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1.
  • Salomonson, Nicklas, et al. (författare)
  • Comparing Human-to-Human and Human-to-AEA Communication in Service Encounters
  • 2013
  • Ingår i: Journal of Business Communication. - : SAGE. - 0021-9436 .- 1552-4582. ; 50:1, s. 87-116
  • Tidskriftsartikel (refereegranskat)abstract
    • An increasing number of companies are introducing artificial agents as self-service tools on their websites, often motivated by the need to provide cost-efficient interaction solutions. These agents are designed to help customers and clients to conduct their business on the website. Their role on commercial websites is often to act as online sales/shopping assistants with the hope of replacing some of the interactions between customers and sales staff, thus supplementing or replacing human-to-human communication. However, research on artificial agents and comparisons with human-to-human communication, in particular, is still scarce. The purpose of this article is to explore the similarities and differences in communication between an artificial agent and customers compared with face-to-face communication between human service providers and customers. The method employed is a qualitative comparison of face-to-face human service provision in a travel agency setting and logs of interactions between customers and an artificial agent on an airline company website. The analysis is based on the theory of “activity-based communication analysis” and makes use of a framework of specific communication features provided by this theory. The article demonstrates a number of deficiencies in communication between artificial embodied agents and humans, suggesting that artificial embodied agents still lack many of the desirable communicative aspects of human-to-human service encounters.
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2.
  • 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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3.
  • Patrignani, Norberto, et al. (författare)
  • Is the IT infrastructure future proof?
  • 2011
  • Ingår i: The social impact of social computing. - Sheffield, UK : Sheffield Hallam University. ; , s. 356-361
  • Konferensbidrag (refereegranskat)abstract
    • The ICT infrastructure and its technological core are now becoming the critical infrastructures of our society. Our activities and processes are now relying on these platforms, they are now our social and business platforms. But are they sustainable? What are the (physical) limits to take into account when looking into the ICT future? Do the planet have enough resources to sustain the making, powering and wasting of all the electronic devices needed to support our social and business platforms in the future? This paper addresses the issue of evaluating the environmental impact of ICT. Starting from the analysis of the sustainability of one of its most celebrated "laws", the Moore's law, we analyse its entire life-cycle, from "silicon-factories", to their use in data centres, to the final destination of ICT products: recycling and reuse (trash ware) in the best case or, uncontrolled waste traffic towards poor countries with health hazards and environmental pollution, in the worst case. We introduce a new dimension in the social and ethical analysis related to ICT: the future. What are the implications of this future ethics in ICT?
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4.
  • Asai, Ryoko, 1977-, et al. (författare)
  • The revival of natural and cultural identity through social media
  • 2011
  • Ingår i: The computational turn. - Münster : MV-Wissenschaft. - 9783869913551 ; , s. 329-331
  • Konferensbidrag (refereegranskat)abstract
    • Social media has played an important role as hub for information in political change. It can contribute to the development och psychological and social preconditions for dialog and democracy.
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5.
  • 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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6.
  • Asai, Ryoko, 1977- (författare)
  • Social media as a tool for change
  • 2011
  • Ingår i: The social impact of social computing. - Sheffield, UK : Sheffield Hallam University. ; , s. 44-50
  • Konferensbidrag (refereegranskat)
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7.
  • Lu, Zhihan, et al. (författare)
  • Multimodal Hand and Foot Gesture Interaction for Handheld Devices
  • 2014
  • Ingår i: ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP). - : Association for Computing Machinery (ACM). - 1551-6857 .- 1551-6865. ; 11:1
  • Tidskriftsartikel (refereegranskat)abstract
    • We present a hand-and-foot-based multimodal interaction approach for handheld devices. Our method combines input modalities (i.e., hand and foot) and provides a coordinated output to both modalities along with audio and video. Human foot gesture is detected and tracked using contour-based template detection (CTD) and Tracking-Learning-Detection (TLD) algorithm. 3D foot pose is estimated from passive homography matrix of the camera. 3D stereoscopic and vibrotactile are used to enhance the immersive feeling. We developed a multimodal football game based on the multimodal approach as a proof-of-concept. We confirm our systems user satisfaction through a user study.
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8.
  • Grünloh, Christiane, et al. (författare)
  • Using Critical Incidents in Workshops to Inform eHealth Design
  • 2017
  • Ingår i: Human-Computer Interaction - INTERACT 2017. - Cham : Springer. - 9783319677439 - 9783319677446 ; , s. 364-373
  • Konferensbidrag (refereegranskat)abstract
    • Demands for technological solutions to address the variety of problems in healthcare have increased. The design of eHealth is challenging due to e.g. the complexity of the domain and the multitude of stakeholders involved. We describe a workshop method based on Critical Incidents that can be used to reflect on, and critically analyze, different experiences and practices in healthcare. We propose the workshop format, which was used during a conference and found very helpful by the participants to identify possible implications for eHealth design, that can be applied in future projects. This new format shows promise to evaluate eHealth designs, to learn from patients’ real stories and case studies through retrospective meta-analyses, and to inform design through joint reflection of understandings about users’ needs and issues for designers.
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9.
  • 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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10.
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11.
  • Interactive Storytelling : 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, Kobe, Japan, November 11–15, 2023, Proceedings, Part I
  • 2023
  • Proceedings (redaktörskap) (refereegranskat)abstract
    • This two-volume set LNCS 14383 and LNCS 14384 constitutes the refereed proceedings of the 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, held in Kobe, Japan, during November 11–15, 2023.The 30 full papers presented in this book together with 11 short papers were carefully reviewed and selected from 101 submissions. Additionally, the proceedings includes 22 Late Breaking Works. The papers focus on topics such as: theory, history and foundations; social and cultural contexts; tools and systems; interactive narrative design; virtual worlds, performance, games and play; applications and case studies; and late breaking works.
