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Träfflista för sökning "AMNE:(ENGINEERING AND TECHNOLOGY) AMNE:(Other Engineering and Technologies) AMNE:(Interaction Technologies) "

Sökning: AMNE:(ENGINEERING AND TECHNOLOGY) AMNE:(Other Engineering and Technologies) AMNE:(Interaction Technologies)

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1.
  • Shafiq, ur Réhman, 1978-, et al. (författare)
  • Using Vibrotactile Language for Multimodal Human Animals Communication and Interaction
  • 2014
  • Ingår i: Proceedings of the 2014 Workshops on Advances in Computer Entertainment Conference, ACE '14. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450333146 ; , s. 1:1-1:5
  • Konferensbidrag (refereegranskat)abstract
    • In this work we aim to facilitate computer mediated multimodal communication and interaction between human and animal based on vibrotactile stimuli. To study and influence the behavior of animals, usually researchers use 2D/3D visual stimuli. However we use vibrotactile pattern based language which provides the opportunity to communicate and interact with animals. We have performed experiment with a vibrotactile based human-animal multimodal communication system to study the effectiveness of vibratory stimuli applied to the animal skin along with audio and visual stimuli. The preliminary results are encouraging and indicate that low-resolution tactual displays are effective in transmitting information.
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2.
  • Amundin, Mats, et al. (författare)
  • A proposal to use distributional models to analyse dolphin vocalisation
  • 2017
  • Ingår i: Proceedings of the 1st International Workshop on Vocal Interactivity in-and-between Humans, Animals and Robots, VIHAR 2017. - 9782956202905 ; , s. 31-32
  • Konferensbidrag (refereegranskat)abstract
    • This paper gives a brief introduction to the starting points of an experimental project to study dolphin communicative behaviour using distributional semantics, with methods implemented for the large scale study of human language.
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3.
  • 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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4.
  • Frid, Emma, 1988- (författare)
  • Musical Robots : Overview and Methods for Evaluation
  • 2023
  • Ingår i: Sound and Robotics. - Boca Raton, FL, USA : Informa UK Limited. ; , s. 1-42
  • Bokkapitel (refereegranskat)abstract
    • Musical robots are complex systems that require the integration of several different functions to successfully operate. These processes range from sound analysis and music representation to mapping and modeling of musical expression. Recent advancements in Computational Creativity (CC) and Artificial Intelligence (AI) have added yet another level of complexity to these settings, with aspects of Human–AI Interaction (HAI) becoming increasingly important. The rise of intelligent music systems raises questions not only about the evaluation of Human-Robot Interaction (HRI) in robot musicianship but also about the quality of the generated musical output. The topic of evaluation has been extensively discussed and debated in the fields of Human–Computer Interaction (HCI) and New Interfaces for Musical Expression (NIME) throughout the years. However, interactions with robots often have a strong social or emotional component, and the experience of interacting with a robot is therefore somewhat different from that of interacting with other technologies. Since musical robots produce creative output, topics such as creative agency and what is meant by the term "success" when interacting with an intelligent music system should also be considered. The evaluation of musical robots thus expands beyond traditional evaluation concepts such as usability and user experience. To explore which evaluation methodologies might be appropriate for musical robots, this chapter first presents a brief introduction to the field of research dedicated to robotic musicianship, followed by an overview of evaluation methods used in the neighboring research fields of HCI, HRI, HAI, NIME, and CC. The chapter concludes with a review of evaluation methods used in robot musicianship literature and a discussion of prospects for future research.
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5.
  • 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.
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6.
  • Schötz, Susanne, et al. (författare)
  • Phonetic Characteristics of Domestic Cat Vocalisations
  • 2017
  • Ingår i: Proceedings of the 1st International Workshop on Vocal Interactivity in-and-between Humans, Animals and Robots, VIHAR 2017. - 9782956202905 ; , s. 5-6
  • Konferensbidrag (refereegranskat)abstract
    • The cat (Felis catus, Linneaus 1758) has lived around or with humans for at least 10,000 years, and is now one of the most popular pets of the world with more than 600 millionindividuals. Domestic cats have developed a more extensive, variable and complex vocal repertoire than most other members of the Carnivora, which may be explained by their social organisation, their nocturnal activity and the long period of association between mother and young. Still, we know surprisingly little about the phonetic characteristics of these sounds, and about the interaction between cats and humans.Members of the research project Melody in human–cat communication (Meowsic) investigate the prosodic characteristics of cat vocalisations as well as the communication between human and cat. The first step includes a categorisation of cat vocalisations. In the next step it will be investigated how humans perceive the vocal signals of domestic cats. This paper presents an outline of the project which has only recently started.
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7.
  • 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.
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8.
  • 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.
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9.
  • Nielsen, Stig Anton, 1981, et al. (författare)
  • Propositional Architecture using Induced Representation
  • 2014
  • Ingår i: What’s the Matter? Materiality and Materialism at the Age of Computation. - 9789608932067 ; , s. 297-312
  • Konferensbidrag (refereegranskat)abstract
    • The paper describes a method and an approach to using sensor data, machine-learning and pattern recognition for proposing and guiding immediate modifications to the existing built environment. The proposed method; Induced Representation, consists of a few steps which we have identified as crucial for such an approach. The steps are A: data collection from the environment, B: machine cognition, learning, prediction, and, c: proposition, visualization, and embodied representations for quick implementation. In the paper we outline the factual and theoretical basis for this approach, and we present and discuss three experiments that each deal with the steps A, B and C.
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10.
