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Search: hsv:(NATURVETENSKAP) hsv:(Data och informationsvetenskap) hsv:(Medieteknik) > Conference paper

  • Result 1-10 of 914
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1.
  • Frid, Emma, et al. (author)
  • Perception of Mechanical Sounds Inherent to Expressive Gestures of a NAO Robot - Implications for Movement Sonification of Humanoids
  • 2018
  • In: Proceedings of the 15th Sound and Music Computing Conference. - Limassol, Cyprus. - 9789963697304
  • Conference paper (peer-reviewed)abstract
    • In this paper we present a pilot study carried out within the project SONAO. The SONAO project aims to compen- sate for limitations in robot communicative channels with an increased clarity of Non-Verbal Communication (NVC) through expressive gestures and non-verbal sounds. More specifically, the purpose of the project is to use move- ment sonification of expressive robot gestures to improve Human-Robot Interaction (HRI). The pilot study described in this paper focuses on mechanical robot sounds, i.e. sounds that have not been specifically designed for HRI but are inherent to robot movement. Results indicated a low correspondence between perceptual ratings of mechanical robot sounds and emotions communicated through ges- tures. In general, the mechanical sounds themselves ap- peared not to carry much emotional information compared to video stimuli of expressive gestures. However, some mechanical sounds did communicate certain emotions, e.g. frustration. In general, the sounds appeared to commu- nicate arousal more effectively than valence. We discuss potential issues and possibilities for the sonification of ex- pressive robot gestures and the role of mechanical sounds in such a context. Emphasis is put on the need to mask or alter sounds inherent to robot movement, using for exam- ple blended sonification.
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2.
  • Latupeirissa, Adrian Benigno, et al. (author)
  • Exploring emotion perception in sonic HRI
  • 2020
  • In: 17th Sound and Music Computing Conference. - Torino : Zenodo. ; , s. 434-441
  • Conference paper (peer-reviewed)abstract
    • Despite the fact that sounds produced by robots can affect the interaction with humans, sound design is often an overlooked aspect in Human-Robot Interaction (HRI). This paper explores how different sets of sounds designed for expressive robot gestures of a humanoid Pepper robot can influence the perception of emotional intentions. In the pilot study presented in this paper, it has been asked to rate different stimuli in terms of perceived affective states. The stimuli were audio, audio-video and video only and contained either Pepper’s original servomotors noises, sawtooth, or more complex designed sounds. The preliminary results show a preference for the use of more complex sounds, thus confirming the necessity of further exploration in sonic HRI.
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3.
  • Barreiro, Anabela, et al. (author)
  • Multi3Generation : Multitask, Multilingual, Multimodal Language Generation
  • 2022
  • In: Proceedings of the 23rd Annual Conference of the European Association for Machine Translation. - : European Association for Machine Translation. ; , s. 345-346
  • Conference paper (peer-reviewed)abstract
    • This paper presents the Multitask, Multilingual, Multimodal Language Generation COST Action – Multi3Generatio(CA18231), an interdisciplinary networof research groups working on different aspects of language generation. This "meta-paper" will serve as reference for citationof the Action in future publications. It presents the objectives, challenges and a the links for the achieved outcomes.
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4.
  • Håkansson, Maria, et al. (author)
  • Facilitating Mobile Music Sharing and Social Interaction with Push!Music
  • 2007
  • In: Proceedings of the 40th Hawaii International Conference on System Sciences. - Los Alamitos, Calif. : IEEE Computer Society Washington. - 1530-1605. - 0769527558 ; , s. 87-
  • Conference paper (peer-reviewed)abstract
    • Push!Music is a novel mobile music listening and sharing system, where users automatically receive songs that have autonomously recommended themselves from nearby players depending on similar listening behaviour and music history. Push!Music also enables users to wirelessly send songs between each other as personal recommendations. We conducted a two-week preliminary user study of Push!Music, where a group of five friends used the application in their everyday life. We learned for example that the shared music in Push!Music became a start for social interaction and that received songs in general were highly appreciated and could be looked upon as 'treats'.
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5.
  • Frid, Emma, et al. (author)
  • An Exploratory Study On The Effect Of Auditory Feedback On Gaze Behavior In a Virtual Throwing Task With and Without Haptic Feedback
  • 2017
  • In: Proceedings of the 14th Sound and Music Computing Conference. - Espoo, Finland : Aalto University. - 9789526037295 ; , s. 242-249
  • Conference paper (peer-reviewed)abstract
    • This paper presents findings from an exploratory study on the effect of auditory feedback on gaze behavior. A total of 20 participants took part in an experiment where the task was to throw a virtual ball into a goal in different conditions: visual only, audiovisual, visuohaptic and audio- visuohaptic. Two different sound models were compared in the audio conditions. Analysis of eye tracking metrics indicated large inter-subject variability; difference between subjects was greater than difference between feedback conditions. No significant effect of condition could be observed, but clusters of similar behaviors were identified. Some of the participants’ gaze behaviors appeared to have been affected by the presence of auditory feedback, but the effect of sound model was not consistent across subjects. We discuss individual behaviors and illustrate gaze behavior through sonification of gaze trajectories. Findings from this study raise intriguing questions that motivate future large-scale studies on the effect of auditory feedback on gaze behavior. 
