrag (refereegranskat)abstract
    • Movies made from simulation tools can be used to present results of simulation models to people who have no knowledge about simulation or how to validate and optimize models. This is why it is important to present models that reproduce reality as accurately as possible. One important mean to achieve this is to capture the 3D depth which humans become aware of due to our set of two eyes. Actual simulation models include 3D-objects but are normally viewed in 2D on regular computer screens. There is a gap in terms of perceiving reality here. Nowadays the movie industry use stereoscopy to fill this gap. However industrial companies are not as far in this technological use yet. This paper presents a method to include stereoscopy when watching simulation models created with different programs. The method involves accessing the code which describes camera point of view in the simulation software and record two movies of the same scenario with slightly different camera positions and angles. Afterwards the two recordings can be integrated to create a stereoscopic movie.
  •  
17.
  • Foka, Anna, et al. (författare)
  • Introduction to the DHQ Special Issue: Digital Technology in the Study of the Past
  • 2018
  • Ingår i: Digital Humanities Quarterly. - 1938-4122. ; 12:3
  • Tidskriftsartikel (refereegranskat)abstract
    • Digital technology is transforming the assemblage and dissemination of historical information. Museums, libraries, archives, and universities increasingly modify their digital research infrastructures in order to make data open and available. The imminent assessment and representation of historical data has admittedly challenged the boundaries of historical knowledge and generated new research questions. The process of reconstructing, visualizing and rendering historical data has equally developed together with technology. This is the case in both academic and heritage contexts and in less immediatedly obvious popular uses, such as the increasingly significant presence and use of history within videogames. Regardless of specific context, as this collection of articles shows, the process of digitally capturing and representing historical data is often analogous to and determined by the digital platform used.
  •  
18.
  • Frid, Emma, et al. (författare)
  • Haptic feedback combined with movement sonification using a friction sound improves task performance in a virtual throwing task
  • 2018
  • Ingår i: Journal on Multimodal User Interfaces. - : Springer. - 1783-7677 .- 1783-8738. ; 13:4, s. 279-290
  • Tidskriftsartikel (refereegranskat)abstract
    • In this paper we present a study on the effects of auditory- and haptic feedback in a virtual throwing task performed with a point-based haptic device. The main research objective was to investigate if and how task performance and perceived intuitiveness is affected when interactive sonification and/or haptic feedback is used to provide real-time feedback about a movement performed in a 3D virtual environment. Emphasis was put on task solving efficiency and subjective accounts of participants’ experiences of the multimodal interaction in different conditions. The experiment used a within-subjects design in which the participants solved the same task in different conditions: visual-only, visuohaptic, audiovisual and audiovisuohaptic. Two different sound models were implemented and compared. Significantly lower error rates were obtained in the audiovisuohaptic condition involving movement sonification based on a physical model of friction, compared to the visual-only condition. Moreover, a significant increase in perceived intuitiveness was observed for most conditions involving haptic and/or auditory feedback, compared to the visual-only condition. The main finding of this study is that multimodal feedback can not only improve perceived intuitiveness of an interface but that certain combinations of haptic feedback and movement sonification can also contribute with performance-enhancing properties. This highlights the importance of carefully designing feedback combinations for interactive applications.
  •  
19.
  • Frid, Emma, et al. (författare)
  • Interactive sonification of a fluid dance movement : an exploratory study
  • 2019
  • Ingår i: Journal on Multimodal User Interfaces. - : Springer. - 1783-7677 .- 1783-8738. ; 13:3, s. 181-189
  • Tidskriftsartikel (refereegranskat)abstract
    • In this paper we present three different experiments designed to explore sound properties associated with fluid movement: (1) an experiment in which participants adjusted parameters of a sonification model developed for a fluid dance movement, (2) a vocal sketching experiment in which participants sketched sounds portraying fluid versus nonfluid movements, and (3) a workshop in which participants discussed and selected fluid versus nonfluid sounds. Consistent findings from the three experiments indicated that sounds expressing fluidity generally occupy a lower register and has less high frequency content, as well as a lower bandwidth, than sounds expressing nonfluidity. The ideal sound to express fluidity is continuous, calm, slow, pitched, reminiscent of wind, water or an acoustic musical instrument. The ideal sound to express nonfluidity is harsh, non-continuous, abrupt, dissonant, conceptually associated with metal or wood, unhuman and robotic. Findings presented in this paper can be used as design guidelines for future applications in which the movement property fluidity is to be conveyed through sonification.
  •  
20.
  • Frid, Emma, 1988-, et al. (författare)
  • Perceptual Evaluation of Blended Sonification of Mechanical Robot Sounds Produced by Emotionally Expressive Gestures : Augmenting Consequential Sounds to Improve Non-verbal Robot Communication
  • 2021
  • Ingår i: International Journal of Social Robotics. - : Springer Nature. - 1875-4791 .- 1875-4805.
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper presents two experiments focusing on perception of mechanical sounds produced by expressive robot movement and blended sonifications thereof. In the first experiment, 31 participants evaluated emotions conveyed by robot sounds through free-form text descriptions. The sounds were inherently produced by the movements of a NAO robot and were not specifically designed for communicative purposes. Results suggested no strong coupling between the emotional expression of gestures and how sounds inherent to these movements were perceived by listeners; joyful gestures did not necessarily result in joyful sounds. A word that reoccurred in text descriptions of all sounds, regardless of the nature of the expressive gesture, was “stress”. In the second experiment, blended sonification was used to enhance and further clarify the emotional expression of the robot sounds evaluated in the first experiment. Analysis of quantitative ratings of 30 participants revealed that the blended sonification successfully contributed to enhancement of the emotional message for sound models designed to convey frustration and joy. Our findings suggest that blended sonification guided by perceptual research on emotion in speech and music can successfully improve communication of emotions through robot sounds in auditory-only conditions.
  •  
21.
