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Träfflista för sökning "hsv:(ENGINEERING AND TECHNOLOGY) hsv:(Other Engineering and Technologies) hsv:(Media Engineering) srt2:(2010-2014)"

Sökning: hsv:(ENGINEERING AND TECHNOLOGY) hsv:(Other Engineering and Technologies) hsv:(Media Engineering) > (2010-2014)

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1.
  • Rohman, Ibrahim Kholilul, 1980 (författare)
  • The application of Rohman-Stork price basket to unlock the complexities of cellular price in Indonesia
  • 2013
  • Ingår i: Info. - : Emerald. - 1463-6697 .- 1465-9840. ; 15:5, s. 7-19
  • Tidskriftsartikel (refereegranskat)abstract
    • Purpose: To demonstrate the complexity of prepaid mobile pricing in Indonesia and suggest tools that allow consumers to make informed decisions.Design/methodology/approach: Defining a basket of services and pricing it for all prepaid mobile products available in Indonesia.Findings: Findings suggested the importance of price transparency to ensure that consumers are well-informedconcerning the range of services and prices available.Practical implications: Recommendations for the Indonesian Telecommunication Regulation Agency (BRTI). Itcould use price baskets to create transparency and monitor price developments in the market. Another measureBRTI could undertake is to require any advertisement to include the cost for a price basket defined by BRTI.Social implications: Price transparency is likely to lead to price competition and, thus, lower prices and/or better services. The economic impact of lower prices is well documented.Originality/value: A unique basket methodology to address the specific situation in Indonesia was developed.
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2.
  • Bälter, Olof, 1962- (författare)
  • Effektivare e-post : konkreta råd för ett bättre e-postliv
  • 2012
  • Bok (populärvet., debatt m.m.)abstract
    • Trots nya medier och medföljande spådomar om e-postens snara död räknar man med en årlig tillväxt i antalet brev på 6% 2012–2016. Det betyder att du om fyra år förväntas hantera ytterligare 25% mer e-brev än idag. Vi kan inte påverka hur andra använder e-post, men vi kan förändra vårt eget sätt att läsa, skriva och skicka brev vilket kan underlätta situationen avsevärt.Olle Bälter disputerade 1998 på en avhandling om våra e-postvanor som har blivit populär i media där Olle går under namnet ”epostdoktorn”. I denna bok har han samlat forskningsresultat och formulerat rekommendationer för hur just du ska kunna hantera din e-post effektivare oavsett om du är en vanlig eller tungt belastad e-post­användare.
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3.
  • Faure, Lucile, 1989, et al. (författare)
  • 3D Movie Creation from Discrete Event Simulation Software Models of Manufacturing Industries
  • 2012
  • Ingår i: International Conference of Modeling, Optimization and Simulation.
  • Konferensbidrag (refereegranskat)abstract
    • Movies made from simulation tools can be used to present results of simulation models to people who have no knowledge about simulation or how to validate and optimize models. This is why it is important to present models that reproduce reality as accurately as possible. One important mean to achieve this is to capture the 3D depth which humans become aware of due to our set of two eyes. Actual simulation models include 3D-objects but are normally viewed in 2D on regular computer screens. There is a gap in terms of perceiving reality here. Nowadays the movie industry use stereoscopy to fill this gap. However industrial companies are not as far in this technological use yet. This paper presents a method to include stereoscopy when watching simulation models created with different programs. The method involves accessing the code which describes camera point of view in the simulation software and record two movies of the same scenario with slightly different camera positions and angles. Afterwards the two recordings can be integrated to create a stereoscopic movie.
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4.
  • Gil de la Iglesia, Didac, 1981-, et al. (författare)
  • Towards a Decentralized and Self-Adaptive System for M-Learning Applications
  • 2012
  • Ingår i: Seventh IEEE International Conference on Wireless, Mobile and Ubiquitous Technology in Education. - : IEEE. - 9781467308847 ; , s. 162-166
  • Konferensbidrag (refereegranskat)abstract
    • Through the analysis of the different iterations of the Geometry Mobile (GEM) project, a mobile learning effort in the field of mathematics, we have identified a major architectural issue to be addressed in the design and implementation of m-learning applications. Due to the dynamic nature of the field many challenging requirements are continuously emerging. One of them relates to the possibility to support collaborative activities that demand sharing resources between students and their mobile devices in constantly changing conditions. These situations generate the need of using decentralized distributed architectures in which mobile devices can share resources to carry out the activity covering the concerns defined by the different stakeholders. This paper describes our current efforts connected to identifying a set of requirements for M-Learning activities. Thereafter, we elaborate on why a decentralized distributed system (DDS) can be used to provide a novel solution to tackle the mentioned above problems. Moreover, initial aspects related to the design of a DDS, including a self-adaptation mechanism are presented.
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5.
