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Träfflista för sökning "AMNE:(TEKNIK OCH TEKNOLOGIER) AMNE:(Annan teknik) AMNE:(Interaktionsteknik) "

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1.
  • 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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2.
  • 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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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.
  • Dodig-Crnkovic, Gordana, 1955 (författare)
  • Cognitive Architectures Based on Natural Info-Computation
  • 2022
  • Ingår i: Studies in Applied Philosophy, Epistemology and Rational Ethics. - Cham : Springer. - 2192-6255 .- 2192-6263. ; , s. 3-13, s. 3-13
  • Bokkapitel (refereegranskat)abstract
    • At the time when the first models of cognitive architectures have been proposed, some forty years ago, understanding of cognition, embodiment and evolution was substantially different from today’s. So was the state of the art of information physics, information chemistry, bioinformatics, neuroinformatics, computational neuroscience, complexity theory, self-organization, theory of evolution, as well as the basic concepts of information and computation. Novel developments support a constructive interdisciplinary framework for cognitive architectures based on natural morphological computing, where interactions between constituents at different levels of organization of matter-energy and their corresponding time-dependent dynamics, lead to complexification of agency and increased cognitive capacities of living organisms that unfold through evolution. Proposed info-computational framework for naturalizing cognition considers present updates (generalizations) of the concepts of information, computation, cognition, and evolution in order to attain an alignment with the current state of the art in corresponding research fields. Some important open questions are suggested for future research with implications for further development of cognitive and intelligent technologies.
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5.
  • Challenge the past / diversify the future - proceedings
  • 2015
  • Samlingsverk (redaktörskap) (övrigt vetenskapligt/konstnärligt)abstract
    • Challenge the Past / Diversify the Future is a multidisciplinary conference for scholars and practitioners who study the implementation and potential of visual and multi-sensory representations to challenge and diversify our understanding of history and culture. This volume contains an overview of all the presentations.
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6.
  • 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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7.
  • 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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8.
  • Vinblad, Elin, et al. (författare)
  • KOM MED - kommunicera med teknik : Metoder och övningar
  • 2022
  • Bok (populärvet., debatt m.m.)abstract
    • Metod- och övningsbok om Alternativ och Kompletterande Kommunikation (AKK), med fokus på kommunikationshjälpmedel, praktiska metoder och förhållningssätt. Boken ingår i ett kursmaterial i tre delar, för utbildning av personliga assistenter och andra som arbetar och lever nära ungdomar och vuxna med omfattande kommunikationssvårigheter på grund av funktionsnedsättning.
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9.
  • 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.
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10.
  • 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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11.
  • Waddington, Simon, et al. (författare)
  • PERICLES – Digital Preservation through Management of Change in Evolving Ecosystems.
  • 2016
  • Ingår i: The Success of European Projects Using New Information and Communication Technologies. - Setubal, Portugal. - 9789897581762 ; , s. 51-74
  • Konferensbidrag (refereegranskat)abstract
    • Management of change is essential to ensure the long-term reusabilityof digital assets. Change can be brought about in many ways, includingthrough technological, user community and policy factors. Motivated by casestudies in space science and time-based media, we consider the impact ofchange on complex digital objects comprising multiple interdependent entities,such as files, software and documentation. Our approach is based on modellingof digital ecosystems, in which abstract representations are used to assess risksto sustainability and support tasks such as appraisal. The paper is based onwork of the EU FP7 PERICLES project on digital preservation, and presentssome general concepts as well as a description of selected research areas underinvestigation by the project.
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12.
  • 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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13.
  • 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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14.
