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Sökning: hsv:(NATURVETENSKAP) hsv:(Data och informationsvetenskap) > Konstnärligt arbete

  • Resultat 1-10 av 68
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2.
  • Sodhro, Ali Hassan, 1986-, et al. (författare)
  • Internet of medical things for independent living and re-learning
  • 2021
  • Ingår i: GLOBAL HEALTH 2021 : The Tenth International Conference on Global Health Challenges At: Barcelona, Spain. - 9781612088921 ; , s. 1-5, s. 1-5
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • This position paper gives better insight about the role and importance of Internet of Medical Things (IoMT) for independent living and re-learning for older adults. Sensing Technologies are the paradigm shift for transforming conventional healthcare practices into the smart, and self-assisted activities, which are envisioned for today's medical world. Internet of Things (IoT) and IoMT are the interrelated technologies for promoting independent living and re-learning practices. In this paper, re-learning is defined as the process for adults to recover useful instrumental activities of daily living skills that have been lost after an impairment.
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3.
  • Giordano, M, et al. (författare)
  • Design and Implementation of a Whole-Body Haptic Suit for “Ilinx”, a Multisensory Art Installation
  • 2015
  • Ingår i: Proc. of the 12th Int. Conference on Sound and Music Computing (SMC-15). - Maynooth, Ireland : Maynooth University. ; , s. 169-175
  • Konferensbidrag (refereegranskat)abstract
    • Ilinx is a multidisciplinary art/science research project focusing on the development of a multisensory art installation involving sound, visuals and haptics. In this paper we describe design choices and technical challenges behind the development of the haptic technology embedded into six augment garments. Starting from perceptual experiments, conducted to characterize the thirty vibrating actuators used in the garments, we describe hardware and software design, and the development of several haptic effects. The garments have successfully been used by over 300 people during the premiere of the installation in the TodaysArt 2014 festival in The Hague.
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4.
  • Lakhan, Abdullah, et al. (författare)
  • Multi-layer latency aware workload assignment of E-Transport IoT applications in mobile sensors cloudlet cloud networks
  • 2021
  • Ingår i: Electronics. - Switzerland : MDPI. - 2079-9292. ; 10:14, s. 1-25
  • Tidskriftsartikel (refereegranskat)abstract
    • These days, with the emerging developments in wireless communication technologies, such as 6G and 5G and the Internet of Things (IoT) sensors, the usage of E-Transport applications has been increasing progressively. These applications are E-Bus, E-Taxi, self-autonomous car, E-Train and E-Ambulance, and latency-sensitive workloads executed in the distributed cloud network. Nonetheless, many delays present in cloudlet-based cloud networks, such as communication delay, round-trip delay and migration during the workload in the cloudlet-based cloud network. However, the distributed execution of workloads at different computing nodes during the assignment is a challenging task. This paper proposes a novel Multi-layer Latency (e.g., communication delay, round-trip delay and migration delay) Aware Workload Assignment Strategy (MLAWAS) to allocate the workload of E-Transport applications into optimal computing nodes. MLAWAS consists of different components, such as the Q-Learning aware assignment and the Iterative method, which distribute workload in a dynamic environment where runtime changes of overloading and overheating remain controlled. The migration of workload and VM migration are also part of MLAWAS. The goal is to minimize the average response time of applications. Simulation results demonstrate that MLAWAS earns the minimum average response time as compared with the two other existing strategies.
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5.
  • Panariello, Claudio (författare)
  • Converging Creativity : Intertwining Music and Code
  • 2023
  • Konstnärligt arbete (övrigt vetenskapligt/konstnärligt)abstract
    • This compilation thesis is a collection of case studies that presents examples of creative coding in various contexts, focusing on how such practice led to the creation and exploration of musical expressions, and how I in- interact with the design of the code itself. My own experience as a music composer influences this thesis work. By saying so, I mean that although the thesis places itself in the Sound and Music Computing academic tradition, it is also profoundly founded upon a personal artistic perspective. This perspective has been the overarching view that has informed the studies included in the thesis, despite all being quite different. The first part of the thesis describes the practice of creative coding, creativity models, and the interaction between code and coder. Then I propose a perspective on creative coding based on the idea of asymptotic convergence of creativity. This is followed by a presentation of five papers and three music works, all inspected through my stance on this creative practice. Finally, I examine and discuss these works in detail, concluding by suggesting that the asymptotic convergence of creativity framework might serve as a useful tool that adds to the literature on creative coding practice, especially for situations in which such work is carried out in an academic research setting. 
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6.