  • Khan, Muhammad Sikandar Lal, 1988-, et al. (författare)
  • Distance Communication : Trends and Challenges and How to Resolve them
  • 2014
  • Ingår i: Strategies for a creative future with computer science, quality design and communicability. - Italy : Blue Herons Editions. - 9788896471104
  • Bokkapitel (refereegranskat)abstract
    • Distance communication is becoming an important part of our lives because of the current advancement in computer mediated communication (CMC). Despite the current advancement in CMC especially video teleconferencing; it is still far from face-to-face (FtF) interaction. This study will focus on the advancements in video teleconferencing; their trends and challenges. Furthermore, this work will present an overview of previously developed hardware and software techniques to improve the video teleconferencing experience. After discussing the background development of video teleconferencing, we will propose an intuitive solution to improve the video teleconferencing experience. To support the proposed solution, the Embodied Interaction based distance communication framework is developed. The effectiveness of this framework is validated by the user studies. To summarize this work has considered the following questions: What are the factors which make video teleconferencing different from face to face interaction?; What researchers have done so far to improve video teleconferencing?; How to further improve the teleconferencing experience?; How to add more non-verbal modalities to enhance the video teleconferencing experience? At the end we have also provided the future directions for embodied interaction based video teleconferencing.
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6.
  • Khan, Muhammad Sikandar Lal, 1988-, et al. (författare)
  • Embodied tele-presence system (ETS) : Designing tele-presence for video teleconferencing
  • 2014
  • Ingår i: 3rd International Conference on Design, User Experience, and Usability: User Experience Design for Diverse Interaction Platforms and Environments, DUXU 2014, Held as Part of 16th International Conference on Human-Computer Interaction, HCI Int. 2014. - Cham : Springer International Publishing. - 9783319076256 - 9783319076263 ; , s. 574-585
  • Konferensbidrag (refereegranskat)abstract
    • In spite of the progress made in tele conferencing over the last decades, however, it is still far from a resolved issue. In this work, we present an intuitive video teleconferencing system, namely - Embodied Tele-Presence System (ETS) which is based on embodied interaction concept. This work proposes the results of a user study considering the hypothesis: " Embodied interaction based video conferencing system performs better than the standard video conferencing system in representing nonverbal behaviors, thus creating a 'feeling of presence' of a remote person among his/her local collaborators". Our ETS integrates standard audio-video conferencing with mechanical embodiment of head gestures of a remote person (as nonverbal behavior) to enhance the level of interaction. To highlight the technical challenges and design principles behind such tele-presence systems, we have also performed a system evaluation which shows the accuracy and efficiency of our ETS design. The paper further provides an overview of our case study and an analysis of our user evaluation. The user study shows that the proposed embodied interaction approach in video teleconferencing increases 'in-meeting interaction' and enhance a 'feeling of presence' among remote participant and his collaborators.
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7.
  • Lv, Z., et al. (författare)
  • Foot motion sensing : Augmented game interface based on foot interaction for smartphone
  • 2014
  • Ingår i: Conference on Human Factors in Computing Systems - Proceedings. - New York, NY, USA : ACM. - 9781450324748 ; , s. 293-296, s. 293-296
  • Konferensbidrag (refereegranskat)abstract
    • We designed and developmented two games: real-time augmented football game and augmented foot piano game to demonstrate a innovative interface based on foot motion sensing approach for smart phone. In the proposed novel interface, the computer vision based hybrid detection and tracking method provides a core support for foot interaction interface by accurately tracking the shoes. Based on the proposed interaction interface, wo demonstrations are developed, the applications employ augmented reality technology to render the game graphics and game status information on smart phones screen. The players interact with the game using foot interaction toward the rear camera, which triggers the interaction event. This interface supports basic foot motion sensing (i.e. direction of movement, velocity, rhythm).
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8.
  • Manker, Jon, 1970-, et al. (författare)
  • Prototyping in game design : Externalization and internalization of game ideas
  • 2011
  • Ingår i: HCI 2011: Health, Wealth & Happiness: The 25th BCS Conference on Human-Computer Interaction. Newcastle Upon Tyne, UK, July 4-8, 2011..
  • Konferensbidrag (refereegranskat)abstract
    • Prototyping is a well-studied activity for interaction designers, but its role in computer game design is relatively unexplored. The aim of this study is to shed light on prototyping in game design. Interviews were conducted with 27 game designers. The empirical data was structured using qualitative content analysis and analysed using the design version of The Activity Checklist. The analysis indicated that six categories of the checklist were significant for the data obtained. Thesecategories are presented in relation to the data. The roles of externalization and internalization are specifically highlighted.
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9.