  • Frid, Emma, et al. (författare)
  • Sonification of fluidity -
An exploration of perceptual connotations of a particular movement feature
  • 2016
  • Ingår i: Proceedings of ISon 2016, 5th Interactive Sonification Workshop. - Bielefeld, Germany. ; , s. 11-17
  • Konferensbidrag (refereegranskat)abstract
    • In this study we conducted two experiments in order to investigate potential strategies for sonification of the expressive movement quality “fluidity” in dance: one perceptual rating experiment (1) in which five different sound models were evaluated on their ability to express fluidity, and one interactive experiment (2) in which participants adjusted parameters for the most fluid sound model in (1) and performed vocal sketching to two video recordings of contemporary dance. Sounds generated in the fluid condition occupied a low register and had darker, more muffled, timbres compared to the non-fluid condition, in which sounds were characterized by a higher spectral centroid and contained more noise. These results were further supported by qualitative data from interviews. The participants conceptualized fluidity as a property related to water, pitched sounds, wind, and continuous flow; non-fluidity had connotations of friction, struggle and effort. The biggest conceptual distinction between fluidity and non-fluidity was the dichotomy of “nature” and “technology”, “natural” and “unnatural”, or even “human” and “unhuman”. We suggest that these distinct connotations should be taken into account in future research focusing on the fluidity quality and its corresponding sonification.
  •  
22.
  • Frid, Emma, 1988-, et al. (författare)
  • Sound Forest - Evaluation of an Accessible Multisensory Music Installation
  • 2019
  • Ingår i: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. - New York, NY, USA : ACM. - 9781450359702 ; , s. 1-12
  • Konferensbidrag (refereegranskat)abstract
    • Sound Forest is a music installation consisting of a room with light-emitting interactive strings, vibrating platforms and speakers, situated at the Swedish Museum of Performing Arts. In this paper we present an exploratory study focusing on evaluation of Sound Forest based on picture cards and interviews. Since Sound Forest should be accessible for everyone, regardless age or abilities, we invited children, teens and adults with physical and intellectual disabilities to take part in the evaluation. The main contribution of this work lies in its fndings suggesting that multisensory platforms such as Sound Forest, providing whole-body vibrations, can be used to provide visitors of diferent ages and abilities with similar associations to musical experiences. Interviews also revealed positive responses to haptic feedback in this context. Participants of diferent ages used diferent strategies and bodily modes of interaction in Sound Forest, with activities ranging from running to synchronized music-making and collaborative play.
  •  
23.
  • Gil de la Iglesia, Didac, 1981-, et al. (författare)
  • Towards a Decentralized and Self-Adaptive System for M-Learning Applications
  • 2012
  • Ingår i: Seventh IEEE International Conference on Wireless, Mobile and Ubiquitous Technology in Education. - : IEEE. - 9781467308847 ; , s. 162-166
  • Konferensbidrag (refereegranskat)abstract
    • Through the analysis of the different iterations of the Geometry Mobile (GEM) project, a mobile learning effort in the field of mathematics, we have identified a major architectural issue to be addressed in the design and implementation of m-learning applications. Due to the dynamic nature of the field many challenging requirements are continuously emerging. One of them relates to the possibility to support collaborative activities that demand sharing resources between students and their mobile devices in constantly changing conditions. These situations generate the need of using decentralized distributed architectures in which mobile devices can share resources to carry out the activity covering the concerns defined by the different stakeholders. This paper describes our current efforts connected to identifying a set of requirements for M-Learning activities. Thereafter, we elaborate on why a decentralized distributed system (DDS) can be used to provide a novel solution to tackle the mentioned above problems. Moreover, initial aspects related to the design of a DDS, including a self-adaptation mechanism are presented.
  •  
24.
  • Graus, Mark, et al. (författare)
  • Theory-grounded user modeling for personalized HCI
  • 2019
  • Ingår i: Personalized human-computer interaction. - Berlin : Walter de Gruyter. - 9783110552485 - 9783110552614
  • Bokkapitel (refereegranskat)abstract
    • Personalized systems are systems that adapt themselves to meet the inferred needs of individual users. The majority of personalized systems mainly rely on data describing how users interacted with these systems. A common approach is to use historical data to predict users’ future needs, preferences, and behavior to subsequently adapt the system to cater to these predictions. However, this adaptation is often done without leveraging the theoretical understanding between behavior and user traits that can be used to characterize individual users or the relationship between user traits and needs that can be used to adapt the system. Adopting a more theoretical perspective can benefit personalization in two ways: (i) letting systems rely on theory can reduce the need for extensive data-driven analysis, and (ii) interpreting the outcomes of data-driven analysis (such as predictive models) from a theoretical perspective can expand our knowledge about users. However, incorporating theoretical knowledge in personalization brings forth a number of challenges. In this chapter, we review literature that taps into aspects of (i) psychological models from traditional psychological theory that can be used in personalization, (ii) relationships between psychological models and online behavior, (iii) automated inference of psychological models from data, and (iv) how to incorporate psychological models in personalized systems. Finally, we propose a step-by-step approach on how to design personalized systems that take users’ traits into account.
  •  
25.
  • Haake, Magnus, et al. (författare)
  • Visual Stereotypes and Virtual Pedagogical Agents
  • 2008
  • Ingår i: Educational Technology & Society. - Palmerston North : International Forum of Educational Technology & Society. - 1176-3647 .- 1436-4522. ; 11:4, s. 1-15
  • Tidskriftsartikel (refereegranskat)abstract
    • The paper deals with the use of visual stereotypes in virtual pedagogical agents and its potential impact in digital learning environments. An analysis of the concept of visual stereotypes is followed by a discussion of affordances and drawbacks as to their use in the context of traditional media. Next, the paper explores whether virtual pedagogical characters introduce anything novel with regard to the use of visual stereotypes - as compared both to real life interaction between humans and to the use of visual stereotypes in traditional non-interactive media such as magazines, film, television and video. It is proposed that novel affordances, as well as novel drawbacks, indeed are being introduced with the use of visual stereotypes in virtual characters. The conclusion of the paper is that knowledge on these matters can be useful both for developers of educational systems and for educators in enabling them to strengthen some pedagogical settings and activities.
  •  
26.
