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Sökning: hsv:(NATURVETENSKAP) hsv:(Data och informationsvetenskap) > Södertörns högskola

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1.
  • Håkansson, Maria, et al. (författare)
  • Facilitating Mobile Music Sharing and Social Interaction with Push!Music
  • 2007
  • Ingår i: Proceedings of the 40th Hawaii International Conference on System Sciences. - Los Alamitos, Calif. : IEEE Computer Society Washington. - 1530-1605. - 0769527558 ; , s. 87-
  • Konferensbidrag (refereegranskat)abstract
    • Push!Music is a novel mobile music listening and sharing system, where users automatically receive songs that have autonomously recommended themselves from nearby players depending on similar listening behaviour and music history. Push!Music also enables users to wirelessly send songs between each other as personal recommendations. We conducted a two-week preliminary user study of Push!Music, where a group of five friends used the application in their everyday life. We learned for example that the shared music in Push!Music became a start for social interaction and that received songs in general were highly appreciated and could be looked upon as 'treats'.
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2.
  • Dravins, Christina, et al. (författare)
  • Exploring and enjoying non-speech sounds through a cochlear implant: the therapy of music
  • 2010
  • Ingår i: 11th International Conference on Cochlear Implants and other Implantable Technologies. - Karolinska University Hospital : Karolinska University Hospital. ; , s. 356-
  • Konferensbidrag (refereegranskat)abstract
    • Cochlear implant technology was initially designed to promote reception ofspeech sounds; however, music enjoyment remains a challenge. Music is aninfluential ingredient in our well-being, playing an important role in ourcognitive, physical and social development. For many cochlear implantrecipients it is not feasible to communicate how sounds are perceived, andconsequently the benefits of music listening may be reduced. Non-speechsounds may also be important to persons with multiple functional deficitsthat relay on information additional to verbatim for participating incommunication. Deaf-born children with multiple functional deficitsconstitute a special vulnerable group as lack of reaction to sound oftenis discouraging to caregivers. Individually adapted tools and methods forsound awareness may promote exploration and appreciation of theinformation mediated by the implant.Two current works involving habilitation through sound production andmusic will be discussed. First, the results from a pilot study aiming atfinding musical toys that can be adapted to help children explore theirhearing with engaging sounds and expressive interfaces will be presented.The findings indicate that children with multiple functional deficits canbe more inclined to use the auditory channel for communication and playthan the caregivers would anticipate.Second, the results of a recent questionnaire study, which compared themusic exposure and appreciation of preschool cochlear implant recipientswith their normally hearing peers will be presented. The data from thisstudy indicate that preschool children with cochlear implants spendroughly the same amount of time interacting with musical instruments athome and watching television programmes and DVDs which include music.However, the data indicate that these children receive less exposure torecorded music without visual stimuli and show less sophisticatedresponses to music. The provision and supported use of habilitationmaterials which encourage interaction with music might therefore bebeneficial.
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3.
  • Hansen, Kjetil Falkenberg, 1972-, et al. (författare)
  • Sonification of distance between stations in train journeys
  • 2012
  • Ingår i: TMH-QPSR special issue: Proceedings of SMC Sweden 2012 Sound and Music Computing, Understanding and Practicing in Sweden. - Stockholm : Department of Speech, Music and Hearing, Royal Institute of Technology. - 1104-5787. ; 52:1, s. 13-14, s. 13-14
  • Tidskriftsartikel (refereegranskat)
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4.
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5.
  • Li, Zheng, et al. (författare)
  • Music Puzzle: An Application for Hearing Training on Android Smart Devices
  • 2012
  • Ingår i: TMH-QPSR special issue: Proceedings of SMC Sweden 2012 Sound and Music Computing, Understanding and Practicing in Sweden. - Stockholm. - 1104-5787. ; 52:1, s. 44-45, s. 44-45
  • Tidskriftsartikel (refereegranskat)abstract
    • The Music Puzzle is part of an ongoing project called Ljudparken/The Soundpark – Using modern smartphones to create interactive listening experiences for hearing impaired. The aim is to create interactive listening experiences for Deaf or Hard-of-Hearing persons (DHH). The interaction is carried out through using new sensor-based audio interfaces.
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6.