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6.
  • Nugent, Christopher, et al. (author)
  • Improving the Quality of User Generated Data Sets for Activity Recognition
  • 2016
  • In: Ubiquitous Computing and Ambient Intelligence, UCAMI 2016, PT II. - Amsterdam : Springer Publishing Company. - 9783319487991 - 9783319487984 ; , s. 104-110
  • Conference paper (peer-reviewed)abstract
    • It is fully appreciated that progress in the development of data driven approaches to activity recognition are being hampered due to the lack of large scale, high quality, annotated data sets. In an effort to address this the Open Data Initiative (ODI) was conceived as a potential solution for the creation of shared resources for the collection and sharing of open data sets. As part of this process, an analysis was undertaken of datasets collected using a smart environment simulation tool. A noticeable difference was found in the first 1-2 cycles of users generating data. Further analysis demonstrated the effects that this had on the development of activity recognition models with a decrease of performance for both support vector machine and decision tree based classifiers. The outcome of the study has led to the production of a strategy to ensure an initial training phase is considered prior to full scale collection of the data.
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7.
  • Sjösten, Alexander, 1988, et al. (author)
  • Filter List Generation for Underserved Regions
  • 2020
  • In: The Web Conference 2020 - Proceedings of the World Wide Web Conference, WWW 2020. - New York, NY, USA : ACM. ; , s. 1682-1692
  • Conference paper (peer-reviewed)abstract
    • Filter lists play a large and growing role in protecting and assisting web users. The vast majority of popular filter lists are crowd-sourced, where a large number of people manually label resources related to undesirable web resources (e.g. ads, trackers, paywall libraries), so that they can be blocked by browsers and extensions. Because only a small percentage of web users participate in the generation of filter lists, a crowd-sourcing strategy works well for blocking either uncommon resources that appear on "popular" websites, or resources that appear on a large number of "unpopular" websites. A crowd-sourcing strategy will perform poorly for parts of the web with small "crowds", such as regions of the web serving languages with (relatively) few speakers. This work addresses this problem through the combination of two novel techniques: (i) deep browser instrumentation that allows for the accurate generation of request chains, in a way that is robust in situations that confuse existing measurement techniques, and (ii) an ad classifier that uniquely combines perceptual and page-context features to remain accurate across multiple languages. We apply our unique two-step filter list generation pipeline to three regions of the web that currently have poorly maintained filter lists: Sri Lanka, Hungary, and Albania. We generate new filter lists that complement existing filter lists. Our complementary lists block an additional 3,349 of ad and ad-related resources (1,771 unique) when applied to 6,475 pages targeting these three regions. We hope that this work can be part of an increased effort at ensuring that the security, privacy, and performance benefits of web resource blocking can be shared with all users, and not only those in dominant linguistic or economic regions.
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10.
  • Bresin, Roberto, 1963-, et al. (author)
  • Looking for the soundscape of the future : preliminary results applying the design fiction method
  • 2020
  • In: Sound and Music Computing Conference 2020.
  • Conference paper (peer-reviewed)abstract
    • The work presented in this paper is a preliminary study in a larger project that aims to design the sound of the future through our understanding of the soundscapes of the present, and through methods of documentary filmmaking, sound computing and HCI. This work is part of a project that will complement and run parallel to Erik Gandini’s research project ”The Future through the Present”, which explores how a documentary narrative can create a projection into the future, and develop a cinematic documentary aesthetics that releases documentary film from the constraints of dealing with the present or the past. The point of departure is our relationship to labour at a time when Robotics, VR/AR and AI applied to Big Data outweigh and augment our physical and cognitive capabilities, with automation expected to replace humans on a large scale within most professional fields. From an existential perspective this poses the question: what will we do when we don’t have to work? And challenges us to formulate a new idea of work beyond its historical role. If the concept of work ethics changes, how would that redefine soundscapes? Will new sounds develop? Will sounds from the past resurface? In the context of this paper we try to tackle these questions by first applying the Design Fiction method. In a workshop with twenty-three participants predicted both positive and negative future scenarios, including both lo-fi and hi-fi soundscapes, and in which people will be able to control and personalize soundscapes. Results are presented, summarized and discussed.
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  • Result 1-10 of 914
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