  • Hansen, Kjetil Falkenberg, Docent, 1972-, et al. (författare)
  • Student involvement in sound and music computing research : Current practices at KTH and KMH
  • 2019
  • Ingår i: Combined proceedings of the Nordic Sound and Music Computing Conference 2019 and the Interactive Sonification Workshop 2019. - Stockholm. ; , s. 36-42
  • Konferensbidrag (refereegranskat)abstract
    • To engage students in and beyond course activities has been a working practice both at KTH Sound and Music Computing group and at KMH Royal College of Music since many years. This paper collects experiences of involving students in research conducted within the two institutions. We describe how students attending our courses are given the possibility to be involved in our research activities, and we argue that their involvement both contributes to develop new research and benefits the students in the short and long term.  Among the assignments, activities, and tasks we offer in our education programs are pilot experiments, prototype development, public exhibitions, performing, composing, data collection, analysis challenges, and bachelor and master thesis projects that lead to academic publications.
  •  
27.
  • Khan, Muhammad Sikandar Lal, 1988-, et al. (författare)
  • Distance Communication : Trends and Challenges and How to Resolve them
  • 2014
  • Ingår i: Strategies for a creative future with computer science, quality design and communicability. - Italy : Blue Herons Editions. - 9788896471104
  • Bokkapitel (refereegranskat)abstract
    • Distance communication is becoming an important part of our lives because of the current advancement in computer mediated communication (CMC). Despite the current advancement in CMC especially video teleconferencing; it is still far from face-to-face (FtF) interaction. This study will focus on the advancements in video teleconferencing; their trends and challenges. Furthermore, this work will present an overview of previously developed hardware and software techniques to improve the video teleconferencing experience. After discussing the background development of video teleconferencing, we will propose an intuitive solution to improve the video teleconferencing experience. To support the proposed solution, the Embodied Interaction based distance communication framework is developed. The effectiveness of this framework is validated by the user studies. To summarize this work has considered the following questions: What are the factors which make video teleconferencing different from face to face interaction?; What researchers have done so far to improve video teleconferencing?; How to further improve the teleconferencing experience?; How to add more non-verbal modalities to enhance the video teleconferencing experience? At the end we have also provided the future directions for embodied interaction based video teleconferencing.
  •  
28.
  • Khan, Muhammad Sikandar Lal, 1988-, et al. (författare)
  • Embodied tele-presence system (ETS) : Designing tele-presence for video teleconferencing
  • 2014
  • Ingår i: 3rd International Conference on Design, User Experience, and Usability: User Experience Design for Diverse Interaction Platforms and Environments, DUXU 2014, Held as Part of 16th International Conference on Human-Computer Interaction, HCI Int. 2014. - Cham : Springer International Publishing. - 9783319076256 - 9783319076263 ; , s. 574-585
  • Konferensbidrag (refereegranskat)abstract
    • In spite of the progress made in tele conferencing over the last decades, however, it is still far from a resolved issue. In this work, we present an intuitive video teleconferencing system, namely - Embodied Tele-Presence System (ETS) which is based on embodied interaction concept. This work proposes the results of a user study considering the hypothesis: " Embodied interaction based video conferencing system performs better than the standard video conferencing system in representing nonverbal behaviors, thus creating a 'feeling of presence' of a remote person among his/her local collaborators". Our ETS integrates standard audio-video conferencing with mechanical embodiment of head gestures of a remote person (as nonverbal behavior) to enhance the level of interaction. To highlight the technical challenges and design principles behind such tele-presence systems, we have also performed a system evaluation which shows the accuracy and efficiency of our ETS design. The paper further provides an overview of our case study and an analysis of our user evaluation. The user study shows that the proposed embodied interaction approach in video teleconferencing increases 'in-meeting interaction' and enhance a 'feeling of presence' among remote participant and his collaborators.
  •  
29.
  • Khan, Muhammad Sikandar Lal, 1988-, et al. (författare)
  • Expressive multimedia : Bringing action to physical world by dancing-tablet
  • 2015
  • Ingår i: HCMC 2015 - Proceedings of the 2nd Workshop on Computational Models of Social Interactions. - New York, NY, USA : ACM Digital Library. - 9781450337472 ; , s. 9-14
  • Konferensbidrag (refereegranskat)abstract
    • The design practice based on embodied interaction concept focuses on developing new user interfaces for computer devices that merge the digital content with the physical world. In this work we have proposed a novel embodied interaction based design in which the 'action' information of the digital content is presented in the physical world. More specifically, we have mapped the 'action' information of the video content from the digital world into the physical world. The motivating example presented in this paper is our novel dancing-tablet, in which a tablet-PC dances on the rhythm of the song, hence the 'action' information is not just confined into a 2D flat display but also expressed by it. This paper presents i) hardware design of our mechatronic dancingtablet platform, ii) software algorithm for musical feature extraction and iii) embodied computational model for mapping 'action' information of the musical expression to the mechatronic platform. Our user study shows that the overall perception of audio-video music is enhanced by our dancingtablet setup.
  •  
30.
  • Knees, Peter, et al. (författare)
  • User Awareness in Music Recommender Systems
  • 2019
  • Ingår i: Personalized human-computer interaction. - Berlin : Walter de Gruyter. - 9783110552485 - 9783110552614
  • Bokkapitel (refereegranskat)abstract
    • Music recommender systems are a widely adopted application of personalized systems and interfaces.By tracking the listening activity of their users and building preference profiles, a user can be given recommendations based on the preference profiles of all users (collaborative filtering), characteristics of the music listened to (content-based methods), meta-data and relational data (knowledge-based methods; sometimes also considered content-based methods) or a mixture of these with other features (hybrid methods).In this chapter, we focus on the listener's aspects of music recommender systems.We discuss different factors influencing relevance for recommendation on both the listener's and the music's side and categorize existing work. In more detail, we then review aspects of (i) listener background in terms of individual, i.e., personality traits and demographic characteristics, and cultural features, i.e., societal and environmental characteristics, (ii) listener context, in particular modeling dynamic properties and situational listening behavior, and (iii) listener intention, in particular by studying music information behavior, i.e., how people seek, find, and use music information.This is followed by a discussion of user-centric evaluation strategies for music recommender systems. We conclude the chapter with a reflection on current barriers, by pointing out current and longer-term limitations of existing approaches and outlining strategies for overcoming these.