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12.
  • Interactive Storytelling : 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, Kobe, Japan, November 11–15, 2023, Proceedings, Part II
  • 2023
  • Proceedings (redaktörskap) (refereegranskat)abstract
    • This two-volume set LNCS 14383 and LNCS 14384 constitutes the refereed proceedings of the 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, held in Kobe, Japan, during November 11–15, 2023.The 30 full papers presented in this book together with 11 short papers were carefully reviewed and selected from 101 submissions. Additionally, the proceedings includes 22 Late Breaking Works. The papers focus on topics such as: theory, history and foundations; social and cultural contexts; tools and systems; interactive narrative design; virtual worlds, performance, games and play; applications and case studies; and late breaking works.
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13.
  • Kebande, Victor R., 1985-, et al. (författare)
  • A blockchain-based multi-factor authentication model for a cloud-enabled internet of vehicles
  • 2021
  • Ingår i: Sensors. - : MDPI. - 1424-8220. ; 21:18
  • Tidskriftsartikel (refereegranskat)abstract
    • Continuous and emerging advances in Information and Communication Technology (ICT) have enabled Internet-of-Things (IoT)-to-Cloud applications to be induced by data pipelines and Edge Intelligence-based architectures. Advanced vehicular networks greatly benefit from these architectures due to the implicit functionalities that are focused on realizing the Internet of Vehicle (IoV) vision. However, IoV is susceptible to attacks, where adversaries can easily exploit existing vulnerabilities. Several attacks may succeed due to inadequate or ineffective authentication techniques. Hence, there is a timely need for hardening the authentication process through cutting-edge access control mechanisms. This paper proposes a Blockchain-based Multi-Factor authentication model that uses an embedded Digital Signature (MFBC_eDS) for vehicular clouds and Cloud-enabled IoV. Our proposed MFBC_eDS model consists of a scheme that integrates the Security Assertion Mark-up Language (SAML) to the Single Sign-On (SSO) capabilities for a connected edge to cloud ecosystem. MFBC_eDS draws an essential comparison with the baseline authentication scheme suggested by Karla and Sood. Based on the foundations of Karla and Sood’s scheme, an embedded Probabilistic Polynomial-Time Algorithm (ePPTA) and an additional Hash function for the Pi generated during Karla and Sood’s authentication were proposed and discussed. The preliminary analysis of the proposition shows that the approach is more suitable to counter major adversarial attacks in an IoV-centered environment based on the Dolev–Yao adversarial model while satisfying aspects of the Confidentiality, Integrity, and Availability (CIA) triad. © 2021 by the authors. Licensee MDPI, Basel, Switzerland.
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14.
  • Proceedings of ISon 2010 - Interactive Sonification Workshop : Human Interaction with Auditory Displays
  • 2010
  • Proceedings (redaktörskap) (refereegranskat)abstract
    • IntroductionThese are the proceedings of the ISon 2010 meeting, which is the 3rd international Interactive Sonification Workshop. The first ISon workshop was held in Bielefeld (Germany) in 2004, and a second one was held in York (UK) in 2007.These meetings:focus on the link between auditory displays and human‐computer interactionbring together experts in sonification to exchange ideas and work‐in‐progressstrengthen networking in sonification researchHigh quality work is assured by a peer‐reviewing process, and the successful papers were presented at the conference and are published here.ISon 2010 was supported by COST IC0601 Action on Sonic Interaction Design (SID) (http://www.cost‐sid.org/). About Interactive SonificationSonification & Auditory Displays are increasingly becoming an established technology for exploring data, monitoring complex processes, or assisting exploration and navigation of data spaces. Sonification addresses the auditory sense by transforming data into sound, allowing the human user to get valuable information from data by using their natural listening skills.The main differences of sound displays over visual displays are that sound can:Represent frequency responses in an instant (as timbral characteristics)Represent changes over time, naturallyAllow microstructure to be perceivedRapidly portray large amounts of dataAlert listener to events outside the current visual focusHolistically bring together many channels of informationAuditory displays typically evolve over time since sound is inherently a temporal phenomenon. Interaction thus becomes an integral part of the process in order to select, manipulate, excite or control the display, and this has implications for the interface between humans and computers. In recent years it has become clear that there is an important need for research to address the interaction with auditory displays more explicitly. Interactive Sonification is the specialized research topic concerned with the use of sound to portray data, but where there is a human being at the heart of an interactive control loop. Specifically it deals with:interfaces between humans and auditory displaysmapping strategies and models for creating coherency between action and reaction (e.g. acoustic feedback, but also combined with haptic or visual feedback)perceptual aspects of the display (how to relate actions and sound, e.g. cross‐modal effects, importance of synchronisation)applications of Interactive Sonificationevaluation of performance, usability and multi‐modal interactive systems including auditory feedbackAlthough ISon shines a spotlight on the particular situations where there is real‐time interaction with sonification systems, the usual community for exploring all aspects of auditory display is ICAD (http://www.icad.org/). ContentsThese proceedings contain the conference versions of all contributions to the 3rd International interactive Sonification Workshop. Where papers have audio or audiovisual examples, these are listed in the paper and will help to illustrate the multimedia content more clearly.We very much hope that the proceedings provide an inspiration for your work and extend your perspective on the new emerging research field of interactive sonification.Roberto Bresin, Thomas Hermann, Andy Hunt, ISon 2010 Organisers
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15.
  • Gustavsson, Per M., 1965-, et al. (författare)
  • Machine Interpretable Representation of Commander's Intent
  • 2008
  • Ingår i: Proceedings of the 13th International Command and Control Research and Technology Symposium (13th ICCRTS).