  • Fischer, Björn (författare)
  • A Socio-Material Study of User Involvement : Interrogating the practices of technology development for older people in a digitalised world
  • 2022
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Population ageing and increased digitalization each constitute an ongoing and profound transformation within contemporary modes of living, as growing advances in technological development mix and intermingle with the lived realities of older people as the final recipients. It is against the backdrop of this interplay that user involvement has enjoyed ever-rising advocacy to an almost normative degree. Beyond articulating methodological principles, however, the literature has remained surprisingly vague as to the practical implementation of the approach. Less appears to be known, both empirically and conceptually, about how design and user involvement are done in practice and how they would matter to bring about intentional or unintentional effects. To engage with these developments, this thesis aims at taking the practices of user involvement and design to the centre of its inquiry by adopting a perspective from Science and Technology Studies (STS). Specifically, the thesis seeks to both build on and contribute to the established body of STS on the connection between technology design and older users and ask: What is there to learn about user involvement as a method, if we focus on the practices of doing user involvement? To answer this question, the thesis studies four different aspects of the practices of user involvement and design. In particular, the thesis reviews the literature on how user involvement mattered in previous empirical projects that include older people (Paper I), it examines how different configurations of participation matter in design workshops (Paper II), it scrutinizes the achievement of user involvement in corporate practices (Paper III) and it traces the circumstantial performances of such practices (Paper IV). The largest empirical piece comes from a two-year ethnographic study of a small- to medium-sized enterprise, the material from which informed Paper III and Paper IV.The findings highlight how user involvement in practice is both contingent and transformative, as it selectively enrols different participants and performs multiple realities. In practice, user involvement appears to be dependent on a set of underlying premises and socio-material conditions and thus is always a dynamic and momentary achievement. Furthermore, the thesis shows how the practices of user involvement themselves may bring into existence different realities, articulating and materializing particular versions of objects and images of ageing. Accordingly, the thesis contributes theoretically by illuminating the underlying socio-material facets of user involvement, and by emphasizing ageing as a particular object/image of design. Specifically, the appended papers encompass a conceptual framework, as well as three new concepts: design multiple, shifting interstices and viscous image landscape, in order to theorize the underlying conditions for user involvement, its relationship with design and its entanglement with ageing. Practically, the thesis enunciates three main implications regarding questions of goodness, politics and ethics.
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15.
  • 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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16.
  • 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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17.
  • 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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18.
  • 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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19.
  • 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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21.
  • 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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22.
  • Tanqueray, Laetitia, et al. (författare)
  • What Norms Are Social Robots Reflecting? A Socio-Legal Exploration on HRI Developers
  • 2023
  • Ingår i: Social Robots in Social Institutions : Proceedings of Robophilosophy 2022 - Proceedings of Robophilosophy 2022. - 9781643683744 - 9781643683751 ; 366, s. 305-314
  • Konferensbidrag (refereegranskat)abstract
    • By relying on theory from sociology of law and data feminism, this study showcases the norms guiding development in human-robot interaction. This qualitative study consists of an ethnography of the HRI conference 2021 and expert interviews which were merged and analysed using an ethnographic content analysis method on NVivo. The socio-legal data feminist lens enables to pinpoint the lack of clear legal involvement, the reliance on the HRI community to develop, and the normative impact this has on the overall development of social robots. This study not only aims to showcase the vital role of HRI developers, but also the need for more critical scholars in this area.
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23.
  • Lang, Victoria Ashley, 1994, et al. (författare)
  • Highly integrated bionic prostheses resolve the thermal asymmetry between residual amputated and contralateral limbs
  • 2023
  • Ingår i: Scientific Reports. - 2045-2322 .- 2045-2322. ; 13:1
  • Tidskriftsartikel (refereegranskat)abstract
    • Residual limbs after amputation present colder temperatures than unaffected contralateral limbs. This temperature asymmetry has been attributed to autonomic and cognitive factors, such as changes in body representation. An ideal limb replacement should restore the body representation and resolve the temperature asymmetry, but conventional prostheses, commonly characterized as disembodied, fail to do so. Neuromusculoskeletal prostheses are a new concept of artificial limbs that directly interface with the user's nerves, muscles, and skeleton, and are operated in daily life by bidirectionally transferring control and somatosensory information. Here, we show that the temperature asymmetry commonly found in people with amputations is resolved when using a neuromusculoskeletal prosthesis but reappears when it is removed. A potential explanation for this phenomenon might be the increased embodiment reported by users of neuromusculoskeletal prostheses, which in turn would suggest unconscious perceptual mechanisms mediating the temperature asymmetry commonly found between intact and residual limbs after amputation.
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24.
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25.
  • 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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26.
  • 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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27.
