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  • Result 1-10 of 4925
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1.
  • Liu, Yuanhua, 1971, et al. (author)
  • Considering the importance of user profiles in interface design
  • 2009
  • In: User Interfaces. ; , s. 23-
  • Book chapter (other academic/artistic)abstract
    • User profile is a popular term widely employed during product design processes by industrial companies. Such a profile is normally intended to represent real users of a product. The ultimate purpose of a user profile is actually to help designers to recognize or learn about the real user by presenting them with a description of a real user’s attributes, for instance; the user’s gender, age, educational level, attitude, technical needs and skill level. The aim of this chapter is to provide information on the current knowledge and research about user profile issues, as well as to emphasize the importance of considering these issues in interface design. In this chapter, we mainly focus on how users’ difference in expertise affects their performance or activity in various interaction contexts. Considering the complex interaction situations in practice, novice and expert users’ interactions with medical user interfaces of different technical complexity will be analyzed as examples: one focuses on novice and expert users’ difference when interacting with simple medical interfaces, and the other focuses on differences when interacting with complex medical interfaces. Four issues will be analyzed and discussed: (1) how novice and expert users differ in terms of performance during the interaction; (2) how novice and expert users differ in the perspective of cognitive mental models during the interaction; (3) how novice and expert users should be defined in practice; and (4) what are the main differences between novice and expert users’ implications for interface design. Besides describing the effect of users’ expertise difference during the interface design process, we will also pinpoint some potential problems for the research on interface design, as well as some future challenges that academic researchers and industrial engineers should face in practice.
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2.
  • Wilhelmsson, Kenneth, 1976 (author)
  • Huvudansatser för parsningsmetoder. Om programutvecklingens förutsättningar i en svensk kontext
  • 2016
  • Reports (other academic/artistic)abstract
    • Syftet med denna text var att ge en inblick i området (syntaktisk) parsning. Tanken var att ge en bild av utvecklingen som var 1) fri från alltför tekniska detaljer, då området är programmeringstekniskt, och 2) beskriven ur ett svenskt perspektiv. Bakgrunden till valet av ämne till texten, som var tänkt att finnas med i antologin Text och kontext, var att parsning är relativt okänt för många personer verksamma inom närliggande områden, samtidigt som det är ett absolut nyckelbegrepp för den som ägnar sig åt datorlingvistik eller språkteknologi. Målet var alltså att ge en ganska allmän utifrånblick på några centrala sidor av utvecklingen, samtidigt som det tydligt är så att den som själv arbetat med utveckling kan ha starka åsikter och preferenser rörande metodval, något som i ärlighetens namn kanske inte heller denna text är lösgjord från. Hur ska det göras? Konsten att utveckla automatisk syntaxanalys av naturlig text kan läras ut från ett flertal perspektiv. Det kan t.ex. ske med fokus på användandet av en viss grammatikformalism, med fokus på beräkningssnabbhet, med fokus på entydiggörande av möjliga ambiguiteter. Tolkningsval kan göras med hjälp av antingen handskrivna regler eller inhämtad statistik. En sorts huvudtema i denna text är hur metoder för parsning på senare år uppvisar förändringar som kanske kan förklaras med att programmen har fått andra användningsområden och att metoderna har anpassats därefter (en annan tolkning är att flera senare system inte längre gör parsning i strikt mening). När detta tänkta ”kapitel” var färdigt fick det kommentaren att det inte var anpassat för antologins målgrupp. Det fick skrivas en annan kapiteltext, men det kom samtidigt ett förslag att publicera texten om parsning här som denna rapport.
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3.
