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Sökning: AMNE:(NATURVETENSKAP Data- och informationsvetenskap Medieteknik)

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1.
  • 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.
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2.
  • Frid, Emma, et al. (författare)
  • Perception of Mechanical Sounds Inherent to Expressive Gestures of a NAO Robot - Implications for Movement Sonification of Humanoids
  • 2018
  • Ingår i: Proceedings of the 15th Sound and Music Computing Conference. - Limassol, Cyprus. - 9789963697304
  • Konferensbidrag (refereegranskat)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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3.
  • Lu, Zhihan, et al. (författare)
  • Multimodal Hand and Foot Gesture Interaction for Handheld Devices
  • 2014
  • Ingår i: ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP). - : Association for Computing Machinery (ACM). - 1551-6857 .- 1551-6865. ; 11:1
  • Tidskriftsartikel (refereegranskat)abstract
    • We present a hand-and-foot-based multimodal interaction approach for handheld devices. Our method combines input modalities (i.e., hand and foot) and provides a coordinated output to both modalities along with audio and video. Human foot gesture is detected and tracked using contour-based template detection (CTD) and Tracking-Learning-Detection (TLD) algorithm. 3D foot pose is estimated from passive homography matrix of the camera. 3D stereoscopic and vibrotactile are used to enhance the immersive feeling. We developed a multimodal football game based on the multimodal approach as a proof-of-concept. We confirm our systems user satisfaction through a user study.
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4.
  • Latupeirissa, Adrian Benigno, et al. (författare)
  • Exploring emotion perception in sonic HRI
  • 2020
  • Ingår i: 17th Sound and Music Computing Conference. - Torino : Zenodo. ; , s. 434-441
  • Konferensbidrag (refereegranskat)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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5.
  • Nugent, Christopher, et al. (författare)
  • Improving the Quality of User Generated Data Sets for Activity Recognition
  • 2016
  • Ingår i: Ubiquitous Computing and Ambient Intelligence, UCAMI 2016, PT II. - Amsterdam : Springer Publishing Company. - 9783319487991 - 9783319487984 ; , s. 104-110
  • Konferensbidrag (refereegranskat)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.
  • Enoksson, Fredrik, 1977-, et al. (författare)
  • The activity of human metadata creation and the Semantic Web
  • 2015
  • Ingår i: International Journal of Metadata, Semantics and Ontologies. - Geneva, SWITZERLAND : InderScience Publishers. - 1744-263X. ; 10:2, s. 64-74
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper presents an explorative study of the human activity of creating metadata, done with the purpose of exploring the practices of this activity and how those can potentially impact the utility of the metadata as it is exposed on a level that enables semantic collaboration, like the Semantic Web. Previous research around human metadata creation seems to indicate that how the activity is carried out has a common core, but is unique in each situation on how it can be improved. The data for this study was gathered through interviews and analyzed using activity theory. The analysis of the data gathered through the interviews indicate that the main objective of the activity is to enable discovery within a collection. Metadata is however created with a community of users in mind, which is sometimes reflected in metadata creation guidelines. These guidelines can in turn impact the discoverability across these communities as metadata is exposed on the Semantic Web.
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8.