  • 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.
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11.
  • Liu, Yuanhua, 1971, et al. (författare)
  • Considering the importance of user profiles in interface design
  • 2009
  • Ingår i: User Interfaces. ; , s. 23-
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • User profile is a popular term widely employed during product design processes by industrial companies. Such a profile is normally intended to represent real users of a product. The ultimate purpose of a user profile is actually to help designers to recognize or learn about the real user by presenting them with a description of a real user’s attributes, for instance; the user’s gender, age, educational level, attitude, technical needs and skill level. The aim of this chapter is to provide information on the current knowledge and research about user profile issues, as well as to emphasize the importance of considering these issues in interface design. In this chapter, we mainly focus on how users’ difference in expertise affects their performance or activity in various interaction contexts. Considering the complex interaction situations in practice, novice and expert users’ interactions with medical user interfaces of different technical complexity will be analyzed as examples: one focuses on novice and expert users’ difference when interacting with simple medical interfaces, and the other focuses on differences when interacting with complex medical interfaces. Four issues will be analyzed and discussed: (1) how novice and expert users differ in terms of performance during the interaction; (2) how novice and expert users differ in the perspective of cognitive mental models during the interaction; (3) how novice and expert users should be defined in practice; and (4) what are the main differences between novice and expert users’ implications for interface design. Besides describing the effect of users’ expertise difference during the interface design process, we will also pinpoint some potential problems for the research on interface design, as well as some future challenges that academic researchers and industrial engineers should face in practice.
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12.
  • Andersson, Anders-Petter, 1969-, et al. (författare)
  • Designing empowering vocal and tangible interaction :
  • 2013
  • Ingår i: The International conference on new interfaces for musical expression. - Kaejeon, Korea : Seoul National University. ; , s. 406-412
  • Konferensbidrag (refereegranskat)abstract
    • Our voice and body are important parts of our self-experience, and our communication and relational possibilities. They gradually become more important for Interaction Design due to increased development of tangible interaction and mobile communication. In this paper we present and discuss our work with voice and tangible interaction in our ongoing research project RHYME. The goal is to improve health for families, adults and children with disabilities through use of collaborative, musical, tangible media. We build on the use of voice in Music Therapy and on a humanistic health approach. Our challenge is to design vocal and tangible interactive media that through use reduce isolation and passivity and increase empowerment for the users. We use sound recognition, generative sound synthesis, vibrations and cross-media techniques to create rhythms, melodies and harmonic chords to stimulate voice-body connections, positive emotions and structures for actions.
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13.
  • 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.
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14.
  • Cano-Viktorsson, Carlos, 1977- (författare)
  • From Maps to Apps : Tracing the Organizational Responsiveness of an Early Multi-Modal Travel Planning Service
  • 2015
  • Ingår i: The Journal of urban technology. - London : Taylor & Francis. - 1063-0732 .- 1466-1853. ; 22:4, s. 87-101
  • Tidskriftsartikel (refereegranskat)abstract
    • An Internet-based system for informing on multimodal travel planning (several modes of transportation) was introduced in Stockholm, Sweden in October 2000 in the form of a web page called trafiken.nu. The web page has a historical value of being one of the first attempts in Europe, and possibly the world, at providing an ICT-based travel planning service geared towards facilitating sustainable travel to the general public. The aim of this article is to investigate the historical development of trafiken.nu in order to draw lessons on how to better provide for a public information service with a potential for facilitating sustainable travel planning. Findings from the study of trafiken.nu suggest that the organizations behind the service have been slow in adapting to shifting media technology practices on how to provide for information which has affected the uptake of the service. Lessons from the case study provide a basis for arguing that organizations attempting to implement public information services would benefit from finding a means of harnessing collective intelligence in order to provide for a more customizable and responsive service to the general public.
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15.
  • 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.
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16.
  • 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.
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17.
  • Andersson, Anders-Petter, 1969-, et al. (författare)
  • Vocal and tangible interaction crossing borders
  • 2013
  • Ingår i: Include Asia 2013 Proceedings. - London : Helen Hamlyn Centre of Design, The Royal College of Art in London, The Hong Kong Design Centre. - 9781907342707
  • Konferensbidrag (refereegranskat)abstract
    • Our voice and body are important parts of our self-expression and self-experience for all of us. They are also essential for our way to communicate and build relations cross borders such as abilities, ages, locations and backgrounds. Voice, body and tangibility gradually become more important for ICT, due to increased development of tangible interaction and mobile communication. The voice and tangible interaction therefore also become more important for the Universal Design field. In this paper we present and discuss our work with voice and tangible interaction in our ongoing research project RHYME. The goal is to improve health for families, adults and children with disabilities through use of collaborative, musical, tangible and sensorial media. We build on use of voice in Music Therapy, knowledge from multi-sensory stimulation and on a humanistic health approach. Our challenge is to design vocal and tangible interactive media that are sensorially stimulating. Interactive media that through use reduce isolation and passivity and increase empowerment for all the users. We use sound recognition, generative sound synthesis, vibrations and cross-media techniques, to create rhythms, melodies and harmonic chords to stimulate voice-body connections, positive emotions and structures for actions.
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18.
  • 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.
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19.
  • 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.
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20.
