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Träfflista för sökning "hsv:(ENGINEERING AND TECHNOLOGY) hsv:(Other Engineering and Technologies) hsv:(Media Engineering) srt2:(2020-2024)"

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1.
  • Aigner, Wolfgang, et al. (författare)
  • Workshop on Audio-Visual Analytics
  • 2022
  • Ingår i: PROCEEDINGS OF THE WORKING CONFERENCE ON ADVANCED VISUAL INTERFACES AVI 2022. - New York, NY, USA : ASSOC COMPUTING MACHINERY. - 9781450397193
  • Konferensbidrag (refereegranskat)abstract
    • In their daily lives, people use more than one sense to perceive and interpret their environment. Likewise, audio-visual interfaces can support human data analysts better than interfaces relying on just one sense. While the research communities of sonification and visualization have both carried out extensive research on the auditory and visual representation of data, comparatively little is known about their systematic and complementary combination for data analysis. After two workshops at Audio Mostly 2021 and IEEE VIS, this 3rd workshop on audio-visual analytics continues building a community of researchers interested in combining visualization and sonification.
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3.
  • Diapoulis, Georgios, 1981 (författare)
  • Expression in Live Coding: Gestural Interaction for Machine Musicianship
  • 2023
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This thesis is centered on the performance practice of musical live coding, which can be described as on-the-fly decision-making for computer music performance and blurs the lines between programming languages and computer interfaces. I specifically focus on live coding as a human activity based on serial skilled actions, and I discuss how we can interact gesturally with interfaces that are modified dynamically. I develop a system to address how to live code using continuous gestural interactions, and examine an unusual strategy of information processing which centers on a bottom-up approach. I then present a theoretical account of sensorimotor control in live coding, which examines pre-reflective processes during performance. Two more theoretical contributions address bodily gestures in various performance systems by presenting a conceptual framework, and an additional study presents a conceptual tool for developing agent-based systems in live coding. Observations of performance practices and systems are employed throughout the thesis to examine how different practitioners may use the systems, and what conceptual abstractions can be inferred. The question of how to facilitate creativity is discussed from both a theoretical and a practical perspective, touching on how the resultant newly produced knowledge may be transferred to practitioners. A particular focus is on live performance, visualization, and both human and machine listening. The thesis findings present (i) visual and conceptual representations of live coding validated by cognitive mechanisms and cognitive paradigms, (ii) extensive reflections on practice and systemic modes of knowing, (iii) technical contributions for building of performance systems and performance structural analysis and (iv) theoretical accounts that contribute to the live coding literature. This work address both human modalities – audition, motor skills – and system modalities – notation, and the presence of software agents. I present a conception of various kinds of interactivity variations , a term used to designate various manners of gestural interaction that may arise in performance systems. I argue that musical live coding should incorporate radical experimentation with craft practices, pointing to a future practice wherein risk becomes clearly apparent in our gestural expressions.
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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.
  • Larsson, Clara, et al. (författare)
  • Visualizing Invisible Environmental Data in VR: Development and Implementation of Design Concepts for Communicating Urban Air Quality in a Virtual City Model
  • 2023
  • Ingår i: Communications in Computer and Information Science Volume 1819 CCIS, Pages 253 - 267. - : Springer. - 1865-0929 .- 1865-0937. ; , s. 253-267
  • Konferensbidrag (refereegranskat)abstract
    • As cities continue to grow, the desire to combine densification with sustainability and greenery may present a challenge to air quality, resulting from reduced ventilation caused by dense buildings and vegetation. To support the careful urban planning required, effective and interactive tools that can visualize and communicate information about air quality to stakeholders are essential. In a transdisciplinary research project aiming to explore such visualizations a prototype pedagogical virtual reality tool was developed, allowing users to explore the impact of aspects of the built environment upon urban air quality. The tool was evaluated with adolescents in upper secondary school through interviews and observations, as well as with the general public through a questionnaire study. This paper provides insights, potential solutions, and initial assessments relevant to data visualization in 3D and immersive analytics in urban planning and stakeholder communication. Identified challenges include difficulties with color association and data distinguishability, and as well as tool complexity relating to the many features requested by experts involved in a transdisciplinary project.
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6.
  • Löwstedt, Martin, 1982, et al. (författare)
  • Digitaliseringsdrivna värden och affärsmodeller i samhällsbyggnadssektorns ekosystem: En detaljerad framtidsspaning
  • 2022
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • I denna slutrapport avrapporteras det strategiska projektet Digitaliseringsdrivna värden och affärsmodeller i samhällsbyggnadssektorns ekosystem: En detaljerad framtidsspaning. Studiens utgångspunkt är att det saknats insikter kring hur digitala tekniker kan komma att förändra värdeskapande och affärslogiker i samhällsbyggnadssektorn. Syftet med studien är därmed att via ett ekosystemsperspektiv kartlägga hur värde kopplat till digitalisering skapas idag av aktörerna i samhällsbyggnadssektorns traditionella värdekedja och utifrån det identifiera, diskutera och katalysera framtida omställningar av digitaliseringsdrivna värden och affärsmodeller genom en detaljerad framtidsspaning. Totalt har 46 företag och organisationer bidragit till studien med sina perspektiv, antingen via intervjuer, referensgruppsmöte, och/eller deltagande i scenarioworkshop. Fokus i datainsamlingen är att ta fram detaljerade framtidsspaningar kring digital transformation i samhällsbyggnadssektorn. Olika digitala tekniker förväntas spela en mycket mer central roll och generera ett förändrat värdeskapande. Därmed förändras även ekosystemet i sin sammansättning och interaktionsmönster. Studien identifierar tre aktörskategorier med olika affärsmodellslogiker inom ramen för digital transformation. ’Samhällsbyggarnas’ affärsmodellslogiker bygger på att digitala verktyg främst används för att förbättra befintliga processer med tekniknyttan i fokus. ’Digitaliserarnas’ affärsmodellslogiker är grundade i digitalisering och erbjuder digitala lösningar för att effektivisera och förbättra ‘samhällsbyggarnas’ befintliga processer. Här är tekniknyttan därmed lika med affärsnytta, inte minst genom den handpåläggning och de tjänster som krävs för att anpassa de digitala verktygen efter specifika behov. ’Game Changers’ affärsmodellslogiker är också grundade i digitalisering, men här är det värdet av data som översätts till ny affärsnytta via data-drivna affärsmodeller. Datagenererande interface (framför allt kunddata men potentiellt vilken data som helst) är den största tillgången som i sin tur möjliggör nya kundinteraktioner och erbjudanden i kontaktytorna mellan delprocesserna design, produktion och användning. Studiens samlade resultat pekar på två övergripande (och överlappande) framtidsscenarion för digital transformation: ’IT-baserad processintegration’ och ’Data som affärsvärde’. Gemensamt för dessa scenarios är att en omsättning av samhällsbyggandets enorma mängder data skapar helt nya möjligheter: signifikant effektivare processer, ny integration av processer samt nya erbjudanden. Sammantaget skapas helt nya affärsvärden och intäktsströmmar. Det nya värdeskapandet genereras i de kontaktytor som finns mellan delprocesserna design, produktion och användning samt i nya leverantör- och kundinterfaces. Även fast det fysiska byggobjektet alltid kommer vara den grundläggande produkten för samhällsbyggnadssektorn, så pekar studiens resultat på att ekosystemets totala värde kommer omdistribueras från produktionen av det fysiska byggobjektet till nya typer av värdeströmmar kopplade till samhällsbyggandets data. Detta komma leda till att befintliga roller förändras och nya roller och positioner uppstår, vilket i sin tur skapar en mer omfattande transformation av samhällsbyggnadssektorns ekosystem. Studiens resultat kan sammanfattas i åtta slutsatser formulerade som framtidsspaningar kring digital transformation i samhällsbyggnadssektorns ekosystem: • I framtiden karaktäriseras nya framgångsrika affärsmodellslogiker av förmågan att samla och extrahera värde av data både för att effektivisera processer samt skapa nya erbjudanden och affärer. • I framtiden har digitala verktyg möjliggjort en helt ’sömlös’ processintegration mellan design, produktion och användning så att helt nya logiker för organisering av samhällsbyggandet uppstår. • I framtiden kommer en stor del av värdeskapandet genererat av fysiska produkter och byggnadsobjekt omdistribueras till värdet av data kopplat till dessa. • I framtiden kommer de mest radikala förändringarna uppstå i de dynamiska flödena där ’data’ förädlas till värde, snarare än de sekventiella flödena där ’brädor’ förädlas till byggobjekt. • I framtiden kommer en stor del av leverantör/utförarekundinteraktioner ske via data-drivna plattformar som skapar helt nya kopplingar, relationer och konstellationer, både inom samhällsbyggnadssektorns ekosystem och till andra ekosystem. • I framtiden kommer dagens generalistroller inom design, produktion och användning försvinna och ersättas av: i) vertikal integration med design, produktion och användande in-house samt ii) en extrem nischad specialisering för att kunna applicera specifika kunskaper och erfarenheter för att komplettera de digital verktygens förmågor. • I framtiden kommer ’Samhällsbyggarna’ möta hård konkurrens från aktörer som agerar enligt ’Game Changers’-logiken, som via en ny typ av ledarskap utmanar gamla sanningar om samhällsbyggnadssektorns strukturella och kulturella hinder för förändring generellt och digital transformation specifikt. • I framtiden kommer relationsbyggande att ha en avgörande betydelse om de befintliga ’Samhällsbyggarna’ ska kunna tillskansa sig de förmågor som krävs för att skapa konkurrenskraft med avseende på det enorma värdet som finns i data.