  • Wilhelmsson, Kenneth, 1976 (author)
  • Autentiska och artificiella frågor till svensk text Automatisk frågegenerering jämfört med användares frågor för informationsåtkomst : Authentic and artificial questions to Swedish text Automatically generated questions versus user-generated questions for information access
  • 2015
  • Other publication (other academic/artistic)abstract
    • Informationssökning mot ostrukturerade datakällor som fri text är ett av de områden där användargränssnitt med fri formulering i naturligt språk har tagits fram. I ett sådant, eventuellt AI-betonat, system kan några grundläggande svårigheter från användarperspektivet märkas. En sådan svårighet är att en användare inte känner till huruvida en fråga som hon avser att ställa egentligen kan besvaras av den aktuella texten. Denna svårighet, tillsammans med andra, som de kraftiga variationsmöjligheterna för formen för ett giltigt svar på en ställd fråga, riskerar att leda till att användarintrycken av systemtypen blir negativa. De moment som behöver ingå i ett sådant frågebaserat informationssystems funktionssätt måste på något sätt inbegripa en mappning av frågeled i frågan (t.ex. när) till den form och grammatisk funktion som svaret i texten måste ha (för frågan när normalt ett tidsadverbial). Bland annat denna iakttagelse inbjuder till användning av automatisk frågegenerering (question generation, QG). Frågegenerering innebär att frågor som en naturlig text besvarar initialt utvinns av ett program som samlar in dem i explicit form. Tanken för användning i informationssökning är att en användare i gränssnittet enbart ska kunna ställa just dessa frågor, vilka faktiskt besvaras av texten. Denna studie gäller just de frågor som ett automatiskt frågegenereringssystem för svenska kan, och genom vidare utveckling, skulle kunna generera för godtycklig digital svensk text. Även om mängden automatiskt genererade frågor och frågeformuleringar kan bli mycket stor, utrymmesmässigt många gånger större än ursprungstexten, så är det tydligt att den beskrivna metoden för frågegenerering för svenska inte kan och troligen inte heller kommer att kunna förmås att skapa alla de frågor och frågeformuleringar som en vanlig användare skulle anse att en viss text besvarar. Men hur väl fungerar då automatiskt genererade frågor i detta sammanhang? Denna uppsats kretsar kring en användarundersökning där undersökningsdeltagare har ombetts att formulera frågor som texter besvarar, och som anses vara relevanta frågor. Den resulterande samlingen frågor undersöktes och kategoriserades. Resultatet av undersökningens huvudfråga visar att bara 20-25 % av användarnas frågeformuleringar skulle kunna genereras direkt automatiskt med aktuell ansats – utan vissa informationstekniska förbättringar. Uppsatsen föreslår viss ny terminologi för detta outforskade område, bl.a. för att skilja mellan de olika grader av processkrav som generering av olika frågeslag från text kräver.
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4.
  • Amundin, Mats, et al. (author)
  • A proposal to use distributional models to analyse dolphin vocalisation
  • 2017
  • In: Proceedings of the 1st International Workshop on Vocal Interactivity in-and-between Humans, Animals and Robots, VIHAR 2017. - 9782956202905 ; , s. 31-32
  • Conference paper (peer-reviewed)abstract
    • This paper gives a brief introduction to the starting points of an experimental project to study dolphin communicative behaviour using distributional semantics, with methods implemented for the large scale study of human language.
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5.
  • Schötz, Susanne, et al. (author)
  • Phonetic Characteristics of Domestic Cat Vocalisations
  • 2017
  • In: Proceedings of the 1st International Workshop on Vocal Interactivity in-and-between Humans, Animals and Robots, VIHAR 2017. - 9782956202905 ; , s. 5-6
  • Conference paper (peer-reviewed)abstract
    • The cat (Felis catus, Linneaus 1758) has lived around or with humans for at least 10,000 years, and is now one of the most popular pets of the world with more than 600 millionindividuals. Domestic cats have developed a more extensive, variable and complex vocal repertoire than most other members of the Carnivora, which may be explained by their social organisation, their nocturnal activity and the long period of association between mother and young. Still, we know surprisingly little about the phonetic characteristics of these sounds, and about the interaction between cats and humans.Members of the research project Melody in human–cat communication (Meowsic) investigate the prosodic characteristics of cat vocalisations as well as the communication between human and cat. The first step includes a categorisation of cat vocalisations. In the next step it will be investigated how humans perceive the vocal signals of domestic cats. This paper presents an outline of the project which has only recently started.
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6.
  • Frid, Emma, 1988-, et al. (author)
  • Perceptual Evaluation of Blended Sonification of Mechanical Robot Sounds Produced by Emotionally Expressive Gestures : Augmenting Consequential Sounds to Improve Non-verbal Robot Communication
  • 2021
  • In: International Journal of Social Robotics. - : Springer Nature. - 1875-4791 .- 1875-4805.
  • Journal article (peer-reviewed)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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7.