  • Berlin, Cecilia, 1981, et al. (författare)
  • Fysisk arbetsmiljö för hälsa, välmående och prestation
  • 2020
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • Denna rapport har till syfte att ge en kunskaps-översikt över tillgänglig forskning på temat ”Fysisk arbetsmiljö för hälsa, välmående och prestation”. Kunskapsöversiktens innehåll fokuserar på hur en frisk och välmående fysisk arbetsplats utformas, för att ge förutsättningar för god arbetsprestation parallellt med hög grad av välmående. Rapporten är avsiktligen vinklad bort från problemfokuserad litteratur om skaderisker, likaså om insatser för hälsopromotion som syftar till att individen tar ett större eget ansvar för att öka sin fysiska aktivitet eller ändring av livsstil. Istället riktas fokus mot friskfaktorer som härrör från en väl genomtänkt och avsiktlig formgivning (design) av arbetsplatsen, både i form av layout och dess ingående tekniska lösningar (exempelvis utrustningar, möbler med mera). Översikten inkluderar till stor del litteratur från ergonomi- och design-fältet, i syfte att betona kunskap om den avsiktligt formgivna arbetsmiljön och dess ingående designparametrar. En systematisk litteratursökning har genomförts med sökning i två databaser, Scopus och Web of Science. Till en början identifierades 4299 sökträffar som uppfyllde sökkriterierna. Efter sållning, granskning av abstracts och kvalitetsutvärdering av 446 fulltexter inkluderades och kategoriserades till slut 317 artiklar i två huvudsakliga kategorier: 196 primär- och litteraturstudier om fysisk belastning på arbetsplatser, samt 121 designprocessorienterade artiklar vars innehåll ger råd om, vägleder och organiserar formgivningen av en hälsosam och välfungerande fysisk arbetsplats. Kvalitetsgranskning genomfördes på samtliga inkluderade artiklar; empiriska primärstudier utvärderades med McGill Mixed Methods Appraisal Tool (MMAT), litteraturstudier med Critical Appraisal Skills programmes (CASP) mall för kunskapsöversikter, och den designprocessorienterade litteraturen genomgick en förenklad kvalitetsgranskning med specialanpassad mall. Den inkluderade kunskapen spänner över många olika studietyper, metodansatser, interventionsavsikter och yrkesgrupper. Inom kategorin primär- och litteraturstudier identifierades fältstudier (134), laboratoriska studier (45), enkätbaserade tvärsnittsstudier (53) och litteraturstudier (14). Ett första resultat var att friskfaktorer av olika slag identifierades; dessa uttrycks oftast i form av önskade utfall som är spridda över ett spektrum mellan välbefinnande å ena sidan och prestation å andra sidan, till exempel välmående, nöjdhet, återhämtning, komfort, engagemang, prestation, produktivitet, effektivitet, kreativitet, problemlösning och samarbete. Vissa ”negativt” formulerade utfall är också indikatorer på fysisk belastningsfriskhet, till exempel minskad stress, fysisk belastning, fysisk skaderisk eller felhandling. Som synes håller sig inte alla dessa utfall strikt till den fysiska arbetsmiljön, utan påverkar även kognitiva och organisatoriska friskfaktorer. Resultaten redovisades även indelat i de yrkeskategorier som kunde betraktas som utmärkande i materialet. Den största proportionen av yrkesrelaterad litteratur om friskfaktorer handlar om kunskapsarbete (som domineras av kontorsstudier), följt av studier från vårdsektorn, därefter från industriella tillämpningar (inklusive byggbranschen) och därefter övriga yrken och studier som inkluderar flera yrkeskategorier samtidigt. Den design-processorienterade litteraturen innehåller mycket vägledning i hur arbetsplatser bör utformas generellt för att förbättra friskhet. De flesta studier om designprocesser som ger processrekommendationer om hur utformningsarbetet bör fortlöpa och organiseras rekommenderar en deltagande (participativ) ansats, för att skapa bättre förståelse för medarbetarnas behov och skapa engagemang under designprocessen både för design av arbetsredskap och av arbetsplatser. Det finns dock en del studier som visar att deltagande processer inte alltid leder till önskade effekter.  