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7.
  • Magnusson, Charlotte (författare)
  • Augmented reality face recognition for musical interaction
  • 2022
  • Konferensbidrag (refereegranskat)abstract
    • This paper reports on early work in a project devoted to the exploration of music, musical quality, interaction design and sensory stimulation for persons with multiple and/or severe impairments. The text focuses on the explorative work done on using face tracking and face recognition for musical interaction. The current design and the design process so far is described. Further developments are outlined.
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8.
  • Misdariis, N., et al. (författare)
  • Sound experts’ perspectives on astronomy sonification projects
  • 2022
  • Ingår i: Nature Astronomy. - : Springer Nature. - 2397-3366. ; 6:11, s. 1249-1255
  • Tidskriftsartikel (refereegranskat)abstract
    • The Audible Universe project aims to create dialogue between two scientific domains investigating two distinct research objects: stars and sound. It has been instantiated within a collaborative workshop that began to mutually acculturate the two communities, by sharing and transmitting respective knowledge, skills and practices. One main outcome of this exchange was a global view on the astronomical data sonification paradigm for observing the diversity of tools, uses and users (including visually impaired people), but also the current limitations and potential methods of improvement. From this viewpoint, here we present basic elements gathered and contextualized by sound experts in their respective fields (sound perception/cognition, sound design, psychoacoustics, experimental psychology), to anchor sonification for astronomy in a more well informed, methodological and creative process.
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9.
  • Misdariis, Nicolas, et al. (författare)
  • The Audible Universe Workshop: an Interdisciplinary Approach to the Design and Evaluation of Tools for Astronomical Data Sonification
  • 2023
  • Konferensbidrag (refereegranskat)abstract
    • Even if images of astrophysical objects are used by professional astronomers for research and by the public for outreach, we are all basically blind to the Universe. Challenging the idea that we should always use visualisations, there has been a growing interest in converting astronomical phenomena into sound, motivated by: making astronomy more accessible to people who are blind or visually impaired (BVI); creating more engaging educational resources, and enabling a deeper understanding of complex astronomical data. The Audible Universe (AU) workshop focuses on consolidating what has been done in the field so far and identifying the areas where most effort is required to make progress over the coming years. The second edition of the AU workshop (AU2) took place in 2022, and brought together 50 experts, among whom astronomers interested in sonification, sound designers, experts in sound perception and educators. This community started a multi-disciplinary discussion about how to properly design and evaluate sonification tools. In this methodological and position paper, we present and discuss the main activities of the AU2 workshop, with a particular focus on activities concerned with the development of collaborative design processes, and the implementation of methods for evaluation. While this workshop was dedicated to fostering exchanges between the sonification community and astronomers, the structure and the methods used within the workshop are transferable to other application areas, and a contribution to the effort to develop interdisciplinary strategies for the development of the field of sonification.
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10.
  • Nordin, Jesper, 1971- (kompositör, creator_code:msd_t, creator_code:sds_t, creator_code:cre_t)
  • Dream : a live, online performance set in a virtual midsummer forest
  • 2021
  • Konstnärligt arbete (mjukvara/multimedium) (refereegranskat)abstract
    • The plotA dreamlike journey into a forest: a story of transformation. Inspired by Shakespeare’s iconic play, A Midsummer Night’s Dream.Puck invites you on a magical journey between dusk and dawn. With a cloud of fireflies lighting the way, you explore the forest and encounter four sprites, Moth, Peaseblossom, Cobweb and Mustardseed. But storm clouds gather on the horizon, threatening destruction.Dream features a symphonic score based on recordings by the Philharmonia Orchestra, conducted by Principal Conductor & Artistic Advisor Esa-Pekka Salonen. The recordings are expanded by music created in real time by the movements of the performers. This living, dynamic soundtrack adapts and interacts with the narrative and the pre-recorded orchestral tracks. 
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11.
  • Poikolainen Rosén, Anton, 1992-, et al. (författare)
  • Relating to the Environment through Photography : the Smartphone Camera as a Tool in Urban Farming
  • 2020
  • Ingår i: OzCHI '20. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450389754 ; , s. 506-519
  • Konferensbidrag (refereegranskat)abstract
    • Research on environmental sustainability in HCI is investigating the opportunities and hindrances technologies pose on living sustainably, beyond direct material impact of production, use and disposal. With this background, we focus on the smartphone camera as a tool that allows users to quickly and relatively effortlessly depict, save, share, access, augment or amplify information about the environment. Based on two years of participant observation studies, we present examples of how urban farmers use the smartphone camera as a tool in their practice. We discuss how the smartphone camera mediates human experiences of the environment and how certain uses of the camera may contribute to environmental sustainability. We highlight how the smartphone camera used as a tool in gardening was experienced to support (a) feelings of closeness or bonds towards the local environment and (b) the creation and sharing of knowledge.
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12.
  • Qian, Kun, et al. (författare)
  • An eye tracking based virtual reality system for use inside magnetic resonance imaging systems
  • 2021
  • Ingår i: Scientific Reports. - : Springer Science and Business Media LLC. - 2045-2322 .- 2045-2322. ; 11:1
  • Tidskriftsartikel (refereegranskat)abstract
    • Patients undergoing Magnetic Resonance Imaging (MRI) often experience anxiety and sometimes distress prior to and during scanning. Here a full MRI compatible virtual reality (VR) system is described and tested with the aim of creating a radically different experience. Potential benefits could accrue from the strong sense of immersion that can be created with VR, which could create sense experiences designed to avoid the perception of being enclosed and could also provide new modes of diversion and interaction that could make even lengthy MRI examinations much less challenging. Most current VR systems rely on head mounted displays combined with head motion tracking to achieve and maintain a visceral sense of a tangible virtual world, but this technology and approach encourages physical motion, which would be unacceptable and could be physically incompatible for MRI. The proposed VR system uses gaze tracking to control and interact with a virtual world. MRI compatible cameras are used to allow real time eye tracking and robust gaze tracking is achieved through an adaptive calibration strategy in which each successive VR interaction initiated by the subject updates the gaze estimation model. A dedicated VR framework has been developed including a rich virtual world and gaze-controlled game content. To aid in achieving immersive experiences physical sensations, including noise, vibration and proprioception associated with patient table movements, have been made congruent with the presented virtual scene. A live video link allows subject-carer interaction, projecting a supportive presence into the virtual world.
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13.
