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1.
  • Proceedings of ISon 2010 - Interactive Sonification Workshop : Human Interaction with Auditory Displays
  • 2010
  • Editorial proceedings (peer-reviewed)abstract
    • IntroductionThese are the proceedings of the ISon 2010 meeting, which is the 3rd international Interactive Sonification Workshop. The first ISon workshop was held in Bielefeld (Germany) in 2004, and a second one was held in York (UK) in 2007.These meetings:focus on the link between auditory displays and human‐computer interactionbring together experts in sonification to exchange ideas and work‐in‐progressstrengthen networking in sonification researchHigh quality work is assured by a peer‐reviewing process, and the successful papers were presented at the conference and are published here.ISon 2010 was supported by COST IC0601 Action on Sonic Interaction Design (SID) (http://www.cost‐sid.org/). About Interactive SonificationSonification & Auditory Displays are increasingly becoming an established technology for exploring data, monitoring complex processes, or assisting exploration and navigation of data spaces. Sonification addresses the auditory sense by transforming data into sound, allowing the human user to get valuable information from data by using their natural listening skills.The main differences of sound displays over visual displays are that sound can:Represent frequency responses in an instant (as timbral characteristics)Represent changes over time, naturallyAllow microstructure to be perceivedRapidly portray large amounts of dataAlert listener to events outside the current visual focusHolistically bring together many channels of informationAuditory displays typically evolve over time since sound is inherently a temporal phenomenon. Interaction thus becomes an integral part of the process in order to select, manipulate, excite or control the display, and this has implications for the interface between humans and computers. In recent years it has become clear that there is an important need for research to address the interaction with auditory displays more explicitly. Interactive Sonification is the specialized research topic concerned with the use of sound to portray data, but where there is a human being at the heart of an interactive control loop. Specifically it deals with:interfaces between humans and auditory displaysmapping strategies and models for creating coherency between action and reaction (e.g. acoustic feedback, but also combined with haptic or visual feedback)perceptual aspects of the display (how to relate actions and sound, e.g. cross‐modal effects, importance of synchronisation)applications of Interactive Sonificationevaluation of performance, usability and multi‐modal interactive systems including auditory feedbackAlthough ISon shines a spotlight on the particular situations where there is real‐time interaction with sonification systems, the usual community for exploring all aspects of auditory display is ICAD (http://www.icad.org/). ContentsThese proceedings contain the conference versions of all contributions to the 3rd International interactive Sonification Workshop. Where papers have audio or audiovisual examples, these are listed in the paper and will help to illustrate the multimedia content more clearly.We very much hope that the proceedings provide an inspiration for your work and extend your perspective on the new emerging research field of interactive sonification.Roberto Bresin, Thomas Hermann, Andy Hunt, ISon 2010 Organisers
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2.
  • 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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3.
  • Elblaus, Ludvig, 1981-, et al. (author)
  • Modes of sonic interaction in circus : Three proofs of concept
  • 2014
  • In: Proceedings of Sound and Music Computing Conference 2014. - Athens : The International Computer Music Association, The Sound and Music Computing Steering Committe, The Institute for Research on Music & Acoustics. ; , s. 1698-1706, s. 1698-1706-
  • Conference paper (peer-reviewed)abstract
    • The art of circus is a vibrant and competitive culture that embraces new tools and technology. In this paper, a series of exploratory design processes resulting in proofs of concepts are presented, showing strategies for effective use of three different modes of sonic interaction in contemporary circus. Each design process is based on participatory studio work, involving professional circus artists. All of the proofs of concepts have been evaluated, both with studio studies and public circus performances, taking the work beyond theoretical laboratory projects and properly engaging the practice and culture of contemporary circus.The first exploration uses a contortionist’s extreme bodily manipulation as inspiration for sonic manipulations in an accompanying piece of music. The second exploration uses electric amplification of acoustic sounds as a transformative enhancement of existing elements of circus performance. Finally, a sensor based system of real-time sonification of body gestures is explored and ideas from the sonification of dance are translated into the realm of circus.