  • Nordmark, Susanna, et al. (författare)
  • Using Mobile Digital Storytelling to Support Learning about Cultural Heritage
  • 2012
  • Ingår i: Proceedings of the 20th International Conference on Computers in Education ICCE 2012. - : Asia-Pacific Society for Computers in Education. - 9789810746490 ; , s. 408-412
  • Konferensbidrag (refereegranskat)abstract
    • This paper presents our on-going research related to the use of mobile digital storytelling (mDS) as means for promoting innovative ways of collaboratively learning about cultural heritage. In a joint effort we have worked closely together with our fellow stakeholders – a local museum and a primary school – on actively engaging a group of Swedish school children and their teachers in using mobile digital storytelling as facilitator for introducing the concept of seamless learning. The outcomes of these efforts provided us with valuable insights on how to proceed further in our work of designing versatile mDS applications supporting collaborative learning in authentic contexts.
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10.
  • Shafiq, ur Réhman, 1978-, et al. (författare)
  • Using Vibrotactile Language for Multimodal Human Animals Communication and Interaction
  • 2014
  • Ingår i: Proceedings of the 2014 Workshops on Advances in Computer Entertainment Conference, ACE '14. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450333146 ; , s. 1:1-1:5
  • Konferensbidrag (refereegranskat)abstract
    • In this work we aim to facilitate computer mediated multimodal communication and interaction between human and animal based on vibrotactile stimuli. To study and influence the behavior of animals, usually researchers use 2D/3D visual stimuli. However we use vibrotactile pattern based language which provides the opportunity to communicate and interact with animals. We have performed experiment with a vibrotactile based human-animal multimodal communication system to study the effectiveness of vibratory stimuli applied to the animal skin along with audio and visual stimuli. The preliminary results are encouraging and indicate that low-resolution tactual displays are effective in transmitting information.
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11.
  • Söderberg, Håkan, 1966, et al. (författare)
  • In video war games, are military personnel's fixation patterns different compared with those of civilians?
  • 2012
  • Ingår i: The Journal of Defense Modeling and Simulation: Applications, Methodology, Technology. - : Sage Publications. - 1557-380X .- 1548-5129. ; 11:4, s. 329-338
  • Tidskriftsartikel (refereegranskat)abstract
    • For combat personnel in urban operations, situational awareness is critical and of major importance for a safe and efficient performance. One way to train situational awareness is to adopt video games. Twenty military and 20 civilian subjects played the game “Close Combat: First to Fight” on two different platforms, Xbox and PC, wearing an eye tracker. The purpose was to investigate if the visual search strategies used in a game correspond to live training, and how military-trained personnel search for visual information in a game environment. A total of 27,081 fixations were generated through a centroid mode algorithm and analyzed frame-by-frame, 48% of them from military personnel. Military personnel’s visual search strategies were different from those of civilians. Fixation durations were, however, equally short, that is, about 170 ms, for both groups. Surprisingly, the military-trained personnel’s fixation patterns were less orientated towards tactical objects and areas of interest than the civilians’; the underlying mechanisms remaining unclear. Military training was apparently not advantageous with respect to playing “Close Combat: First to Fight”. Further research within the area of gaming, military training and visual search strategies is warranted.
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13.
  • Abedan Kondori, Farid, et al. (författare)
  • Smart Baggage in Aviation
  • 2011
  • Ingår i: 2011 IEEE International Conferences on Internet of Things, and Cyber, Physical and Social Computing. - Los Alamitos : IEEE Press. - 9781457719769 ; , s. 620-623
  • Konferensbidrag (refereegranskat)abstract
    • Nowadays, the Internet has dramatically changed the way people take the normal course of actions. By the recent growth of the Internet, connecting different objects to users through mobile phones and computers is no longer a dream. Aviation industry is one of the areas which have a strong potential to benefit from the Internet of Things. Among many problems related to air travel, delayed and lost luggage are the most common and irritating. Therefore, this paper suggests anew baggage control system, where users can simply track their baggage at the airport to avoid losing them. Attaching a particular pattern on the bag, which can be detected and localized from long distance by an ordinary camera, users are able to track their baggage. The proposed system is much cheaper than previous implementations and does not require sophisticated equipment.
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19.
  • Ahmet, Zeynep, et al. (författare)
  • Supporting embodied exploration of physical concepts in mixed digital and physical interactive settings
  • 2011
  • Ingår i: TEI'11. - Funchal, Portugal : ACM Press. - 1450304788 ; , s. 109-116
  • Konferensbidrag (refereegranskat)abstract
    • In this paper findings are presented from a study on how sensor equipped computer game technologies can be used to create tools for educational settings to learn about for example concepts in physics. In a workshop focusing on the concept of gravity, a group of children interacted with an environment consisting of both physical and digital interactive components. We discuss how the mixed digital and physical setting affects the children's coordination and collaboration and their strategies to solve the given assignment. Findings suggest that the embodied nature of the technology create new opportunities for collaboration and that the alignment of the physical and digital parts of the interactive setting is important in order to create a seamless experience that takes advantage of the properties of the respective media.