  • Ranisch, Robert, et al. (författare)
  • Digital contact tracing and exposure notification: ethical guidance for trustworthy pandemic management
  • 2021
  • Ingår i: Ethics and Information Technology. - : Springer Science and Business Media LLC. - 1388-1957 .- 1572-8439. ; 23, s. 285-294
  • Tidskriftsartikel (refereegranskat)abstract
    • There is growing interest in contact tracing apps (CT apps) for pandemic management. It is crucial to consider ethical requirements before, while, and after implementing such apps. In this paper, we illustrate the complexity and multiplicity of the ethical considerations by presenting an ethical framework for a responsible design and implementation of CT apps. Using this framework as a starting point, we briefly highlight the interconnection of social and political contexts, available measures of pandemic management, and a multi-layer assessment of CT apps. We will discuss some trade-offs that arise from this perspective. We then suggest that public trust is of major importance for population uptake of contact tracing apps. Hasty, ill-prepared or badly communicated implementations of CT apps will likely undermine public trust, and as such, risk impeding general effectiveness.
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14.
  • Samuelsson, Robin, 1985- (författare)
  • Cultural Heritage Through Educational Robots : Using a Ukrainian Folk Tale with a Programmable Robot in Early Childhood Education
  • 2022
  • Ingår i: HCI International 2022 – Late Breaking Posters. - Cham : Springer. - 9783031196782 - 9783031196799 ; , s. 336-343
  • Konferensbidrag (refereegranskat)abstract
    • Programmable robots are increasingly used to introduce computational thinking and programming to young children. However, how to practically introduce this is still being developed, where storytelling and project-based methods have been promoted as possible ways to achieve this. This paper presents a study from a preschool featuring 4–5 year-olds working with a Ukrainian folk tale, The Mitten, while introducing programming through a programmable floor robot, The Blue-Bot. The paper presents the iterative cycles during a design-based study of merging the folk tale with the Blue-Bot during the project. The paper further examines the educational affordances of a programming board created during the project, showing how the folk tale provided a fitting structure for the board and pedagogical scaffold during the activities. The paper discusses how older forms of cultural heritage can be merged with new technologies and the added importance of the particular case of Ukrainian cultural heritage following the outbreak of the war in Ukraine.
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15.
  • Wilhelmsson, Ulf, 1967-, et al. (författare)
  • Everyone Is not a Gamer! : Developing Cultural Heritage Experiences for Diverse Audiences
  • 2020
  • Ingår i: Visual Computing for Cultural Heritage. - Cham : Springer. - 9783030371906 - 9783030371913 ; , s. 263-281
  • Bokkapitel (refereegranskat)abstract
    • Serious games and gamification have been proposed as approaches to solve problems in various areas by utilizing game technologies, game design components and even fully fledged games. However, when games are applied in a context outside the gaming sphere where users are not used to game interfaces and game culture, this may cause problems. In the case of cultural heritage applications this may create confusion or even put people off if they don’t understand what to do to take part in the experience. This chapter contributes a synthesized retrospective overview of three successive research and development projects conducted at the University of Skövde since 2007 and will present theoretical frameworks, conceptual studies, and production models for cultural heritage experiences for diverse audiences. In particular, we present a detailed case of a cultural heritage site which has been enhanced by game design concepts and visualizations to provide a richer experience for visitors. The chapter will also show the importance of user experience testing as an integral part of the production cycle in order to ensure a pleasant and understandable visit for visitors with different backgrounds and experiences of video games.
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16.
  • Abedini, Fereshteh, 1989- (författare)
  • 2D and 3D Halftoning for Appearance Reproduction
  • 2023
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • The appearance of an object is determined by its chromatic and geometric qualities in its surrounding environment using four optical parameters: color, gloss, translucency, and surface texture. Reconstructing the appearance of objects is of great importance in many applications, including creative industries, packaging, fine-art reproduction, medical simulation, and prosthesis-making. Printers are reproduction devices capable of replicating objects’ appearance in 2D and 3D forms. With the introduction of new printing technologies, new inks and materials, and demands for innovative applications, creating accurate reproduction of the desired visual appearance has become challenging. Thus, the appearance reproduction workflow requires improvements and adaptations. Accurate color reproduction is a critical quality measure in reproducing the desired appearance in any printing process. However, printers are devices with a limited number of inks that can either print a dot or leave it blank at a specific position on a substrate; hence, to reproduce different colors, optimal placement of the available inks is needed. Halftoning is a technique that deals with this challenge by generating a spatial distribution of the available inks that creates an illusion of the target color when viewed from a sufficiently large distance. Halftoning is a fundamental part of the color reproduction task in any full-color printing pipeline, and it is an effective technique to increase the potential of printing realistic and complex appearances. Although halftoning has been used in 2D printing for many decades, it still requires improvements in reproducing fine details and structures of images. Moreover, the emergence of new technologies in 3D printing introduces a higher degree of freedom and more parameters to the field of appearance reproduction. Therefore, there is a critical need for extensive studies to revisit existing halftoning algorithms and develop novel approaches to produce high quality prints that match the target appearance faithfully. This thesis aims at developing halftoning algorithms to improve appearance reproduction in 2D and 3D printing. Contributions of this thesis in the 2D domain is a dynamic sharpness-enhancing halftoning approach, which adaptively varies the local sharpness of the halftone image based on different textures in the original image for realistic appearance printing. The results show improvements in halftone quality in terms of sharpness, preserving structural similarity, and decreasing color reproduction error. The main contribution of this thesis in 3D printing is extending a high quality 2D halftoning algorithm to the 3D domain. The proposed method is then integrated with a multi-layer printing approach, where ink is deposited at variable depths to improve the reproduction of tones and fine details. Results demonstrate that the proposed method accurately reproduces tones and details of the target appearance. Another contribution of this thesis is studying the effect of halftoning on the perceived appearance of 3D printed surfaces. According to the results, changing the dot placement based on the elevation variation of the underlying geometry can potentially control the perception of the 3D printed appearance. It implies that the choice of halftone may prove helpful in eliminating unwanted artifacts, enhancing the object’s geometric features, and producing a more accurate 3D appearance. The proposed methods in this thesis have been evaluated using different printing techniques.    
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17.
  • Abedini, Fereshteh, et al. (författare)
  • 3D Halftoning based on Iterative Method Controlling Dot Placement
  • 2020
  • Konferensbidrag (refereegranskat)abstract
    • Realistic appearance reproduction is of great importance in 3D printing’s applications. Halftoning as a necessary process in printing has a great impact on creating visually pleasant appearance. In this article, we study the aspects of adapting and applying Iterative Method Controlling Dot Placement (IMCDP) to halftone three-dimensional surfaces. Our main goal is to extend the 2D algorithm to a 3D halftoning approach with minor modifications. The results show high-quality reproduction for all gray tones. The 3D halftoning algorithm is not only free of undesirable artifacts, it also produces fully symmetric and wellformed halftone structures even in highlight and shadow regions.
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18.
  • Abedini, Fereshteh (författare)
  • Effect of halftones on printing iridescent colors
  • 2023
  • Ingår i: <em>IS&amp;T Electronic Imaging</em>. - : The Society for Imaging Science and Technology. ; , s. 1-6
  • Konferensbidrag (refereegranskat)abstract
    • The iridescent effect produced by structural color is difficult (if not impossible) to capture and print using traditional CMYK pigments. The so called RGB reflective pigments, nonetheless, generate angle-dependent colors by light interference. A layered surface structure generated by the pigments’ particles on a substrate reflects light waves of different wavelengths at different viewing angles according to the optical principle known as the Bragg Law. In this work, we have studied the influence of different halftone structures on printed images, produced with RGB reflective inks via screen printing. The main goal was to enhance the iridescence of a printed reproduction by studying the performance of different halftone algorithms on a screen printing process. We investigated the influence of different halftone structures in creating different spatial combinations of inks on a print to reproduce the image of an iridescent feathered headdress. We applied first-order, second-order, and structure-aware FM halftones to compare how they influence the reproduction of the material appearance of the object represented in the original image. The results show that the structure-ware halftones improve the representation of the image structures and details. Therefore, it could better convey the 3D surface features that produce iridescence in real feathers.
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19.
