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1.
  • Liu, Yuanhua, 1971, et al. (författare)
  • Considering the importance of user profiles in interface design
  • 2009
  • Ingår i: User Interfaces. ; , s. 23-
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • User profile is a popular term widely employed during product design processes by industrial companies. Such a profile is normally intended to represent real users of a product. The ultimate purpose of a user profile is actually to help designers to recognize or learn about the real user by presenting them with a description of a real user’s attributes, for instance; the user’s gender, age, educational level, attitude, technical needs and skill level. The aim of this chapter is to provide information on the current knowledge and research about user profile issues, as well as to emphasize the importance of considering these issues in interface design. In this chapter, we mainly focus on how users’ difference in expertise affects their performance or activity in various interaction contexts. Considering the complex interaction situations in practice, novice and expert users’ interactions with medical user interfaces of different technical complexity will be analyzed as examples: one focuses on novice and expert users’ difference when interacting with simple medical interfaces, and the other focuses on differences when interacting with complex medical interfaces. Four issues will be analyzed and discussed: (1) how novice and expert users differ in terms of performance during the interaction; (2) how novice and expert users differ in the perspective of cognitive mental models during the interaction; (3) how novice and expert users should be defined in practice; and (4) what are the main differences between novice and expert users’ implications for interface design. Besides describing the effect of users’ expertise difference during the interface design process, we will also pinpoint some potential problems for the research on interface design, as well as some future challenges that academic researchers and industrial engineers should face in practice.
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2.
  • Wilhelmsson, Kenneth, 1976 (författare)
  • Huvudansatser för parsningsmetoder. Om programutvecklingens förutsättningar i en svensk kontext
  • 2016
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • Syftet med denna text var att ge en inblick i området (syntaktisk) parsning. Tanken var att ge en bild av utvecklingen som var 1) fri från alltför tekniska detaljer, då området är programmeringstekniskt, och 2) beskriven ur ett svenskt perspektiv. Bakgrunden till valet av ämne till texten, som var tänkt att finnas med i antologin Text och kontext, var att parsning är relativt okänt för många personer verksamma inom närliggande områden, samtidigt som det är ett absolut nyckelbegrepp för den som ägnar sig åt datorlingvistik eller språkteknologi. Målet var alltså att ge en ganska allmän utifrånblick på några centrala sidor av utvecklingen, samtidigt som det tydligt är så att den som själv arbetat med utveckling kan ha starka åsikter och preferenser rörande metodval, något som i ärlighetens namn kanske inte heller denna text är lösgjord från. Hur ska det göras? Konsten att utveckla automatisk syntaxanalys av naturlig text kan läras ut från ett flertal perspektiv. Det kan t.ex. ske med fokus på användandet av en viss grammatikformalism, med fokus på beräkningssnabbhet, med fokus på entydiggörande av möjliga ambiguiteter. Tolkningsval kan göras med hjälp av antingen handskrivna regler eller inhämtad statistik. En sorts huvudtema i denna text är hur metoder för parsning på senare år uppvisar förändringar som kanske kan förklaras med att programmen har fått andra användningsområden och att metoderna har anpassats därefter (en annan tolkning är att flera senare system inte längre gör parsning i strikt mening). När detta tänkta ”kapitel” var färdigt fick det kommentaren att det inte var anpassat för antologins målgrupp. Det fick skrivas en annan kapiteltext, men det kom samtidigt ett förslag att publicera texten om parsning här som denna rapport.
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3.
  • Wilhelmsson, Kenneth, 1976 (författare)
  • Autentiska och artificiella frågor till svensk text Automatisk frågegenerering jämfört med användares frågor för informationsåtkomst : Authentic and artificial questions to Swedish text Automatically generated questions versus user-generated questions for information access
  • 2015
  • Annan publikation (övrigt vetenskapligt/konstnärligt)abstract
    • Informationssökning mot ostrukturerade datakällor som fri text är ett av de områden där användargränssnitt med fri formulering i naturligt språk har tagits fram. I ett sådant, eventuellt AI-betonat, system kan några grundläggande svårigheter från användarperspektivet märkas. En sådan svårighet är att en användare inte känner till huruvida en fråga som hon avser att ställa egentligen kan besvaras av den aktuella texten. Denna svårighet, tillsammans med andra, som de kraftiga variationsmöjligheterna för formen för ett giltigt svar på en ställd fråga, riskerar att leda till att användarintrycken av systemtypen blir negativa. De moment som behöver ingå i ett sådant frågebaserat informationssystems funktionssätt måste på något sätt inbegripa en mappning av frågeled i frågan (t.ex. när) till den form och grammatisk funktion som svaret i texten måste ha (för frågan när normalt ett tidsadverbial). Bland annat denna iakttagelse inbjuder till användning av automatisk frågegenerering (question generation, QG). Frågegenerering innebär att frågor som en naturlig text besvarar initialt utvinns av ett program som samlar in dem i explicit form. Tanken för användning i informationssökning är att en användare i gränssnittet enbart ska kunna ställa just dessa frågor, vilka faktiskt besvaras av texten. Denna studie gäller just de frågor som ett automatiskt frågegenereringssystem för svenska kan, och genom vidare utveckling, skulle kunna generera för godtycklig digital svensk text. Även om mängden automatiskt genererade frågor och frågeformuleringar kan bli mycket stor, utrymmesmässigt många gånger större än ursprungstexten, så är det tydligt att den beskrivna metoden för frågegenerering för svenska inte kan och troligen inte heller kommer att kunna förmås att skapa alla de frågor och frågeformuleringar som en vanlig användare skulle anse att en viss text besvarar. Men hur väl fungerar då automatiskt genererade frågor i detta sammanhang? Denna uppsats kretsar kring en användarundersökning där undersökningsdeltagare har ombetts att formulera frågor som texter besvarar, och som anses vara relevanta frågor. Den resulterande samlingen frågor undersöktes och kategoriserades. Resultatet av undersökningens huvudfråga visar att bara 20-25 % av användarnas frågeformuleringar skulle kunna genereras direkt automatiskt med aktuell ansats – utan vissa informationstekniska förbättringar. Uppsatsen föreslår viss ny terminologi för detta outforskade område, bl.a. för att skilja mellan de olika grader av processkrav som generering av olika frågeslag från text kräver.