Andra värdefulla bidrag från denna litteraturkategori berör användandet av olika verktyg för simulering och utvärdering samt metoder för att bedöma lämpligheten av arbetsplatsutformningen för specifika grupper av användare. Både arbetsplatsdesign och tekniska produktlösningar för att stödja friskhet på arbetsplatsen har utvärderats av litteraturen. Ett fåtal studier fokuserade på att utvärdera arbetsredskap för olika yrkeskategorier, ofta med belastningsergonomiska och riskkartläggande perspektiv, men även med hänsyn till aspekter som nöjdhet, preferens och användarvänlighet. Andra specifika spår i litteraturen är artiklar om sittande och stående, särskilda arbetskrav och förutsättningar för äldre arbetskraft, återhämtning. Användning av nya teknikutvecklingar i design- och utvärderingsprocesser är en annan trend som syns i litteraturen. Rapporten lyfter fram tre områden som kan bli allt vanligare: robotar som arbetsredskap inklusive hur arbetsfördelning mellan robotar och människor bör ske, användning av bärbar teknologi (wearables) eller rörelseregistrerande teknik (till exempel sensorer och kameror) för aktivitets- och/eller biometrisk mätning och slutligen ökad användning av simuleringar, exempelvis via så kallade digitala tvillingar, för design och underhåll av arbetsplatser. Enligt en kategori studier framhålls att designmässiga arbetsplatsförändringar bör kombineras med utbildning, träning och kunskapskomplettering för att uppnå beteendeförändringar hos användare av arbetsplatsen eller arbetsredskapen, detta för att erhålla de största och mest varaktiga effekterna på hälsa och välmående. Den designprocessorienterade litteraturen gav en rik och varierad vägledning i olika processer, ansatser, verktyg och metoder för hur en friskhetsfrämjande arbetsplatsdesign kan stödjas. Bidragen kan vara vägledande både för individ- och makroperspektiv, det vill säga systemsynen i artiklarna varierar mellan olika systemnivåer och kan vägleda såväl olika processteg som val och utvärdering av specifika utrustningar och layouter samt ge råd för hur en deltagande process som involverar medarbetarna bör gå till. Bland verktygen som beskrivs för dessa ändamål finns metoder, analytiska modeller, mätutrustningar och simuleringstekniker. Denna översikt hade en bred ansats, vilket har visat sig vara både en styrka och en svaghet. Det är svårt att finna klara, allmänna rekommendationer med hänsyn till så många olika specialsammanhang och skilda arbetssystems syften. Även om renodlade studier om enskilda ”friskhetsfrämjande” faktorer finns, är multi-utfallsinriktade ansatser en mycket mer intressant och relevant väg att gå för framtida forskning och utveckling. För att komma längre och djupare med sådana kombinationer av syften, tror författarna att en framgångsfaktor är att begränsa sig till fördjupade studier inom avgränsade yrkesområden, till exempel industri, vård, kunskapsarbete och andra, mer specifika områden som i denna översikt har sammanförts med andra kategorier. En ytterligare rekommenderad fördjupning skulle vara att fokusera på utvärderingar av belastningsreducerande arbetsredskap, särskilt i syfte att vägleda organisationer, arbetsgivare och formgivare i processen att upphandla, välja, införskaffa och implementera utrustning och arbetsredskap. Något som bör beforskas mer är parallella utvärderingar av fysisk och kognitiv (eller mental) arbetsbelastning från samma arbete. Detta är svårt men mycket viktigt att undersöka. Denna studie har även funnit få bidrag som berör tidsrelaterade faktorer som till exempel schemaläggning, rotation med mera, vilka presenterats som strategier för en hälsosammare grad av fysisk belastning i arbetet. En närbesläktad aspekt som vore intressant att undersöka närmare är hur interaktionen med digitala gränssnitt påverkar den fysiska belastningen, då användningen av fler digitala tjänster leder till mer fysisk interaktion med ”smarta” gränssnitt och handhållna/bärbara tekniker både i våra yrken och privat. Vidare identifierade översikten få studier som beskriver misslyckade designprocesser.
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28.