  • Arkenson, Caroline, et al. (författare)
  • Tag and seek a location-based game in tainan city
  • 2014
  • Ingår i: CHI PLAY 2014 - Proceedings of the 2014 Annual Symposium on Computer-Human Interaction in Play. - New York, NY, USA : Association for Computing Machinery (ACM). ; , s. 315-318
  • Konferensbidrag (refereegranskat)abstract
    • Tag and Seek is a location-based game which leads a traveler through Tainan City in Taiwan. The traveler's task is to find Harry's friends who are hiding at different sites in the city. Once at the site, the traveler has to scan a Near Field Communication (NFC) tag placed on a board looking like Harry's friend. When the NFC tag is scanned the lost friend is found, information about the site is presented and instructions to the next site will be available. The game lets the traveler experience culture, gain knowledge about sites in the city and meet local citizens - without the traveler having to plan the trip ahead. By implementing NFC technology as check points the interaction with the game differs from regular tourist guides and the threat of privacy which comes with location-based services is greatly lowered as the traveler is not being tracked by GPS. From our user evaluation we found that both the interface and interaction with the boards could use some improvements to increase the usability.
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21.
  • Serholt, Sofia, 1986, et al. (författare)
  • Trouble and Repair in Child–Robot Interaction: A Study of Complex Interactions With a Robot Tutee in a Primary School Classroom
  • 2020
  • Ingår i: Frontiers in Robotics and AI. - : Frontiers Media SA. - 2296-9144. ; 7:46
  • Tidskriftsartikel (refereegranskat)abstract
    • Today, robots are studied and expected to be used in a range of social roles within classrooms. Yet, due to a number of limitations in social robots, robot interactions should be expected to occasionally suffer from troublesome situations and breakdowns. In this paper, we explore this issue by studying how children handle interaction trouble with a robot tutee in a classroom setting. The findings have implications not only for the design of robots, but also for evaluating their benefit in, and for, educational contexts. In this study, we conducted video analysis of children's group interactions with a robot tutee in a classroom setting, in order to explore the nature of these troubles in the wild. Within each group, children took turns acting as the primary interaction partner for the robot within the context of a mathematics game. Specifically, we examined what types of situations constitute trouble in these child–robot interactions, the strategies that individual children employ to cope with this trouble, as well as the strategies employed by other actors witnessing the trouble. By means of Interaction Analysis, we studied the video recordings of nine group interaction sessions (n = 33 children) in primary school grades 2 and 4. We found that sources of trouble related to the robot's social norm violations, which could be either active or passive. In terms of strategies, the children either persisted in their attempts at interacting with the robot by adapting their behavior in different ways, distanced themselves from the robot, or sought the help of present adults (i.e., a researcher in a teacher role, or an experimenter) or their peers (i.e., the child's classmates in each group). In terms of the witnessing actors, they addressed the trouble by providing guidance directed at the child interacting with the robot, or by intervening in the interaction. These findings reveal the unspoken rules by which children orient toward social robots, the complexities of child–robot interaction in the wild, and provide insights on children's perspectives and expectations of social robots in classroom contexts.
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22.
  • Stylidis, Kostas, 1978, et al. (författare)
  • Perceived Quality Evaluation with the Use of Extended Reality
  • 2019
  • Ingår i: Proceedings of the International Conference on Engineering Design, ICED. - : Cambridge University Press (CUP). - 2220-4334 .- 2220-4342. ; 1:1, s. 1993-2002
  • Konferensbidrag (refereegranskat)abstract
    • If designers want to communicate quality aspects of the product, there is a need to bring these characteristics into the measurable space of perceived quality (PQ) attributes. To illustrate the solution for designers' dilemma of the “best design choice” in this study we applied the PQ attributes importance ranking (PQAIR) method, with the example of a bread toaster. We choose for evaluation three PQ attributes which can significantly influence visual quality of a product: Gap, Flush and Parallelism. We performed the experiment measuring subjective preferences over the toaster designs of two respondent's groups - “Designers” and “Customers.” We used sequentially: (i) web-survey (still images); (ii) desktop system; and (iii) fully immersive head-mounted display system (Virtual Reality). Consequently, we conducted a post-experiment survey regarding subjective preferences, related to the PQ communication channels that have been implemented during the study. Our results indicate advantages and drawbacks for each PQ communication method that we applied in this experiment and encourage further research in the area of products' perceived quality assessment.
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23.
  • Augustian, Midhumol, et al. (författare)
  • EEG Analysis from Motor Imagery to Control a Forestry Crane
  • 2018
  • Ingår i: Intelligent Human Systems Integration (IHSI 2018). - Cham : Springer. - 9783319738871 - 9783319738888 ; , s. 281-286
  • Konferensbidrag (refereegranskat)abstract
    • Brain-computer interface (BCI) systems can provide people with ability to communicate and control real world systems using neural activities. Therefore, it makes sense to develop an assistive framework for command and control of a future robotic system which can assist the human robot collaboration. In this paper, we have employed electroencephalographic (EEG) signals recorded by electrodes placed over the scalp. The human-hand movement based motor imagery mentalization is used to collect brain signals over the motor cortex area. The collected µ-wave (8–13 Hz) EEG signals were analyzed with event-related desynchronization/synchronization (ERD/ERS) quantification to extract a threshold between hand grip and release movement and this information can be used to control forestry crane grasping and release functionality. The experiment was performed with four healthy persons to demonstrate the proof-of concept BCI system. From this study, it is demonstrated that the proposed method has potential to assist the manual operation of crane operators performing advanced task with heavy cognitive work load.
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24.