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4.
  • 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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5.
  • 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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6.
  • 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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7.
  • Jacobsson, Martin, 1976-, et al. (författare)
  • A Drone-mounted Depth Camera-based Motion Capture System for Sports Performance Analysis
  • 2023
  • Ingår i: Artificial Intelligence in HCI. - : Springer Nature. - 9783031358937 ; , s. 489-503
  • Konferensbidrag (refereegranskat)abstract
    • Video is the most used tool for sport performance analysis as it provides a common reference point for the coach and the athlete. The problem with video is that it is a subjective tool. To overcome this, motion capture systems can used to get an objective 3D model of a per- son’s posture and motion, but only in laboratory settings. Unfortunately, many activities, such as most outdoor sports, cannot be captured in a lab without compromising the activity. In this paper, we propose to use an aerial drone system equipped with depth cameras, AI-based marker- less motion capture software to perform automatic skeleton tracking and real-time sports performance analysis of athletes. We experiment with off-the-shelf drone systems, miniaturized depth cameras, and commer- cially available skeleton tracking software to build a system for analyzing sports-related performance of athletes in their real settings. To make this a fully working system, we have conducted a few initial experiments and identified many issues that still needs to be addressed.
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8.
  • 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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9.
  • Lindgren, Helena, Professor, et al. (författare)
  • The wasp-ed AI curriculum : A holistic curriculum for artificial intelligence
  • 2023
  • Ingår i: INTED2023 Proceedings. - : IATED. - 9788409490264 ; , s. 6496-6502
  • Konferensbidrag (refereegranskat)abstract
    • Efforts in lifelong learning and competence development in Artificial Intelligence (AI) have been on the rise for several years. These initiatives have mostly been applied to Science, Technology, Engineering and Mathematics (STEM) disciplines. Even though there has been significant development in Digital Humanities to incorporate AI methods and tools in higher education, the potential for such competences in Arts, Humanities and Social Sciences is far from being realised. Furthermore, there is an increasing awareness that the STEM disciplines need to include competences relating to AI in humanity and society. This is especially important considering the widening and deepening of the impact of AI on society at large and individuals. The aim of the presented work is to provide a broad and inclusive AI Curriculum that covers the breadth of the topic as it is seen today, which is significantly different from only a decade ago. It is important to note that with the curriculum we mean an overview of the subject itself, rather than a particular education program. The curriculum is intended to be used as a foundation for educational activities in AI to for example harmonize terminology, compare different programs, and identify educational gaps to be filled. An important aspect of the curriculum is the ethical, legal, and societal aspects of AI and to not limit the curriculum to the STEM subjects, instead extending to a holistic, human-centred AI perspective. The curriculum is developed as part of the national research program WASP-ED, the Wallenberg AI and transformative technologies education development program. 
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11.
  • 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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12.
  • 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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13.
  • 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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15.
  • Frid, Emma, et al. (författare)
  • An Exploratory Study On The Effect Of Auditory Feedback On Gaze Behavior In a Virtual Throwing Task With and Without Haptic Feedback
  • 2017
  • Ingår i: Proceedings of the 14th Sound and Music Computing Conference. - Espoo, Finland : Aalto University. - 9789526037295 ; , s. 242-249
  • Konferensbidrag (refereegranskat)abstract
    • This paper presents findings from an exploratory study on the effect of auditory feedback on gaze behavior. A total of 20 participants took part in an experiment where the task was to throw a virtual ball into a goal in different conditions: visual only, audiovisual, visuohaptic and audio- visuohaptic. Two different sound models were compared in the audio conditions. Analysis of eye tracking metrics indicated large inter-subject variability; difference between subjects was greater than difference between feedback conditions. No significant effect of condition could be observed, but clusters of similar behaviors were identified. Some of the participants’ gaze behaviors appeared to have been affected by the presence of auditory feedback, but the effect of sound model was not consistent across subjects. We discuss individual behaviors and illustrate gaze behavior through sonification of gaze trajectories. Findings from this study raise intriguing questions that motivate future large-scale studies on the effect of auditory feedback on gaze behavior. 