  • Abedini, Fereshteh, et al. (författare)
  • Structure-Aware Color Halftoning with Adaptive Sharpness Control
  • 2022
  • Ingår i: Journal of Imaging Science and Technology. - : I S & T-SOC IMAGING SCIENCE TECHNOLOGY. - 1062-3701 .- 1943-3522. ; 66:6
  • Tidskriftsartikel (refereegranskat)abstract
    • Structure-aware halftoning algorithms aim at improving their non-structure-aware version by preserving high-frequency details, structures, and tones and by employing additional information from the input image content. The recently proposed achromatic structure-aware Iterative Method Controlling the Dot Placement (IMCDP) halftoning algorithm uses the angle of the dominant line in each pixels neighborhood as supplementary information to align halftone structures with the dominant orientation in each region and results in sharper halftones, gives a more three-dimensional impression, and improves the structural similarity and tone preservation. However, this method is developed only for monochrome halftoning, the degree of sharpness enhancement is constant for the entire image, and the algorithm is prohibitively expensive for large images. In this paper, we present a faster and more flexible approach for representing the image structure using a Gabor-based orientation extraction technique which improves the computational performance of the structure-aware IMCDP by an order of magnitude while improving the visual qualities. In addition, we extended the method to color halftoning and studied the impact of orientation information in different color channels on improving sharpness enhancement, preserving structural similarity, and decreasing color reproduction error. Furthermore, we propose a dynamic sharpness enhancement approach, which adaptively varies the local sharpness of the halftone image based on different textures across the image. Our contributions in the present work enable the algorithm to adaptively work on large images with multiple regions and different textures. (C) 2022 Society for Imaging Science and Technology.
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20.
  • Abedini, Fereshteh, et al. (författare)
  • Structure-Aware Halftoning Using the Iterative Method Controlling the Dot Placement
  • 2021
  • Ingår i: Journal of Imaging Science and Technology. - : I S & T-SOC IMAGING SCIENCE TECHNOLOGY. - 1062-3701 .- 1943-3522. ; 65:6
  • Tidskriftsartikel (refereegranskat)abstract
    • Many image reproduction devices, such as printers, are limited to only a few numbers of printing inks. Halftoning, which is the process to convert a continuous-tone image into a binary one, is, therefore, an essential part of printing. An iterative halftoning method, called Iterative Halftoning Method Controlling the Dot Placement (IMCDP), which has already been studied by research scholars, generally results in halftones of good quality. In this paper, we propose a structure-based alternative to this algorithm that improves the halftone image quality in terms of sharpness, structural similarity, and tone preservation. By employing appropriate symmetrical and non-symmetrical Gaussian filters inside the proposed halftoning method, it is possible to adaptively change the degree of sharpening in different parts of the continuous-tone image. This is done by identifying a dominant line in the neighborhood of each pixel in the original image, utilizing the Hough Transform, and aligning the dots along the dominant line. The objective and subjective quality assessments verify that the proposed structure-based method not only results in sharper halftones, giving more three-dimensional impression, but also improves the structural similarity and tone preservation. The adaptive nature of the proposed halftoning method makes it an appropriate algorithm to be further developed to a 3D halftoning method, which could be adapted to different parts of a 3D object by exploiting both the structure of the images being mapped and the 3D geometrical structure of the underlying printed surface.
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21.
  • Abedini, Fereshteh, et al. (författare)
  • The Effect of Halftoning on the Appearance of 3D Printed Surfaces
  • 2021
  • Konferensbidrag (refereegranskat)abstract
    • Managing the final appearance of 3D surfaces is an interesting and essential topic in 3D printing applications. Knowledge about the parameters which influence the 3D surface reproduction quality enables engineers to achieve the final appearance as accurately as designed. Many studies have been conducted to explore numerous parameters that affect the quality of 3D surface reproduction. This work contributes to verifying the role of halftoning in increasing the 3D surface visual quality and the control over the surface appearance of a 3D printed object. The results show that applying different halftones according to the geometrical characteristics of the 3D surface could emphasize or diminish the perceived 3D geometrical structures of a shape. The experimental results are in line with the simulated outputs reported in previous work. Our findings might introduce a new approach towards having more control over 3D appearance reproduction without changing the material or printer settings.
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22.
  • Adebahr, B., et al. (författare)
  • Apercal - The Apertif calibration pipeline
  • 2022
  • Ingår i: Astronomy and Computing. - : Elsevier BV. - 2213-1337. ; 38
  • Tidskriftsartikel (refereegranskat)abstract
    • Apertif (APERture Tile In Focus) is one of the Square Kilometre Array (SKA) pathfinder facilities. The Apertif project is an upgrade to the 50-year-old Westerbork Synthesis Radio Telescope (WSRT) using phased-array feed technology. The new receivers create 40 individual beams on the sky, achieving an instantaneous sky coverage of 6.5 square degrees. The primary goal of the Apertif Imaging Survey is to perform a wide survey of 3500 square degrees (AWES) and a medium deep survey of 350 square degrees (AMES) of neutral atomic hydrogen (up to a redshift of 0.26), radio continuum emission and polarisation. Each survey pointing yields 4.6 TB of correlated data. The goal of Apercal is to process this data and fully automatically generate science ready data products for the astronomical community while keeping up with the survey observations. We make use of common astronomical software packages in combination with Python based routines and parallelisation. We use an object oriented module-based approach to ensure easy adaptation of the pipeline. A Jupyter notebook based framework allows user interaction and execution of individual modules as well as a full automatic processing of a complete survey observation. If nothing interrupts processing, we are able to reduce a single pointing survey observation on our five node cluster with 24 physical cores and 256 GB of memory each within 24 h keeping up with the speed of the surveys. The quality of the generated images is sufficient for scientific usage for 44% of the recorded data products with single images reaching dynamic ranges of several thousands. Future improvements will increase this percentage to over 80%. Our design allowed development of the pipeline in parallel to the commissioning of the Apertif system.
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23.
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24.
  • Ahrens, Jens, 1978, et al. (författare)
  • Spherical Harmonic Decomposition of a Sound Field Based on Microphones Around the Circumference of a Human Head
  • 2021
  • Ingår i: IEEE Workshop on Applications of Signal Processing to Audio and Acoustics. - 1931-1168 .- 1947-1629. ; 2021-October, s. 231-235
  • Konferensbidrag (refereegranskat)abstract
    • We present a method for decomposing a sound field into spherical harmonics (SH) based on observations of the sound field around the circumference of a human head. The method is based on the analytical solution for observations of the sound field along the equator of a rigid sphere that we presented recently. The present method incorporates a calibration stage in which the microphone signals for sound sources at a suitable set of calibration positions are projected onto the SH decomposition of the same sound field on the surface of a notional rigid sphere by means of a linear filtering operation. The filter coefficients are computed from the calibration data via a least-squares fit. We present an evaluation of the method based on binaural rendering of numerically simulated signals for an array of 18 microphones providing 8th SH order to demonstrate its effectiveness.
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25.
  • Allerbo, Oskar, 1985, et al. (författare)
  • Non-linear, sparse dimensionality reduction via path lasso penalized autoencoders
  • 2021
  • Ingår i: Journal of Machine Learning Research. - : Microtome Publishing. - 1532-4435 .- 1533-7928. ; 22
  • Tidskriftsartikel (refereegranskat)abstract
    • High-dimensional data sets are often analyzed and explored via the construction of a latent low-dimensional space which enables convenient visualization and efficient predictive modeling or clustering. For complex data structures, linear dimensionality reduction techniques like PCA may not be sufficiently flexible to enable low-dimensional representation. Non-linear dimension reduction techniques, like kernel PCA and autoencoders, suffer from loss of interpretability since each latent variable is dependent of all input dimensions. To address this limitation, we here present path lasso penalized autoencoders. This structured regularization enhances interpretability by penalizing each path through the encoder from an input to a latent variable, thus restricting how many input variables are represented in each latent dimension. Our algorithm uses a group lasso penalty and non-negative matrix factorization to construct a sparse, non-linear latent representation. We compare the path lasso regularized autoencoder to PCA, sparse PCA, autoencoders and sparse autoencoders on real and simulated data sets. We show that the algorithm exhibits much lower reconstruction errors than sparse PCA and parameter-wise lasso regularized autoencoders for low-dimensional representations. Moreover, path lasso representations provide a more accurate reconstruction match, i.e. preserved relative distance between objects in the original and reconstructed spaces. ©2021 Oskar Allerbo and Rebecka Jörnsten.
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26.