  • Konferensbidrag (refereegranskat)abstract
    • The Network-Centric approach envisioned in the Global Information Grid enables the interconnection of systems in a dynamic and flexible architecture to support multi-lateral, civilian and military missions. Constantly changing environments require commanders to plan for missions that allow organizations from various nations and agencies to join or separate from the teams performing the missions, depending on the situation, as missions unfold. The uncertainty within an actual mission, and the variety of potential organizations that support the mission after it is underway, makes Command Intent (CI) a critical concept for the mission team. With new and innovative information technologies, CI can now be made available to the team of organizations in a coalition environment. Using a flexible and linguistically based approach for representing CI allows Intent to be interpreted and processed by all participants – both humans and machines. CI representations need to be able to express mission team’s purpose, the anticipated End-State of the mission and desired key tasks. In this work, the expression of CI is developed to enable the structure and dynamics of collaboration support.
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16.
  • Latupeirissa, Adrian Benigno, et al. (författare)
  • Exploring emotion perception in sonic HRI
  • 2020
  • Ingår i: 17th Sound and Music Computing Conference. - Torino : Zenodo. ; , s. 434-441
  • Konferensbidrag (refereegranskat)abstract
    • Despite the fact that sounds produced by robots can affect the interaction with humans, sound design is often an overlooked aspect in Human-Robot Interaction (HRI). This paper explores how different sets of sounds designed for expressive robot gestures of a humanoid Pepper robot can influence the perception of emotional intentions. In the pilot study presented in this paper, it has been asked to rate different stimuli in terms of perceived affective states. The stimuli were audio, audio-video and video only and contained either Pepper’s original servomotors noises, sawtooth, or more complex designed sounds. The preliminary results show a preference for the use of more complex sounds, thus confirming the necessity of further exploration in sonic HRI.
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17.
  • Henkel, Martin, et al. (författare)
  • Language technology for eGovernment - business cases
  • 2014
  • Ingår i: New Perspectives in Information Systems and Technologies, Volume 1. - Cham : Springer. - 9783319059501 ; , s. 83-95, s. 83-95
  • Konferensbidrag (refereegranskat)abstract
    • Language technologies and tools, such as text mining, information extraction, and question and answering systems, have been developed during many years. These technologies are becoming mature and should be ready for deployment in private and public organizations. However, little focus has been paid to how these technologies can be applied to tackle real-world problems within organizations. In this paper, we present a set of business cases where language technologies can have a significant impact on public organizations, including their business processes and services. We describe how each business case can influence the service quality, as seen from a consumer perspective, and the business processes efficiency, as seen from a public organizational perspective. The business cases are based on, and exemplified with, cases from large Swedish public organizations.
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18.
  • Asai, Ryoko (författare)
  • Social Media Supporting Democratic Dialogue
  • 2013
  • Ingår i: Ambiguous Technologies. - Lisbon : Autónoma University. ; , s. 36-43
  • Konferensbidrag (refereegranskat)abstract
    • The term of “social media” appears in newspapers and magazines everyday and the huge number of people use social media actively in daily life. Nowadays, in the highly Information and Communication Technology (ICT) developed country Japan, Japanese people enroll in social media and evolve a new way of communicating with others based on the “virtual” social distance between them. Among social media, Twitter has been focusing on its strong power as the tool for political change recent years. While Twitter has of-expressed problems as well as the “traditional” social media, it is characterized by the limited number of characters, strong propagation and optional reciprocity. Those characteristics stimulate people’s communication online and bring about opportunities for social interaction and democratic dialogue. On the other hand, in the deluge of information, we need to nurture skills to utilize critical and rational way of thinking through dialogue not only between others also between themselves internally. This study explores characteristics of social media and differences between “traditional” social media and Twitter, and how the difference affects people’s information behavior in Japan.
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19.
  • 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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20.
  • 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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21.
  • Rahmani, Rahim, et al. (författare)
  • Design of active queue management for robust control on access router for heterogeneous networks
  • 2011
  • Ingår i: EURASIP Journal on Wireless Communications and Networking. - : Springer Science and Business Media LLC. - 1687-1472 .- 1687-1499. ; 2011, s. Art. no. 946498-
  • Tidskriftsartikel (refereegranskat)abstract
    • The Internet architecture is a packet switching technology that allows dynamic sharing of bandwidth among different flows with in an IP network. Packets are stored and forwarded from one node to the next until reaching their destination. Major issues in this integration are congestion control and how to meet different quality of service requirements associated with various services. In other words streaming media quality degrades with increased packet delay and jitter caused by network congestion. To mitigate the impact of network congestion, various techniques have been used to improve multimedia quality and one of those techniques is Active Queue Management (AQM). Access routers require a buffer to hold packets during times of congestion. A large buffer can absorb the bursty arrivals, and this tends to increase the link utilizations but results in higher queuing delays. Traffic burstiness has a considerable negative impact on network performance. AQM is now considered an effective congestion control mechanism for enhancing transport protocol performance over wireless links. In order to have good link utilization, it is necessary for queues to adapt to varying traffic loads. This paper considers a particular scheme which is called Adaptive AQM (AAQM) and studies its performance in the presence of feedback delays and its ability to maintain a small queue length as well as its robustness in the presence of traffic burstiness. The paper also presents a method based on the well-known Markov Modulated Poisson Process (MPP) to capture traffic burstiness and buffer occupancy. To demonstrate the generality of the presented method, an analytic model is described and verified by extensive simulations of different adaptive AQM algorithms. The analysis and simulations show that AAQM outperforms the other AQMs with respect to responsiveness and robustness. © 2011 Rahim Rahmani et al.
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22.