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16.
  • 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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17.
  • 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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20.
  • Frid, Emma, et al. (författare)
  • Interactive Sonification of Spontaneous Movement of Children : Cross-Modal Mapping and the Perception of Body Movement Qualities through Sound
  • 2016
  • Ingår i: Frontiers in Neuroscience. - : Frontiers Media S.A.. - 1662-4548 .- 1662-453X. ; 10
  • Tidskriftsartikel (refereegranskat)abstract
    • In this paper we present three studies focusing on the effect of different sound models in interactive sonification of bodily movement. We hypothesized that a sound model characterized by continuous smooth sounds would be associated with other movement characteristics than a model characterized by abrupt variation in amplitude and that these associations could be reflected in spontaneous movement characteristics. Three subsequent studies were conducted to investigate the relationship between properties of bodily movement and sound: (1) a motion capture experiment involving interactive sonification of a group of children spontaneously moving in a room, (2) an experiment involving perceptual ratings of sonified movement data and (3) an experiment involving matching between sonified movements and their visualizations in the form of abstract drawings. In (1) we used a system constituting of 17 IR cameras tracking passive reflective markers. The head positions in the horizontal plane of 3-4 children were simultaneously tracked and sonified, producing 3-4 sound sources spatially displayed through an 8-channel loudspeaker system. We analyzed children’s spontaneous movement in terms of energy-, smoothness- and directness index. Despite large inter-participant variability and group-specific effects caused by interaction among children when engaging in the spontaneous movement task, we found a small but significant effect of sound model. Results from (2) indicate that different sound models can be rated differently on a set of motion-related perceptual scales (e.g. expressivity and fluidity). Also, results imply that audio-only stimuli can evoke stronger perceived properties of movement (e.g. energetic, impulsive) than stimuli involving both audio and video representations. Findings in (3) suggest that sounds portraying bodily movement can be represented using abstract drawings in a meaningful way. We argue that the results from these studies support the existence of a cross-modal mapping of body motion qualities from bodily movement to sounds. Sound can be translated and understood from bodily motion, conveyed through sound visualizations in the shape of drawings and translated back from sound visualizations to audio. The work underlines the potential of using interactive sonification to communicate high-level features of human movement data.
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21.
  • 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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22.
  • 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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23.
  • Petersson, Jesper, 1974, et al. (författare)
  • Off the record: The invisibility work of doctors in a patient-accessible electronic health record information service.
  • 2021
  • Ingår i: Sociology of health & illness. - : Wiley. - 1467-9566 .- 0141-9889. ; 43:5, s. 1270-1285
  • Tidskriftsartikel (refereegranskat)abstract
    • In this article, we draw on Michael Lipsky's work on street-level bureaucrats and discretion to analyse a real case setting comprising an interview study of 30 Swedish doctors regarding their experiences of changes in clinical work following patients being given access to medical records information online. We introduce the notion of invisibility work to capture how doctors exercise discretion to preserve the invisibility of their work, in contrast to the well-established notion of invisible work, which denotes work made invisible by parties other than those performing it. We discuss three main forms of invisibility work in relation to records: omitting information, cryptic writing and parallel note writing. We argue that invisibility work is a way for doctors to resolve professional tensions arising from the political decision to provide patients with online access to record information. Although invisibility work is understood by doctors as a solution to government-initiated visibility, we highlight how it can create difficulties for doctors concerning accountability towards patients, peers and authorities.
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24.
  • Ali, Muhaddisa Barat, 1986 (författare)
  • Deep Learning Methods for Classification of Gliomas and Their Molecular Subtypes, From Central Learning to Federated Learning
  • 2023
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • The most common type of brain cancer in adults are gliomas. Under the updated 2016 World Health Organization (WHO) tumor classification in central nervous system (CNS), identification of molecular subtypes of gliomas is important. For low grade gliomas (LGGs), prediction of molecular subtypes by observing magnetic resonance imaging (MRI) scans might be difficult without taking biopsy. With the development of machine learning (ML) methods such as deep learning (DL), molecular based classification methods have shown promising results from MRI scans that may assist clinicians for prognosis and deciding on a treatment strategy. However, DL requires large amount of training datasets with tumor class labels and tumor boundary annotations. Manual annotation of tumor boundary is a time consuming and expensive process. The thesis is based on the work developed in five papers on gliomas and their molecular subtypes. We propose novel methods that provide improved performance.  The proposed methods consist of a multi-stream convolutional autoencoder (CAE)-based classifier, a deep convolutional generative adversarial network (DCGAN) to enlarge the training dataset, a CycleGAN to handle domain shift, a novel federated learning (FL) scheme to allow local client-based training with dataset protection, and employing bounding boxes to MRIs when tumor boundary annotations are not available. Experimental results showed that DCGAN generated MRIs have enlarged the original training dataset size and have improved the classification performance on test sets. CycleGAN showed good domain adaptation on multiple source datasets and improved the classification performance. The proposed FL scheme showed a slightly degraded performance as compare to that of central learning (CL) approach while protecting dataset privacy. Using tumor bounding boxes showed to be an alternative approach to tumor boundary annotation for tumor classification and segmentation, with a trade-off between a slight decrease in performance and saving time in manual marking by clinicians. The proposed methods may benefit the future research in bringing DL tools into clinical practice for assisting tumor diagnosis and help the decision making process.