  • Sellberg, Charlott, 1974, et al. (författare)
  • From technical and non-technical skills to hybrid minds: Reconceptualizing cognition and learning in semi-automated environments
  • 2020
  • Ingår i: Advances in Intelligent Systems and Computing. - Cham : Springer International Publishing. - 2194-5365 .- 2194-5357. ; 1211 AISC, s. 191-197, s. 191-197
  • Konferensbidrag (refereegranskat)abstract
    • The aim of this study is to review and compare theories and methods for studying cognition and learning in simulator-based maritime training, preparing students for work in socio-technical systems on ships that are rapidly becoming increasingly autonomous. A comparison of studies that draw on classic cognitivist theories with situated and socio-cultural theories on cognition and learning is conducted. The findings reveal tensions between different research ontologies, pointing towards the need to re-consider the dualistic view on human relations with technology underlying the technical and non-technical skills taxonomy. Instead, the notion of a hybrid mind is introduced to maritime human factors. A hybrid mind is both relying on and is shaped by its embeddedness in increasingly complex and powerful cognitive habits and technical systems. Hence, the concept serves as a compelling tool to explain how increased levels of automation continuously change both cognitive practices and capacities of humans at work.
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29.
  • Zhang, Chi, et al. (författare)
  • Social-IWSTCNN: A social interaction-weighted spatio- temporal convolutional neural network for pedestrian trajectory prediction in urban traffic scenarios
  • 2021
  • Ingår i: IEEE Intelligent Vehicles Symposium, 11-17 July 2021, Proceedings. - : IEEE. - 9781728153957 ; 2021-July, s. 1515-1522
  • Konferensbidrag (refereegranskat)abstract
    • Pedestrian trajectory prediction in urban scenarios is essential for automated driving. This task is challenging because the behavior of pedestrians is influenced by both their own history paths and the interactions with others. Previous research modeled these interactions with pooling mechanisms or aggregating with hand-crafted attention weights. In this paper, we present the Social Interaction-Weighted Spatio- Temporal Convolutional Neural Network (Social-IWSTCNN), which includes both the spatial and the temporal features. We propose a novel design, namely the Social Interaction Extractor, to learn the spatial and social interaction features of pedestrians. Most previous works used ETH and UCY datasets which include five scenes but do not cover urban traffic scenarios extensively for training and evaluation. In this paper, we use the recently released large-scale Waymo Open Dataset in urban traffic scenarios, which includes 374 urban training scenes and 76 urban testing scenes to analyze the performance of our proposed algorithm in comparison to the state-of-the-art (SOTA) models. The results show that our algorithm outperforms SOTA algorithms such as Social-LSTM, Social-GAN, and Social-STGCNN on both Average Displacement Error (ADE) and Final Displacement Error (FDE). Furthermore, our Social- IWSTCNN is 54.8 times faster in data pre-processing speed, and 4.7 times faster in total test speed than the current best SOTA algorithm Social-STGCNN.
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30.
  • Hedvall, Per-Olof, et al. (författare)
  • Moving Beyond Human Bodies on Display : Signs of a Shift in Categorisation
  • 2022
  • Ingår i: DAI - Il Disegno per l’Accessibilità e l’Inclusione. - Milano : Publica. - 9788899586256 ; , s. 48-59
  • Konferensbidrag (refereegranskat)abstract
    • In this paper, we explore signs on toilet doors. Our aim is to contribute to an enhanced understanding of how goals and ambitions regarding inclusion are realised in design processes. We identify and outline three patterns for inclusive signage: 1) Addition, where inclusive signage is accomplished by adding more pictograms of different persons, 2) Combination, where inclusive signage is accomplished by composite pictograms, 3) what we choose to call Nonclusion, where nonclusive signage is accomplished by not depicting persons, bodies, or roles at all. We end by discussing the three patterns in terms of a growing unease towards inclusion as such and with the prevailing patterns of categorisation of people, bodies, and roles.
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31.
  • 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.
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32.