  • Sköld, Mattias, et al. (författare)
  • Sonification of Complex Spectral Structures
  • 2022
  • Ingår i: Frontiers in Neuroscience. - : Frontiers Media SA. - 1662-4548 .- 1662-453X. ; 16
  • Forskningsöversikt (refereegranskat)abstract
    • In this article, we present our work on the sonification of notated complex spectral structures. It is part of a larger research project about the design of a new notation system for representing sound-based musical structures. Complex spectral structures are notated with special symbols in the scores, which can be digitally rendered so that the user can hear key aspects of what has been notated. This hearing of the notated data is significantly different from reading the same data, and reveals the complexity hidden in its simplified notation. The digitally played score is not the music itself but can provide essential information about the music in ways that can only be obtained in sounding form. The playback needs to be designed so that the user can make relevant sonic readings of the sonified data. The sound notation system used here is an adaptation of Thoresen and Hedman’s spectromorphological analysis notation. Symbols originally developed by Lasse Thoresen from Pierre Schaeffer’s typo-morphology have in this system been adapted to display measurable spectral features of timbrel structure for the composition and transcription of sound-based musical structures. Spectrum category symbols are placed over a spectral grand-staff that combines indications of pitch and frequency values for the combined display of music related to pitch-based and spectral values. Spectral features of a musical structure such as spectral width and density are represented as graphical symbols and sonically rendered. In perceptual experiments we have verified that users can identify spectral notation parameters based on their sonification. This confirms the main principle of sonification that is that the data/dimensions relations in one domain, in our case notated representation of spectral features, are transformed in perceived relations in the audio domain, and back.
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23.
  • Romero, Mario (författare)
  • Project-Based Learning of Advanced Computer Graphics and Interaction
  • 2013
  • Ingår i: Eurographics 2013 - Education Papers. ; , s. 1-6
  • Konferensbidrag (refereegranskat)abstract
    • This paper presents an educational case study and its pedagogical lessons. It is a project-based course in advanced computer graphics and interaction, DH2413, conducted in the fall of 2012 at the Royal Institute of Technology (KTH), Stockholm, Sweden. The students and the teacher, the author, learned through a constructivist approach. The students defined and researched the material covered in class through their theme selection of original research projects which consisted of interactive graphics systems. The students demonstrated, taught, and discussed with each other what they had learned. Finally, the students openly presented their work to hundreds of people in large public venues. The teacher s role was to design the learning environment, guide the research, provide indepth lectures on the research material chosen by the students, and organize and motivate the students to produce accountable results. In synthesis, the pedagogical lessons are: 1) learning means building with self-motivation, guidance, and accountability; 2) self-motivation means trust and independence; 3) guidance means asking for less, not more; and 4) accountability means public presentations of working systems.
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24.
  • Lv, Zhihan, Dr. 1984-, et al. (författare)
  • Deep Learning for Security in Digital Twins of Cooperative Intelligent Transportation Systems
  • 2022
  • Ingår i: IEEE transactions on intelligent transportation systems (Print). - : Institute of Electrical and Electronics Engineers (IEEE). - 1524-9050 .- 1558-0016. ; 23:9, s. 16666-16675
  • Tidskriftsartikel (refereegranskat)abstract
    • The purpose is to solve the security problems of the Cooperative Intelligent Transportation System (CITS) Digital Twins (DTs) in the Deep Learning (DL) environment. The DL algorithm is improved; the Convolutional Neural Network (CNN) is combined with Support Vector Regression (SVR); the DTs technology is introduced. Eventually, a CITS DTs model is constructed based on CNN-SVR, whose security performance and effect are analyzed through simulation experiments. Compared with other algorithms, the security prediction accuracy of the proposed algorithm reaches 90.43%. Besides, the proposed algorithm outperforms other algorithms regarding Precision, Recall, and F1. The data transmission performances of the proposed algorithm and other algorithms are compared. The proposed algorithm can ensure that emergency messages can be responded to in time, with a delay of less than 1.8s. Meanwhile, it can better adapt to the road environment, maintain high data transmission speed, and provide reasonable path planning for vehicles so that vehicles can reach their destinations faster. The impacts of different factors on the transportation network are analyzed further. Results suggest that under path guidance, as the Market Penetration Rate (MPR), Following Rate (FR), and Congestion Level (CL) increase, the guidance strategy's effects become more apparent. When MPR ranges between 40% similar to 80% and the congestion is level III, the ATT decreases the fastest, and the improvement effect of the guidance strategy is more apparent. The proposed DL algorithm model can lower the data transmission delay of the system, increase the prediction accuracy, and reasonably changes the paths to suppress the sprawl of traffic congestions, providing an experimental reference for developing and improving urban transportation.
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25.
  • 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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26.
  • 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.
  •  
27.
  •  
28.
  • Asai, Ryoko, 1977- (författare)
  • Designing "Open Education" : How does the ICT-based system function as a new medium of participation for sustainability?
  • 2013
  • Ingår i: The possibilities of ethical ICT. - Kolding : University of Southern Denmark. - 9788792646729 ; , s. 33-36
  • Konferensbidrag (refereegranskat)abstract
    • Information and communication technology (ICT) has developed and deployed rapidly since 1980’s. Until now ICT has been considered as one of the most important infrastructures in living in the present globalized society. Along with diffusion of personal computers and highly leveraging information on the web, the way of learning has been changing gradually. Hundreds universities, institutes and companies constructs and releases the “open education” platform based on ICT, for example iTunes U, TakingITGlobal and so on. These open education platforms are basically open for everyone who wants to learn by using contents on the website for free in so far as they can access the Internet. And the movement toward the construction and use of ICT-based education platform is supported by international organizations, such as the Centre for Educational Research and Innovation (CERI) in OECD and UNESCO’s project “the Virtual University and e-learning”.
  •  
29.