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20.
  • Al-Naser, Mohammad, et al. (författare)
  • Reconstruction of occluded facial images using asymmetrical principal component analysis
  • 2011
  • Ingår i: 2011 18th International Conference on Systems, Signals and Image Processing (IWSSIP). - : IEEE. - 9789958996610 ; , s. 276-279
  • Konferensbidrag (refereegranskat)abstract
    • When face images are occluded it becomes difficult or impossible to make a correct recognition based on only the non-occluded parts. With asymmetrical Principal Component Analysis (aPCA) it is possible to estimate occluded regions based on the content of the non-occluded pixels. Entire faces can be reconstructed from images where some parts are occluded with the occluded region being estimated based on the relation to the non-occluded region. We show the result with 3 different occlusion cases and compare two reconstruction methods. The results are measured both objectively and subjectively and it is shown that a clear and sharp image part should be used even if the resulting image have edges in it.
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21.
  • Andersson Schwarz, Jonas, 1978- (författare)
  • De digitala vidderna styrs från ovan
  • 2014
  • Ingår i: Svenska Dagbladet. - Stockholm. - 1101-2412. ; :23 jun
  • Tidskriftsartikel (populärvet., debatt m.m.)
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22.
  • Andersson Schwarz, Jonas, 1978-, et al. (författare)
  • Introducing the panspectric challenge : A reconfiguration of regulatory values in a multiplatform media landscape
  • 2013
  • Ingår i: Central European Journal of Communication. - Wroclaw, Polen. - 1899-5101. ; 6:2, s. 219-233
  • Tidskriftsartikel (refereegranskat)abstract
    • Taking Sweden as a case study, the role of public service broadcasting (PSB) is explored, with a focus on issues of data retention and innovation that accompany web distribution. The issue of predicting audience preferences by means of data retention is investigated, and the related problem of organizational autonomy when interacting with commercial actors in the digital sphere. We hypothesize that previous tendencies towards paternalism might be equally supplemented by tendencies towards so-called “panspectric” surveillance and tracking, given a technological environment where such practices are increasingly common. We argue that the absence of advertising partially helps keep these broadcasters from panspectric temptation. Still, practices such as Facebook integration entail a panspectric element. We ask whether the potential increase in the efficacy of targeting audiences promised by panspectric practices might be offset by its negative impact on civic accountability. Is there a possibility for a “benign,” democratically accountable panspectrocism?
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23.
  • Appelberg, Jonas, 1985-, et al. (författare)
  • Social media in the professional work of Polish, Russian and Swedish journalists
  • 2014
  • Ingår i: Journal of Print and Media Technology Research. - Darmstadt : International Association of Research Organizations for the Information, Media and Graphic Arts Industrie (IARIGAI). - 2223-8905 .- 2414-6250. ; 3:2, s. 107-118
  • Tidskriftsartikel (refereegranskat)abstract
    • Professional journalistic culture is a complex of journalistic values, practices, norms and media products. On the one hand it tends to unification across the globe, but on the other hand these cultures varies according to cultural diversities.  Technological development leads to a media convergence, increasing interactivity and plenty of opportunities for individualization of media content influence audience’s demands and consequently challenge of traditional routine of journalists’ work, affect professional practices and even undermine traditional role of a journalist in society. Social media creates new conditions for both actors: readers/viewers/listeners and for media professionals who use it as a tool for media work.  Journalists in the different countries, however, use social media for professional needs not equally. This paper is discussing differences and similarities in the patterns of social media use by Polish, Russian and Swedish journalists.  The research is based on a survey of 500 journalists in each country.  
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24.
  • Bahne, Adrian, 1983- (författare)
  • Multichannel Audio Signal Processing : Room Correction and Sound Perception
  • 2014
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This thesis concerns and combines multichannel sound reproduction, digital room correction, audio signal processing, and human sound perception. It investigates perceived sound quality and new methods to improve timbral and spatial fidelity of loudspeaker-based multichannel sound reproduction in reverberant environments.In the first part of the thesis, the perceived sound quality of regular optimized stereo sound systems is investigated by means of a listening experiment based on subjective comparison judgments. It is shown that average listeners' preferences are in favor of the optimized version of the systems.The second part of the thesis takes on with three novel equalization schemes, which are based on insights from human perception. First, a general filter design framework based on multiple-input multiple-output (MIMO) feedforward control is introduced. The main objective is to provide means to jointly equalize a single loudspeaker by utilizing all available loudspeakers in a multichannel sound system.Well-known drawbacks of standard multichannel sound reproduction are (a) that symmetrical system setups are generally assumed, and (b) that high fidelity sound reproduction is limited to a tight region in space, the so-called sweet spot. In order to ease drawback (a), the MIMO similarity framework incorporating a pairwise channel similarity requirement is introduced, which is based on a mathematical description of the perception of virtual sound sources created in multichannel sound reproduction. The aim is to obtain similar (symmetrical) room transfer functions in the listening area of a given listening environment. In order to ease drawbacks (a) and (b), the personal audio framework is introduced. It aims at producing filters which improve spatial and timbral sound reproduction in multiple listening positions simultaneously.Evaluations based on simulations and measurements acquired in representative listening environments strongly indicate that the proposed methods successfully treat several causes which are known to impair sound quality and thus yield improved sound reproduction.