  • Kilic Afsar, Ozgun, et al. (författare)
  • Corseto : A Kinesthetic Garment for Designing, Composing for, and Experiencing an Intersubjective Haptic Voice
  • 2023
  • Ingår i: Conference on Human Factors in Computing Systems - Proceedings. - New York, NY, USA : Association for Computing Machinery. - 9781450394215 ; , s. 1-23
  • Konferensbidrag (refereegranskat)abstract
    • We present a novel intercorporeal experience - an intersubjective haptic voice. Through an autobiographical design inquiry, based on singing techniques from the classical opera tradition, we created Corsetto, a kinesthetic garment for transferring somatic reminiscents of vocal experience from an expert singer to a listener. We then composed haptic gestures enacted in the Corsetto, emulating upper-body movements of the live singer performing a piece by Morton Feldman named Three Voices. The gestures in the Corsetto added a haptics-based 'fourth voice' to the immersive opera performance. Finally, we invited audiences who were asked to wear Corsetto during live performances. Afterwards they engaged in micro-phenomenological interviews. The analysis revealed how the Corsetto managed to bridge inner and outer bodily sensations, creating a feeling of a shared intercorporeal experience, dissolving boundaries between listener, singer and performance. We propose that 'intersubjective haptics' can be a generative medium not only for singing performances, but other possible intersubjective experiences. © 2023 Owner/Author.
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25.
  • Andersson, Anders-Petter, 1969-, et al. (författare)
  • Vocal and tangible technology for music and health
  • 2013
  • Ingår i: Book of abstracts. - Oslo : The Norwegian Academy of Music. ; , s. 24-24
  • Konferensbidrag (refereegranskat)abstract
    • Our voice and body are important parts of our self-expression and self-experience. They are also essential for our way to communicate and build relations cross borders like abilities, ages, locations, backgrounds and cultures. Voice and tangibility gradually become more important when developing new music technology for the Music Therapy and the Music and Health fields, due to new technology possibilities that have recently arisen. For example smartphones, computer games and networked, social media services like Skype. In this paper we present and discuss our work with voice and tangible interaction in our ongoing research project. The goal is to improve health for families, adults and children with severe disabilities through use of collaborative, musical, tangible sensorial media. We build on use of voice in Music Therapy and studies by Lisa Sokolov, Diane Austin, Kenneth Bruscia and Joanne Loewy. Further we build on knowledge from Multi-sensory stimulation and on a humanistic health approach. Our challenge is to design vocal and tangible, sensorially stimulating interactive media, that through use reduce isolation and passivity and increase empowerment for all the users. We use sound recognition, generative sound synthesis, vibrations and cross- media techniques, to create rhythms, melodies and harmonic chords to stimulate body- voice connections, positive emotions and structures for actions. The reflections in this paper build on action research methods, video observations and research-by-design methods. We reflect on observations of families and close others with children with severe disabilities, interacting in three vocal and tangible installations.
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26.
  • Bergman, Martin, 1985 (författare)
  • Affective Surface Engineering for Product Design
  • 2016
  • Licentiatavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Design research, sensation and perception, hard metrology, emotional functions, semantics, surface roughness, product interaction, core values, total appearance… the list of scientific phrases never ends. Yet, what do they mean and how shall we use it when we are communicating with the industry and our end users? Is it possible to link the product experience to process parameters, put a number onto it? When you can measure spoken needs or even better, implied needs, of a product, and relate that data to the production, it is possible do create advanced products with high interaction stimuli. By joining engineering sciences (hard metrology) with design science (soft metrology) correlations between customer’s product experience (emotional functions) and surface properties (technical functions) can be established.The research briefly handles an optimization process where the framework from Kansei Engineering (KE) is used to evaluate the semantics issues primarily regarding materials and functional surfaces of products. The basic idea is that; the stakeholder’s experience shall be observed already at the phase of ideation in the product development process, which then facilitates the project (in regard to the total appearance) later on when a concept reaches the production stage. The results presented in this thesis are carried out through a number of case studies together with the industry. The main result and aim of the research is a developed robust approach that links emotional functions with technical functions, which in the next step facilitates the improvement of the total appearance of a product.  Nevertheless, it should be recognized that research is not yet complete. It is an iterative process, which confirms that the loop of the method needs to be complete. The developed method is a toolbox with the fundamental tools and workshops to facilitate the correlation process mentioned above, however the packaging of the final step in the method is not yet complete. The future research outlook will focus on the “independent industry implementation” where the method is used by the industry by guidelines only, thus without researchers support.
  •  
27.
  • Aronsson, Sanna, et al. (författare)
  • Supporting after action review in simulator mission training : Co-creating visualization concepts for training of fast-jet fighter pilots
  • 2019
  • Ingår i: The Journal of Defence Modeling and Simulation. - : Sage Publications. - 1548-5129 .- 1557-380X. ; 16:3, s. 219-231
  • Tidskriftsartikel (refereegranskat)abstract
    • This article presents the design and evaluation of visualization concepts supporting After Action Review (AAR) in simulator mission training of fast-jet fighter pilots. The visualization concepts were designed based on three key characteristics of representations: re-representation, graphical constraining, and computational offloading. The visualization concepts represent combined parameters of missile launch and threat range, the former meant to elicit discussions about the prerequisites for launching missiles, and the latter to present details of what threats a certain aircraft is facing at a specific moment. The visualization concepts were designed to: 1) perceptually and cognitively offload mental workload from participants in support of determining relevant situations to discuss; 2) re-represent parameters in a format that facilitates reading-off of crucial information; and 3) graphically constrain plausible interpretations. Through a series of workshop iterations, two visualization concepts were developed and evaluated with 11 pilots and instructors. All pilots were unanimous in their opinion that the visualization concepts should be implemented as part of the AAR. Offloading, in terms of finding interesting events in the dynamic and unique training sessions, was the most important guiding concept, while re-representation and graphical constraining enabled a more structured and grounded collaboration during the AAR.