  • Vogel, Bahtijar, 1980- (författare)
  • An Open Architecture Approach for the Design and Development of Web and Mobile Software
  • 2014
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • The rapid evolution of web and mobile technologies as well as open standards are important ingredients for developing open software applications. HTML5, affordable electronics, and connectivity costs are some of the trends that drive the web towards an open platform and lead to an increased use of distributed applications. Proprietary software technologies have been extensively deployed throughout multiple platforms, including desktop, web, and mobile systems. Such systems are closed in many cases. Thus, it is rather difficult to expand existing and create additional features for them. Web and mobile software development is fragmented with the existence of multiple browsers and mobile operating systems, that comply differently with web standards. The evolution of web and mobile technologies, coupled with the changes in the deployment environments in which they operate, has resulted in complex requirements that are challenging to satisfy. Additionally, the largest part of the development lifecycle is related to the need to constantly change/modify these software systems within a short-time period. The fact that these systems evolve over time makes it difficult to meet the changing requirements.In this thesis, we offer a novel open architecture approach in the area of web and mobile software design and development when dealing with heterogeneous device environments, together with constantly evolving and dynamic requirements. This approach is grounded on our experiences gained during the last four years of project work regarding the development of a web and mobile software system to support mobile inquiry learning. This case served as a testbed for experimentation with heterogeneous device environments. After five development iterations, our software solution is considered robust, flexible, and expandable as a platform. Among others, this was validated with being tested with more than 500 users. The open architecture approach is also grounded on a literature survey of state of the art projects and definitions related to this concept. The outcomes of this thesis show that an open architecture approach is characterized by flexibility, customizability, and extensibility, which are instantiated into a set of properties. The importance of stressing these three characteristics and their properties in the open architecture approach is based on the identified needs of using open source components, using open data standards, and reducing development time. The research efforts in this thesis resulted in a refined definition of an open architecture approach as well as the initial and refined models that are contextualized within the field of web and mobile software. For validation of the research, the Goal Question Metric (GQM) approach is adapted and extended with a layer of Tasks/Activities. The data is collected from the project work mentioned above and three follow-up cases. The results show that the benefits of an open architecture approach can be reflected in terms of: achievement of the software system’s long-term goals; reduced development time; and increased satisfaction of the users. These benefits refer to the possibility to easily adapt emerging technologies and address dynamic changes and requirements. The contributions of this thesis are threefold: (1) for researchers, our open architecture approach could be used to analyze a system from a top down perspective; (2) for developers, it could be used as an approach to identify and address the needs for building an open evolvable system from a bottom up perspective; (3) for domain experts in the technology enhanced learning field, it could be used as a sustainability approach through which to integrate new tools and address complex requirements when designing new educational activities.
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9.
  • Bresin, Roberto, 1963-, et al. (författare)
  • Looking for the soundscape of the future : preliminary results applying the design fiction method
  • 2020
  • Ingår i: Sound and Music Computing Conference 2020.
  • Konferensbidrag (refereegranskat)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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10.
  • Proceedings of ISon 2010 - Interactive Sonification Workshop : Human Interaction with Auditory Displays
  • 2010
  • Proceedings (redaktörskap) (refereegranskat)abstract
    • IntroductionThese are the proceedings of the ISon 2010 meeting, which is the 3rd international Interactive Sonification Workshop. The first ISon workshop was held in Bielefeld (Germany) in 2004, and a second one was held in York (UK) in 2007.These meetings:focus on the link between auditory displays and human‐computer interactionbring together experts in sonification to exchange ideas and work‐in‐progressstrengthen networking in sonification researchHigh quality work is assured by a peer‐reviewing process, and the successful papers were presented at the conference and are published here.ISon 2010 was supported by COST IC0601 Action on Sonic Interaction Design (SID) (http://www.cost‐sid.org/). About Interactive SonificationSonification & Auditory Displays are increasingly becoming an established technology for exploring data, monitoring complex processes, or assisting exploration and navigation of data spaces. Sonification addresses the auditory sense by transforming data into sound, allowing the human user to get valuable information from data by using their natural listening skills.The main differences of sound displays over visual displays are that sound can:Represent frequency responses in an instant (as timbral characteristics)Represent changes over time, naturallyAllow microstructure to be perceivedRapidly portray large amounts of dataAlert listener to events outside the current visual focusHolistically bring together many channels of informationAuditory displays typically evolve over time since sound is inherently a temporal phenomenon. Interaction thus becomes an integral part of the process in order to select, manipulate, excite or control the display, and this has implications for the interface between humans and computers. In recent years it has become clear that there is an important need for research to address the interaction with auditory displays more explicitly. Interactive Sonification is the specialized research topic concerned with the use of sound to portray data, but where there is a human being at the heart of an interactive control loop. Specifically it deals with:interfaces between humans and auditory displaysmapping strategies and models for creating coherency between action and reaction (e.g. acoustic feedback, but also combined with haptic or visual feedback)perceptual aspects of the display (how to relate actions and sound, e.g. cross‐modal effects, importance of synchronisation)applications of Interactive Sonificationevaluation of performance, usability and multi‐modal interactive systems including auditory feedbackAlthough ISon shines a spotlight on the particular situations where there is real‐time interaction with sonification systems, the usual community for exploring all aspects of auditory display is ICAD (http://www.icad.org/). ContentsThese proceedings contain the conference versions of all contributions to the 3rd International interactive Sonification Workshop. Where papers have audio or audiovisual examples, these are listed in the paper and will help to illustrate the multimedia content more clearly.We very much hope that the proceedings provide an inspiration for your work and extend your perspective on the new emerging research field of interactive sonification.Roberto Bresin, Thomas Hermann, Andy Hunt, ISon 2010 Organisers
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