  • Andreasson, Rebecca, et al. (författare)
  • Effects of Visualizing Missing Data : An Empirical Evaluation
  • 2014
  • Ingår i: 18th International Conference on Information Visualisation (IV). - : IEEE conference proceedings. - 9781479941032 ; , s. 132-138
  • Konferensbidrag (refereegranskat)abstract
    • This paper presents an empirical study that evaluates the effects of visualizing missing data on decision-making tasks. A comparison between three visualization techniques: (1) emptiness, (2) fuzziness, and (3) emptiness plus explanation, revealed that the latter technique induced significantly higher degree of decision-confidence than the visualization technique fuzziness. Moreover, emptiness plus explanation yield the highest number of risky choices of the three. This result suggests that uncertainty visualization techniques affect the decision-maker and the decisionconfidence. Additionally, the results indicate a possible relation between the degree of decision-confidence and the decision-maker's displayed risk behavior.
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33.
  • 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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34.
  • Hansen, Kjetil Falkenberg, 1972-, et al. (författare)
  • DJ scratching performance techniques : Analysis and synthesis
  • 2003
  • Ingår i: Proc. Stockholm Music Acoustics Conference. ; , s. 693-696
  • Konferensbidrag (refereegranskat)abstract
    • Scratching is a popular way of making music, turning the DJ into a musician. Normally scratching is done using a vinyl record, a turntable and a mixer. Vinyl manipulation is built up by a number of specialized techniques that have been analysed in a previous study. The present study has two main objectives. First is to better understand and model turntable scratching as performed by DJs. Second is to design a gesture controller for physical sound models, i.e. models of friction sounds. We attached sensors to a DJ equipment set-up. Then a DJ was asked to perform typical scratch gestures both isolated and in a musical context, i.e. as in a real performance. He also was asked to play with different emotions: sad, angry, happy and fearful. A model of the techniques used by the DJ was built based on the analysis of the collected data. The implementation of the model has been done in pd. The Radio Baton, with specially adapted gesture controllers, has been used for controlling the model. The system has been played by professional DJs in concerts.
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35.
  • Viktorelius, Martin, et al. (författare)
  • Automation and the imbrication of human and material agency : A sociomaterial perspective
  • 2021
  • Ingår i: International journal of human-computer studies. - London : Elsevier. - 1071-5819 .- 1095-9300. ; 145, s. 1-11
  • Tidskriftsartikel (refereegranskat)abstract
    • Automation is projected to transform many industries and work domains and enable both increased levels of safety and efficiency by reallocating many of the functions traditionally performed by operators. However, research on the relation between automation and work practice is lagging and needs to be further explored in order to ground the debate and design of automated work on a sound empirical basis reflecting work in actual organizational settings. In particular, research is needed that offers rich naturalistic representations of human automation interaction that accounts for the mutual shaping of human and material agency over time. The ethnographic workplace study reported in this paper draws on the sociomaterial practice perspective and on the theory of imbrication to analyze a case in which an automatic speed regulation system was installed onboard five large passenger ferries in order to improve the energy efficiency of the execution of voyages. The results show how the adoption, appropriation and use of automated technologies is inextricable from the local patterns of social interaction and collaboration. The study contributes with a deeper understanding of the relation and entanglement of the social and technological elements in human automation interaction.
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36.
  • 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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37.
  • 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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38.
  • Haage, Mathias, et al. (författare)
  • Teaching Assembly by Demonstration using Advanced Human Robot Interaction and a Knowledge Integration Framework
  • 2017
  • Ingår i: Procedia Manufacturing. - : Elsevier BV. - 2351-9789. ; 11, s. 164-173
  • Tidskriftsartikel (refereegranskat)abstract
    • Conventional industrial robots are heavily dependent on hard automation that requires pre-specified fixtures and time-consuming (re)programming performed by experienced operators. In this work, teaching by human-only demonstration is used for reducing required time and expertise to setup a robotized assembly station. This is achieved by the proposed framework enhancing the robotic system with advanced perception and cognitive abilities, accessed through a user-friendly Human Robot Interaction interface. The approach is evaluated on a small parts’ assembly use case deployed onto a collaborative industrial robot testbed. Experiments indicate that the proposed approach allows inexperienced users to efficiently teach robots new assembly tasks.
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39.