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28.
  • Gustafsson, Susanne, et al. (författare)
  • Evaluation of an interactive showroom to increase general knowledge about welfare technology and its potential in municipal care settings
  • 2020
  • Ingår i: Scandinavian Journal of Occupational Therapy. - : Taylor & Francis. - 1103-8128 .- 1651-2014. ; 27:8, s. 591-600
  • Tidskriftsartikel (refereegranskat)abstract
    • Background: Welfare Technology (WT) can promote participation in activity. Thus, initiatives to support the implementation of WT products and services in municipality care settings needs to be developed and evaluated to benefit end-users. Objective: To evaluate an interactive showroom of WT. Material and method: Municipal employees (n = 217) filled in a questionnaire before and after they visited an interactive showroom of WT. Findings: The number of participants confirming WT’s potential to contribute to municipal operation areas increased in seven out of eight areas after their visits (p < 0.05). A statistically significant increase was also found regarding general knowledge of and confidence in WT and its potential value. Conclusion: A visit to the interactive showroom increased the perceived general knowledge and appreciated value of WT. The perception of the possibility of implementing WT in various municipal operation areas also increased, which may contribute to the implementation of WT in municipal care settings.
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29.
  • Bresin, Roberto, 1963-, et al. (författare)
  • Sonification of the self vs. sonification of the other : Differences in the sonification of performed vs. observed simple hand movements
  • 2020
  • Ingår i: International journal of human-computer studies. - : Elsevier BV. - 1071-5819 .- 1095-9300. ; 144
  • Tidskriftsartikel (refereegranskat)abstract
    • Existing works on interactive sonification of movements, i.e., the translation of human movement qualities from the physical to the auditory domain, usually adopt a predetermined approach: the way in which movement features modulate the characteristics of sound is fixed. In our work we want to go one step further and demonstrate that the user role can influence the tuning of the mapping between movement cues and sound parameters. Here, we aim to verify if and how the mapping changes when the user is either the performer or the observer of a series of body movements (tracing a square or an infinite shape with the hand in the air). We asked participants to tune movement sonification while they were directly performing the sonified movement vs. while watching another person performing the movement and listening to its sonification. Results show that the tuning of the sonification chosen by participants is influenced by three variables: role of the user (performer vs observer), movement quality (the amount of Smoothness and Directness in the movement), and physical parameters of the movements (velocity and acceleration). Performers focused more on the quality of their movement, while observers focused more on the sonic rendering, making it more expressive and more connected to low-level physical features.
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30.
  • Kontopoulos, E., et al. (författare)
  • Deliverable 4.5: Context-aware Content Interpretation
  • 2016
  • Rapport (refereegranskat)abstract
    • The current deliverable summarises the work conducted within task T4.5 of WP4, presenting our proposed approaches for contextualised content interpretation, aimed at gaining insightful contextualised views on content semantics. This is achieved through the adoption of appropriate context-aware semantic models developed within the project, and via enriching the semantic descriptions with background knowledge, deriving thus higher level contextualised content interpretations that are closer to human perception and appraisal needs. More specifically, the main contributions of the deliverable are the following: A theoretical framework using physics as a metaphor to develop different models of evolving semantic content. A set of proof-of-concept models for semantic drifts due to field dynamics, introducing two methods to identify quantum-like (QL) patterns in evolving information searching behaviour, and a QL model akin to particle-wave duality for semantic content classification. Integration of two specific tools, Somoclu for drift detection and Ncpol2spda for entanglement detection. An “energetic” hypothesis accounting for contextualized evolving semantic structures over time. A proposed semantic interpretation framework, integrating (a) an ontological inference scheme based on Description Logics (DL), (b) a rule-based reasoning layer built on SPARQL Inference Notation (SPIN), (c) an uncertainty management framework based on non-monotonic logics. A novel scheme for contextualized reasoning on semantic drift, based on LRM dependencies and OWL’s punning mechanism. An implementation of SPIN rules for policy and ecosystem change management, with the adoption of LRM preconditions and impacts. Specific use case scenarios demonstrate the context under development and the efficiency of the approach. Respective open-source implementations and experimental results that validate all the above.All these contributions are tightly interlinked with the other PERICLES work packages: WP2 supplies the use cases and sample datasets for validating our proposed approaches, WP3 provides the models (LRM and Digital Ecosystem models) that form the basis for our semantic representations of content and context, WP5 provides the practical application of the technologies developed to preservation processes, while the tools and algorithms presented in this deliverable can be deployed in combination with test scenarios, which will be part of the WP6 test beds.
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31.
  • Maronidis, A., et al. (författare)
  • PERICLES Deliverable 4.3: Content Semantics and Use Context Analysis Techniques
  • 2016
  • Rapport (refereegranskat)abstract
    • The current deliverable summarises the work conducted within task T4.3 of WP4, focusing on the extraction and the subsequent analysis of semantic information from digital content, which is imperative for its preservability. More specifically, the deliverable defines content semantic information from a visual and textual perspective, explains how this information can be exploited in long-term digital preservation and proposes novel approaches for extracting this information in a scalable manner. Additionally, the deliverable discusses novel techniques for retrieving and analysing the context of use of digital objects. Although this topic has not been extensively studied by existing literature, we believe use context is vital in augmenting the semantic information and maintaining the usability and preservability of the digital objects, as well as their ability to be accurately interpreted as initially intended.