  •  
31.
  • Kuenen, Stoffel, 1975- (författare)
  • Aesthetics of being together
  • 2018
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Design deals with matters of aesthetics. Historically, aesthetics in industrial design refers to the designed artifact: aesthetics of objects. When designed artifacts include digital technologies, aesthetics in design refers to what happens between people and artifacts as well: aesthetics of interaction. Now that these artifacts increasingly mediate our social lives, what aesthetics in design quite obviously also refers to, is what happens between people.This dissertation proposes an aesthetic of being together, as a necessary addition to current notions of aesthetics in interaction design practice, when it engages with digital systems that are part of people’s social life. It does not answer the question what Aesthetics is in general, instead it examines the work that particular notions of aesthetics do in interaction design practice.The practice based design research assembled in this dissertation starts from current notions of aesthetics in interaction design to explore the social experiences that mediated interactions between groups of people offer. What I found, through designing digital systems, is that current notions of aesthetics in interaction design are not conducive to addressing the kind of social experience people have with such systems. On the contrary, current notions actually inhibit interaction design to approach any experiences that cannot in the first place be conceived of as useful in terms of instrumental task performance. Yet, being social is hardly like performing a task or using other people in that sense.An aesthetic of being together is a proposition of a different fundament for interaction design practice. In addition to referring to properties of things and qualities of interacting with things, it refers to the kind of relations that come to expression between people interacting with each other with these things. Consequently, interaction design needs to resolve basic issues in what it considers and brings to expression, i.e. people’s relations with things and people at the same time. This requires (re-) considering what the designed thing is, what interaction is about and what the role of design is in bringing those to expression.My work contributes to the field of interaction design research an example of how, through practice, fundamental issues can be addressed. By orienting one set of concepts, ways of working and objectives into a different design situation, tensions built up that exposed foundational issues with that frame of reference, while pointing to the different fundaments needed to enable design practice to engage such situations.The results of the practical experimentation led to the articulation of a series of structural mechanisms of mediating systems.  These mechanisms provide material handles for interaction designers on how experiences of being present with others take shape. They configure the relations of artifacts and people in different ways than current notions of aesthetics afford. This theoretical investigation is then synthesised in the form of a new logic of expression for interaction design practice: an aesthetic of being together.
  •  
32.
  • Larsson, Clara, et al. (författare)
  • Visualizing Invisible Environmental Data in VR: Development and Implementation of Design Concepts for Communicating Urban Air Quality in a Virtual City Model
  • 2023
  • Ingår i: Communications in Computer and Information Science Volume 1819 CCIS, Pages 253 - 267. - : Springer. - 1865-0929 .- 1865-0937. ; , s. 253-267
  • Konferensbidrag (refereegranskat)abstract
    • As cities continue to grow, the desire to combine densification with sustainability and greenery may present a challenge to air quality, resulting from reduced ventilation caused by dense buildings and vegetation. To support the careful urban planning required, effective and interactive tools that can visualize and communicate information about air quality to stakeholders are essential. In a transdisciplinary research project aiming to explore such visualizations a prototype pedagogical virtual reality tool was developed, allowing users to explore the impact of aspects of the built environment upon urban air quality. The tool was evaluated with adolescents in upper secondary school through interviews and observations, as well as with the general public through a questionnaire study. This paper provides insights, potential solutions, and initial assessments relevant to data visualization in 3D and immersive analytics in urban planning and stakeholder communication. Identified challenges include difficulties with color association and data distinguishability, and as well as tool complexity relating to the many features requested by experts involved in a transdisciplinary project.
  •  
33.
  • Latupeirissa, Adrian Benigno, et al. (författare)
  • Sonic characteristics of robots in films
  • 2019
  • Ingår i: Proceedings of the 16th Sound and Music Computing Conference. - Malaga, Spain. ; , s. 1-6
  • Konferensbidrag (refereegranskat)abstract
    • Robots are increasingly becoming an integral part of our everyday life. Expectations on robots could be influenced by how robots are represented in science fiction films. We hypothesize that sonic interaction design for real-world robots may find inspiration from sound design of fictional robots. In this paper, we present an exploratory study focusing on sonic characteristics of robot sounds in films. We believe that findings from the current study could be of relevance for future robotic applications involving the communication of internal states through sounds, as well for sonification of expressive robot movements. Excerpts from five films were annotated and analysed using Long Time Average Spectrum (LTAS). As an overall observation, we found that robot sonic presence is highly related to the physical appearance of robots. Preliminary results show that most of the robots analysed in this study have “metallic” voice qualities, matching the material of their physical form. Characteristics of robot voices show significant differences compared to voices of human characters; fundamental frequency of robotic voices is either shifted to higher or lower values, and the voices span over a broader frequency band.
  •  
34.
  • Lindborg, PerMagnus, 1968- (författare)
  • Leçons : an Approach to a System for Machine Learning, Improvisation and Music Performance
  • 2003
  • Ingår i: Computer Music Modeling and Retreival. - : Springer-Verlag New York. - 3540209220
  • Bokkapitel (refereegranskat)abstract
    • This paper aims at describing an approach to the music performancesituation as a laboratory for investigating interactivity. I would like to present“Leçons pour un apprenti sourd-muet” 1, where the basic idea isthat of two improvisers, a saxophonist and a computer, engaged in a seriesof musical questions and responses. The situation is inspired fromthe Japanese shakuhachi tradition, where imitating the master performeris a prime element in the apprentice’s learning process. Through listeningand imitation, the computer’s responses get closer to that of its master foreach turn. In this sense, the computer’s playing emanates from the saxophonist’sphrases and the interactivity in “Leçons” takes place on thelevel of the composition.
  •  
35.