  •  
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.
  •  
26.
  • Lv, Zhihan, Dr. 1984-, et al. (författare)
  • Editorial : 5G for Augmented Reality
  • 2022
  • Ingår i: Mobile Networks and Applications. - : Springer. - 1383-469X .- 1572-8153.
  • Tidskriftsartikel (refereegranskat)
  •  
27.
  • Tobiasson, Helena, 1964-, et al. (författare)
  • Med rörelse i tankarna : Undersökande och utvecklande av designmetoder för fysisk aktivitet i kontorsmiljöe
  • 2016
  • Ingår i: Fysisk aktivitet och hälsa. - Umeå.
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • Syftet med denna fallstudie har varit att undersöka hur undervisningsmetoderinom ämnet Interaktionsdesign IxD och MänniskaDatorinteraktion MDI kan bidra till ökad medvetenhet och design förfysisk aktivitet som prevention inom arbete och fritid? Ur materialet framkom att studenterna välkomnar mermångfacetterade undervisningsmetoder där design för ”kroppar irörelse” har en större plats. Det blev även tydligt genomRörelseDagboken att studenterna upplever att den egna arbetsmiljöninte uppmuntrar till fysisk aktivitet i önskvärd utsträckning. Konceptsom till stor del handlade om design för påminnelse att vara fysisktaktiv var ofta förekommande angreppsätt. En av grupperna hade enhelt omarbetad arbetsorganisation som koncept. Dessa initiala resultat och studenternasspontana återkoppling, ger grund att fortsätta utforska hur undervisningsmetoderi Interaktionsdesign med ett ökat fokus på människor irörelse, i förlängningen kan verka för fysisk aktivitet som preventioninom arbete och fritid. Studenternas egna erfarenheter visualiserade iRörelsedagboken beskrevs som en ögonöppnande och motiverandemetod att initiera beteendeförändring - därigenom promotion av fysiskaktivitet.
  •  
28.
  • Helldin, Tove, et al. (författare)
  • Situation Awareness in Telecommunication Networks Using Topic Modeling
  • 2018
  • Ingår i: 2018 21st International Conference on Information Fusion, FUSION 2018. - : IEEE. - 9780996452762 - 9780996452779 - 9781538643303 ; , s. 549-556
  • Konferensbidrag (refereegranskat)abstract
    • For an operator of wireless telecommunication networks to make timely interventions in the network before minor faults escalate into issues that can lead to substandard system performance, good situation awareness is of high importance. Due to the increasing complexity of such networks, as well as the explosion of traffic load, it has become necessary to aid human operators to reach a good level of situation awareness through the use of exploratory data analysis and information fusion techniques. However, to understand the results of such techniques is often cognitively challenging and time consuming. In this paper, we present how telecommunication operators can be aided in their data analysis and sense-making processes through the usage and visualization of topic modeling results. We present how topic modeling can be used to extract knowledge from base station counter readings and make design suggestions for how to visualize the analysis results to a telecommunication operator.
  •  
29.
  • Alexanderson, Simon, et al. (författare)
  • Style-Controllable Speech-Driven Gesture Synthesis Using Normalising Flows
  • 2020
  • Ingår i: Computer graphics forum (Print). - : Wiley. - 0167-7055 .- 1467-8659. ; 39:2, s. 487-496
  • Tidskriftsartikel (refereegranskat)abstract
    • Automatic synthesis of realistic gestures promises to transform the fields of animation, avatars and communicative agents. In off-line applications, novel tools can alter the role of an animator to that of a director, who provides only high-level input for the desired animation; a learned network then translates these instructions into an appropriate sequence of body poses. In interactive scenarios, systems for generating natural animations on the fly are key to achieving believable and relatable characters. In this paper we address some of the core issues towards these ends. By adapting a deep learning-based motion synthesis method called MoGlow, we propose a new generative model for generating state-of-the-art realistic speech-driven gesticulation. Owing to the probabilistic nature of the approach, our model can produce a battery of different, yet plausible, gestures given the same input speech signal. Just like humans, this gives a rich natural variation of motion. We additionally demonstrate the ability to exert directorial control over the output style, such as gesture level, speed, symmetry and spacial extent. Such control can be leveraged to convey a desired character personality or mood. We achieve all this without any manual annotation of the data. User studies evaluating upper-body gesticulation confirm that the generated motions are natural and well match the input speech. Our method scores above all prior systems and baselines on these measures, and comes close to the ratings of the original recorded motions. We furthermore find that we can accurately control gesticulation styles without unnecessarily compromising perceived naturalness. Finally, we also demonstrate an application of the same method to full-body gesticulation, including the synthesis of stepping motion and stance.