  • Alshareef, Hanaa, 1985, et al. (författare)
  • A collaborative access control framework for online social networks
  • 2020
  • Ingår i: Journal of Logical and Algebraic Methods in Programming. - : Elsevier BV. - 2352-2208 .- 2352-2216. ; 114
  • Tidskriftsartikel (refereegranskat)abstract
    • Most Online Social Networks allow users to set their privacy settings concerning posting information, but current implementations do not allow a fine grained enforcement in case the posted item concerns other users. In this paper we propose a new collaborative access control framework that takes into account the relation of multiple users for viewing as well as for sharing items, eventually solving conflicts in the privacy settings of the users involved. Our solution relies on two algorithms, one for viewing and another one for sharing items. We provide an evaluation of these algorithms where we demonstrate how varying some of the parameters directly influences the decision of viewing or sharing an item. Last but not least, we present a proof-of-concept implementation of our approach in an open source social network called Diaspora. (C) 2020 Elsevier Inc. All rights reserved.
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27.
  • Arfvidsson, Gustav Frisk, et al. (författare)
  • Design Considerations for Short Alerts and Notification Sounds in a Retail Environment
  • 2021
  • Ingår i: Proceedings of the Sound and Music Computing Conferences. - : Sound and Music Computing Network. - 9788894541540 ; , s. 261-267
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • The design and noticeability of alert sounds have been widely researched and reported, and not least, notification sounds are ubiquitous in both software and hardware product development. In an ongoing research project concerning the retail industry, we aim at designing short alert sounds that only grab attention from one group of customers, while others do not register the alerts: this particular aspect has to our knowledge not yet been studied. To establish design guidelines for such alert sounds, we conducted an experiment where test subjects would experience ordinary shopping activity including background music and an ambient soundscape in a virtual reality clothing store, but with added alert sounds. We tested, specifically, six differently designed sound alerts belonging to two classes: contextual-specific congruent sounds, and incongruent sounds that did not fit the sonic context. The results disproved our assumptions that incongruent sounds would outperform the congruent and thus in the context more anticipated sounds. The findings suggest that alert sounds can be designed with subtlety and still be noticeable and that customers will not necessarily be annoyed. We present here a first approach towards design guidelines for short alert sounds in a shop environment. Copyright: © 2021 the Authors.
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28.
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29.
  • Bao, Chunxiong, et al. (författare)
  • A multifunctional display based on photo-responsive perovskite light-emitting diodes
  • 2024
  • Ingår i: NATURE ELECTRONICS. - : NATURE PORTFOLIO. - 2520-1131.
  • Tidskriftsartikel (refereegranskat)abstract
    • Current display screens are typically only used for information display, but can have a range of different sensors integrated into them for functions such as touch control, ambient light sensing and fingerprint sensing. Photo-responsive light-emitting diodes (LEDs), which can display information and respond to light excitation, could be used to develop future ultra-thin and large screen-to-body ratio screens. However, photo-response is difficult to achieve with conventional display technologies. Here, we report a multifunctional display that uses photo-responsive metal halide perovskite LEDs as pixels. The perovskite LED display can be simultaneously used as a touch screen, ambient light sensor and image sensor (including for fingerprint drawing) without integrating any additional sensors. The light-to-electricity conversion efficiency of the pixels also allow the display to act as a photovoltaic device that can charge the equipment. Photo-responsive metal halide perovskite light-emitting diodes can be used to create a multifunctional display that can function as a touch screen, ambient light sensor and image sensor.
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30.
  • Bastug, Sedat, et al. (författare)
  • A value chain analysis of a seaport from the perspective of Industry 4.0
  • 2020
  • Ingår i: International Journal of Shipping and Transport Logistics. - 1756-6517 .- 1756-6525. ; 12:4, s. 367-397
  • Forskningsöversikt (refereegranskat)abstract
    • The main aim of this study is to reveal the role and contribution of Industry 4.0 in the value chain of seaports. It first reviews the literature to identify value chain activities in the port industry. It then explores the Industry 4.0 applications utilised by ports through content analysis of the websites of ten major innovative seaports. Seven main technological characteristics of Industry 4.0, namely digitalisation, autonomisation, transparency, mobility, modularisation, network-collaboration and socialising, are used as the main research main categories. The findings show that ports engage with Industry 4.0 in four different modules namely port community systems, cyber-physical systems, internet of things and big data. These four modules enable ports to achieve cost leadership advantages in their quest for competitiveness. To achieve differentiation, on the other hand, they need to increase connectivity with customers and stakeholders through communication channels such as social media.
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31.
  • Bergviken Rensfeldt, Annika, 1969, et al. (författare)
  • Pressed for Time? : How Platform Infrastructures and Professional Demands condition Teachers’ Digital Work
  • 2021
  • Ingår i: European Conference on Educational Research.
  • Konferensbidrag (refereegranskat)abstract
    • What had often been praised by techno-enthusiasts as “disruption” and “innovation” became more of a harsh reality during 2020 with the fast reorganization to online learning due to the pandemic. With a short timeframe, schools were forced to prepare for distance education and teachers had to adapt, creating online teaching activities while at the same time making sure students were well-cared for educationally, socially, emotionally, and technologically. With the fast reorganization to online learning during the pandemic, the global platform market received more influence and further reached into the core of schools’ everyday work (Williamson & Hogan, 2020). In this sense, fast digitalization has not only made the political economy of school digitalization more apparent, but also highlights how digital work is conditioned by time and the socio-technical coordination of people and technologies (Wajcman, 2015). This paper focus on how teachers regulate and are regulated by digital platform work and in particular, how digital work is regulated by time in different ways. Our interest is both the kind of work done by teachers on digital platforms and how platform infrastructures condition and challenge teachers’ work and work time. The purpose is to explore and problematize the temporal governance of digital work, inscribed in the uses and logics of digital platforms, and forms of governing powers where productivity is considered core value. Analytically, instances where there are pronounced tensions in terms of temporal issues, between the demands of digital infrastructures or professional performance, and school teachers’ everyday work priorities and regulated work hours is of particular interest. The study builds on analyses of already identified tensions in relation to school reforms more generally as existing between the regulating principles of market efficiency governance and the teaching profession’s work conditions (Anderson & Cohen, 2015; Ball, 2003; Lundström & Parding, 2011). The political economy that pushes for school digitization was already strong in Europe and many other parts of the world before the pandemic began. Platform infrastructures, commonly provided by global platform businesses like Google and Microsoft and through Learning Management Systems are not exotic anymore, but are instead everyday technologies in workplaces like schools. Even so, platform technology provided by for example Google increasingly has taken the role of an infrastructure, sociotechnically connecting clouds, software, people, data (Plantin et al., 2018). This “platformization” comes with the business logic of platform capitalism (Srnicek, 2017), profiting on the individuals’ data production with the arguments of making public sector workplaces more efficient and streamlined, and of facilitating teachers’ pedagogical and administrative work. Questions around workload and the intensification of teachers’ work have once again risen up the political agenda (c.f. Fitzgerald et al., 2019). However, research on how school teachers’ work and work situations are changing in relation to digitalization still is relatively scarce (Bergviken Rensfeldt, Hillman, Selwyn, 2018; Selwyn, 2020; Selwyn, Nemorin & Johnson, 2017; Shulte, 2019). We draw on a Swedish project case, in collaboration with and extending an Australian project (e.g. Selwyn, Nemorin & Johnson, 2017). Empirical material was collected in and connected to the digital work of teachers in two upper secondary school forms, two school forms that characterize the Swedish marketized education system, namely, one public school and one independent for-profit school. Methodologically, the ethnographical approach used is policy and infrastructure ethnography, combined with trace ethnography of teachers’ online and offline work. Methodology, Methods, Research Instruments or Sources Used For conducting the policy ethnography, we firstly examined the policies and infrastructures implicated in teachers’ work, combining analyses of policies and platform technologies (Kitchen & Laurialt, 2014). Policy material from the regional municipality or school consortia organizations of the two schools, including extensions to national and European or international