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Träfflista för sökning "WFRF:(Boer Laurens) "

Sökning: WFRF:(Boer Laurens)

  • Resultat 1-7 av 7
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1.
  • Ghajargar, Maliheh, 1980-, et al. (författare)
  • From "Explainable AI" to "Graspable AI"
  • 2021
  • Ingår i: TEI 2021 - Proceedings of the 15th International Conference on Tangible, Embedded, and Embodied Interaction. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450382137
  • Konferensbidrag (refereegranskat)abstract
    • Since the advent of Artificial Intelligence (AI) and Machine Learning (ML), researchers have asked how intelligent computing systems could interact with and relate to their users and their surroundings, leading to debates around issues of biased AI systems, ML black-box, user trust, user’s perception of control over the system, and system’s transparency, to name a few. All of these issues are related to how humans interact with AI or ML systems, through an interface which uses different interaction modalities. Prior studies address these issues from a variety of perspectives, spanning from understanding and framing the problems through ethics and Science and Technology Studies (STS) perspectives to finding effective technical solutions to the problems. But what is shared among almost all those efforts is an assumption that if systems can explain the how and why of their predictions, people will have a better perception of control and therefore will trust such systems more, and even can correct their shortcomings. This research field has been called Explainable AI (XAI). In this studio, we take stock on prior efforts in this area; however, we focus on using Tangible and Embodied Interaction (TEI) as an interaction modality for understanding ML. We note that the affordances of physical forms and their behaviors potentially can not only contribute to the explainability of ML systems, but also can contribute to an open environment for criticism. This studio seeks to both critique explainable ML terminology and to map the opportunities that TEI can offer to the HCI for designing more sustainable, graspable and just intelligent systems.
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3.
  • Tsaknaki, Vasiliki, et al. (författare)
  • Fabulating Biodata Futures for Living and Knowing Together
  • 2022
  • Ingår i: DIS 2022 - Proceedings of the 2022 ACM Designing Interactive Systems Conference. - New York, NY, USA : Association for Computing Machinery, Inc. - 9781450393584 ; , s. 1878-1892
  • Konferensbidrag (refereegranskat)abstract
    • A growing number of design researchers explore engagement with and through biodata. To help make sense of this growing space, we synthesize three emergent themes: (1) expanding notions of biodata and bodies, (2) attending to a greater diversity of human bodies and experiences with biodata, and (3) biodata collaborations between human and non-human bodies. We illustrate these themes with selected design examples. From this synthesis, we develop three interconnected fabulations reimagining alternative engagements with biodata: Weaving Alongside, Diffracting Selves, and Collective Affect. Our discussion unpacks conceptual work of the fabulations, offering invitations for design research to explore alternative ways of living and knowing together with biodata.
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4.
  • Tsaknaki, Vasiliki, et al. (författare)
  • Things Fall Apart : Unpacking the Temporalities of Impermanence for HCI
  • 2016
  • Ingår i: PROCEEDINGS OF THE NORDICHI '16. - New York, NY, USA : Association for Computing Machinery (ACM).
  • Konferensbidrag (refereegranskat)abstract
    • Hardware decays, software obsolesces, infrastructures sediment, devices patinate. While recent scholarship has examined longevity and sustainability, we have little empirical understanding of how things age, decay, and obsolesce and how we might approach impermanence as a resource for practice and reflection. This one-day NordiCHI'16 workshop will bring together researchers from the fields of design, HCI, and anthropology, in order to unpack the temporalities of these forms of impermanence from both theoretical and practical perspectives. The workshop aims to build a rich lexicon for the material and temporal qualities of aging, decay, degradation, and obsolescence by drawing together participants from a broad range of domains working to develop, maintain, or study systems as they age. Drawing together these different perspectives we will consider the various ways that impermanence might serve as a resource for design, use, and maintenance of long-lived technological artifacts.
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5.
  • Tucker, Jason, et al. (författare)
  • Fabulating Futures for Flourishing and Vibrant Worlds
  • 2023
  • Ingår i: The 10th Nordic Design Research Society (Nordes) Conference.
  • Konferensbidrag (refereegranskat)abstract
    • This one-day workshop will explore fabulations in design research. Bringing together design researchers and practitioners in hands-on exploration and critical dialogue, we will explore emerging practices and potentials of using fabulations in futures-oriented and exploratory practice-based design research. Drawing on fabulations’ relations with feminist technoscience and more-than-human concerns, we seek to understand if and how the practice of fabulating can contribute to designing vibrant worlds that can flourish in new ways.
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6.
  • Vallgårda, Anna, et al. (författare)
  • Material Programming
  • 2017
  • Ingår i: interactions. - : ACM Press. - 1072-5520 .- 1558-3449. ; 24:3, s. 36-41
  • Tidskriftsartikel (övrigt vetenskapligt/konstnärligt)
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7.
  • Vallgårda, Anna, et al. (författare)
  • Material programming : A design practice for computational composites
  • 2016
  • Ingår i: ACM International Conference Proceeding Series. - New York, NY, USA : Association for Computing Machinery (ACM).
  • Konferensbidrag (refereegranskat)abstract
    • In this paper we propose the notion of material programming as a future design practice for computational composites. Material programming would be a way for the interaction designer to better explore the dynamic potential of computational materials at hand and through that familiarity be able to compose more sophisticated and complex temporal forms in their designs. The contribution of the paper is an analysis of qualities that we find a material programming practice would and should support: designs grounded in material properties and experiences, embodied programming practice, real-Time on-site explorations, and finally a reasonable level of complexity in couplings between input and output. We propose material programming knowing that the technology and materials are not entirely ready to support this practice yet, however, we are certain they will be and that the interaction design community will need to find new ways of relating to such computational materials.
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  • Resultat 1-7 av 7

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