  • Bäckström, Caroline, et al. (författare)
  • Expecting parents' perceptions of the digital parental support "childbirth journey" constructed as a serious game : an intervention study
  • 2022
  • Ingår i: Digital Health. - : Sage Publications. - 2055-2076. ; 8
  • Tidskriftsartikel (refereegranskat)abstract
    • Objective: The aim of this study was to explore expecting parents’ perceptions of the Childbirth Journey as an intervention that includes medical information for parental support, constructed as a serious game.Methods: In this qualitative study, semi-structured interviews were held with expecting parents in Sweden who were able to talk about specific parts of the Childbirth Journey they appreciated or found difficult to understand. A phenomenographic methodology was employed for data analysis.Results: Participants perceived the Childbirth Journey to be easily accessible and customized with reliable information. The design and features of the intervention were perceived by the expecting parents to enhance the intervention’s usability, appeal, and trustworthiness. When parental couples used the Childbirth Journey together, it gave them an opportunity to discuss and better understand each other’s situation. The participants proposed several changes to the existing version of the game, mostly related to extending practical information and illustrated scenarios but also to the further development of the game’s design and animations. The participants found the Knowledge portal to be the most appealing part of the Childbirth Journey.Conclusions: The Childbirth Journey intervention was concluded to be a valuable digital complement to in-person profes- sional support, especially given the current COVID-19 pandemic restrictions in place in Sweden, which do not allow antenatal visits by partners. However, in its current form, the Childbirth Journey has some deficiencies and would therefore benefit from further development and exploration.
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40.
  • Normark, Carl Jörgen, PhD, et al. (författare)
  • Guidelines for a mobile tool to address human factors issues in aircraft maintenance
  • 2019
  • Ingår i: International Journal of Human Factors and Ergonomics. - : InderScience Publishers. - 2045-7804 .- 2045-7812. ; 6:3, s. 208-226
  • Tidskriftsartikel (refereegranskat)abstract
    • Highly specialised personnel are dependent on others and diverse systems to perform error-free aircraft maintenance. Research has shown that the maintenance process can be improved to reduce errors and increase usability by using a mobile tool. The goal of this project was to draw on theories of user-centred design to explore what human factors issues for maintenance personnel can be addressed by a mobile tool to make the most out of maintenance planning, execution, and follow-up. Military aircraft maintenance personnel at an air force unit were interviewed and observed. The following six problem areas that could be improved by the use of a mobile tool were identified: several information sources must constantly be consulted; information is constantly transferred between different locations and media types; technical documentation can be inconsistent and hard to access; there are strict hierarchies and certifications of personnel; the means of recording and transferring communicative information are insufficient; and there can be a long lag time for updates, error reporting and feedback of actions. A correctly designed mobile tool could solve these problems by combining all the information sources and recording relevant maintenance information.
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41.
  • 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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42.
  • 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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43.
  • 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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44.
  • Dodig-Crnkovic, Gordana, 1955, et al. (författare)
  • Discussion on the Relationship between Computation, Information, Cognition, and Their Embodiment
  • 2023
  • Ingår i: Entropy. - : MDPI AG. - 1099-4300. ; 25
  • Tidskriftsartikel (refereegranskat)abstract
    • Three special issues of Entropy journal have been dedicated to the topics of “Information-Processing and Embodied, Embedded, Enactive Cognition”. They addressed morphological computing, cognitive agency, and the evolution of cognition. The contributions show the diversity of views present in the research community on the topic of computation and its relation to cognition. This paper is an attempt to elucidate current debates on computation that are central to cognitive science. It is written in the form of a dialog between two authors representing two opposed positions regarding the issue of what computation is and could be, and how it can be related to cognition. Given the different backgrounds of the two researchers, which span physics, philosophy of computing and information, cognitive science, and philosophy, we found the discussions in the form of Socratic dialogue appropriate for this multidisciplinary/cross-disciplinary conceptual analysis. We proceed as follows. First, the proponent (GDC) introduces the info-computational framework as a naturalistic model of embodied, embedded, and enacted cognition. Next, objections are raised by the critic (MM) from the point of view of the new mechanistic approach to explanation. Subsequently, the proponent and the critic provide their replies. The conclusion is that there is a fundamental role for computation, understood as information processing, in the understanding of embodied cognition.
  •  
45.
  • 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.
  •  
46.