levels, e.g. strategies, guidelines, agreements on work time, digital work and platform infrastructure implementation, maintenance and support, was combined with analyses of the digital platforms and applications used in the school organizations of the participating teachers in the study. Further information from stakeholders like IT management or external platform provider companies on decisions, regulations and functionality on these different levels of platform use or data platform infrastructures, e.g. classifications of work activities in data platform standards was also collected via policy documents and interviews. Starting from the schools in the selection of policies and moving out from them, have resulted in a variety of policies that can be considered influencing digital work. In line with this, rather than regarding policies as archival documents, we aimed at selecting policies that were in use, “at work” and perhaps contested in the school workplaces in different ways. The trace ethnography started with four teachers (one man and one woman from each school) self-reporting their own activity logs on digital work based on three selected work days, followed up by a form of online focus group interview which was based on the logs and questions raised from the researchers and focus of the study. The teachers were then also involved in identifying and documenting their own data production and the traces they leave on different digital platforms via a digital self-tracking application capturing time-based screen activity. Conducting digital trace ethnography raise ethical concerns around private integrity which we have tried to counteract by involving the teacher participants themselves in self-tracking of their digital activities of work and by providing tools (self-reported activity logs included) allowing self-reflection of when and where their digital work takes place. The integrative trace ethnography approach (Geiger & Ribes, 2011) used, hence include both ethnographic and computational social science methods. These methods are themselves characterized by temporal categories, timelines, etc. but invites for making visible different temporalities in the ethnographic material. Conclusions, Expected Outcomes or Findings Digital work was analyzed based on tensions between temporalities that could be both static and dynamic but nonetheless were shaping teachers’ work (c.f. Thompson & Cook, 2017). The temporalities were understood as constructs and intertwined with spatialities of school teachers’ digital work. A preliminary finding is that digital work of online learning follows the assigned task and rhythms of schooling, but also extends more widely with the global time of digital platforms and the different temporalities produced in such environments, expanding, fragmentarizing and interrupting work in different ways. In line with Alirezabeigi, Masschelein & Decuypere (2020, p. 203), the digital work activities “not only follow the school time-table and the script of the teacher, but it equally follows the global time”. For example, the analyses included the teacher’s officially-regulated working hours in terms of classroom and workplace time, their self-regulated work time (“förtroendearbetstid”) as well as non-regularized time, all governed by certain ideals of performativity (c.f. Ball, 2003). Similarly, such entities were also translated into platforms datafication classifications of standard school activities (mainly teaching, examining and “other activities”). Hence, digital work temporalities were co-created with the operating tasks prompted by commercial platforms and activities inscribed in the systems, and the overall life cycles of platform infrastructures (updates, procurements, etc). Furthermore, the pandemic situation from March 2020 made certain temporalities around digital work visible, describing a “before-during-after Corona”, with transformed digital work experiences around attending to students and fulfilling new work tasks, implicating work intensification, strategies for work-life balance and coping with presence bleed. In sum, different temporalities and concerns in teachers’ digital work are at work, co-shaped by professional concerns, and the political economy and governance of platform infrastructures, which further add to the aforementioned research which identified tensions of market governance and teachers’ work conditions and professional concerns. References Alhadeff-Jones, M. (2018). Time and the Rhythms of Emancipatory Education Rethinking the temporal complexity of self and society. Routledge. Alirezabeigi, S., Masschelein, J., & Decuypere, M. (2020). Investigating digital doings through breakdowns: a sociomaterial ethnography of a Bring Your Own Device school, Learning, Media and Technology, 45(2), 193-207. Anderson, G., & Cohen, M I. (2015). Redesigning for identities of teachers and leader: A framework for studying new professionalism and educator resistance. Education Policy Archives, 23(85), 1-25. Ball, S. J. (2003) “The Teacher’s Soul and the Terrors of Performativity.” Journal of Education Policy 18(2), 215-228. Bergviken Rensfeldt, A., Hillman, T., & Selwyn, N. (2018). Teachers ‘liking’ their work? Exploring the realities of teacher Facebook groups. British Journal of Education Research, 44(2), 230-250. Decuypere, M. & Vanden Broeck, P. (2020). Time and educational (re-)forms: Inquiring the temporal dimension of education, Educational Philosophy and Theory, 52(6), 602-612. Fitzgerald, S., McGrath-Champ, S., Stacey, M., Wilson, R. & Gavin, M. (2019). Intensification of teachers’ work under devolution:
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32.
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33.
  • Broman, Emma, et al. (författare)
  • ExoplanetExplorer: Contextual Visualization of Exoplanet Systems
  • 2023
  • Ingår i: 2023 IEEE VISUALIZATION AND VISUAL ANALYTICS, VIS. - : IEEE COMPUTER SOC. - 9798350325577 - 9798350325584 ; , s. 81-85
  • Konferensbidrag (refereegranskat)abstract
    • An exoplanet is a planet outside of our solar system. Researchers study known exoplanets and gather data about them through observations and derived data. Ongoing efforts involve finding planets with an environment that supports life, which likely exists in what is known as the habitable zone around a star. Through a participatory design process, we developed a tool that enables the exploration of exoplanet attribute data and provides contextual visual information in a 3D spatial view that seamlessly presents
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34.
  • Brooke, Robert, 1989-, et al. (författare)
  • All-Printed Multilayers and Blends of Poly(dioxythiophene) Derivatives Patterned into Flexible Electrochromic Displays
  • 2023
  • Ingår i: Macromolecular materials and engineering. - : John Wiley and Sons Inc. - 1438-7492 .- 1439-2054. ; 308:2
  • Tidskriftsartikel (refereegranskat)abstract
    • Low-cost, flexible and thin display technology is becoming an interesting field of research as it can accompany the wide range of sensors being developed. Here, the synthesis of poly(dimethylpropylene-dioxythiophene) (PProDOT-Me2) by combining vapor phase polymerization and screen printing is presented. A multilayer architecture using poly(3,4-ethylenedioxythiophene) (PEDOT) and PProDOT-Me2 to allow for electrochromic switching of PProDOT-Me2, thereby eliminating the need for a supporting transparent conductive (metal oxide) layer is introduced. Furthermore, the technology is adapted to a blended architecture, which removes the additional processing steps and results in improved color contrast (∆E* > 25). This blend architecture is extended to other conductive polymers, such as PEDOT and polypyrrole (PPy), to highlight the ability of the technique to adjust the color of all-printed electrochromic displays. As a result, a green color is obtained when combining the blue and yellow states of PEDOT and PPy, respectively. This technology has the potential to pave the way for all-printed multicolored electrochromic displays for further utilization in printed electronic systems in various Internet of Things applications. © 2022 The Authors. 
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35.
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36.
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37.
  • Brunnström, Kjell, 1960-, et al. (författare)
  • Quality measurement methods for video assisting refereeing systems
  • 2023
  • Ingår i: Sports Engineering. - : Springer Science and Business Media Deutschland GmbH. - 1369-7072 .- 1460-2687. ; 26:1
  • Tidskriftsartikel (refereegranskat)abstract
    • Changes in the footballing world’s approach to technology and innovation, along with major advancements in broadcasting contributed to the decision by the International Football Association Board to introduce Video Assistant Referees in 2018. The change meant that under strict protocols referees could use video replays to review decisions in the event of a “clear and obvious error” or a “serious missed incident”. At the time of writing 48-Member Associations have introduced the Video Assistant Referees protocol in at least one of their tournaments and there are many technology providers who work with organisers to implement the Video Assistant Referees systems. To ensure that the use of Video Assistant Referees has a positive effect on the game, Fédération Internationale de Football Association collaborated with the RISE Research Institutes of Sweden to develop objective test methods that could be used to ensure that a system can provide an adequate solution. Each provider must be able to pass requirements that ensure that they can deal with the challenges of processing, coding, decoding, synchronising, and re-formatting of the broadcast feeds. This article will describe the development of the test methods and illustrate some initial results from a test event on Video Assistant Referees system candidates. The methods have shown to be robust and appropriate for their intended purpose and will be developed over the years to ensure the quality of Video Assistant Referees. The developed measurement methods are general and can be applied to other broadcast and video systems as well as to other sports. © 2023, The Author(s).
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38.