  • Faber, Adrian, et al. (författare)
  • Critical design goggles: Explorative use of critical design perspectives in a video production project
  • 2014
  • Ingår i: SIDER’14 Royal Institute of Technology, KTH, Stockholm, Sweden, April 11-12, 2014.. ; , s. -5
  • Konferensbidrag (refereegranskat)abstract
    • This paper is built on a study that intends to develop a method by creating a set of tools based on selected parts from critical design and critical design theory. The goals of these tools are to function as instruments enabling practical implementation of critical design in a design and/or production process. In this study we develop the tools for critical design work and test our tools in a specific production process of a music video to explore how to apply critical design practically. Indoing so we used design-oriented research methods. By bringing together critical design perspectives and the practice of video production, this study wishes to contribute to the work of bridging the gap between theory and practice in critical design.
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7.
  • Hansen, Kjetil Falkenberg, 1972-, et al. (författare)
  • Analysis of a genuine scratch performance
  • 2004
  • Ingår i: Lecture Notes in Computer Science. - Berlin, Heidelberg : Springer Berlin/Heidelberg. - 0302-9743 .- 1611-3349. - 9783540210726 ; 2915, s. 477-478, s. 519-528
  • Tidskriftsartikel (refereegranskat)abstract
    • The art form of manipulating vinyl records done by disc jockeys (DJs) is called scratching, and has become very popular since its start in the seventies. Since then turntables are commonly used as expressive musical instruments in several musical genres. This phenomenon has had a serious impact on the instrument-making industry, as the sales of turntables and related equipment have boosted. Despite of this, the acoustics of scratching has been barely studied until now. In this paper, we illustrate the complexity of scratching by measuring the gestures of one DJ during a performance. The analysis of these measurements is important to consider in the design of a scratch model.
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8.
  • Hansen, Kjetil Falkenberg, 1972-, et al. (författare)
  • Mapping strategies in DJ scratching
  • 2006
  • Ingår i: Proc. of the Conference on New Interfaces for Musical Expression. - Paris : IRCAM. - 2844263143 ; , s. 188-191
  • Konferensbidrag (refereegranskat)abstract
    • For 30 years Disc Jockeys have been expressing their musical ideas with scratching. Unlike many other popular instruments, the equipment used for scratching is not built as one single unit, and it was not intended to be a musical instrument. This paper gives an overview of how DJs use their turntable, vinyl record and audio mixer in junction to produce scratch music. Their gestural input to the instrument is explained by looking at the mapping principles between the controller parameters and the audio output parameters. Implications are discussed for the design of new interfaces with examples of recent innovations and experiments in the field.
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9.
  • Jacobsson, Mattias, et al. (författare)
  • GlowBots : Designing and Implementing Engaging Human-Robot Interaction
  • 2008
  • Ingår i: Journal of Physical Agents. - 1888-0258. ; 2:2, s. 51-60
  • Tidskriftsartikel (refereegranskat)abstract
    • GlowBots are small tangible, communicating and interactive robots that show eye-catching visual patterns on a round LED display. This paper details the development of the GlowBots from the early user-oriented design phase, through hardware and software development and onto preliminary user studies. In the design phase we outlined a robot application based on a study of how owners relate with unusual pets, such as snakes and lizards. This led to an application concept of a set of ”hobby robots” which would communicate with each other and the user through dynamic patterns. Based on these requirements, we developed a LED display called see- Puck, which together with an open robot platform was used for the GlowBots application itself. One particular issue is dealing with energy consumption problems, as resources in embedded systems often limit the potential time for user interaction. We conclude with a report on early user experiences from demonstrating GlowBots and a preliminary user study in a home environment as well as remarks about future directions.
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10.
  • Katzeff, Cecilia, 1957-, et al. (författare)
  • Exploring Sustainable Practices in Workplace Settings through Visualizing Electricity Consumption
  • 2013
  • Ingår i: ACM Transactions on Computer-Human Interaction. - New York : ACM Press. - 1073-0516 .- 1557-7325. ; 20:5
  • Tidskriftsartikel (refereegranskat)abstract
    • People’s domestic habits are increasingly being targeted to reduce levels of CO2 emissions. Whereas domestic energy consumption has received a lot of attention with several reported studies on sustainable practices, there are very few studies on workplace practices. Nevertheless, these are considered as having much potential for reducing energy consumption. This paper presents the findings from two field studies where two different types of prototypes for visualizing energy use were designed, implemented and evaluated in different types of workplace settings – factories and offices. The studies used design probes to explore how visual feedback for electricity use was interpreted and acted upon by employees in work settings. A striking observation was that it is very difficult to get people to change to more pro-environmental behavior and practices in a workplace environment. The paper discusses why this might be the case.
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