  •  
30.
  • Han, Xu, et al. (författare)
  • Performance of piano trills: effects of hands, fingers, notes and emotions
  • 2019
  • Ingår i: Combined proceedings of the Nordic Sound and Music Computing Conference 2019 and the Interactive Sonification Workshop 2019. - Stockholm. ; , s. 9-15
  • Konferensbidrag (refereegranskat)abstract
    • Trill is a type of musical ornament. In automatic playback of piano music scores, trills are usually synthesised as a sequence of repeated notes with equal duration and dynamic level. This is not how trills are performed by pianists. In this study, trills were performed by three pianists on a Yamaha Disklavier and recorded as both audio and MIDI files. Then note duration, inter-onset interval (IOI) and key velocity for each note were extracted from MIDI files and analyzed in relation to hands, notes and emotions. Four significant effects were found; 1) hand effect: trills on right hand were in average performed with a faster rate, shorter note duration, longer off duration and faster key velocity, 2) finger effect: within the two notes forming a trill, notes with lower fingering number were performed with shorter off duration, while keeping note duration and key velocity close, 3) emotion effect: emotion mainly contributed to dynamic level, 4) crescendo effect: when crescendo happened, note duration and off duration compensated with each other and kept IOI at a almost constant value.
  •  
31.
  • Singh, Aneesha, et al. (författare)
  • Mind the Gap: A SIG on Bridging the Gap in Research on Body Sensing, Body Perception and Multisensory Feedback
  • 2016
  • Ingår i: Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems. - New York, NY, USA : ACM. - 9781450340823 ; , s. 1092-1095
  • Konferensbidrag (refereegranskat)abstract
    • People's perceptions of their own body's appearance, capabilities and position are constantly updated through sensory cues [10,14] that are naturally produced by their actions. Increasingly cheap and ubiquitous sensing technology is being used with multisensory feedback in multiple HCI areas of sports, health, rehabilitation, psychology, neuroscience, arts and games to alter or en-hance sensory cues to achieve many ends such as enhanced body perception and body awareness. However, the focus and aims differ between areas. Designing more effective and efficient multisensory feedback re-quires an attempt to bridge the gap between these worlds. This interactive SIG with minute madness technology presentations, expert sessions, and multidisciplinary discussions will: (i) bring together HCI researchers from different areas, (ii) discuss tools, methods and frameworks, and (iii) form a multidisciplinary community to build synergies for further collaboration.
  •  
32.
  • Rexhepi, Hanife, 1984-, et al. (författare)
  • Cancer patients’ information seeking behavior related to online electronic healthcare records
  • 2021
  • Ingår i: Health Informatics Journal. - : Sage Publications. - 1460-4582 .- 1741-2811. ; 27:3, s. 1-12
  • Tidskriftsartikel (refereegranskat)abstract
    • Patients’ online access to their EHR together with the rapid proliferation of medical information on the Internet has changed how patients use information to learn about their health. Patients’ tendency to turn to the Internet to find information about their health and care is well-documented. However, little is known about patients’ information seeking behavior when using online EHRs. By using information horizons as an analytical tool this paper aims to investigate the information behavior of cancer patients who have chosen to view their EHRs (readers) and to those who have not made that option (non-readers). Thirty interviews were conducted with patients. Based on information horizons, it seems that non-reading is associated with living in a narrower information world in comparison to readers. The findings do not suggest that the smallness would be a result of active avoidance of information, or that it would be counterproductive for the patients. The findings suggest, however, that EHRs would benefit from comprehensive linking to authoritative health information sources to help users to understand their contents. In parallel, healthcare professionals should be more aware of their personal role as a key source of health information to those who choose not to read their EHRs. 
  •  
33.
  • Pousman, Zachary, et al. (författare)
  • Living with Tableau Machine : A Longitudinal Investigation of a Curious Domestic Intelligence
  • 2008
  • Ingår i: Proceedings of the 10th International Conference on Ubiquitous Computing. - New York, NY, USA : ACM Press. ; , s. 370-379
  • Konferensbidrag (refereegranskat)abstract
    • We present a longitudinal investigation of Tableau Machine, an intelligent entity that interprets and reflects the lives of occupants in the home. We created Tableau Machine (TM) to explore the parts of home life that are unrelated to accomplishing tasks. Task support for "smart homes" has inspired many researchers in the community. We consider design for experience, an orthogonal dimension to task-centric home life. TM produces abstract visualizations on a large LCD every few minutes, driven by a set of four overhead cameras that capture a sense of the social life of a domestic space. The openness and ambiguity of TM allow for a cycle of co-interpretation with householders. We report on three longitudinal deployments of TM for a period of six weeks. Participant families engaged with TM at the outset to understand how their behaviors were influencing the machine, and, while TM remained puzzling, householders interacted richly with TM and its images. We extract some key design implications for an experience-focused smart home.