  • Caspeta-Guadarrama, Luis, 1974, et al. (författare)
  • The yeastGemMap: A process diagram to assist yeast systems-metabolic studies
  • 2021
  • Ingår i: Biotechnology and Bioengineering. - : Wiley. - 0006-3592 .- 1097-0290. ; 118:12, s. 4800-4814
  • Tidskriftsartikel (refereegranskat)abstract
    • Visualization is a key aspect of the analysis of omics data. Although many tools can generate pathway maps for visualization of yeast metabolism, they fail in reconstructing genome-scale metabolic diagrams of compartmentalized metabolism. Here we report on the yeastGemMap, a process diagram of whole yeast metabolism created to assist data analysis in systems-metabolic studies. The map was manually reconstructed with reactions from a compartmentalized genome-scale metabolic model, based on biochemical process diagrams typically found in educational and specialized literature. The yeastGemMap consists of 3815 reactions representing 1150 genes, 2742 metabolites, and 14 compartments. Computational functions for adapting the graphical representation of the map are also reported. These functions modify the visual representation of the map to assist in three systems-metabolic tasks: illustrating reaction networks, interpreting metabolic flux data, and visualizing omics data. The versatility of the yeastGemMap and algorithms to assist visualization of systems-metabolic data was demonstrated in various tasks, including for single lethal reaction evaluation, flux balance analysis, and transcriptomic data analysis. For instance, visual interpretation of metabolic transcriptomes of thermally evolved and parental yeast strains allowed to demonstrate that evolved strains activate a preadaptation response at 30 degrees C, which enabled thermotolerance. A quick interpretation of systems-metabolic data is promoted with yeastGemMap visualizations.
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39.
  • Chelani, Kunal, 1992, et al. (författare)
  • How privacy-preserving are line clouds? Recovering scene details from 3D lines
  • 2021
  • Ingår i: Proceedings of the IEEE Computer Society Conference on Computer Vision and Pattern Recognition. - 1063-6919. ; , s. 15663-15673
  • Konferensbidrag (refereegranskat)abstract
    • Visual localization is the problem of estimating the camera pose of a given image with respect to a known scene. Visual localization algorithms are a fundamental building block in advanced computer vision applications, including Mixed and Virtual Reality systems. Many algorithms used in practice represent the scene through a Structure-from-Motion (SfM) point cloud and use 2D-3D matches between a query image and the 3D points for camera pose estimation. As recently shown, image details can be accurately recovered from SfM point clouds by translating renderings of the sparse point clouds to images. To address the resulting potential privacy risks for user-generated content, it was recently proposed to lift point clouds to line clouds by replacing 3D points by randomly oriented 3D lines passing through these points. The resulting representation is unintelligible to humans and effectively prevents point cloud-to-image translation. This paper shows that a significant amount of information about the 3D scene geometry is preserved in these line clouds, allowing us to (approximately) recover the 3D point positions and thus to (approximately) recover image content. Our approach is based on the observation that the closest points between lines can yield a good approximation to the original 3D points. Code is available at https://github.com/kunalchelani/Line2Point.
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40.
  • Chen, Bo, et al. (författare)
  • Deep Contextualized Compressive Offloading for Images
  • 2021
  • Ingår i: SenSys 2021 - Proceedings of the 2021 19th ACM Conference on Embedded Networked Sensor Systems. - New York, NY, USA : ACM. ; , s. 467-473
  • Konferensbidrag (refereegranskat)abstract
    • Recent years have witnessed sensors becoming an indispensable part of our life with the camera being one of the most popular and widely deployed sensors. The camera gives rise to numerous vision-based IoT applications that generate high-level understandings of a live video stream by performing analysis on end devices like mobile or embedded devices. Typically, these applications are built with deep learning (DL) models to conduct complex vision tasks, e.g., image classification and object detection. Due to the prohibitive cost of running DL models on end devices close to the camera and with limited computation capabilities, it is widely adopted to offload the computation to a nearby powerful edge server. However, there is a gap between the restricted offloading bandwidth of the end device and the large volume of image data incurred by the live video stream. In this paper, we present Deep Contextualized Compressive Offloading for Images (DCCOI), a lightweight, context-aware, and bandwidth-efficient offloading framework for images. DCCOI consists of the spatial-adaptive encoder, a lightweight neural network, to spatial-adaptively compress the image, and the generative decoder for reconstructing the image from the compressed data. In contrast to existing DL-based encoders, the spatial-adaptive encoder allows an image region to be encoded into different numbers of feature values based on the information in it. This offers a variable-length coding method for image compression, which is a more optimal way for compression than the fix-length coding method took by existing DL-based compression approaches and demonstrates superior accuracy-compression rate trade-offs. We evaluate DCCOI against several baseline compression techniques while serving an object detection-based application. The results show that DCCOI roughly reduces the offloading size of JPEG by a factor of 9 and DeepCOD, the state-of-the-art offloading approach, by 20% with similar accuracy and a compression overhead less than 50ms.
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41.
  • Dahlgren, Peter, 1983 (författare)
  • A critical review of filter bubbles and a comparison with selective exposure
  • 2021
  • Ingår i: Nordicom Review. - : Walter de Gruyter GmbH. - 1403-1108 .- 2001-5119. ; 42:1, s. 15-33
  • Forskningsöversikt (refereegranskat)abstract
    • The new high-choice media environment has raised concerns that users of social networking sites primarily select political information that supports their political opinions and avoid information that challenges them. This behaviour is reinforced by personalisation algorithms that create filter bubbles and both narrow the available content and exclude challenging information over time. These concerns have, however, been contested. This article challenges the underlying theoretical assumptions about filter bubbles, and compares filter bubbles to what we already know about selective exposure and human psychology. The article lists nine counterarguments to the filter bubble thesis. In short, I argue that the assumptions of filter bubbles contradict many of the previous findings of selective exposure research. More specifically, when discussing filter bubbles there is a risk of confusing two arguments: one strong - but also trivial - that is about technology (e.g., personalisation leads to different information), and one weak and speculative - but also the most interesting - that is about society (e.g., personalisation increases political polarisation in society).
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42.
  • Dehshalie, Maziar Ebrahimi, et al. (författare)
  • Model-based selective image downsampling in remote driving applications
  • 2022
  • Ingår i: IEEE Conference on Intelligent Transportation Systems, Proceedings, ITSC. ; 2022-October, s. 3225-3230
  • Konferensbidrag (refereegranskat)abstract
    • The large-scale deployment of remote driving technologies can be limited by the large (upstream) link capacity necessary to stream the video from the onboard cameras to the remote driver. This paper proposes an algorithm that reduces the size of the upstream video, by selectively downsampling portions of the frame recorded by the onboard cameras. Portions of the frame to downsample are selected, which surround those road users (RUs) that are not likely to collide with the remotely driven vehicle. In this paper, we propose to select such RUs by using reachability analysis techniques. In order to limit the computational overhead introduced by the proposed algorithms, we resort to reachability analysis based on ellipsoidal sets. The algorithm is demonstrated in a simulation environment in a T-junction by showing a significative reduction of the frames size.
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43.
  • Dima, Elijs, 1990-, et al. (författare)
  • Joint effects of depth‑aiding augmentations and viewing positionson the quality of experience in augmented telepresence
  • 2020
  • Ingår i: Quality and User Experience. - Switzerland : Springer Nature. - 2366-0139 .- 2366-0147. ; 5
  • Tidskriftsartikel (refereegranskat)abstract
    • Virtual and augmented reality is increasingly prevalent in industrial applications, such as remote control of industrial machinery,due to recent advances in head-mounted display technologies and low-latency communications via 5G. However, theinfluence of augmentations and camera placement-based viewing positions on operator performance in telepresence systemsremains unknown. In this paper, we investigate the joint effects of depth-aiding augmentations and viewing positionson the quality of experience for operators in augmented telepresence systems. A study was conducted with 27 non-expertparticipants using a real-time augmented telepresence system to perform a remote-controlled navigation and positioningtask, with varied depth-aiding augmentations and viewing positions. The resulting quality of experience was analyzed viaLikert opinion scales, task performance measurements, and simulator sickness evaluation. Results suggest that reducing thereliance on stereoscopic depth perception via camera placement has a significant benefit to operator performance and qualityof experience. Conversely, the depth-aiding augmentations can partly mitigate the negative effects of inferior viewingpositions. However the viewing-position based monoscopic and stereoscopic depth cues tend to dominate over cues basedon augmentations. There is also a discrepancy between the participants’ subjective opinions on augmentation helpfulness,and its observed effects on positioning task performance.
