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Träfflista för sökning "hsv:(TEKNIK OCH TEKNOLOGIER) hsv:(Annan teknik) hsv:(Mediateknik) srt2:(2015-2019)"

Sökning: hsv:(TEKNIK OCH TEKNOLOGIER) hsv:(Annan teknik) hsv:(Mediateknik) > (2015-2019)

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1.
  • Bilbao, Stefan, et al. (författare)
  • Local Directional Source Modeling in Wave-based Acoustic Simulation
  • 2019
  • Ingår i: Proceedings of the International Congress on Acoustics. - 2226-7808 .- 2415-1599. - 9783939296157 ; 2019-September, s. 6377-6384
  • Konferensbidrag (refereegranskat)abstract
    • Time-domain wave-based simulation approaches such as the finite difference time domain (FDTD) method allow for a complete solution to the problem of virtual acoustics over the entire frequency range, in contrast with the methods of geometric acoustics which are valid in the limit of high frequencies. They also allow for flexible modelling of sources and receivers, due to the inherently local nature of the computation, and complete access to the computed acoustic field over an enclosure. In this paper, a method for the emulation of sources of arbitrary directivity is presented, framed directly as an inhomogeneous wave equation. The additional terms in the wave equation take the form of Dirac delta functions and their distributional derivatives, and collections of such terms may be associated directly with an expansion of source directivity in terms of spherical harmonics. The local nature of the model implies a locally-defined efficient computational approach for wave-based methods defined over a spatial grid. Numerical results are presented.
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2.
  • Pettersson, Ingrid M, 1979, et al. (författare)
  • Virtually the Same Experience? Learning from User Experience Evaluation of In-vehicle Systems in VR and in the Field
  • 2019
  • Ingår i: DIS '19 Proceedings of the 2019 on Designing Interactive Systems Conference. - New York, NY, USA : ACM. - 9781450358507 ; , s. 463-473
  • Konferensbidrag (refereegranskat)abstract
    • In order to investigate how a VR study context influence participants’ User Experience responses of an interactive system an UX evaluation of the same in-vehicle systems was conducted in the field and in virtual reality. The virtual environment featured a virtual road scene and an interactive in-car environment, paired with a physical set-up containing a table-mounted steering wheel and a touch-sensitive panel. The VR system enabled a high estimation of presence and focus, however participants voiced less affect in the virtual setting and had difficulty in separating judgments of the VR experience from the UX of the in-vehicle systems. No significant differences in UX questionnaire data were identified between VR and the field, but there were correlations between rated presence in the VR system and UX ratings, especially for reported stimulation.Based on the lessons learned, a number of methodological and technological consequences are recommended in the paper, such as the need for more dynamic movement behaviour, improved resolution of graphics of the virtual vehicle and introducing the test leader as visually present in the virtual environment.
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4.
  • Xiong, Kunli, 1987, et al. (författare)
  • Active control of plasmonic colors: emerging display technologies
  • 2019
  • Ingår i: Reports on Progress in Physics. - : IOP Publishing. - 0034-4885 .- 1361-6633. ; 82:2
  • Forskningsöversikt (refereegranskat)abstract
    • In recent years there has been a growing interest in the use of plasmonic nanostructures for color generation, a technology that dates back to ancient times. Plasmonic structural colors have several attractive features but once the structures arc prepared the colors arc normally fixed. Lately, several concepts have emerged for actively tuning the colors, which opens up for many new potential applications, the most obvious being novel color displays. In this review we summarize recent progress in active control of plasmonic colors and evaluate them with respect to performance criteria for color displays. It is suggested that actively controlled plasmonic colors are generally less interesting for emissive displays but could be useful for new types of electrochromic devices relying on ambient light (electronic paper). Furthermore, there are several other potential applications such as images to be revealed on demand and colorimetric sensors.
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5.
  • Asplund, Simon, et al. (författare)
  • SWAY - designing for balance and posture awareness
  • 2018
  • Ingår i: TEI 2018 - Proceedings of the 12th International Conference on Tangible, Embedded, and Embodied Interaction. - New York : Association for Computing Machinery (ACM). - 9781450355681 ; , s. 470-475
  • Konferensbidrag (refereegranskat)abstract
    • This paper presents the SWAY prototype that encourages people to explore aspects around balance and posture in a playful way. The prototype senses small movements and shifts in posture using a Kinect sensor, and translates these movements to the tilting of a platform holding a set of marbles, and to haptic feedback in the form of vibrations. The prototype provides an interactive experience focusing on building body awareness with a particular focus on balance and posture. The design inquiry provided new insights with respect to reinforcement of bodily experiences and how different modalities affect the guiding of attention.
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6.