  •  
34.
  • Romero, Mario, et al. (författare)
  • A preliminary investigation of Alien Presence
  • 2005
  • Ingår i: Proceedings of Human-Computer Interaction International (HCII 2005), Las Vegas, NV, USA, July 2005. - : HCII.
  • Konferensbidrag (refereegranskat)abstract
    • Work in ubiquitous computing and ambient intelligence tends to focus on information access and task supportsystems informed by the office environment, which tend to view the whole world as an office, or on surveillancesystems that feature asymmetric information access, providing interpretations of activity to a central authority. Thealien presence provides an alternative model of ambient intelligence; an alien presence actively interprets abstractqualities of human activity (e.g. mood, social energy) and reports these interpretations, not to a central authority, butback to the user’s themselves in the form of ambient, possibly physical displays. The goal of an alien presence is nottask accomplishment and efficient access to information, but rather to open unusual viewpoints onto everydayhuman activity, create pleasure, and provide opportunities for contemplation and wonder. The design of an alienpresence is an interdisciplinary endeavor drawing on artificial intelligence techniques, art practices of creation andcritique, and HCI methods of design and evaluation. In this paper we present preliminary work on the TableauxMachine, an alien presence designed for the home environment, as well as discuss a number of general design issuesof alien presence including co-interpretation, authorship, richness of expression vs. system complexity, tensionsbetween viewing computation as a medium vs. as a model, issues of privacy, and evaluation.
  •  
35.
  • Romero, Mario, 1973-, et al. (författare)
  • Alien Presence in the Home : The Design of Tableau Machine
  • 2008
  • Ingår i: Personal and Ubiquitous Computing. - : Springer. - 1617-4909 .- 1617-4917. ; 12:5, s. 373-382
  • Tidskriftsartikel (refereegranskat)abstract
    • We introduce a design strategy, alien presence, which combines work in human---computer interaction, artificial intelligence, and media art to create enchanting experiences involving reflection over and contemplation of daily activities. An alien presence actively interprets and characterizes daily activity and reflects it back via generative, ambient displays that avoid simple one-to-one mappings between sensed data and output. We describe the alien presence design strategy for achieving enchantment, and report on Tableau Machine, a concrete example of an alien presence design for domestic spaces. We report on an encouraging formative evaluation indicating that Tableau Machine does indeed support reflection and actively engages users in the co-construction of meaning around the display.
  •  
36.
  • Enoksson, Fredrik, 1977-, et al. (författare)
  • Towards End-User Development for Metadata Creators
  • Annan publikation (övrigt vetenskapligt/konstnärligt)abstract
    • Many organization, like libraries, museums, archives, etc. are dependent on metadata about their resources as a representation of their collection. This paper will present an approach aimed at reducing the need for a developer when constructing the metadata editing tool required for such systems, where the long term goal is to enable end-user development (EUD) for the metadata creators. The approach is still under development, but right now it includes a model and a code-library called RDForms that was designed for developers to quickly set up a form based metadata editor, where the metadata that can be edited is changed through a configuration mechanism. An evaluation on the use of RDForms in the wild is presented that seems to indicate that the developers are the ones also configuring the metadata editor. If the configuration instead could be made by the metadata creators the need for a developer would be even further reduced.
  •  
37.
  • Kucher, Kostiantyn, et al. (författare)
  • Visual Analysis of Online Social Media to Open Up the Investigation of Stance Phenomena
  • 2016
  • Ingår i: Information Visualization. - : Sage Publications. - 1473-8716 .- 1473-8724. ; 15:2, s. 93-116
  • Tidskriftsartikel (refereegranskat)abstract
    • Online social media are a perfect text source for stance analysis. Stance in human communication is concerned with speaker attitudes, beliefs, feelings and opinions. Expressions of stance are associated with the speakers' view of what they are talking about and what is up for discussion and negotiation in the intersubjective exchange. Taking stance is thus crucial for the social construction of meaning. Increased knowledge of stance can be useful for many application fields such as business intelligence, security analytics, or social media monitoring. In order to process large amounts of text data for stance analyses, linguists need interactive tools to explore the textual sources as well as the processed data based on computational linguistics techniques. Both original texts and derived data are important for refining the analyses iteratively. In this work, we present a visual analytics tool for online social media text data that can be used to open up the investigation of stance phenomena. Our approach complements traditional linguistic analysis techniques and is based on the analysis of utterances associated with two stance categories: sentiment and certainty. Our contributions include (1) the description of a novel web-based solution for analyzing the use and patterns of stance meanings and expressions in human communication over time; and (2) specialized techniques used for visualizing analysis provenance and corpus overview/navigation. We demonstrate our approach by means of text media on a highly controversial scandal with regard to expressions of anger and provide an expert review from linguists who have been using our tool.
  •  
38.
  •  
39.