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32.
  • Cappelen, Birgitta, 1962-, et al. (författare)
  • Towards an empowering tangible interaction design for diversity
  • 2013
  • Ingår i: Include Asia 2013 Proceedings. - London : The Helen Hamlyn Centre for Design, The ROyal College of Art in London, Hong Kong Desing Centre. - 9781907342707
  • Konferensbidrag (refereegranskat)abstract
    • The seven principles of Universal Design, such as ”4. Perceptible Information” and ”5. Tolerance for errors”, are formulated from the design’s or system’s perspective. The principles focus on the qualities of the system or design, not on the value of use, the long time experience and use by many different people. Nor do the principles embrace a cultural and social understanding of the value of things, designs and situations. In this paper we argue for the necessity to broaden this narrow system or product design perspective, when designing to empower diverse users. Our field of study is musical and cross-media Tangible Interaction Design, where multimedia computer capabilities are included in everyday objects. Our goal is to motivate social and musical co-creation for families with disabled children to improve their health and quality of life. To extend our design thinking, practice and understanding of a design’s value, meaning and empowering potential, we build on a humanistic health approach, resource-oriented thinking, Positive psychology and Empowerment philosophy. In the paper we present and discuss how we design cross-media, interactive, tangible and musical things to motivate and empower a variety of users in our on-going RHYME project.
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33.
  • Frid, Emma, 1988-, et al. (författare)
  • Music Creation by Example
  • 2020
  • Ingår i: Proceedings CHI '20: CHI Conference on Human Factors in Computing Systems. - New York, NY, USA : Association for Computing Machinery (ACM). ; , s. 1-13
  • Konferensbidrag (refereegranskat)abstract
    • Short online videos have become the dominating media on social platforms. However, finding suitable music to accompany videos can be a challenging task to some video creators, due to copyright constraints, limitations in search engines, and required audio-editing expertise. One possible solution to these problems is to use AI music generation. In this paper we present a user interface (UI) paradigm that allows users to input a song to an AI engine and then interactively regenerate and mix AI-generated music. To arrive at this design, we conducted user studies with a total of 104 video creators at several stages of our design and development process. User studies supported the effectiveness of our approach and provided valuable insights about human-AI interaction as well as the design and evaluation of mixedinitiative interfaces in creative practice.
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34.
  • Jaber, Razan, 1988- (författare)
  • Towards Designing Better Speech Agent Interaction : Using Eye Gaze for Interaction
  • 2023
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This research is about addressing the need to better understand interaction with conversational user interfaces (CUIs) and how human-technology `conversations' can be improved by drawing on the lessons learned from human-human interaction. It focuses on incorporating abstractions of complex human behaviour, specifically gaze, to enhance interactions with speech agents in conversations. Across four empirical studies, a mix of methods is used to look closely at the interaction between the user and the system.I offer empirical and conceptual contributions for interaction designers and researchers. First, I present a novel speech interface, Tama, which is a gaze-aware speech agent designed to explore the use of gaze in conversational interactions with smart speakers. Second, I present the empirical contributions, that is, the studies that document the interactions with and around speech interfaces, including ongoing, non-system-directed speech. A moment-by-moment analysis of these interactions highlights the opportunities that the gaze offers as a modality to enhance the interaction with the speech agent, as well as the problems and limitations when such a modality is used. The third contribution is a conceptual contribution made by providing perspective on minimal anthropomorphic design. This produces interactions that are not human-like in terms of behaviour but do take advantage of the skills used in human interaction as a key to advancing interactions with speech agents.Based on my research work and contributions, I reflect upon advancing interactions with speech interfaces, focusing on what different technologies can offer and the possibility of taking the next step in designing CUIs. I then discuss the need to bridge the work of different fields (i.e. conversation analysis (CA), human-computer interaction (HCI), and human-robot interaction (HRI)) to combine models and approaches from all these fields in order to guide designers building speech systems. I see three competing yet complementary interaction paradigms across CUIs. I call these paradigms Direct Speech Interaction, Agent-Mediated Interaction, and Para-Speech Interaction. Each of these paradigms has specific challenges and opportunities for interaction. 
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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).
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36.
  • ur Réhman, Shafiq, 1978-, et al. (författare)
  • Vibrotactile TV for immersive experience
  • 2014
  • Ingår i: Signal and Information Processing Association Annual Summit and Conference (APSIPA), 2014 Asia-Pacific. - : IEEE conference proceedings. - 9786163618238
  • Konferensbidrag (refereegranskat)abstract
    • Audio and video are two powerful media forms to shorten the distance between audience/viewer and actors or players in the TV and films. The recent research shows that today people are using more and more multimedia contents on mobile devices, such as tablets and smartphones. Therefore, an important question emerges - how can we render high-quality, personal immersive experiences to consumers on these systems? To give audience an immersive engagement that differs from `watching a play', we have designed a study to render complete immersive media which include the `emotional information' based on augmented vibrotactile-coding on the back of the user along with audio-video signal. The reported emotional responses to videos viewed with and without haptic enhancement, show that participants exhibited an increased emotional response to media with haptic enhancement. Overall, these studies suggest that the effectiveness of our approach and using a multisensory approach increase immersion and user satisfaction.
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37.