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25.
  • Berg Marklund, Björn, et al. (författare)
  • The Practicalities of Educational Games : Challenges of taking games into formal educational settings
  • 2014
  • Ingår i: Proceedings of the 6th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games 2014). - University of Malta : IEEE Computer Society. - 9781479940561 ; , s. 82-89
  • Konferensbidrag (refereegranskat)abstract
    • The complexity of balancing educational purpose and engaging gameplay mechanics through appropriate design decisions has frequently been discussed in learning game literature. The discussion has primarily focused on highlighting connections between game design principles and learning principles and making guidelines for achieving engaging learning scenarios through game mechanics tailored to specific subject matters. Play, and the learning derived from it, is thus often studied as a phenomenon of the two disparate forces of education and gameplay colliding inside a closed system. The complexity of designing games for educational purposes is subsequently also seen as a product of the dichotomies between these two forces. However, the discussions on the design of learning games and their potential as learning tools seldom take the practicalities of formal educational environments into consideration. In this paper, learning game design principles are investigated alongside developers’ and educators’ working practices. In our analysis we identify and examine a set of issues that complicate learning game design and development. The primary conclusion of this research is that the contexts in which learning games are used significantly alter the way they can be played by introducing constraints as well as facilitating conditions to the play sessions. The paper concludes with an argument for a shift of attention from the product centric view of today to a view that takes pedagogical contexts and organizational values into better account.
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27.
  • Brunnström, Kjell, et al. (författare)
  • 2D no-reference video quality model development and 3D video transmission quality
  • 2012
  • Ingår i: Proceedings of the Sixth International Workshop on Video Processing and Quality Metrics for Consumer Electronics VPQM-2012.
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • This presentation will target two different topics in video quality assessment. First, we discuss 2D no-reference video quality model development. Further, we discuss how to find suitable quality for 3D video transmission. No-reference metrics are the only practical option for monitoring of 2D video quality in live networks. In order to decrease the development time, it might be possible to use full-reference metrics for this purpose. In this work, we have evaluated six full-reference objective metrics in three different databases. We show statistically that VQM performs the best. Further, we use these results to develop a lightweight no-reference model. We have also investigated users' experience of stereoscopic 3D video quality by performing the rating of two subjective assessment datasets, targeting in one dataset efficient transmission in the transmission error free case and error concealment in the other. Among other results, it was shown that, based on the same level of quality of experience, spatial down-sampling may lead to better bitrate efficiency while temporal down-sampling will be worse. When network impairments occur, traditional error 2D concealment methods need to be reinvestigated as they were outperformed switching to 2D presentation.
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28.
  • Dibra, Dorina, et al. (författare)
  • Real-time interactive visualization aiding pronunciation of English as a second language
  • 2014
  • Ingår i: 2014 14TH IEEE INTERNATIONAL CONFERENCE ON ADVANCED LEARNING TECHNOLOGIES (ICALT). - : IEEE Press. - 9781479940387 ; , s. 436-440
  • Konferensbidrag (refereegranskat)abstract
    • Some studies have been reporting encouraging results concerning the possibilities of combining voice and its visual representation for language learning. Following this line of investigation this paper explores the potential impact of two distinct visualization styles for the learning of English pronunciation of syllables for non-native speakers: a) highlighting syllables and b) the visualization of the produced sound wave. In order to evaluate the benefits of the two different styles three distinct digital tool prototypes were created in order to test four study conditions. The conditions under evaluation were a) teaching syllables without the support of any digital tool; b) teaching using a prototype that highlighted the syllables under study; c) using a prototype that displayed the sound wave of the syllable to be learnt and d) a prototype that combined the functionality of b) and c). Results suggest that the combined approach seems to be as effective as the traditional classroom approach of teaching the syllables. However, more research is needed in order to consolidate the findings, being able to explore in more detail how is the learning process occurring and to what extend the tools developed can be integrated into classroom practice.
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29.