  • Frid, Emma, et al. (author)
  • Perception of Mechanical Sounds Inherent to Expressive Gestures of a NAO Robot - Implications for Movement Sonification of Humanoids
  • 2018
  • In: Proceedings of the 15th Sound and Music Computing Conference. - Limassol, Cyprus. - 9789963697304
  • Conference paper (peer-reviewed)abstract
    • In this paper we present a pilot study carried out within the project SONAO. The SONAO project aims to compen- sate for limitations in robot communicative channels with an increased clarity of Non-Verbal Communication (NVC) through expressive gestures and non-verbal sounds. More specifically, the purpose of the project is to use move- ment sonification of expressive robot gestures to improve Human-Robot Interaction (HRI). The pilot study described in this paper focuses on mechanical robot sounds, i.e. sounds that have not been specifically designed for HRI but are inherent to robot movement. Results indicated a low correspondence between perceptual ratings of mechanical robot sounds and emotions communicated through ges- tures. In general, the mechanical sounds themselves ap- peared not to carry much emotional information compared to video stimuli of expressive gestures. However, some mechanical sounds did communicate certain emotions, e.g. frustration. In general, the sounds appeared to commu- nicate arousal more effectively than valence. We discuss potential issues and possibilities for the sonification of ex- pressive robot gestures and the role of mechanical sounds in such a context. Emphasis is put on the need to mask or alter sounds inherent to robot movement, using for exam- ple blended sonification.
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8.
  • Lu, Zhihan, et al. (author)
  • Multimodal Hand and Foot Gesture Interaction for Handheld Devices
  • 2014
  • In: ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP). - : Association for Computing Machinery (ACM). - 1551-6857 .- 1551-6865. ; 11:1
  • Journal article (peer-reviewed)abstract
    • We present a hand-and-foot-based multimodal interaction approach for handheld devices. Our method combines input modalities (i.e., hand and foot) and provides a coordinated output to both modalities along with audio and video. Human foot gesture is detected and tracked using contour-based template detection (CTD) and Tracking-Learning-Detection (TLD) algorithm. 3D foot pose is estimated from passive homography matrix of the camera. 3D stereoscopic and vibrotactile are used to enhance the immersive feeling. We developed a multimodal football game based on the multimodal approach as a proof-of-concept. We confirm our systems user satisfaction through a user study.
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9.
  • Jacobsson, Martin, 1976-, et al. (author)
  • A Drone-mounted Depth Camera-based Motion Capture System for Sports Performance Analysis
  • 2023
  • In: Artificial Intelligence in HCI. - : Springer Nature. - 9783031358937 ; , s. 489-503
  • Conference paper (peer-reviewed)abstract
    • Video is the most used tool for sport performance analysis as it provides a common reference point for the coach and the athlete. The problem with video is that it is a subjective tool. To overcome this, motion capture systems can used to get an objective 3D model of a per- son’s posture and motion, but only in laboratory settings. Unfortunately, many activities, such as most outdoor sports, cannot be captured in a lab without compromising the activity. In this paper, we propose to use an aerial drone system equipped with depth cameras, AI-based marker- less motion capture software to perform automatic skeleton tracking and real-time sports performance analysis of athletes. We experiment with off-the-shelf drone systems, miniaturized depth cameras, and commer- cially available skeleton tracking software to build a system for analyzing sports-related performance of athletes in their real settings. To make this a fully working system, we have conducted a few initial experiments and identified many issues that still needs to be addressed.
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10.
  • Latupeirissa, Adrian Benigno, et al. (author)
  • Exploring emotion perception in sonic HRI
  • 2020
  • In: 17th Sound and Music Computing Conference. - Torino : Zenodo. ; , s. 434-441
  • Conference paper (peer-reviewed)abstract
    • Despite the fact that sounds produced by robots can affect the interaction with humans, sound design is often an overlooked aspect in Human-Robot Interaction (HRI). This paper explores how different sets of sounds designed for expressive robot gestures of a humanoid Pepper robot can influence the perception of emotional intentions. In the pilot study presented in this paper, it has been asked to rate different stimuli in terms of perceived affective states. The stimuli were audio, audio-video and video only and contained either Pepper’s original servomotors noises, sawtooth, or more complex designed sounds. The preliminary results show a preference for the use of more complex sounds, thus confirming the necessity of further exploration in sonic HRI.
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