  • Lv, Z., et al. (författare)
  • Foot motion sensing : Augmented game interface based on foot interaction for smartphone
  • 2014
  • Ingår i: Conference on Human Factors in Computing Systems - Proceedings. - New York, NY, USA : ACM. - 9781450324748 ; , s. 293-296, s. 293-296
  • Konferensbidrag (refereegranskat)abstract
    • We designed and developmented two games: real-time augmented football game and augmented foot piano game to demonstrate a innovative interface based on foot motion sensing approach for smart phone. In the proposed novel interface, the computer vision based hybrid detection and tracking method provides a core support for foot interaction interface by accurately tracking the shoes. Based on the proposed interaction interface, wo demonstrations are developed, the applications employ augmented reality technology to render the game graphics and game status information on smart phones screen. The players interact with the game using foot interaction toward the rear camera, which triggers the interaction event. This interface supports basic foot motion sensing (i.e. direction of movement, velocity, rhythm).
  •  
36.
  • Löwstedt, Martin, 1982, et al. (författare)
  • Digitaliseringsdrivna värden och affärsmodeller i samhällsbyggnadssektorns ekosystem: En detaljerad framtidsspaning
  • 2022
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • I denna slutrapport avrapporteras det strategiska projektet Digitaliseringsdrivna värden och affärsmodeller i samhällsbyggnadssektorns ekosystem: En detaljerad framtidsspaning. Studiens utgångspunkt är att det saknats insikter kring hur digitala tekniker kan komma att förändra värdeskapande och affärslogiker i samhällsbyggnadssektorn. Syftet med studien är därmed att via ett ekosystemsperspektiv kartlägga hur värde kopplat till digitalisering skapas idag av aktörerna i samhällsbyggnadssektorns traditionella värdekedja och utifrån det identifiera, diskutera och katalysera framtida omställningar av digitaliseringsdrivna värden och affärsmodeller genom en detaljerad framtidsspaning. Totalt har 46 företag och organisationer bidragit till studien med sina perspektiv, antingen via intervjuer, referensgruppsmöte, och/eller deltagande i scenarioworkshop. Fokus i datainsamlingen är att ta fram detaljerade framtidsspaningar kring digital transformation i samhällsbyggnadssektorn. Olika digitala tekniker förväntas spela en mycket mer central roll och generera ett förändrat värdeskapande. Därmed förändras även ekosystemet i sin sammansättning och interaktionsmönster. Studien identifierar tre aktörskategorier med olika affärsmodellslogiker inom ramen för digital transformation. ’Samhällsbyggarnas’ affärsmodellslogiker bygger på att digitala verktyg främst används för att förbättra befintliga processer med tekniknyttan i fokus. ’Digitaliserarnas’ affärsmodellslogiker är grundade i digitalisering och erbjuder digitala lösningar för att effektivisera och förbättra ‘samhällsbyggarnas’ befintliga processer. Här är tekniknyttan därmed lika med affärsnytta, inte minst genom den handpåläggning och de tjänster som krävs för att anpassa de digitala verktygen efter specifika behov. ’Game Changers’ affärsmodellslogiker är också grundade i digitalisering, men här är det värdet av data som översätts till ny affärsnytta via data-drivna affärsmodeller. Datagenererande interface (framför allt kunddata men potentiellt vilken data som helst) är den största tillgången som i sin tur möjliggör nya kundinteraktioner och erbjudanden i kontaktytorna mellan delprocesserna design, produktion och användning. Studiens samlade resultat pekar på två övergripande (och överlappande) framtidsscenarion för digital transformation: ’IT-baserad processintegration’ och ’Data som affärsvärde’. Gemensamt för dessa scenarios är att en omsättning av samhällsbyggandets enorma mängder data skapar helt nya möjligheter: signifikant effektivare processer, ny integration av processer samt nya erbjudanden. Sammantaget skapas helt nya affärsvärden och intäktsströmmar. Det nya värdeskapandet genereras i de kontaktytor som finns mellan delprocesserna design, produktion och användning samt i nya leverantör- och kundinterfaces. Även fast det fysiska byggobjektet alltid kommer vara den grundläggande produkten för samhällsbyggnadssektorn, så pekar studiens resultat på att ekosystemets totala värde kommer omdistribueras från produktionen av det fysiska byggobjektet till nya typer av värdeströmmar kopplade till samhällsbyggandets data. Detta komma leda till att befintliga roller förändras och nya roller och positioner uppstår, vilket i sin tur skapar en mer omfattande transformation av samhällsbyggnadssektorns ekosystem. Studiens resultat kan sammanfattas i åtta slutsatser formulerade som framtidsspaningar kring digital transformation i samhällsbyggnadssektorns ekosystem: • I framtiden karaktäriseras nya framgångsrika affärsmodellslogiker av förmågan att samla och extrahera värde av data både för att effektivisera processer samt skapa nya erbjudanden och affärer. • I framtiden har digitala verktyg möjliggjort en helt ’sömlös’ processintegration mellan design, produktion och användning så att helt nya logiker för organisering av samhällsbyggandet uppstår. • I framtiden kommer en stor del av värdeskapandet genererat av fysiska produkter och byggnadsobjekt omdistribueras till värdet av data kopplat till dessa. • I framtiden kommer de mest radikala förändringarna uppstå i de dynamiska flödena där ’data’ förädlas till värde, snarare än de sekventiella flödena där ’brädor’ förädlas till byggobjekt. • I framtiden kommer en stor del av leverantör/utförarekundinteraktioner ske via data-drivna plattformar som skapar helt nya kopplingar, relationer och konstellationer, både inom samhällsbyggnadssektorns ekosystem och till andra ekosystem. • I framtiden kommer dagens generalistroller inom design, produktion och användning försvinna och ersättas av: i) vertikal integration med design, produktion och användande in-house samt ii) en extrem nischad specialisering för att kunna applicera specifika kunskaper och erfarenheter för att komplettera de digital verktygens förmågor. • I framtiden kommer ’Samhällsbyggarna’ möta hård konkurrens från aktörer som agerar enligt ’Game Changers’-logiken, som via en ny typ av ledarskap utmanar gamla sanningar om samhällsbyggnadssektorns strukturella och kulturella hinder för förändring generellt och digital transformation specifikt. • I framtiden kommer relationsbyggande att ha en avgörande betydelse om de befintliga ’Samhällsbyggarna’ ska kunna tillskansa sig de förmågor som krävs för att skapa konkurrenskraft med avseende på det enorma värdet som finns i data.