  • Roumen, Geert, et al. (författare)
  • Envisioning Arduino Action : A collaborative tool for physical computing in educational settings
  • 2021
  • Ingår i: International Journal of Child-Computer Interaction. - : Elsevier BV. - 2212-8689 .- 2212-8697. ; 29
  • Tidskriftsartikel (refereegranskat)abstract
    • Micro-controllers like Arduino are increasingly used in classroom settings to teach skills, attitudesand knowledge around technology. Education around these tools is often set in group contexts andcollaboration is typically considered an important part of the learning process. However, much of thesoftware tools currently available are still designed around a laptop programming paradigm that tendsto restrict collaboration rather than encourage shifting of roles and sharing of experiences. This paperexplores how to design tools that invite collaborative interactions, in particular how mobile softwaretools, with heavy usage of video as an interactive resource, could allow for collaborative sketchingand understanding. Based on contextual inquiries with educators, observations and engagements withstudents in classroom settings, and a workshop with Arduino Education, this paper sketches out avision for how the software tools used for learning physical computing can be re-designed to better work within the context of group work from the observations, for groups of students aged 14–16-years old.
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38.
  • 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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39.
  • Westin, Jonathan, 1980, et al. (författare)
  • A virtual diorama : Mapping archives in situ at places of cultural significance
  • 2017
  • Ingår i: Nordisk Museologi. - 1103-8152 .- 2002-0503. ; :2, s. 22-36
  • Tidskriftsartikel (refereegranskat)abstract
    • Using the wooden church of Södra Råda as a case study, this article concerns new applications of technology to contextualise and activate archive material in situ at places of cultural significance. Using a combination of augmented reality and virtual reality, we describe a process of turning historical photographs and two-dimensional reconstruction drawings into three-dimensional virtual models that can be lined up to a physical space. The leading questions for our investigation concern how archive material can be contextualised, and how the result may be made accessible in situ and contribute to place development. The result of this research suggests possibilities for using historical photographs to faithfully reconstruct lost historical spaces as three-dimensional surfaces that contextualise documentation and offer spatial information.
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40.
  • Serholt, Sofia, 1986 (författare)
  • Breakdowns in children's interactions with a robotic tutor: A longitudinal study
  • 2018
  • Ingår i: Computers in Human Behavior. - : Elsevier BV. - 0747-5632. ; 81, s. 250-264
  • Tidskriftsartikel (refereegranskat)abstract
    • In recent years, there has been a growing research interest towards exploring the benefit of Child–Robot Interaction for educational purposes through the use of social robotics. Despite the label, such robots are typically only social within scripted activities. The current study takes a critical look at the case of a robotic tutor which was implemented in an elementary school for 3.5 months, where children repeatedly took turns interacting with the robot individually as well as in pairs. The aim of the study was to explore what caused breakdowns in children's interactions with the robotic tutor. In this qualitative study, over 14 h of video recordings of children's interaction sessions were analyzed in-depth through interaction analysis and thematic analysis. The results comprise four themes to explain why children's interactions with the robotic tutor break down: (1) the robot's inability to evoke initial engagement and identify misunderstandings, (2) confusing scaffolding, (3) lack of consistency and fairness, and finally, (4) controller problems. The implications of these breakdowns for the educational use of robots are discussed, and it is concluded that several challenges need to be rigorously addressed in order for robotic tutors to be able to feature in education.
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41.
  • Vega-Barbas, Mario, et al. (författare)
  • Adaptive Software Architecture Based on Confident HCI for the Deployment of Sensitive Services in Smart Homes
  • 2015
  • Ingår i: Sensors. - : Multidisciplinary Digital Publishing Institute. - 1424-8220. ; 15:4, s. 7294-7322
  • Tidskriftsartikel (refereegranskat)abstract
    • Smart spaces foster the development of natural and appropriate forms of human-computer interaction by taking advantage of home customization. The interaction potential of the Smart Home, which is a special type of smart space, is of particular interest in fields in which the acceptance of new technologies is limited and restrictive. The integration of smart home design patterns with sensitive solutions can increase user acceptance. In this paper, we present the main challenges that have been identified in the literature for the successful deployment of sensitive services (e.g., telemedicine and assistive services) in smart spaces and a software architecture that models the functionalities of a Smart Home platform that are required to maintain and support such sensitive services. This architecture emphasizes user interaction as a key concept to facilitate the acceptance of sensitive services by end-users and utilizes activity theory to support its innovative design. The application of activity theory to the architecture eases the handling of novel concepts, such as understanding of the system by patients at home or the affordability of assistive services. Finally, we provide a proof-of-concept implementation of the architecture and compare the results with other architectures from the literature.
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42.
  • Kurdve, Martin, Dr, 1971-, et al. (författare)
  • Establishing SME–university collaboration through innovation support programmes
  • 2020
  • Ingår i: Journal of Manufacturing Technology Management. - : Emerald Group Publishing Ltd.. - 1741-038X .- 1758-7786. ; 31:8, s. 1583-1604
  • Tidskriftsartikel (refereegranskat)abstract
    • Purpose: The research purpose is to analyse when and how innovation support programmes (ISPs) can affect collaboration between universities and established small and medium sized enterprises (SMEs). The paper specifically considers SME’s absorptive capacity. Design/methodology/approach: A Swedish research centre is studied in the context of innovation support and two of its SME-ISPs are examined with regards to industry–university collaboration and impact on firm innovation capabilities. Data collection and analysis are performed, using interviews, survey answers, document search and reflectional analysis to evaluate processes and effects of the centre and the programmes. Findings: A developed research centre, integrated into both academia and industry, can support translational collaboration and promote SME innovation absorptive capacity. The action learning elements and the organisational development approaches used when coaching in the ISPs contribute to the SMEs internal absorption capacity and collaborational skills. Organising collaboration into ISPs can provide a relational path to future collaboration with universities, which, for example start with student projects. Research limitations/implications: The study, though limited to one Swedish region, adds to empirical innovation research as it connects industry–university collaboration and absorptive capacity to organisational learning. Practical implications: The empirical results indicate possible long-term gains for industry and universities in building collaborative innovation into SME-ISPs. Originality/value: The contribution of this study pertains to the practice of innovation support for established SMEs with the inclusion of absorption capacity and collaborative innovation development. 