  •  
44.
  • Dolonius, Dan, 1985, et al. (författare)
  • UV-free Texturing using Sparse Voxel DAGs
  • 2020
  • Ingår i: Computer Graphics Forum. - : Wiley. - 1467-8659 .- 0167-7055. ; 39:2, s. 121-132
  • Tidskriftsartikel (refereegranskat)abstract
    • An application may have to load an unknown 3D model and, for enhanced realistic rendering, precompute values over the surface domain, such as light maps, ambient occlusion, or other global-illumination parameters. High-quality uv-unwrapping has several problems, such as seams, distortions, and wasted texture space. Additionally, procedurally generated scene content, perhaps on the fly, can make manual uv unwrapping impossible. Even when artist manipulation is feasible, good uv layouts can require expertise and be highly labor intensive. This paper investigates how to use Sparse Voxel DAGs (or DAGs for short) as one alternative to avoid uv mapping. The result is an algorithm enabling high compression ratios of both voxel structure and colors, which can be important for a baked scene to fit in GPU memory. Specifically, we enable practical usage for an automatic system by targeting efficient real-time mipmap filtering using compressed textures and adding support for individual mesh voxelizations and resolutions in the same DAG. Furthermore, the latter increases the texture-compression ratios by up to 32% compared to using one global voxelization, DAG compression by 10 – 15% compared to using a DAG per mesh, and reduces color-bleeding problems for large mipmap filter sizes. The voxel-filtering is more costly than standard hardware 2D-texture filtering. However, for full HD with deferred shading, it is optimized down to 2.5 ± 0.5 ms for a custom multisampling filtering (e.g., targeted for minification of low-frequency textures) and 5 ± 2 ms for quad-linear mipmap filtering (e.g., for high-frequency textures). Multiple textures sharing voxelization can amortize the majority of this cost. Hence, these numbers involve 1–3 textures per pixel (Fig. 1c).
  •  
45.
  • Duvignau, Romaric, 1989 (författare)
  • Metainformation Extraction from Encrypted Streaming Video Packet Traces
  • 2022
  • Ingår i: International Conference on Electrical, Computer, Communications and Mechatronics Engineering, ICECCME 2022. - 9781665470957 ; , s. 1-6
  • Konferensbidrag (refereegranskat)abstract
    • In this study, we present a metainformation extraction pipeline and a Proof of Concept (PoC) implementation of a recognizer capable of classifying video titles, series titles as well as video genres from encrypted video streams. We show in a promising evaluation, using the Netflix and SVT Play catalogues as examples, that our PoC is capable of learning abstract data from the packet bursts visible in DASH encrypted streams (such as if a video fingerprint is rather a Drama or a Romance movie). This is, to the best of our knowledge, the first demonstration of successful extraction of video metainformation from coarse-grain encrypted network packet traces. While advocating updates in the DASH protocol in order to preserve viewers’ privacy, our results also pave the way to future computer forensics systems capable of successful content classification over encrypted channels.
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46.
  •  
47.
  • Eklund, Lina, 1982-, et al. (författare)
  • Beyond a dichotomous understanding of online anonymity : bridging the macro and micro level
  • 2022
  • Ingår i: Sociological Research Online. - : Sage Publications. - 1360-7804. ; 27:2, s. 486-503
  • Tidskriftsartikel (refereegranskat)abstract
    • Anonymity on the Internet is a contentious issue; by some seen as an important freedom to be protected, while others argue for increased identification to protect groups at risk of exploitation. The debate reflects a dichotomous view of online anonymity; you are, or you are not anonymous. However, anonymity is a complex process played out on different levels and defined by various actors. While empirical studies show this, theoretical synthesis is lacking. This essay provides perspective on anonymity online by comparing two critical cases, online auctions and online gaming, we corroborate results from a 4-year interdisciplinary project with researchers from sociology, economics, and computer and system sciences. We argue that one should talk about anonymities in plural form, as online anonymity is not a state but a relational process. We put forth a conceptual model, which unpacks online anonymity as interdependent macro structures – legal, commercial, and technological – and micro/meso facets – factual, social group, and physical – to be used in future research.
  •  
48.
  • Elmquist, Elias, 1996-, et al. (författare)
  • OpenSpace Sonification: Complementing Visualization of the Solar System with Sound
  • 2021
  • Ingår i: Proceedings of the 26th International Conference on Auditory Display (ICAD 2021). - icad.org : The International Community for Auditory Display. - 0967090474 - 9780967090474 ; , s. 135-142
  • Konferensbidrag (refereegranskat)abstract
    • Data visualization software is commonly used to explore outer space in a planetarium environment, where the visuals of the software is typically accompanied with a narrator and supplementary background music. By letting sound take a bigger role in these kinds of presentations, a more informative and immersive experience can be achieved. The aim of the present study was to explore how sonification can be used as a complement to the visualization software OpenSpace to convey information about the Solar System, as well as increasing the perceived immersiveness for the audience in a planetarium environment. This was investigated by implementing a sonification that conveyed planetary properties, such as the size and orbital period of a planet, by mapping this data to sonification parameters. With a user-centered approach, the sonification was designed iteratively and evaluated in both an online and planetarium environment. The results of the evaluations show that the participants found the sonification informative and interesting, which suggest that sonification can be beneficially used as a complement to visualization in a planetarium environment.
  •  
49.
  • Elmquist, Elias, 1996-, et al. (författare)
  • Parallel Chords: an audio-visual analytics design for parallel coordinates
  • 2024
  • Ingår i: Personal and Ubiquitous Computing. - : Springer. - 1617-4909 .- 1617-4917.
  • Tidskriftsartikel (refereegranskat)abstract
    • One of the commonly used visualization techniques for multivariate data is the parallel coordinates plot. It provides users with a visual overview of multivariate data and the possibility to interactively explore it. While pattern recognition is a strength of the human visual system, it is also a strength of the auditory system. Inspired by the integration of the visual and auditory perception in everyday life, we introduce an audio-visual analytics design named Parallel Chords combining both visual and auditory displays. Parallel Chords lets users explore multivariate data using both visualization and sonification through the interaction with the axes of a parallel coordinates plot. To illustrate the potential of the design, we present (1) prototypical data patterns where the sonification helps with the identification of correlations, clusters, and outliers, (2) a usage scenario showing the sonification of data from non-adjacent axes, and (3) a controlled experiment on the sensitivity thresholds of participants when distinguishing the strength of correlations. During this controlled experiment, 35 participants used three different display types, the visualization, the sonification, and the combination of these, to identify the strongest out of three correlations. The results show that all three display types enabled the participants to identify the strongest correlation — with visualization resulting in the best sensitivity. The sonification resulted in sensitivities that were independent from the type of displayed correlation, and the combination resulted in increased enjoyability during usage.
  •  
50.
  • Elmquist, Elias, 1996-, et al. (författare)
  • SonAir: the design of a sonification of radar data for air traffic control
  • 2023
  • Ingår i: Journal on Multimodal User Interfaces. - : SPRINGER. - 1783-7677 .- 1783-8738. ; 17:3, s. 137-149
  • Tidskriftsartikel (refereegranskat)abstract
    • Along with the increase of digitalization and automation, a new kind of working environment is emerging in the field of air traffic control. Instead of situating the control tower at the airport, it is now possible to remotely control the airport at any given location, i.e. in a remote tower center (RTC). However, by controlling the airport remotely, the situational awareness and sense of presence might be compromised. By using directional sound, a higher situational awareness could potentially be achieved while also offloading the visual perception which is heavily used in air traffic control. Suitable use cases for sonification in air traffic control were found through workshops with air traffic controllers. A sonification design named SonAir was developed based on the outcome of the workshops, and was integrated with an RTC simulator for evaluating to what degree SonAir could support air traffic controllers in their work. The results suggest that certain aspects of SonAir could be useful for air traffic controllers. A continuous sonification where the spatial positioning of aircraft were conveyed was experienced to be partially useful, but the intrusiveness of SonAir should be further considered to fit the air traffic controllers’ needs. An earcon that conveyed when an aircraft enters the airspace and from which direction was considered useful to support situational awareness.
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