  • Menghi, Claudio, 1987, et al. (författare)
  • Multi-robot LTL planning under uncertainty
  • 2018
  • Ingår i: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). - Cham : Springer International Publishing. - 1611-3349 .- 0302-9743. ; 10951 LNCS, s. 399-417
  • Konferensbidrag (refereegranskat)abstract
    • Robot applications are increasingly based on teams of robots that collaborate to perform a desired mission. Such applications ask for decentralized techniques that allow for tractable automated planning. Another aspect that current robot applications must consider is partial knowledge about the environment in which the robots are operating and the uncertainty associated with the outcome of the robots’ actions. Current planning techniques used for teams of robots that perform complex missions do not systematically address these challenges: (1) they are either based on centralized solutions and hence not scalable, (2) they consider rather simple missions, such as A-to-B travel, (3) they do not work in partially known environments. We present a planning solution that decomposes the team of robots into subclasses, considers missions given in temporal logic, and at the same time works when only partial knowledge of the environment is available. We prove the correctness of the solution and evaluate its effectiveness on a set of realistic examples.
  •  
47.
  • Menghi, Claudio, 1987, et al. (författare)
  • Poster: Towards multi-robot applications planning under uncertainty
  • 2018
  • Ingår i: Proceedings - International Conference on Software Engineering. - New York, NY, USA : ACM. - 0270-5257. ; Part F137351, s. 438-439
  • Konferensbidrag (refereegranskat)abstract
    • Novel robotic applications are no longer based on single robots. They rather require teams of robots that collaborate and interact to perform a desired mission. They must also be used in contexts in which only partial knowledge about the robots and their environment is present. To ensure mission achievement, robotic applications require the usage of planners that compute the set of actions the robots must perform. Current planning techniques are often based on centralized solutions and hence they do not scale when teams of robots are considered, they consider rather simple missions, and they do not work in partially known environments. To address these challenges, we present a planning solution that decomposes the team of robots into subclasses, considers complex high-level missions given in temporal logic, and at the same time works when only partial knowledge of the environment is available.
  •  
48.
  • Rydeman, Bitte, et al. (författare)
  • KOM MED - kommunicera med teknik : Kursbok
  • 2022
  • Bok (populärvet., debatt m.m.)abstract
    • Kursbok om Alternativ och Kompletterande Kommunikation (AKK), med fokus på kommunikationshjälpmedel, praktiska metoder och förhållningssätt. Boken ingår i ett kursmaterial i tre delar, för utbildning av personliga assistenter och andra som arbetar och lever nära ungdomar och vuxna med omfattande kommunikationssvårigheter på grund av funktionsnedsättning.
  •  
49.
  • 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.
  •  
50.
  • Lagerstedt, Marianne, 1967- (författare)
  • Mot nätverkssjukvård i komplex miljö : - behov av en vetenskaplig syn på ledning för säker vård och effektiv resursanvändning
  • 2016
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Since 2008 advanced home healthcare agencies (ASiH) in a larger Swedish county council has underwent a transformation, to become part of a coming concept: networked healthcare (NVS). NVS means that intermediate multi-organizational healthcare (IMV) will be produced often in the home, and from 2013 to an increasing number of patients in different age groups with different diagnoses and medical conditions - in large variability of needs. At the same time IMV has proved to be not simply practical to implement in a resource-efficient and patientsafe way. Based on theories from Command and Control Science the safetyproblem that arise in connection with IMV is a sign of the less known increasing need of the direction and coordination support that IMV requires.With a casestudy based research approach with interactive elements, different qualitative methods has been used in two phases between 2008 - 2013. The first phase is characterized by a phenomenological approach, while the second phase has a critical hermeneutic approach. Research methods includes fieldvisits with informal discussions, in-depth interviews, validation with respondents and two different methodologies for textanalysis.The main result shows that practical aggravating circumstances for safe care consists of lesser known and from 2013 increasing problems with direction and coordination, through expanded advanced IMV in the home as a part of NVS concept. This also as a result of inadequate and inappropriate direction and coordination support for IMV.The thesis concludes that the NVS represents a resource intensive health care concept, which requires a new view on the management issue and a network-related methodology for direction and coordination. This is to promote ethical, equitable, patientsafe and dignified advanced IMV so an optimized use of resources can be implemented, through shared responsibility and coordination in patientuniquely designed networkconstellations as a given work model.
  •  
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