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4.
  • Friberg, Anders, et al. (author)
  • Analysis by synthesis
  • 2014
  • In: Music in the Social and Behavioral Sciences. - Los Angeles : Sage Publications. - 9781452283036
  • Book chapter (peer-reviewed)
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5.
  • Friberg, Anders, et al. (author)
  • Expressive timing
  • 2014
  • In: Music in the Social and Behavioral Sciences. - Los Angeles : Sage Publications. - 9781452283036 ; , s. 440-442
  • Book chapter (peer-reviewed)
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6.
  • Romero, Mario, 1973-, et al. (author)
  • Evaluating Video Visualizations of Human Behavior
  • 2011
  • In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. - New York, NY, USA : ACM. ; , s. 1441-1450
  • Conference paper (peer-reviewed)abstract
    • Previously, we presented Viz-A-Vis, a VIsualiZation of Activity through computer VISion [17]. Viz-A-Vis visualizes behavior as aggregate motion over observation space. In this paper, we present two complementary user studies of Viz-A-Vis measuring its performance and discovery affordances. First, we present a controlled user study aimed at comparatively measuring behavioral analysis preference and performance for observation and search tasks. Second, we describe a study with architects measuring discovery affordances and potential impacts on their work practices. We conclude: 1) Viz-A-Vis significantly reduced search time; and 2) it increased the number and quality of insightful discoveries.
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7.
  • Shin, Grace, et al. (author)
  • VizKid : A Behavior Capture and Visualization System of Adult-child Interaction
  • 2011
  • In: Proceedings of the 1st International Conference on Human Interface and the Management of Information. ; , s. 190-198
  • Conference paper (peer-reviewed)abstract
    • We present VizKid, a capture and visualization system for supporting the analysis of social interactions between two individuals. The development of this system is motivated by the need for objective measures of social approach and avoidance behaviors of children with autism. VizKid visualizes the position and orientation of an adult and a child as they interact with one another over an extended period of time. We report on the design of VizKid and its rationale.
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8.
  • Southern, Caleb, et al. (author)
  • An Evaluation of BrailleTouch : Mobile Touchscreen Text Entry for the Visually Impaired
  • 2012
  • In: Proceedings of the 14th International Conference on Human-computer Interaction with Mobile Devices and Services. - New York, NY, USA : Association for Computing Machinery (ACM). ; , s. 317-326
  • Conference paper (peer-reviewed)abstract
    • We present the evaluation of BrailleTouch, an accessible keyboard for blind users on touchscreen smartphones. Based on the standard Perkins Brailler, BrailleTouch implements a six-key chorded braille soft keyboard. Eleven blind participants typed for 165 twenty-minute sessions on three mobile devices: 1) BrailleTouch on a smartphone; 2) a soft braille keyboard on a touchscreen tablet; and 3) a commercial braille keyboard with physical keys. Expert blind users averaged 23.2 words per minute (wpm) on the BrailleTouch smartphone. The fastest participant, a touchscreen novice, achieved 32.1 wpm during his first session. Overall, participants were able to transfer their existing braille typing skills to a touchscreen device within an hour of practice. We report the speed for braille text entry on three mobile devices, an in depth error analysis, and the lessons learned for the design and evaluation of accessible and eyes-free soft keyboards.
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9.
  • Southern, Caleb, et al. (author)
  • Braille Touch : Mobile Touchscreen Text Entry for the Visually Impaired
  • 2012
  • In: Proceedings of the 14th International Conference on Human-computer Interaction with Mobile Devices and Services Companion. ; , s. 155-156
  • Conference paper (peer-reviewed)abstract
    • We present a demonstration of BrailleTouch, an accessible keyboard for blind users on a touchscreen smartphone (see Figure 1). Based on the standard Perkins Brailler, BrailleTouch implements a six-key chorded braille soft keyboard [1]. We will briefly introduce audience members to the braille code, and then allow them to hold the BrailleTouch prototype and enter text, with the aid of a visual chart of the braille alphabet.