  • Tjøstheim, Ingvar, et al. (författare)
  • Virtual Tourism in a Game Environment : Untangling Judged Affordances and Sense of Place
  • 2020
  • Ingår i: HCI in Games. - Cham : Springer. - 9783030501631 - 9783030501648 ; , s. 202-217
  • Bokkapitel (refereegranskat)abstract
    • The present study enriches and deepens understanding of the concepts of telepresence and sense of place, by examining their relevance to capture a place experience evoked in 3D environments through a research design that includes the affordance concept in virtual tourism. Many previous presence studies concern the in-the-moment experience without modeling the relationship with response variables that can help explain behavior in the digital or the material space. In this paper we tested affordance as the response variable in two different research models. The participants in our experiment explored the city of Los Angeles in a virtual environment (VE). Often, though not always, the participants had a feeling of “being there.” The results indicated that both concepts – telepresence and sense of place – can be used to measure the user experience in a VE. Telepresence appears to be a more reliable predictor than the alternative concept sense of place, but its meaning aspect is generally less well known, particularly with regard to a tourist’s intended activities and relevant affordances during a visit to a place.
  •  
40.
  • Lv, Zhihan, Dr. 1984-, et al. (författare)
  • 5G for mobile augmented reality
  • 2022
  • Ingår i: International Journal of Communication Systems. - : John Wiley & Sons. - 1074-5351 .- 1099-1131. ; 35:5
  • Tidskriftsartikel (övrigt vetenskapligt/konstnärligt)
  •  
41.
  • Palmberg, Robin, 1992-, et al. (författare)
  • Built Environment Characteristics, Daily Travel, and Biometric Readings : Creation of an Experimental Tool Based on a Smartwatch Platform
  • 2021
  • Ingår i: Sustainability. - Basel, Schweiz : MDPI. - 2071-1050. ; 13:17
  • Tidskriftsartikel (refereegranskat)abstract
    • Travel surveys can uncover information regarding travel behaviour, needs, and more. Collected information is utilised to make choices when reorganising or planning built environments. Over the years, methods for conducting travel surveys have changed from interviews and forms to automated travel diaries in order to monitor trips made by travellers. With the fast progression of technological advancements, new possibilities for operationalising such travel diaries can be implemented, changing from utilising mobile to wearable devices. Wearable devices are often equipped with sensors which collect continuous biometric data from sources that are not reachable from standard mobile devices. Data collected through wearable devices range from heart rate and blood pressure to temperature and perspiration. This advancement opens new possible layers of information in the collection of travel data. Such biometric data can be used to derive psychophysiological conditions related to cognitive load, which can uncover in-depth knowledge regarding stress and emotions. This paper aims to explore the possibilities of data analysis on the data collected through a software combining travel survey data, such as position and time, with heartrate, to gain knowledge of the implications of such data. The knowledge about the implications of spatial configurations can be used to create more accessible environments.
  •  
42.
  • Grünloh, Christiane, 1980-, et al. (författare)
  • "why do they need to check me?" patient participation through ehealth and the doctor-patient relationship : Qualitative study
  • 2018
  • Ingår i: Journal of Medical Internet Research. - : J M I R Publications, Inc.. - 1438-8871. ; 20:1
  • Tidskriftsartikel (refereegranskat)abstract
    • Background: Roles in the doctor-patient relationship are changing and patient participation in health care is increasingly emphasized. Electronic health (eHealth) services such as patient accessible electronic health records (PAEHRs) have been implemented to support patient participation. Little is known about practical use of PAEHR and its effect on roles of doctors and patients. Objective: This qualitative study aimed to investigate how physicians view the idea of patient participation, in particular in relation to the PAEHR system. Hereby, the paper aims to contribute to a deeper understanding of physicians' constructions of PAEHR, roles in the doctor-patient relationship, and levels and limits of involvement. Methods: A total of 12 semistructured interviews were conducted with physicians in different fields. Interviews were transcribed, translated, and a theoretically informed thematic analysis was performed. Results: Two important aspects were identified that are related to the doctor-patient relationship: roles and involvement. The physicians viewed their role as being the ones to take on the responsibility, determining treatment options, and to be someone who should be trusted. In relation to the patient's role, lack of skills (technical or regarding medical jargon), motives to read, and patients' characteristics were aspects identified in the interviews. Patients were often referred to as static entities disregarding their potential to develop skills and knowledge over time. Involvement captures aspects that support or hinder patients to take an active role in their care. Conclusions: Literature of at least two decades suggests an overall agreement that the paternalistic approach in health care is inappropriate, and a collaborative process with patients should be adopted. Although the physicians in this study stated that they, in principle, were in favor of patient participation, the analysis found little support in their descriptions of their daily practice that participation is actualized. As seen from the results, paternalistic practices are still present, even if professionals might not be aware of this. This can create a conflict between patients who strive to become more informed and their questions being interpreted as signs of critique and mistrust toward the physician. We thus believe that the full potential of PAEHRs is not reached yet and argue that the concept of patient empowerment is problematic as it triggers an interpretation of "power" in health care as a zero-sum, which is not helpful for the maintenance of the relationship between the actors. Patient involvement is often discussed merely in relation to decision making; however, this study emphasizes the need to include also sensemaking and learning activities. This would provide an alternative understanding of patients asking questions, not in terms of "monitoring the doctor" but to make sense of the situation.