  •  
37.
  • Magnusson, Charlotte (författare)
  • Augmented reality face recognition for musical interaction
  • 2022
  • Konferensbidrag (refereegranskat)abstract
    • This paper reports on early work in a project devoted to the exploration of music, musical quality, interaction design and sensory stimulation for persons with multiple and/or severe impairments. The text focuses on the explorative work done on using face tracking and face recognition for musical interaction. The current design and the design process so far is described. Further developments are outlined.
  •  
38.
  • Manker, Jon, 1970-, et al. (författare)
  • Prototyping in game design : Externalization and internalization of game ideas
  • 2011
  • Ingår i: HCI 2011: Health, Wealth & Happiness: The 25th BCS Conference on Human-Computer Interaction. Newcastle Upon Tyne, UK, July 4-8, 2011..
  • Konferensbidrag (refereegranskat)abstract
    • Prototyping is a well-studied activity for interaction designers, but its role in computer game design is relatively unexplored. The aim of this study is to shed light on prototyping in game design. Interviews were conducted with 27 game designers. The empirical data was structured using qualitative content analysis and analysed using the design version of The Activity Checklist. The analysis indicated that six categories of the checklist were significant for the data obtained. Thesecategories are presented in relation to the data. The roles of externalization and internalization are specifically highlighted.
  •  
39.
  • Mejtoft, Thomas, 1976-, et al. (författare)
  • Feedback in commercial educational applications : Guidelines and conceptual framework
  • 2017
  • Ingår i: Proceedings of the European Conference on Cognitive Ergonomics 2017 (ECCE 2017). - New York, NY, USA : ACM Digital Library. - 9781450352567 ; , s. 113-120
  • Konferensbidrag (refereegranskat)abstract
    • In recent years, schools made large investments to increase the integration and use of contemporary technologies in teaching and learning.Today iPads and educational applications are growing in popularity and are commonly used. These technologies have a potential beneficial effect on the learning, but studies show that some applications have flaws that hinder these positive effects, for example regarding the feedback provided to the user. This study has determined a number of guidelines for effective feedback in a learning situation and has further shown how well these guidelines can be reached in an educational application today. The study shows that there are both advantages and disadvantages of feedback in an application compared to giving feedback in a more traditional learning situation. Many of the guidelines for effective feedback were found to be possible to reach in an application, and the greatest advantage found in applications is that they can provide feedback timely on each action taken by the pupils.
  •  
40.
  • Mejtoft, Thomas, 1976- (författare)
  • Industry based projects and cases : A CDIO approach to students' learning
  • 2015
  • Ingår i: Proceedings of the 11th International CDIO Conference. - : Chengdu University of Information Technology.
  • Konferensbidrag (refereegranskat)abstract
    • Just as the media industry, media technology and interaction design are fast moving areas. Even though grounded in theoretical models, the problems that the students face after graduation are constantly changing and contemporary, which makes a CDIO approach to education important. This paper reports a case study concerning a project spanning two consecutive courses with the main objective to renew the digital news platforms of the media group VK Media. The project was carried out in 2013 with students from the five-year Master of Science program in Interaction Technology and Design at Umeå University, Sweden. The results illustrate how project-based learning and real case-based group projects can enhance both students learning and the internal process at the external industry partner. The results clearly show how that not only goals in the CDIO Syllabus 2.0 have been met during the project but also actual value has been created for the industry as the students’ design proposals have been implemented and launched publicly.
  •  
41.
  • Mejtoft, Thomas, 1976-, et al. (författare)
  • Interaction design processes to facilitate changing business models in the newspaper industry : A case study of vk.se
  • 2015
  • Ingår i: Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450331463 ; , s. 2253-2258
  • Konferensbidrag (refereegranskat)abstract
    • This case study illustrates and analyzes the process of redesigning one of the largest news media site in Sweden during a cooperation between the Interaction Design Study Program at Umeå University and VK Media using a customer centric open approach. The results show that the design process used, both provided new insights for the industry and produced an appreciated website that facilitated the transition into a new revenue model using a paywall for digital content.
  •  
42.
  • Mejtoft, Thomas, 1976-, et al. (författare)
  • Use of Image Recognition of Social Media
  • 2017
  • Ingår i: ANZMAC 2017: Marketing for Impact. - Melbourne : RMIT University. ; , s. 271-278
  • Konferensbidrag (refereegranskat)abstract
    • Images are central to firms in their use of social media platforms as part of their marketing strategy. Images are a powerful online marketing tool as they allow for engagement and personalisation of marketing content for individual customers. However, images can be a double edge sword in the web 2.0 world, where consumers are able to post content to branded social media sites. This study evaluates the benefits of integrating image recognition into social media from the users perspective. The pilot study undertaken found the majority of the participants thought the possibilities presented for image recognition technology are useful, however they showed concern in relation to their privacy if this technology were to be in social media networks. The results also showed that prior familiarity with this technology does not have any significant impact in how social media users feel about having this technology in social media.
  •  
43.
  • Misdariis, N., et al. (författare)
  • Sound experts’ perspectives on astronomy sonification projects
  • 2022
  • Ingår i: Nature Astronomy. - : Springer Nature. - 2397-3366. ; 6:11, s. 1249-1255
  • Tidskriftsartikel (refereegranskat)abstract
    • The Audible Universe project aims to create dialogue between two scientific domains investigating two distinct research objects: stars and sound. It has been instantiated within a collaborative workshop that began to mutually acculturate the two communities, by sharing and transmitting respective knowledge, skills and practices. One main outcome of this exchange was a global view on the astronomical data sonification paradigm for observing the diversity of tools, uses and users (including visually impaired people), but also the current limitations and potential methods of improvement. From this viewpoint, here we present basic elements gathered and contextualized by sound experts in their respective fields (sound perception/cognition, sound design, psychoacoustics, experimental psychology), to anchor sonification for astronomy in a more well informed, methodological and creative process.