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10.
  • Dobnik, Simon, 1977 (author)
  • Coordinating spatial perspective in discourse
  • 2012
  • In: Proceedings of the Workshop on Vision and Language 2012 (VL'12): The 2nd Annual Meeting of the EPSRC Network on Vision and Language.
  • Conference paper (other academic/artistic)abstract
    • We present results of an on-line data collection experiment where we investigate the assignment and coordination of spatial perspective between a pair of dialogue participants situated in a constrained virtual environment.
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11.
  • Ferreira, Pedro, et al. (author)
  • Bodily Orientations around Mobiles: Lessons learnt in Vanuatu
  • 2011
  • In: ACM Conference on Human Factors in Computing Systems.
  • Conference paper (other academic/artistic)abstract
    • Since we started carrying mobiles phones, they have altered the ways in which we orient our bodies in the world. Many of those changes are invisible to us – they have become habits, deeply engrained in our society. To make us more aware of our bodily ways of living with mobiles and open the design space for novel ways of designing mobiles and their interactions, we decided to study one of the last groups of users on earth who had not been exposed to mobiles: the people of Vanuatu. As they had so recently started using mobiles, their use was still in flux: the fragility of the mo-bile was unusual to them as was the need to move in order to find coverage. They were still getting used to carrying their mobiles and keeping them safe. Their encounters with mobile use exposed the need to consider somaesthetics practices when designing mobiles as they profoundly affect our bodily ways of being in the world.
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12.
  • Kucher, Kostiantyn, et al. (author)
  • Visual Analysis of Stance Markers in Online Social Media
  • 2014
  • In: Poster Abstracts of IEEE VIS 2014. - : IEEE. ; , s. 259-260
  • Conference paper (peer-reviewed)abstract
    • Stance in human communication is a linguistic concept relating to expressions of subjectivity such as the speakers’ attitudes and emotions. Taking stance is crucial for the social construction of meaning and can be useful for many application fields such as business intelligence, security analytics, or social media monitoring. In order to process large amounts of text data for stance analyses, linguists need interactive tools to explore the textual sources as well as the results of computational linguistics techniques. Both aspects are important for refining the analyses iteratively. In this work, we present a visual analytics tool for online social media text data and corresponding time-series that can be used to investigate stance phenomena and to refine the so-called stance markers collection. 
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13.
  • Kinnaird, Peter, et al. (author)
  • Connect 2 Congress : Visual Analytics for Civic Oversight
  • 2010
  • In: CHI ’10 Extended Abstracts on Human Factors in Computing Systems. - New York, NY, USA : ACM Digital Library. ; , s. 2853-2862
  • Conference paper (peer-reviewed)abstract
    • Strong representative democracies rely on educated, informed, and active citizenry to provide oversight of the government. We present Connect 2 Congress (C2C), a novel, high temporal-resolution and interactive visualization of legislative behavior. We present the results of focus group and domain expert interviews that demonstrate how different stakeholders use C2C for a variety of investigative activities. The evaluation provided evidence that users are able to support or reject claims made by candidates and conduct free-form, low-cost, exploratory analysis into the legislative behavior of representatives across time periods.
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14.
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15.
  • Romero, Mario, 1973-, et al. (author)
  • Designing and Evaluating Embodied Sculpting : a Touching Experience
  • 2014
  • Conference paper (peer-reviewed)abstract
    • We discuss the design and evaluation of embodied sculpting, the mediated experience of creating a virtual object with volume which users can see, hear, and touch as they mold the material with their body. Users’ digitized bodies share the virtual space of the digital model through a depth-sensor camera. They can use their hands, bodies, or any object to shape the sculpture. As they mold the model, they see a real-time rendering of it and receive sound and haptic feedback of the interaction. We discuss the opportunities and challenges of both designing for haptic embodiment and evaluating it through haptic experimentation.
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16.