  • Bergström, Ilias, et al. (författare)
  • Sarka : Sonification and Somaesthetic Appreciation Design
  • 2016
  • Ingår i: MOCO'16. - New York, NY, USA : ASSOC COMPUTING MACHINERY. - 9781450343077
  • Konferensbidrag (refereegranskat)abstract
    • We often take for granted that we have immediate access to our perception and experience of and through our bodies. But inward listening is a demanding activity and thus not easy to learn to perform or design for. With the Sarka mat we want to support the ability to direct attention by providing sound feedback linked to the weight distribution and motion intensity of different parts of the body, and to provide an exemplar for how such design may be conducted. The process of Sarka's creation is informed by Somaesthetic Appreciation Design. We discuss how a sonic feedback signal can influence listeners, followed by how we, in this design, worked to navigate the complex design space presented to us. We detail the design process involved, and the very particular set of limitations which this interactive sonification presented.
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7.
  • Bresin, Roberto, 1963-, et al. (författare)
  • SOUND FOREST/LJUDSKOGEN: A LARGE-SCALE STRING-BASED INTERACTIVE MUSICAL INSTRUMENT
  • 2016
  • Ingår i: Sound and Music Computing 2016. - : SMC Sound&Music Computing NETWORK. - 9783000537004 ; , s. 79-84
  • Konferensbidrag (refereegranskat)abstract
    •  In this paper we present a string-based, interactive, largescale installation for a new museum dedicated to performing arts, Scenkonstmuseet, which will be inaugurated in 2017 in Stockholm, Sweden. The installation will occupy an entire room that measures 10x5 meters. We aim to create a digital musical instrument (DMI) that facilitates intuitive musical interaction, thereby enabling visitors to quickly start creating music either alone or together. The interface should be able to serve as a pedagogical tool; visitors should be able to learn about concepts related to music and music making by interacting with the DMI. Since the lifespan of the installation will be approximately five years, one main concern is to create an experience that will encourage visitors to return to the museum for continued instrument exploration. In other words, the DMI should be designed to facilitate long-term engagement. Finally, an important aspect in the design of the installation is that the DMI should be accessible and provide a rich experience for all museum visitors, regardless of age or abilities.
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8.
  • Bruckner, Stefan, et al. (författare)
  • A Model of Spatial Directness in Interactive Visualization
  • 2018
  • Ingår i: IEEE Transactions on Visualization and Computer Graphics. - : Institute of Electrical and Electronics Engineers (IEEE). - 1077-2626 .- 1941-0506.
  • Tidskriftsartikel (refereegranskat)abstract
    • We discuss the concept of directness in the context of spatial interaction with visualization. In particular, we propose a model that allows practitioners to analyze and describe the spatial directness of interaction techniques, ultimately to be able to better understand interaction issues that may affect usability. To reach these goals, we distinguish between different types of directness. Each type of directness depends on a particular mapping between different spaces, for which we consider the data space, the visualization space, the output space, the user space, the manipulation space, and the interaction space. In addition to the introduction of the model itself, we also show how to apply it to several real-world interaction scenarios in visualization, and thus discuss the resulting types of spatial directness, without recommending either more direct or more indirect interaction techniques. In particular, we will demonstrate descriptive and evaluative usage of the proposed model, and also briefly discuss its generative usage.
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9.
  • Comber, Rob, Associate Professor, et al. (författare)
  • Towards Post-Interaction Computing : Addressing Immediacy, (un)Intentionality, Instability and Interaction Effects
  • 2019
  • Ingår i: Proceedings of the Halfway to the Future Symposium 2019. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450372039
  • Konferensbidrag (refereegranskat)abstract
    • The changes that have come about through the increased speed, ubiquity, and scale of computational systems require a reconceptualisation of how we think about and study the relationship between humans and computers. Driven by the increased production of data in interaction and the transfer of value from interaction to data, we argue that computing that fundamentally impacts human-computer relations is no longer happening only in interaction but also without and outside interaction. While recent arguments have highlighted interaction as a problematic concept for HCI — challenging what constitute users, use, the human, and the computer in interaction — we propose post-interaction computing as one means to conceptualise a fourth wave of HCI. We propose four concepts — immediacy, (un)intentionality, interaction effects, and instability — that can help us in identifying and slicing our objects of analysis in new ways that better match the challenges that HCI is now faced with.
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10.
  • Foka, Anna, et al. (författare)
  • Introduction to the DHQ Special Issue: Digital Technology in the Study of the Past
  • 2018
  • Ingår i: Digital Humanities Quarterly. - 1938-4122. ; 12:3
  • Tidskriftsartikel (refereegranskat)abstract
    • Digital technology is transforming the assemblage and dissemination of historical information. Museums, libraries, archives, and universities increasingly modify their digital research infrastructures in order to make data open and available. The imminent assessment and representation of historical data has admittedly challenged the boundaries of historical knowledge and generated new research questions. The process of reconstructing, visualizing and rendering historical data has equally developed together with technology. This is the case in both academic and heritage contexts and in less immediatedly obvious popular uses, such as the increasingly significant presence and use of history within videogames. Regardless of specific context, as this collection of articles shows, the process of digitally capturing and representing historical data is often analogous to and determined by the digital platform used.
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