  • Eladhari, Mirjam P, 1971- (författare)
  • Game Mechanics and Dynamics of Social Actions in a Prototype Multiplayer Game World
  • 2011
  • Ingår i: Proceedings of DiGRA 2011 Conference. - Tampere : Digitial Games Research Organisation (DiGRA). ; , s. 1-20
  • Konferensbidrag (refereegranskat)abstract
    • This paper describes the social actions called ‘affective actions’ that are implemented in the prototype multiplayer game world The Pataphysic Institute (PI). An aim of this paper is to demonstrate how a game mechanic can result in a certain set of dynamics or play patterns. Affective actions are but one feature of the many that make up the game world of PI. In this paper, the feature is used as a vertical slice into the game design. The aim is to, by using this slice, show the founding the principles of the game, the play tests that informed the design, as well as the play patterns that were observed as they emerged in a series of game mastered play–test sessions.
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30.
  • Emadi, M. J., et al. (författare)
  • The generalized MAC with partial state and message cooperation
  • 2014
  • Ingår i: IWCIT 2014 - Iran Workshop on Communication and Information Theory. - 9781479948772
  • Konferensbidrag (refereegranskat)abstract
    • We consider a two-user state-dependent generalized multiple access channel (GMAC) with correlated channel state information (CSI). It is assumed that the CSI is partially known at each encoder noncausally. We first present an achievable rate region using multi-layer Gelfand-Pinsker coding with partial state and message cooperation between the encoders. We then specialize our result to a Gaussian GMAC with additive interferences that are known partially at each encoder. We show that the proposed scheme can remove the common part known at both encoders and also mitigate a significant part of the independent interference via state cooperation when the feedback links are strong. Thus, the proposed scheme can significantly improve the rate region as compared to that with only message cooperation.
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32.
  • Eriksson, Per Erik (författare)
  • Convergence cameras and the new documentary image
  • 2012
  • Ingår i: Digital Creativity. - : Informa UK Limited. - 1462-6268 .- 1744-3806. ; 23:3-4, s. 291-306
  • Tidskriftsartikel (refereegranskat)abstract
    • New digital recording technologies pose new creative dilemmas for documentary videographers. The new type high-resolution video camera with 35 mm sized sensors and mounts for real film lenses generate a type of imagery that does not look typically ’observational’. By testing this imagery’s capacity as the guarantor of documentary authenticity and interrelating this with visualisation theories, this paper aims to explain the ontology of the new digital documentary image, its lure for the documentary filmmaker and its ramifications on reception in order to leverage technological production awareness of the documentary videographer and production members. The empirical data presented in this article is based on an explorative reception study in which five different types of moving image sequences were tested on an audience in order to be able to define the level of indexical appeal in shallow depth of field, high resolution, High Production Value, documentary moving images. © 2012 Copyright Taylor and Francis Group, LLC.
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33.
  • Eriksson, Per Erik, et al. (författare)
  • New design process models for the audio visual industry : a design science approach
  • 2010
  • Ingår i: DS 60: Proceedings of DESIGN 2010, the 11th International Design Conference, Dubrovnik, Croatia. - Dubrovnik : FSB-The Design Society. - 9789537738037 ; , s. 223-232
  • Konferensbidrag (refereegranskat)abstract
    • Industrial design processes have several common denominators regardless of the actual design. This is to say that the production of moving images is a kind of design process. Even though every single film- or TV-production is unique, the production processes as such are often similar. Therefore we suggest that a Distributed Creativity Workflow Model will be useful in film- and TV-production. This model will facilitate the design process and make the production of contemporary audio-visual material more cost effective. Hopefully more time can be spent on creativity within the process.
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34.
  • Evangelista, Gianpaolo (författare)
  • Physical Model of the Slide Guitar: An Approach Based on Contact Forces
  • 2012
  • Ingår i: Proceedings of Audio Engineering Society Convention 132.
  • Konferensbidrag (refereegranskat)abstract
    • In this paper we approach the synthesis of the slide guitar, which is a particular play mode of the guitar where continuous tuning of the tones is achieved by sliding a metal orglass piece, the bottleneck, along thestrings on the guitar neck side. The bottleneck constitues a unilateral constraint for the string vibration.Dynamics is subject to friction, scraping, textured displacement and collisions. The presented model is physically inspired and is based on a dynamic model of friction, together with a geometrical model of the textured displacements and a model for collisions of the string with the bottlenck. These models are suitablefor implementation in a digital waveguide computational scheme for the 3D vibration of the string, where continuous pitch bending is achieved by allpass filters to approximate fractional delays, friction is captured by nonlinear state-space systems in the slide junction and textured displacements by signal injection at avariable point in the waveguide.
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35.
  • Evangelista, Gianpaolo (författare)
  • Physical Model of the String-Fret Interaction
  • 2011
  • Ingår i: Proc. of Digital Audio Effect Conf.. - 9782954035109 ; , s. 345-351.