  • Johansson, Michael (författare)
  • The City of Abadyl
  • 2011
  • Ingår i: Metaplasticity in Virtual Worlds. - : IGI Global. - 9781609600778 ; , s. 251-265
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • In the City of Abadyl we try to explore a complex digital space in a setting that invites to participation. We provide a detailed and complex, yet open world that can be utilized in order to generate scenarios for the temporary co-creators of Abadyl, who would then interact in an optional environment and in the end producing new artefacts. Abadyl is a database that contains all the gathered information in different file formats, it is a storage facility for all of the physical artefacts, it is a website used for communication and documentation, it is a map for navigating the City. This combination of interactive situations and artefactual production we called “fieldasy”. We are concentrated on developing collaboration in the production of new media and it´s artefacts. We try to produce artwork that actually incorporates surprising visual and technical proposals that are unusual, enriching and engaging. By building prototypes and iterate it over time and amongst the co-creators, it let us explore this area in a fruitful way, moving between artistic intentions/screen writing, artefacts and digital generated expressions and script/code writing. Here the virtual object can challenge the physical with qualities that is very hard to achieve in the physical world, and in that conflict, new expressions can be developed. Today Hybrid creations have become a method for working with cultural production not only with different elements of form, but as blending identities of the creators as well. In our prototype work we focus especially on interactive installations and stage design; we realize that the digital design process both demand new forms of conceptualization and prototyping activities to support the design of the expression of the final artwork itself – and maybe in the long run propose a updated and appropriate design theory in this field.
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7.
  • Lindeberg, Tony, 1964-, et al. (författare)
  • Automatic generation of break points for MDL based curve classification
  • 1995
  • Ingår i: Scandinavian Conference on Image Analysis. ; , s. 767-776
  • Konferensbidrag (refereegranskat)abstract
    • This article presents a method for segmenting and classifying edges using minimum description length (MDL) approximation with automatically generated break points. A scheme is proposed where junction candidates are first detected in a multi-scale pre-processing step, which generates junction candidates with associated regions of interest. These junction features are matched to edges based on spatial coincidence. For each matched pair, a tentative break point is introduced at the edge point closest to the junction. Finally, these feature combinations serve as input for an MDL approximation method which tests the validity of the break point hypotheses and classifies the resulting edge segments as either ``straight'' or ``curved''. Experiments on real world image data demonstrate the viability of the approach.
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8.
  • Ahlbäck, Sven, 1960- (författare)
  • Pitch-Informed Instrument Assignment using a Deep Convolutional Network with Multiple Kernel Shapes
  • 2021
  • Konferensbidrag (refereegranskat)abstract
    • This paper proposes a deep convolutional neural network for performing note-level instrument assignment. Given a polyphonic multi-instrumental music signal along with its ground truth or predicted notes, the objective is to assign an instrumental source for each note. This problem is addressed as a pitch-informed classification task where each note is analysed individually. We also propose to utilise several kernel shapes in the convolutional layers in order to facilitate learning of timbre-discriminative feature maps. Experiments on the MusicNet dataset using 7 instrument classes show that our approach is able to achieve an average F-score of 0.904 when the original multi-pitch annotations are used as the pitch information for the system, and that it also excels if the note information is provided using third-party multi-pitch estimation algorithms. We also include ablation studies investigating the effects of the use of multiple kernel shapes and comparing different input representations for the audio and the note-related information.
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9.
  • Simbelis, Vygandas, et al. (författare)
  • Delete by Haiku: Poetry from Old SMS Messages
  • 2017
  • Ingår i: Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems. - Denver, USA : ACM Press. ; , s. 460-460
  • Konferensbidrag (refereegranskat)abstract
    • The work draws on repurposing practices to inform design for deletion and handling of digital waste – a way of letting go – in graceful and aesthetically appealing ways.Delete by Haiku 1 is a mobile phone application that explores how deleting old text messages can become an enjoyable and creative practice by turning messages into haiku poetry. Through the application users interactively repurpose selected old text messages on their mobile phone into a haiku poem aided by a haiku- generating algorithm. By repeatedly pinching the selected messages they break apart into words that tumble down in a Tetris like manner. Gradually words are deleted until the remaining words find their position and form a haiku.The video presents a walkthrough of how to interact with the application to select messages in various ways, how to apply ‘themes’ to gain some control over the generation process, and eventually share created poems with others through social media. 
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10.
  • Worbin, Linda (författare)
  • Designing dynamic textile patterns
  • 2010
  • Konstnärligt arbete (övrigt vetenskapligt/konstnärligt)abstract
    • Designing Dynamic Textile Patterns Progress in chemistry, fibres and polymers technology provides textile designers with new expressive materials, making it possible to design dynamic textile patterns, where several different expressions are inherent in the same textile, textiles that, for example, could alternate between a striped and checkered pattern. Textiles are traditionally designed and produced to keep a given, static expression during their life cycle; a striped pattern is supposed to keep its stripes. In the same way textile designers are trained to design for static expressions, where patterns and decorations are meant to last in a specific manner. However, things are changing. The textile designer now deals also with a new raw material, a dynamic textile, ready to be further designed, developed and/or programmed, depending on functional context. This transformation in practice is not an easy one for the designers. Designers need to learn how to design with these new materials and their specific qualities, to be able to develop the full expressional potential inherent in “smart textiles design”. The aim of this thesis is to display, and discuss, a methodology for designing dynamic textile patterns. So far, something that mainly has been seen in different experimental and conceptual prototypes, in artistic expressions and for commercial efforts etc. In terms of basic experimental research this thesis explores the turn in textile design practice through a series of design experiments with focus on contributing to identifying and characterizing new design variables, new design methods and new design techniques as a foundation for dynamic textile patterns.
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