  • Dodig Crnkovic, Gordana, 1955, et al. (författare)
  • Transdisciplinarity seen through information, communication, computation, (inter-)action and cognition
  • 2017
  • Ingår i: Information Studies And The Quest For Transdisciplinarity: Unity Through Diversity. - Sweden : WORLD SCIENTIFIC. - 9789813108998 ; , s. 217-261
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • Similar to oil that acted as a basic raw material and key driving force of industrial society, information acts as a raw material and principal mover of knowledge society in the knowledge production, propagation and application. New developments in information processing and information communication technologies allow increasingly complex and accurate descriptions, representations and models, which are often multi-parameter, multiperspective, multi-level and multidimensional. This leads to the necessity of collaborative work between different domains with corresponding specialist competences, sciences and research traditions. We present several major transdisciplinary unification projects for information and knowledge, which proceed on the descriptive, logical and the level of generative mechanisms. Parallel process of boundary crossing and transdisciplinary activity is going on in the applied domains. Technological artifacts are becoming increasingly complex and their design is strongly user-centered, which brings in not only the function and various technological qualities but also other aspects including esthetic, user experience, ethics and sustainability with social and environmental dimensions. When integrating knowledge from a variety of fields, with contributions from different groups of stakeholders, numerous challenges are met in establishing common view and common course of action. In this context, information is our environment, and informational ecology determines both epistemology and spaces for action. We present some insights into the current state of the art of transdisciplinary theory and practice of information studies and informatics. We depict different facets of transdisciplinarity as we see it from our different research fields that include information studies, computability, human-computer interaction, multi-operating-systems environments and philosophy.
  •  
30.
  • Håkansson, Anne, et al. (författare)
  • Using reengineering for knowledge-based systems
  • 2007
  • Ingår i: Cybernetics and systems. - : Informa UK Limited. - 0196-9722 .- 1087-6553. ; 38:8, s. 799-824
  • Tidskriftsartikel (refereegranskat)abstract
    • Reverse engineering, also called reengineering, is used to modify systems that have functioned for many years, but which can no longer accomplish their intended tasks and, therefore, need to be updated. Reverse engineering can support the modification and extension of the knowledge in an already existing system. However, this can be an intricate task for a large, complex and poorly documented knowledge-based system. The rules in the knowledge base must be gathered, analyzed and understood, but also checked for verification and validation. We introduce an approach that uses reverse engineering for the knowledge in knowledge-based systems. The knowledge is encapsulated in rules, facts and conclusions, and in the relationships between them. Reverse engineering also collects functionality and source code. The outcome of reverse engineering is a model of the knowledge base, the functionality and the source code connected to the rules. These models are presented in diagrams using a graphic representation similar to Unified Modeling Language and employing ontology. Ontology is applied on top of rules, facts and relationships. From the diagrams, test cases are generated during the reverse engineering process and adopted to verify and validate the system.
  •  
31.
  • Cerratto-Pargman, Teresa, et al. (författare)
  • Designing Nordic Technology-enhanced Learning
  • 2012
  • Ingår i: The Internet and higher education. - : Elsevier BV. - 1096-7516 .- 1873-5525. ; 15:4, s. 227-230
  • Tidskriftsartikel (övrigt vetenskapligt/konstnärligt)abstract
    • The latest developments of information and communication technologies (ICT) and its large penetration in different sectors of our society pose new challenges and demands in the field of education. This special issue entitled "Designing Nordic technology-enhanced learning (TEL)", presents and discusses how researchers in the Nordic countries are currently framing and thinking about issues that are related to pedagogical design of learning spaces, digital literacies, educational professional development, design of tools engaging students in collaborative inquiry learning as well as design-oriented multimodal understandings of learning. The objective pursued with the special issue has been to reflect upon current problems that educational institutions, practitioners and TEL researchers are facing in the Nordic countries as regards the acknowledgment of young people's ICT practices within formal education. Such analytical work has led us to identify and elaborate on what we believe constitute forthcoming research challenges for learning and education in the Nordic countries.
  •  
32.
  • Selander, Lisen, 1979, et al. (författare)
  • Digital Action Repertoires and Transforming a Social Movement Organization
  • 2016
  • Ingår i: Mis Quarterly. - 0276-7783. ; 40:2
  • Tidskriftsartikel (refereegranskat)abstract
    • An emerging research agenda focuses on social media's influence on political activism. Specific attention has recently been paid to digital social movement organizing and action repertoire development. The literature acknowledges the changing face of activism at the movement level, but little is known about the relationship between social movement organizations (SMOs) and digital action repertoires. Understanding this relationship is critical because strong adherence to values is at the heart of establishing action repertoires with legitimacy and persistence. In this paper, we rely on a two-year longitudinal study of the Swedish affiliate of Amnesty International. We examine the transformation in engagement and interaction that followed the organization's introduction of new action repertoires. Drawing on resource mobilization theory and the collective action space model, we elaborate how new action repertoires both stabilized and challenged the values of the SMO, as well as gradually broadened the interactions of supporters and deepened their modes of engagement. We offer a value-based model on the antecedents and effects of new action repertoires from the SMO perspective. The empirical findings and the model build new theory on social media and digital activism at the organizational level, complementing the predominant movement level research in the extant literature.
  •  
33.
  • 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.
  •  
34.