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43.
  • 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.
  •  
44.
  • 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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45.
  • 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.
  •  
46.
  • Ljungblad, Sara, 1977, et al. (författare)
  • What maters in professional drone pilots' practice? an interview study to understand the complexity of theirwork and inform human-drone interaction research
  • 2021
  • Ingår i: Conference on Human Factors in Computing Systems - Proceedings. - New York, NY, USA : ACM.
  • Konferensbidrag (refereegranskat)abstract
    • Human-drone interaction is a growing topic of interest within HCI research. Researchers propose many innovative concepts for drone applications, but much of this research does not incorporate knowledge on existing applications already adopted by professionals. This limits the validity of said research. To address this limitation, we present our fndings from an in-depth interview study with 10 professional drone pilots. Our participants were armed with signifcant experience and qualifcations - pertinent to both drone operations and a set of applications covering diverse industries. Our fndings have resulted in design recommendations that should inform both ends and means of human-drone interaction research. These include, but are not limited to: safety-related protocols, insights from domain-specifc use cases, and relevant practices outside of hands-on fight.
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47.
  • 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.
  •  
48.
  • Zboinska, Malgorzata, 1981, et al. (författare)
  • Expressing and Sensing the Hybrid Materiality: Voluminous Interactive Architectural Substance
  • 2019
  • Ingår i: TEI 2019 - Proceedings of the 13th International Conference on Tangible, Embedded, and Embodied Interaction. - New York, NY, USA : ACM. ; , s. 483-489
  • Konferensbidrag (refereegranskat)abstract
    • In this architectural research exploration, we challenge the notion of an interactive architectural surface as a single-layered, two-dimensional interaction interface. Instead, we propose the notion of an Interactive Voluminous Substance, which moves the interaction experience into four dimensions, shifting it from far-field, proximity-based interaction to a near-field, tactile one. We present four features of architectural expression that could potentially sustain the embodiment of this Substance: spatial positioning, geometry, expression, hybrid material composition and interaction design. If the future architectural interiors and exteriors are made from the Voluminous Architectural Substance, how would it be to dwell with it? We propose two physical prototypes and two interaction stories as speculative objects probing this question.
  •  
49.
  • Finnerman, Oskar, et al. (författare)
  • Reactor modeling assessment for urea-SNCR applications
  • 2017
  • Ingår i: International Journal of Numerical Methods for Heat and Fluid Flow. - : Emerald Group Publishing Limited. - 0961-5539 .- 1758-6585. ; 27:7, s. 1395-1411
  • Tidskriftsartikel (refereegranskat)abstract
    • Purpose – The work investigates the effects of neglecting, modeling or partly resolving turbulent fluctuations of velocity, temperature and concentrations on the predicted turbulence-chemistry interaction in urea-SNCR systems.Design/methodology/approach – Numerical predictions of the NO conversion efficiency in an industrial urea-SNCR system are compared to experimental data. Reactor models of varying complexity are assessed, ranging from one-dimensional ideal reactor models to state-of-the-art CFD simulations based on the DES approach. The models employ the same reaction mechanism, but differ in the degree to which they resolve the turbulent fluctuations of the gas phase. A methodology for handling of unknown experimental data with regard to providing adequate boundary conditions is also proposed.Findings – One-dimensional reactor models may be useful for a first quick assessment of urea-SNCR system performance. It is critical to account for heat losses, if present, due to the significant sensitivity of the overall process to temperature. The most comprehensive DES setup evaluated is associated with approximately two orders of magnitude higher computational cost than the conventional RANS-based simulations. For studies that require a large number of simulations (e.g. optimizations or handling of incomplete experimental data), the less costly approaches may be favored with a tolerable loss of accuracy.Originality/value – Novel numerical and experimental results are presented to elucidate the role of turbulent fluctuations on the performance of a complex, turbulent, reacting multiphase flow.
  •  
50.
  • Ranisch, Robert, et al. (författare)
  • Digital contact tracing and exposure notification: ethical guidance for trustworthy pandemic management
  • 2021
  • Ingår i: Ethics and Information Technology. - : Springer Science and Business Media LLC. - 1388-1957 .- 1572-8439. ; 23, s. 285-294
  • Tidskriftsartikel (refereegranskat)abstract
    • There is growing interest in contact tracing apps (CT apps) for pandemic management. It is crucial to consider ethical requirements before, while, and after implementing such apps. In this paper, we illustrate the complexity and multiplicity of the ethical considerations by presenting an ethical framework for a responsible design and implementation of CT apps. Using this framework as a starting point, we briefly highlight the interconnection of social and political contexts, available measures of pandemic management, and a multi-layer assessment of CT apps. We will discuss some trade-offs that arise from this perspective. We then suggest that public trust is of major importance for population uptake of contact tracing apps. Hasty, ill-prepared or badly communicated implementations of CT apps will likely undermine public trust, and as such, risk impeding general effectiveness.
  •  
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