  • Konferensbidrag (refereegranskat)abstract
    • In this paper, a model for the interaction of the strings with the frets in a guitar or other fretted string instruments is introduced. In the two-polarization representation of the string oscillations it is observed that the string interacts with the fret in different ways. While the vertical oscillation is governed by perfect or imperfect clamping of the string on the fret, the horizontal oscillation is subject to friction of the string over the surface of the fret. The proposed model allows, in particular, for the accurate evaluation of the elongation of the string in the two modes, which gives rise to audible dynamic detuning. The realization of this model into a structurally passive system for use in digital waveguide synthesis is detailed. By changing the friction parameters, the model can be employed in fretless instruments too, where the string directly interacts with the neck surface.
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36.
  • Evangelista, Gianpaolo, et al. (författare)
  • Structurally Passive Scattering Element for Modeling Guitar Pluck Action
  • 2010
  • Ingår i: Proc. of Digital Audio Effect Conf.. - Graz, Austria. - 9783200019409 ; , s. 10-17
  • Konferensbidrag (refereegranskat)abstract
    • In this paper we propose new models for the plucking interaction of the player with the string for use with digital waveguide simulation of guitar. Unlike the previously presented models, the new models are based on structurally passive scattering junctions,which have the main advantage of being properly scaled for use infixed-point waveguide implementations and of guaranteeing stability independently of the plucking excitation. In a first model we start from the Cuzzucoli-Lombardo equa-tions [1], within the Evangelista-Eckerholm [2] propagation formulation, in order to derive the passive scattering junction by means of bilinear transformation. In a second model we start from equations properly modeling the finger compliance by means of a spring. In a third model we formalize the interaction in terms ofdriving impedances. The model is also extended using nonlinear (feathering) compliance models.
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37.
  • Falk, Martin, et al. (författare)
  • Trajectory-Augmented Visualization of Lagrangian Coherent Structures in Unsteady Flow
  • 2010
  • Ingår i: International Symposium on Flow Visualization (ISFV14).
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • The finite-time Lyapunov exponent (FTLE) field can be used for many purposes, from the analysis of the predictability in dynamical systems to the topological analysis of timedependent vector fields. In the topological context, the topic of this work, FTLE ridges represent Lagrangian coherent structures (LCS), a counterpart to separatrices in vector field topology. Since the explicit vector field behavior cannot be deduced from these representations, they may be augmented by line integral convolution patterns, a computational flow visualization counterpart to the surface oil flow method. This is, however, strictly meaningful only in stationary vector fields. Here, we propose an augmentation that visualizes the LCS-inducing flow behavior by means of complete trajectories but avoids occlusion and visual clutter. For this we exploit the FTLE for both the selection of significant trajectories as well as their individual representation. This results in 3D line representations for 2D vector fields by treating 2D time-dependent vector fields in 3D space-time. We present two variants of the approach, one easing the choice of the finite advection time for FTLE analysis and one for investigating the flow once the time is chosen.
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38.
  • Fratarcangeli, Marco, 1974 (författare)
  • Position-based facial animation synthesis
  • 2012
  • Ingår i: Computer Animation and Virtual Worlds. - : Wiley. - 1546-4261. ; 23:3-4, s. 457-466
  • Tidskriftsartikel (refereegranskat)abstract
    • We propose an integrated facial dynamics model addressing the animation of 3D humanoid faces in real time. The computational model mimics facial motion by reproducing the layered anatomical structure of a human head including the bony structure, overlapping facial muscles and the skin. The model is flexible enough to animate face meshes of various shape, connectivity, and scale. Different from previously proposed approaches based on mass-spring networks, overshooting problems are avoided by simulating the dynamics through a position-based scheme, which allows for real-time performance, control, and robustness. Experiments demonstrate that convincing expressive facial animation can be interactively prototyped on consumer class platforms. Copyright © 2012 John Wiley & Sons, Ltd.
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39.
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40.
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41.
  • Günther, David, et al. (författare)
  • Efficient Computation of 3D Morse-Smale Complexes and Persistent Homology using Discrete Morse Theory
  • 2012
  • Ingår i: The Visual Computer. - : Springer Science and Business Media LLC. - 0178-2789 .- 1432-2315. ; 28:10, s. 959-969
  • Tidskriftsartikel (refereegranskat)abstract
    • We propose an efficient algorithm that computes the Morse–Smale complex for 3D gray-scale images. This complex allows for an efficient computation of persistent homology since it is, in general, much smaller than the input data but still contains all necessary information. Our method improves a recently proposed algorithm to extract the Morse–Smale complex in terms of memory consumption and running time. It also allows for a parallel computation of the complex. The computational complexity of the Morse–Smale complex extraction solely depends on the topological complexity of the input data. The persistence is then computed using the Morse–Smale complex by applying an existing algorithm with a good practical running time. We demonstrate that our method allows for the computation of persistent homology for large data on commodity hardware.
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42.
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43.