  • Jönsson, Daniel, 1984-, et al. (författare)
  • Direct Transmittance Estimation in Heterogeneous Participating Media Using Approximated Taylor Expansions
  • 2022
  • Ingår i: IEEE Transactions on Visualization and Computer Graphics. - : Institute of Electrical and Electronics Engineers (IEEE). - 1077-2626 .- 1941-0506. ; 28:7, s. 2602-2614
  • Tidskriftsartikel (refereegranskat)abstract
    • Evaluating the transmittance between two points along a ray is a key component in solving the light transport through heterogeneous participating media and entails computing an intractable exponential of the integrated medium's extinction coefficient. While algorithms for estimating this transmittance exist, there is a lack of theoretical knowledge about their behaviour, which also prevent new theoretically sound algorithms from being developed. For this purpose, we introduce a new class of unbiased transmittance estimators based on random sampling or truncation of a Taylor expansion of the exponential function. In contrast to classical tracking algorithms, these estimators are non-analogous to the physical light transport process and directly sample the underlying extinction function without performing incremental advancement. We present several versions of the new class of estimators, based on either importance sampling or Russian roulette to provide finite unbiased estimators of the infinite Taylor series expansion. We also show that the well known ratio tracking algorithm can be seen as a special case of the new class of estimators. Lastly, we conduct performance evaluations on both the central processing unit (CPU) and the graphics processing unit (GPU), and the results demonstrate that the new algorithms outperform traditional algorithms for heterogeneous mediums.
  •  
35.
  • Enoksson, Fredrik, 1977-, et al. (författare)
  • The activity of human metadata creation and the Semantic Web
  • 2015
  • Ingår i: International Journal of Metadata, Semantics and Ontologies. - Geneva, SWITZERLAND : InderScience Publishers. - 1744-263X. ; 10:2, s. 64-74
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper presents an explorative study of the human activity of creating metadata, done with the purpose of exploring the practices of this activity and how those can potentially impact the utility of the metadata as it is exposed on a level that enables semantic collaboration, like the Semantic Web. Previous research around human metadata creation seems to indicate that how the activity is carried out has a common core, but is unique in each situation on how it can be improved. The data for this study was gathered through interviews and analyzed using activity theory. The analysis of the data gathered through the interviews indicate that the main objective of the activity is to enable discovery within a collection. Metadata is however created with a community of users in mind, which is sometimes reflected in metadata creation guidelines. These guidelines can in turn impact the discoverability across these communities as metadata is exposed on the Semantic Web.
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36.
  • Stenlund, Jörgen, 1959- (författare)
  • Travelling through time : Students’ interpretation of evolutionary time in dynamic visualizations
  • 2019
  • Licentiatavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Evolutionary knowledge is important to understand and address contemporary challenges such as loss of biodiversity, climate change and antibiotic resistance. An important aspect that is considered to be a threshold concept in teaching and learning about evolution is the time it involves. The history of evolution comprises several scales of magnitude, some of which are far from direct human experience and therefore difficult to understand. One way of addressing this issue is to use dynamic visualizations that represent time, for example, to facilitate teaching and learning about evolution.This thesis investigates how students’ comprehension of evolution and evolutionary time can be facilitated by visualizations in educational settings. Two different dynamic visualizations were investigated. In paper I different temporal versions of a spatio-temporal animation depicting hominin evolution were explored. The temporal information was expressed as one or several timelines along which an animated cursor moved, indicating the rate of time. Two variables, the number of timelines with different scales, and the mode of the default animated time rate (either constant throughout the animation or decreasing as the animation progressed), were combined to give four different time representations. The temporal aspects investigated were undergraduate students' ability to find events at specific times, comprehend order, comprehend concurrent events, comprehend the length of time intervals, and their ability to compare the lengths of time intervals.In paper II, perceptions and comprehension of temporal aspects in an interactive, multi-touch tabletop application, DeepTree, were investigated. This application depicts the tree of life. The focus was on the interactive aspects, especially how the zooming feature was perceived, but also on any misinterpretations associated with the interaction. The same temporal aspects listed for paper I were also implicitly investigated.The findings indicate that handling the problem of large differences in scale by altering the rate of time in the visualization can facilitate perception of certain temporal aspects while, at the same time, can hinder a correct comprehension of other temporal aspects. Findings concerning DeepTree indicate that the level of interactions varies among users, and that the zooming feature is perceived in two ways, either as a movement in time or as a movement in the metaphorical tree. Several misinterpretations were observed, for example the assumption that the zooming time in the tree corresponds to real time, that there is an implicit coherent timeline along the y-axis of the tree, and that more nodes along a branch corresponds to a longer time.The research reported in this thesis supports the claim that careful choice, and informed use of visualizations matters, and that different visualizations are best suited for different educational purposes
  •  
37.
  • Appelgren, Ester, et al. (författare)
  • The media consumers’ conscious and unconscious choices : a key to understanding the news media consumption of tomorrow
  • 2014
  • Ingår i: Colloque International Communication Électronique Cultures et Identités, 11, 12 & 13 juin 2014. - : The IUT of Le Havre : Information-Communication Department CIRTAI IDEES (UMR6228). ; , s. 1-8, s. 521-528
  • Konferensbidrag (refereegranskat)abstract
    • The digital society of today is dramatically different than that of a decade ago. During the past decades computers have gone from being clearly visible and at the center of attention to becoming an integrated and omnipresent part of our everyday lives. Today, individuals are catching up on a reality where homes, workplaces and society to a large extent consist of microprocessors that collect, analyze and present information. With regards to news and information sharing, it may seem that the users, thanks to greater ability to choose content, hold the upper hand in this process. However, since these data are constantly collected and analyzed for various purposes by companies, for example in the media industry, the users’ choices may not be as unconditional as they may think they are. Using the Swedish media market as an example, this exploratory paper discusses the interdependency between people’s choices and the market-driven choices made by the media industry in relation to news, and the impact these choices may have on media consumption and the media market.
  •  
38.