  •  
44.
  • Misdariis, Nicolas, et al. (författare)
  • The Audible Universe Workshop: an Interdisciplinary Approach to the Design and Evaluation of Tools for Astronomical Data Sonification
  • 2023
  • Konferensbidrag (refereegranskat)abstract
    • Even if images of astrophysical objects are used by professional astronomers for research and by the public for outreach, we are all basically blind to the Universe. Challenging the idea that we should always use visualisations, there has been a growing interest in converting astronomical phenomena into sound, motivated by: making astronomy more accessible to people who are blind or visually impaired (BVI); creating more engaging educational resources, and enabling a deeper understanding of complex astronomical data. The Audible Universe (AU) workshop focuses on consolidating what has been done in the field so far and identifying the areas where most effort is required to make progress over the coming years. The second edition of the AU workshop (AU2) took place in 2022, and brought together 50 experts, among whom astronomers interested in sonification, sound designers, experts in sound perception and educators. This community started a multi-disciplinary discussion about how to properly design and evaluate sonification tools. In this methodological and position paper, we present and discuss the main activities of the AU2 workshop, with a particular focus on activities concerned with the development of collaborative design processes, and the implementation of methods for evaluation. While this workshop was dedicated to fostering exchanges between the sonification community and astronomers, the structure and the methods used within the workshop are transferable to other application areas, and a contribution to the effort to develop interdisciplinary strategies for the development of the field of sonification.
  •  
45.
  • Nordin, Jesper, 1971- (kompositör, creator_code:msd_t, creator_code:sds_t, creator_code:cre_t)
  • Dream : a live, online performance set in a virtual midsummer forest
  • 2021
  • Konstnärligt arbete (mjukvara/multimedium) (refereegranskat)abstract
    • The plotA dreamlike journey into a forest: a story of transformation. Inspired by Shakespeare’s iconic play, A Midsummer Night’s Dream.Puck invites you on a magical journey between dusk and dawn. With a cloud of fireflies lighting the way, you explore the forest and encounter four sprites, Moth, Peaseblossom, Cobweb and Mustardseed. But storm clouds gather on the horizon, threatening destruction.Dream features a symphonic score based on recordings by the Philharmonia Orchestra, conducted by Principal Conductor & Artistic Advisor Esa-Pekka Salonen. The recordings are expanded by music created in real time by the movements of the performers. This living, dynamic soundtrack adapts and interacts with the narrative and the pre-recorded orchestral tracks. 
  •  
46.
  • Nordmark, Susanna, et al. (författare)
  • Using Mobile Digital Storytelling to Support Learning about Cultural Heritage
  • 2012
  • Ingår i: Proceedings of the 20th International Conference on Computers in Education ICCE 2012. - : Asia-Pacific Society for Computers in Education. - 9789810746490 ; , s. 408-412
  • Konferensbidrag (refereegranskat)abstract
    • This paper presents our on-going research related to the use of mobile digital storytelling (mDS) as means for promoting innovative ways of collaboratively learning about cultural heritage. In a joint effort we have worked closely together with our fellow stakeholders – a local museum and a primary school – on actively engaging a group of Swedish school children and their teachers in using mobile digital storytelling as facilitator for introducing the concept of seamless learning. The outcomes of these efforts provided us with valuable insights on how to proceed further in our work of designing versatile mDS applications supporting collaborative learning in authentic contexts.
  •  
47.
  • Paloranta, Jimmie, et al. (författare)
  • Interaction with a large sized augmented string instrument intended for a public setting
  • 2016
  • Ingår i: Sound and Music Computing 2016. - Hamburg : Zentrum für Mikrotonale Musik und Multimediale Komposition (ZM4). - 9783000537004 ; , s. 388-395
  • Konferensbidrag (refereegranskat)abstract
    • In this paper we present a study of the interaction with a large sized string instrument intended for a large installation in a museum, with focus on encouraging creativity,learning, and providing engaging user experiences. In the study, nine participants were video recorded while interacting with the string on their own, followed by an interview focusing on their experiences, creativity, and the functionality of the string. In line with previous research, our results highlight the importance of designing for different levels of engagement (exploration, experimentation, challenge). However, results additionally show that these levels need to consider the users age and musical background as these profoundly affect the way the user plays with and experiences the string.
  •  
48.
  • Pauletto, Sandra, et al. (författare)
  • Interactive sonification of complex data
  • 2009
  • Ingår i: International journal of human-computer studies. - : Elsevier. - 1071-5819 .- 1095-9300. ; 67:11, s. 923-933
  • Tidskriftsartikel (refereegranskat)abstract
    • In this paper we present two experiments on implementing interaction in sonification displays: the first focuses on recorded data (interactive navigation) and the second on data gathered in real time (auditory feedback). Complex synthesised data are explored in the first experiment to evaluate how well the known characteristics present in the data are distinguished using different interaction methods, while real medical data (from physiotherapy) are used for the second. The addition of interaction to the exploration of sonified recorded data improves the system usability (efficiency, effectiveness and user satisfaction), and the real-time sonification of complex physiotherapy data can produce sounds with timbral characteristics that audibly change when important characteristics present in the data vary.
  •  
49.
  • Poikolainen Rosén, Anton, 1992-, et al. (författare)
  • Relating to the Environment through Photography : the Smartphone Camera as a Tool in Urban Farming
  • 2020
  • Ingår i: OzCHI '20. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450389754 ; , s. 506-519
  • Konferensbidrag (refereegranskat)abstract
    • Research on environmental sustainability in HCI is investigating the opportunities and hindrances technologies pose on living sustainably, beyond direct material impact of production, use and disposal. With this background, we focus on the smartphone camera as a tool that allows users to quickly and relatively effortlessly depict, save, share, access, augment or amplify information about the environment. Based on two years of participant observation studies, we present examples of how urban farmers use the smartphone camera as a tool in their practice. We discuss how the smartphone camera mediates human experiences of the environment and how certain uses of the camera may contribute to environmental sustainability. We highlight how the smartphone camera used as a tool in gardening was experienced to support (a) feelings of closeness or bonds towards the local environment and (b) the creation and sharing of knowledge.
