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  • Result 1-10 of 1922
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1.
  • 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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2.
  • Rafiq, Y., et al. (author)
  • Learning to Share: Engineering Adaptive Decision-Support for Online Social Networks
  • 2017
  • In: PROCEEDINGS OF THE 2017 32ND IEEE/ACM INTERNATIONAL CONFERENCE ON AUTOMATED SOFTWARE ENGINEERING (ASE'17). - 1527-1366. - 9781538626849 ; , s. 280-285
  • Book chapter (other academic/artistic)abstract
    • Some online social networks (OSNs) allow users to define friendship-groups as reusable shortcuts for sharing information with multiple contacts. Posting exclusively to a friendship-group gives some privacy control, while supporting communication with (and within) this group. However, recipients of such posts may want to reuse content for their own social advantage, and can bypass existing controls by copy-pasting into a new post; this cross-posting poses privacy risks. This paper presents a learning to share approach that enables the incorporation of more nuanced privacy controls into OSNs. Specifically, we propose a reusable, adaptive software architecture that uses rigorous runtime analysis to help OSN users to make informed decisions about suitable audiences for their posts. This is achieved by supporting dynamic formation of recipient-groups that benefit social interactions while reducing privacy risks. We exemplify the use of our approach in the context of Facebook.
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3.
  • Picazo-Sanchez, Pablo, 1985, et al. (author)
  • Are chrome extensions compliant with the spirit of least privilege?
  • 2022
  • In: International Journal of Information Security. - : Springer Science and Business Media LLC. - 1615-5262 .- 1615-5270. ; 21:6, s. 1283-1297
  • Journal article (peer-reviewed)abstract
    • Extensions are small applications installed by users and enrich the user experience of browsing the Internet. Browsers expose a set of restricted APIs to extensions. To be used, extensions need to list the permissions associated with these APIs in a mandatory extension file named manifest. In particular, Chrome’s permission ecosystem was designed in the spirit of the least privilege. Yet, this paper demonstrates that 39.8% of the analyzed extensions provided by the official Web Store are compliant with the spirit of least privilege. Also, we develop: (1) a browser extension to make aware regular users of the permissions the extensions they install; (2) a web app where extensions developers can check whether their extensions are compliant with the spirit of the least privileged; and (3) a set of scripts that can be part of the vendors’ acceptance criteria such that when developers upload their extensions to the official repositories, the scripts automatically analyze the extensions and generate a report about the permissions and the usage.
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4.
  • 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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5.
  • 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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6.
  • 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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7.
  • Barreiro, Anabela, et al. (author)
  • Multi3Generation : Multitask, Multilingual, Multimodal Language Generation
  • 2022
  • In: Proceedings of the 23rd Annual Conference of the European Association for Machine Translation. - : European Association for Machine Translation. ; , s. 345-346
  • Conference paper (peer-reviewed)abstract
    • This paper presents the Multitask, Multilingual, Multimodal Language Generation COST Action – Multi3Generatio(CA18231), an interdisciplinary networof research groups working on different aspects of language generation. This "meta-paper" will serve as reference for citationof the Action in future publications. It presents the objectives, challenges and a the links for the achieved outcomes.
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8.
  • Lv, Zhihan, Dr. 1984-, et al. (author)
  • Deep Learning for Security in Digital Twins of Cooperative Intelligent Transportation Systems
  • 2022
  • In: IEEE transactions on intelligent transportation systems (Print). - : Institute of Electrical and Electronics Engineers (IEEE). - 1524-9050 .- 1558-0016. ; 23:9, s. 16666-16675
  • Journal article (peer-reviewed)abstract
    • The purpose is to solve the security problems of the Cooperative Intelligent Transportation System (CITS) Digital Twins (DTs) in the Deep Learning (DL) environment. The DL algorithm is improved; the Convolutional Neural Network (CNN) is combined with Support Vector Regression (SVR); the DTs technology is introduced. Eventually, a CITS DTs model is constructed based on CNN-SVR, whose security performance and effect are analyzed through simulation experiments. Compared with other algorithms, the security prediction accuracy of the proposed algorithm reaches 90.43%. Besides, the proposed algorithm outperforms other algorithms regarding Precision, Recall, and F1. The data transmission performances of the proposed algorithm and other algorithms are compared. The proposed algorithm can ensure that emergency messages can be responded to in time, with a delay of less than 1.8s. Meanwhile, it can better adapt to the road environment, maintain high data transmission speed, and provide reasonable path planning for vehicles so that vehicles can reach their destinations faster. The impacts of different factors on the transportation network are analyzed further. Results suggest that under path guidance, as the Market Penetration Rate (MPR), Following Rate (FR), and Congestion Level (CL) increase, the guidance strategy's effects become more apparent. When MPR ranges between 40% similar to 80% and the congestion is level III, the ATT decreases the fastest, and the improvement effect of the guidance strategy is more apparent. The proposed DL algorithm model can lower the data transmission delay of the system, increase the prediction accuracy, and reasonably changes the paths to suppress the sprawl of traffic congestions, providing an experimental reference for developing and improving urban transportation.
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9.
  • Håkansson, Maria, et al. (author)
  • Facilitating Mobile Music Sharing and Social Interaction with Push!Music
  • 2007
  • In: Proceedings of the 40th Hawaii International Conference on System Sciences. - Los Alamitos, Calif. : IEEE Computer Society Washington. - 1530-1605. - 0769527558 ; , s. 87-
  • Conference paper (peer-reviewed)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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10.
  • Frid, Emma, et al. (author)
  • An Exploratory Study On The Effect Of Auditory Feedback On Gaze Behavior In a Virtual Throwing Task With and Without Haptic Feedback
  • 2017
  • In: Proceedings of the 14th Sound and Music Computing Conference. - Espoo, Finland : Aalto University. - 9789526037295 ; , s. 242-249
  • Conference paper (peer-reviewed)abstract
    • This paper presents findings from an exploratory study on the effect of auditory feedback on gaze behavior. A total of 20 participants took part in an experiment where the task was to throw a virtual ball into a goal in different conditions: visual only, audiovisual, visuohaptic and audio- visuohaptic. Two different sound models were compared in the audio conditions. Analysis of eye tracking metrics indicated large inter-subject variability; difference between subjects was greater than difference between feedback conditions. No significant effect of condition could be observed, but clusters of similar behaviors were identified. Some of the participants’ gaze behaviors appeared to have been affected by the presence of auditory feedback, but the effect of sound model was not consistent across subjects. We discuss individual behaviors and illustrate gaze behavior through sonification of gaze trajectories. Findings from this study raise intriguing questions that motivate future large-scale studies on the effect of auditory feedback on gaze behavior. 
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  • Result 1-10 of 1922
Type of publication
conference paper (901)
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