  • Synnes, Kåre, et al. (författare)
  • User-Centric Social Interaction for Digital Cities
  • 2013
  • Ingår i: Creating Personal, Social, and Urban Awareness through Pervasive Computing. - : IGI Global. - 9781466646957 - 9781466646964 ; , s. 318-346
  • Bokkapitel (refereegranskat)abstract
    • Pervasive Computing was envisioned by pioneers like Mark Weiser, but has yet to become an everyday technology in our society. The recent advances regarding Internet of Things, social computing and mobile access technologies however converge to make pervasive computing truly ubiquitous. The key challenge is however to make simple and robust solutions for normal users, which shifts the focus from complex platforms involving machine learning and artificial intelligence to more hands on construction of services that are tailored or personalized for individual users.This chapter therefore discusses Internet of Things together with Social Computing as a basis for components that users in a ’digital city’ could utilize to make their daily life better, safer, etc. A novel environment for user-created services, such as social apps, is presented as a possible solution for this. The vision is that anyone could make simple service based on Internet-enabled devices (Internet of Things) and encapsulated digital resources such as Open Data, which also can have social aspects embedded.This chapter also aims to identify trends, challenges and recommendations in regard of Social Interaction for Digital Cities. This work will help expose future themes with high innovation and business potential based on a timeframe roughly 15 years ahead of now. The purpose is to create a common outlook on the future of information and communication technologies (ICT) based on the extrapolation of current trends and ongoing research efforts.
  •  
39.
  • Burnett, Robert, et al. (författare)
  • Perspectives on Multimedia : Communication, Media and Information Technology
  • 2003
  • Bok (refereegranskat)abstract
    • The uses of multimedia are rapidly increasing. Its power to present information in ways not previously possible and its integration of resources, allow for the creation of rich learning environments. The book "Perspectives on Multimedia: Communication, Media and Information Technology" provides a critical examination of the latest multimedia developments and approaches, such as Interface Technology and QoS architectures.Topics covered include:- The key concepts intrinsic to digital forms of multimedia: integration, interactivity, hypermedia, immersion, narrativity, and hybridity.- The development of Informatiuon Technology (IT) usage in society and in the business community.- How modern IT enables private companies and public organisations to support business operations, create new business opportunities, and to promote more proactive service management.- Multimedia from a computer science perspective and how computer science provides the technical foundation for the computer software and hardware that drives the information usage.Gives a broad range of perspectives on key issues for interactive multimedia in organsiations and industry today. This book will be of interest to practioners involved in multimedia development in an organisation, management consultants gviving professional advice on digital solutions and inforamtion technology matters to their customer organisations and academics focusing on business and technical aspects of multimedia frameworks
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40.
  • Adams, Paul C. (författare)
  • Geographies of media and communication II : Arcs of communication
  • 2018
  • Ingår i: Progress in Human Geography. - : Sage Publications. - 0309-1325 .- 1477-0288. ; 42:4, s. 590-599
  • Tidskriftsartikel (refereegranskat)abstract
    • Some of the most perceptive contributions to the geographic study of media and communication have been in areas of landscapes studies and geohumanities. To bring landscape and geohumanities insights together more explicitly with communication and media, this progress report draws on George Revill’s concept of an ‘arc of sound’, expanding the concept’s scope to an arc of communication – a dynamic trajectory connecting one vantage point to another through various translations and shifts. It is a mix of integration and translation that forms its own space, place and time, integrating elements of embodied performance, multiple sensory modalities, temporality, absence and excess. Arcs of communication often depend on collaboration and can produce transformations of identity. The concept of the arc of communication enables discovery of numerous threads connecting landscape studies to geohumanities while deepening geographical understandings of media and communication.
  •  
41.
  • Zbick, Janosch, 1982-, et al. (författare)
  • A web-based framework to design and deploy mobile learning activities : Evaluating its usability, learnability and acceptance
  • 2015
  • Ingår i: 2015 IEEE 15th International Conference on Advanced Learning Technologies (ICALT). - : IEEE Press. - 9781467373340 ; , s. 88-92
  • Konferensbidrag (refereegranskat)abstract
    • This paper discusses the efforts carried out related to the design and development of a web-based framework that allows designing, deploying and executing mobile data collecting applications. Furthermore, it also allows analyzing and presenting the data that is generated during the mentioned process. The fact that the framework is completely web-based provides a platform independent execution of the mobile application on any mobile device with a web-browser. As a result that the whole life-cycle of creating, executing and discussing a mobile learning activity is implemented in pure web-based manner separates this work from similar efforts. In the course of this work, the current state of development of two of the components, the authoring tool and the mobile application is presented. This framework was introduced to teachers in an activity to follow up an initial study. On the basis of a workshop with teachers, we performed an explorative study regarding the technology acceptance and usability of two components of the proposed framework. The results are discussed and analyzed in this paper.
  •  
42.
  • 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.
  •  
43.
  • Nugent, Christopher, et al. (författare)
  • Improving the Quality of User Generated Data Sets for Activity Recognition
  • 2016
  • Ingår i: Ubiquitous Computing and Ambient Intelligence, UCAMI 2016, PT II. - Amsterdam : Springer Publishing Company. - 9783319487991 - 9783319487984 ; , s. 104-110
  • Konferensbidrag (refereegranskat)abstract
    • It is fully appreciated that progress in the development of data driven approaches to activity recognition are being hampered due to the lack of large scale, high quality, annotated data sets. In an effort to address this the Open Data Initiative (ODI) was conceived as a potential solution for the creation of shared resources for the collection and sharing of open data sets. As part of this process, an analysis was undertaken of datasets collected using a smart environment simulation tool. A noticeable difference was found in the first 1-2 cycles of users generating data. Further analysis demonstrated the effects that this had on the development of activity recognition models with a decrease of performance for both support vector machine and decision tree based classifiers. The outcome of the study has led to the production of a strategy to ensure an initial training phase is considered prior to full scale collection of the data.
  •  
44.