  • Hagen, Ulf, 1951- (författare)
  • Lodestars for Player Experience : Ideation in Videogame design
  • 2012
  • Licentiatavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • The design and development of commercial AAA videogames is a difficult and complex endeavor. It involves large development teams that together aim to create high quality, entertaining games that sell well. Up to now, very few scholars have documented or problematized this practice. This thesis presents a study of the design practices in big game development studios that make commercial AAA videogames. The study focuses on the so called ideation part of videogame development, in which the design ideas are generated, developed and communicated in the work team. The primary data comes from interviews conducted with seven Swedish game developers, but a large quantity of secondary data has also been used. The study shows that the design practice in many studios is to focus on the player experience instead of game features. To secure the intended player experience, the studios have moved away from "big design up front" in the form of classical game design documents, and are instead using a variety of verbal, visual and audial tools to articulate and communicate their vision of the game-to-be. In the thesis, I coin the term lodestars to denote these articulations of the main game concept and the intended player experience. I then move on to describe, exemplify and categorize them. The main purpose of lodestars is to allow everyone in the development team to make design choices in line with a commonly shared design vision in order to create a unified player experience.
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44.
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45.
  • Hauck, Shahram, et al. (författare)
  • A Networked Workflow for a Fully Automated CtP Calibration System
  • 2011
  • Ingår i: Proc. International Circle of Educational Institutes for Graphic Arts (IC).
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • One of the most important targets on the graphic market is to realize standardization. The standardization defines the target value of solid Lab and dot gain in printing process. In addition the tolerance range of these two values will be described by standardization. The correct dot gain will be achieved during the measuring of the dot gain in printing process by the additional calculation of a correction curve well known as Print Characteristic Curve (PCC) [1]. The Raster Image Processor (RIP) needs the PCC for the imaging of printing plate with the correct tone value. In this paper we will propose a Networked Workflow (figure 1) with the Workflow Control System (or alternatively a MIS Management Information System). This Networked Workflow is necessary for the realization of a Fully Automated CtP Calibration System.
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46.
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47.
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48.
  • Holzapfel, André, 1976-, et al. (författare)
  • Advantages of nonstationary Gabor transforms in beat tracking
  • 2011
  • Ingår i: MIRUM ’11 Proceedings of the 1st international ACM workshop on Music information retrieval with user-centered and multimodal strategies. - New York, NY, USA : ACM Press. ; , s. 45-50
  • Konferensbidrag (refereegranskat)abstract
    • In this paper the potential of using nonstationary Gabor transform for beat tracking in music is examined. Nonstationary Gabor transforms are a generalization of the short-time Fourier transform, which allow flexibility in choosing the number of bins per octave, while retaining a perfect inverse transform. In this paper, it is evaluated if these properties can lead to an improved beat tracking in music signals, thus presenting an approach that introduces recent findings in mathematics to music information retrieval. For this, both nonstationaryGabor transforms and short-time Fourier transform are integrated into a simple beat tracking framework. Statistically significant improvements are observed on a large dataset, which motivates to integrate the nonstationary Gabor transform into state of the art approaches for beat tracking and tempo estimation.
  •  
49.
  • Holzapfel, André, 1976-, et al. (författare)
  • Improving tempo-sensitive and tempo-robust descriptors for rhythmic similarity
  • 2011
  • Ingår i: Proceedings of the Conference on Sound and Music Computing (SMC). - : Sound and music Computing network.
  • Konferensbidrag (refereegranskat)abstract
    • For the description of rhythmic content of music signals usually features are preferred that are invariant in presence of tempo changes. In this paper it is shown that the importance oftempo depends on the musical context. For popular music, a tempo-sensitive feature is improved on multiple datasets using analysis of variance, and it is shown that also a tempo-robust description profits from the integration into the resulting processing framework. Important insights are given into optimal parameters for rhythm description, and limitations of current approaches are indicated.
  •  
50.
  • Holzapfel, André, 1976-, et al. (författare)
  • Metrical Strength and Contradiction in Turkish Makam Music
  • 2012
  • Ingår i: Proceedings of the 2nd CompMusic Workshop. ; , s. 79-84
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • In this paper we investigate how note onsets in Turkish Makam music compositions are distributed, and in how far this distribution supports or contradicts the metrical structure of the pieces, the usul. We use MIDI data to derive the distributions in the form of onset histograms, and compare them with metrical weights that are applied to describe the usul in theory. We compute correlation and syncopation values to estimate the degrees of support and contradiction, respectively. While the concept of syncopation is rarely mentioned in the context of this music, we can gain interesting insight into the structure of a piece using such a measure. We show that metrical contradiction is systematically applied in some metrical structures. We will compare the differences between Western music and Turkish Makam music regarding metrical support and contradiction. Such a study can help avoiding pitfalls in later attempts to perform audio processing tasks such as beat tracking or rhythmic similarity measurements.
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