  •  
50.
  • Qian, Kun, et al. (författare)
  • An eye tracking based virtual reality system for use inside magnetic resonance imaging systems
  • 2021
  • Ingår i: Scientific Reports. - : Springer Science and Business Media LLC. - 2045-2322 .- 2045-2322. ; 11:1
  • Tidskriftsartikel (refereegranskat)abstract
    • Patients undergoing Magnetic Resonance Imaging (MRI) often experience anxiety and sometimes distress prior to and during scanning. Here a full MRI compatible virtual reality (VR) system is described and tested with the aim of creating a radically different experience. Potential benefits could accrue from the strong sense of immersion that can be created with VR, which could create sense experiences designed to avoid the perception of being enclosed and could also provide new modes of diversion and interaction that could make even lengthy MRI examinations much less challenging. Most current VR systems rely on head mounted displays combined with head motion tracking to achieve and maintain a visceral sense of a tangible virtual world, but this technology and approach encourages physical motion, which would be unacceptable and could be physically incompatible for MRI. The proposed VR system uses gaze tracking to control and interact with a virtual world. MRI compatible cameras are used to allow real time eye tracking and robust gaze tracking is achieved through an adaptive calibration strategy in which each successive VR interaction initiated by the subject updates the gaze estimation model. A dedicated VR framework has been developed including a rich virtual world and gaze-controlled game content. To aid in achieving immersive experiences physical sensations, including noise, vibration and proprioception associated with patient table movements, have been made congruent with the presented virtual scene. A live video link allows subject-carer interaction, projecting a supportive presence into the virtual world.
  •  
Skapa referenser, mejla, bekava och länka
  • Resultat 1-50 av 592
Typ av publikation
konferensbidrag (304)
tidskriftsartikel (165)
bokkapitel (39)
rapport (19)
doktorsavhandling (19)
annan publikation (16)
visa fler...
konstnärligt arbete (8)
proceedings (redaktörskap) (8)
licentiatavhandling (7)
bok (5)
forskningsöversikt (3)
patent (1)
recension (1)
visa färre...
Typ av innehåll
refereegranskat (467)
övrigt vetenskapligt/konstnärligt (116)
populärvet., debatt m.m. (8)
Författare/redaktör
Pauletto, Sandra (28)
Holzapfel, André, 19 ... (27)
Gooran, Sasan (24)
Selg, Håkan (13)
Eriksson, Lars-Erik (12)
Bresin, Roberto, 196 ... (12)
visa fler...
Brunnström, Kjell, 1 ... (11)
Findahl, Olle (11)
Wallis, Roger (11)
Swenberg, Thorbjörn, ... (11)
Li, Haibo (10)
Gooran, Sasan, 1965- (10)
Enlund, Nils, 1946- (10)
Gulisano, Vincenzo M ... (10)
Stylianou, Yannis (10)
Eriksson, Per-Erik (9)
Papatriantafilou, Ma ... (9)
Elblaus, Ludvig, 198 ... (9)
Unger, Jonas, 1978- (9)
Blomqvist, Ulf (9)
Abedini, Fereshteh (8)
Sjöström, Mårten, 19 ... (8)
Sattler, Torsten, 19 ... (8)
Mejtoft, Thomas, 197 ... (8)
Ynnerman, Anders (8)
Nyström, Daniel, 197 ... (7)
Johansson, Jimmy (7)
Pauletto, Sandra, As ... (7)
Frid, Emma (7)
Handberg, Leif, 1962 ... (7)
Lovrecek, Mladen (6)
Berg, Jan (6)
Bosch, Jan, 1967 (6)
Pollefeys, Marc (6)
Gullö, Jan-Olof, 196 ... (6)
Hunt, Andy (6)
Jonsson, Martin, 197 ... (5)
Ahrens, Jens, 1978 (5)
Ferwerda, Bruce, 198 ... (5)
Tsigas, Philippas, 1 ... (5)
Eriksson, Yvonne (5)
Kruse, Björn (5)
Brunnström, Kjell (5)
Ropinski, Timo (5)
Unger, Jonas (5)
Frid, Emma, 1988- (5)
Kronander, Joel (5)
Zitinski Elias, Paul ... (5)
Gustavson, Stefan (5)
Selfridge, Rod (5)
visa färre...
Lärosäte
Kungliga Tekniska Högskolan (167)
Linköpings universitet (129)
Chalmers tekniska högskola (103)
Göteborgs universitet (32)
Umeå universitet (30)
Södertörns högskola (29)
visa fler...
Mittuniversitetet (24)
Linnéuniversitetet (24)
RISE (23)
Högskolan Dalarna (21)
Uppsala universitet (15)
Jönköping University (14)
Luleå tekniska universitet (13)
Mälardalens universitet (12)
Malmö universitet (12)
Högskolan i Skövde (10)
Lunds universitet (9)
Karlstads universitet (8)
Blekinge Tekniska Högskola (8)
Kungl. Musikhögskolan (8)
Högskolan i Halmstad (5)
Stockholms universitet (5)
Örebro universitet (5)
Högskolan Väst (4)
Högskolan i Borås (3)
Stockholms konstnärliga högskola (2)
Handelshögskolan i Stockholm (1)
Riksantikvarieämbetet (1)
Sveriges Lantbruksuniversitet (1)
visa färre...
Språk
Engelska (558)
Svenska (33)
Italienska (1)
Forskningsämne (UKÄ/SCB)
Teknik (588)
Naturvetenskap (161)
Humaniora (85)
Samhällsvetenskap (78)
Medicin och hälsovetenskap (8)
Lantbruksvetenskap (2)

År

Kungliga biblioteket hanterar dina personuppgifter i enlighet med EU:s dataskyddsförordning (2018), GDPR. Läs mer om hur det funkar här.
Så här hanterar KB dina uppgifter vid användning av denna tjänst.

 
pil uppåt Stäng

Kopiera och spara länken för att återkomma till aktuell vy