  •  
43.
  • Lindgren, Helena, et al. (författare)
  • The STAR-C Intelligent Coach : a Cross- Disciplinary Design Process of a Behaviour Change Intervention in Primary Care
  • 2020
  • Ingår i: pHealth 2020. - : IOS Press. - 9781643681122 ; , s. 203-208
  • Konferensbidrag (refereegranskat)abstract
    • A broad range of aspects are needed to be taken into consideration in the design and development of personalized coaching systems based on artificial intelligence methodologies. This research presents the initial phase of joining different professional and stakeholder perspectives on behavior change technologies into a flexible design proposal for a digital coaching system. The diversity and sometimes opposed views on content, behavior, purposes and context were managed using a structured argument-based design approach, which also feed into the behavior of the personalized system. Results include a set of personalization strategies that will be further elaborated with the target user group to manage sensitive issues such as ethics, social norms, privacy, motivation, autonomy and social relatedness.
  •  
44.
  • 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.
  •  
45.
  • Elblaus, Ludvig, 1981-, et al. (författare)
  • Modes of sonic interaction in circus : Three proofs of concept
  • 2014
  • Ingår i: Proceedings of Sound and Music Computing Conference 2014. - Athens : The International Computer Music Association, The Sound and Music Computing Steering Committe, The Institute for Research on Music & Acoustics. ; , s. 1698-1706, s. 1698-1706-
  • Konferensbidrag (refereegranskat)abstract
    • The art of circus is a vibrant and competitive culture that embraces new tools and technology. In this paper, a series of exploratory design processes resulting in proofs of concepts are presented, showing strategies for effective use of three different modes of sonic interaction in contemporary circus. Each design process is based on participatory studio work, involving professional circus artists. All of the proofs of concepts have been evaluated, both with studio studies and public circus performances, taking the work beyond theoretical laboratory projects and properly engaging the practice and culture of contemporary circus.The first exploration uses a contortionist’s extreme bodily manipulation as inspiration for sonic manipulations in an accompanying piece of music. The second exploration uses electric amplification of acoustic sounds as a transformative enhancement of existing elements of circus performance. Finally, a sensor based system of real-time sonification of body gestures is explored and ideas from the sonification of dance are translated into the realm of circus.
  •  
46.
  • 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)
  •  
47.
  • 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)
  •  
48.
  • Romero, Mario, 1973-, et al. (författare)
  • Evaluating Video Visualizations of Human Behavior
  • 2011
  • Ingår i: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. - New York, NY, USA : ACM. ; , s. 1441-1450
  • Konferensbidrag (refereegranskat)abstract
    • Previously, we presented Viz-A-Vis, a VIsualiZation of Activity through computer VISion [17]. Viz-A-Vis visualizes behavior as aggregate motion over observation space. In this paper, we present two complementary user studies of Viz-A-Vis measuring its performance and discovery affordances. First, we present a controlled user study aimed at comparatively measuring behavioral analysis preference and performance for observation and search tasks. Second, we describe a study with architects measuring discovery affordances and potential impacts on their work practices. We conclude: 1) Viz-A-Vis significantly reduced search time; and 2) it increased the number and quality of insightful discoveries.
  •  
49.
  • Rumman, Nadine Abu, et al. (författare)
  • Skin deformation methods for interactive character animation
  • 2017
  • Ingår i: Communications in Computer and Information Science. - Cham : Springer International Publishing. - 1865-0937 .- 1865-0929. ; 693, s. 153-174, s. 153-174
  • Konferensbidrag (refereegranskat)abstract
    • Character animation is a vital component of contemporary computer games, animated feature films and virtual reality applications. The problem of creating appealing character animation can best be described by the title of the animation bible: “The Illusion of Life”. The focus is not on completing a given motion task, but more importantly on how this motion task is performed by the character. This does not necessarily require realistic behavior, but behavior that is believable. This of course includes the skin deformations when the character is moving. In this paper, we focus on the existing research in the area of skin deformation, ranging from skeleton-based deformation and volume preserving techniques to physically based skinning methods. We also summarize the recent contributions in deformable and soft body simulations for articulated characters, and discuss various geometric and example-based approaches. © Springer International Publishing AG 2017.
  •  
50.
  • Shin, Grace, et al. (författare)
  • VizKid : A Behavior Capture and Visualization System of Adult-child Interaction
  • 2011
  • Ingår i: Proceedings of the 1st International Conference on Human Interface and the Management of Information. ; , s. 190-198
  • Konferensbidrag (refereegranskat)abstract
    • We present VizKid, a capture and visualization system for supporting the analysis of social interactions between two individuals. The development of this system is motivated by the need for objective measures of social approach and avoidance behaviors of children with autism. VizKid visualizes the position and orientation of an adult and a child as they interact with one another over an extended period of time. We report on the design of VizKid and its rationale.
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