  • Barreiro, Anabela, et al. (författare)
  • Multi3Generation : Multitask, Multilingual, Multimodal Language Generation
  • 2022
  • Ingår i: Proceedings of the 23rd Annual Conference of the European Association for Machine Translation. - : European Association for Machine Translation. ; , s. 345-346
  • Konferensbidrag (refereegranskat)abstract
    • This paper presents the Multitask, Multilingual, Multimodal Language Generation COST Action – Multi3Generatio(CA18231), an interdisciplinary networof research groups working on different aspects of language generation. This "meta-paper" will serve as reference for citationof the Action in future publications. It presents the objectives, challenges and a the links for the achieved outcomes.
  •  
45.
  • Jensen, Mikael, 1969 (författare)
  • Touchpoints, time and dyads: A case of internal organizational communication
  • 2016
  • Ingår i: International Journal of Multidisciplinary Academic Research. - 2309-3218. ; 4:2, s. 21-33
  • Tidskriftsartikel (refereegranskat)abstract
    • The study presented in this paper is based on three interrelated aspects. The first aspect is the touchpoint used. A touchpoint is anything that can be used to enable a connection between minds and the exchange of information. The second aspect is the time spent on information exchange. The third aspect is the interpersonal dyads that exist in organizations. With a structured interview as a data collection tool and with a number of 259 dyads it was possible to analyze the correlation between time spent by dyads on information exchange and the number of different touchpoints used by the dyads. All dyads on average used almost 20 minutes to exchange information every day at work. 12,6 minutes (64%) were spent on workrelated topics and 7,1 minutes (36%) were spent on private topics. The working hypothesis was supported and verified: dyads that spend much time exchanging information also use a higher number of different kinds of touchpoints. The level of privacy might be a driving factor.
  •  
46.
  • Dubus, Gaël, et al. (författare)
  • Exploration and evaluation of a system for interactive sonification of elite rowing
  • 2015
  • Ingår i: Sports Engineering. - : Springer London. - 1369-7072 .- 1460-2687. ; 18:1, s. 29-41
  • Tidskriftsartikel (refereegranskat)abstract
    • In recent years, many solutions based on interactive sonification have been introduced for enhancing sport training. Few of them have been assessed in terms of efficiency or design. In a previous study, we performed a quantitative evaluation of four models for the sonification of elite rowing in a non-interactive context. For the present article, we conducted on-water experiments to investigate the effects of some of these models on two kinematic quantities: stroke rate value and fluctuations in boat velocity. To this end, elite rowers interacted with discrete and continuous auditory displays in two experiments. A method for computing an average rowing cycle is introduced, together with a measure of velocity fluctuations. Participants answered to questionnaires and interviews to assess the degree of acceptance of the different models and to reveal common trends and individual preferences. No significant effect of sonification could be determined in either of the two experiments. The measure of velocity fluctuations was found to depend linearly on stroke rate. Participants provided feedback about their aesthetic preferences and functional needs during interviews, allowing us to improve the models for future experiments to be conducted over longer periods.
  •  
47.
  • Friberg, Anders, et al. (författare)
  • Analysis by synthesis
  • 2014
  • Ingår i: Music in the Social and Behavioral Sciences. - Los Angeles : Sage Publications. - 9781452283036
  • Bokkapitel (refereegranskat)
  •  
48.
  • Friberg, Anders, et al. (författare)
  • Expressive timing
  • 2014
  • Ingår i: Music in the Social and Behavioral Sciences. - Los Angeles : Sage Publications. - 9781452283036 ; , s. 440-442
  • Bokkapitel (refereegranskat)
  •  
49.
  • Myresten, Emil, et al. (författare)
  • Sonification of Twitter Hashtags Using Earcons Based on the Sound of Vowels
  • 2021
  • Ingår i: Proceedigns of the 2nd Nordic Sound and Music Computing Conference. - : Zenodo.
  • Konferensbidrag (refereegranskat)abstract
    • The amount of notifications we receive from our digital devices is higher today than ever, often causing distress in users constantly having to move their devices into the center of attention, digesting the information received visually. In this study we have tested the use of short sound messages, earcons, in order to notify users about the arrival of different Twitter messages. The idea was to keep the arrival of new messages in the periphery of attention while simultaneously monitoring other activities. Using Twitter hashtags as the underlying data, a sonic abstraction was made by mapping the vowels present in a hashtag to a melody, and by enhancing the formant frequencies of these vowels. This gives rise to the question of whether enhancing vowel presence through formant synthesis aids the implicit learning of earcons, with Twitter hashtags as the underlying text data. A methodology is described, with a mapping of several phonetic vowels containing the fundamental frequency, f0, the first two formant frequencies, f1 and f2, for each vowel, as well as a rhythmic mapping based on the hashtags’ syllables as well as where the emphasis lies. An application was developed to receive tweets in real time using real data from Twitter, playing the earcons associated with hashtags of actual Twitter messages. Results of a user test show that participants were able to recognize the earcons related to each of the hashtags used in the experiment to a certain degree.
  •  
50.
  • Proceedings of the 21st Student Conference in Interaction Technology and Design
  • 2021
  • Proceedings (redaktörskap) (refereegranskat)abstract
    • The Student Conference in Interaction Technology and Design is the annual grand finale of the course Current Topic in Interaction Technology and Design at the Department of Applied Physics and Electronics, Umeå University, Sweden. The main objective of the course is to give the participants a forum, where they can actively discuss scientific research and development through the implementation of their own ideas and interests. The course introduces students to independently finding and researching a topic of interest for them, finding related sources of information and related research publications, writing a scientific article, peer-reviewing, and presenting their work at a conference. The course is conducted in English which is a foreign language for most of the students. The final examination format is chosen as a conference to provide a realistic environment for the presentation of the results. The work of each student has been reviewed by other participants on the course and members of the department acting not only as teachers and consultants but also as program committee members. If the reviews are favorable, the paper is accepted as a full paper at the conference and included in the proceedings.
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