  • Romero, Mario (author)
  • Project-Based Learning of Advanced Computer Graphics and Interaction
  • 2013
  • In: Eurographics 2013 - Education Papers. ; , s. 1-6
  • Conference paper (peer-reviewed)abstract
    • This paper presents an educational case study and its pedagogical lessons. It is a project-based course in advanced computer graphics and interaction, DH2413, conducted in the fall of 2012 at the Royal Institute of Technology (KTH), Stockholm, Sweden. The students and the teacher, the author, learned through a constructivist approach. The students defined and researched the material covered in class through their theme selection of original research projects which consisted of interactive graphics systems. The students demonstrated, taught, and discussed with each other what they had learned. Finally, the students openly presented their work to hundreds of people in large public venues. The teacher s role was to design the learning environment, guide the research, provide indepth lectures on the research material chosen by the students, and organize and motivate the students to produce accountable results. In synthesis, the pedagogical lessons are: 1) learning means building with self-motivation, guidance, and accountability; 2) self-motivation means trust and independence; 3) guidance means asking for less, not more; and 4) accountability means public presentations of working systems.
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17.
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18.
  • Salomonson, Nicklas, et al. (author)
  • Comparing Human-to-Human and Human-to-AEA Communication in Service Encounters
  • 2013
  • In: Journal of Business Communication. - : SAGE. - 0021-9436 .- 1552-4582. ; 50:1, s. 87-116
  • Journal article (peer-reviewed)abstract
    • An increasing number of companies are introducing artificial agents as self-service tools on their websites, often motivated by the need to provide cost-efficient interaction solutions. These agents are designed to help customers and clients to conduct their business on the website. Their role on commercial websites is often to act as online sales/shopping assistants with the hope of replacing some of the interactions between customers and sales staff, thus supplementing or replacing human-to-human communication. However, research on artificial agents and comparisons with human-to-human communication, in particular, is still scarce. The purpose of this article is to explore the similarities and differences in communication between an artificial agent and customers compared with face-to-face communication between human service providers and customers. The method employed is a qualitative comparison of face-to-face human service provision in a travel agency setting and logs of interactions between customers and an artificial agent on an airline company website. The analysis is based on the theory of “activity-based communication analysis” and makes use of a framework of specific communication features provided by this theory. The article demonstrates a number of deficiencies in communication between artificial embodied agents and humans, suggesting that artificial embodied agents still lack many of the desirable communicative aspects of human-to-human service encounters.
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19.
  • Lu, Zhihan, et al. (author)
  • Anaglyph 3D stereoscopic visualization of 2D video based on fundamental matrix
  • 2013
  • In: 2013 International Conferenceon Virtual Reality and Visualization. - : IEEE. - 9780769551500 - 9781479923229 ; , s. 305-308
  • Conference paper (peer-reviewed)abstract
    • In this paper, we propose a simple Anaglyph 3Dstereo generation algorithm from 2D video sequence with monocularcamera. In our novel approach we employ camera poseestimation method to directly generate stereoscopic 3D from 2Dvideo without building depth map explicitly. Our cost effectivemethod is suitable for arbitrary real-world video sequence andproduces smooth results. We use image stitching based on planecorrespondence using fundamental matrix. To this end we alsodemonstrate that correspondence plane image stitching based onHomography matrix only cannot generate better result. Furthermore,we utilize the structure from motion (with fundamentalmatrix) based reconstructed camera pose model to accomplishvisual anaglyph 3D illusion. The proposed approach demonstratesa very good performance for most of the video sequences.
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20.
  • Kavathatzopoulos, Iordanis, 1956-, et al. (author)
  • What are ethical agents and how can we make them work properly?
  • 2011
  • In: The computational turn. - Münster : MV-Wissenschaft. - 9783869913551 ; , s. 151-153
  • Conference paper (peer-reviewed)abstract
    • To support ethical decision making in autonomous agents, we suggest to implement decision tools based on classical philosophy and psychological research. As one possible avenue, we present EthXpert, which supports the process of structuring and assembling information about situations with possible moral implications.
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21.
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22.
  • Elblaus, Ludvig, 1981-, et al. (author)
  • Singing Interaction : Embodied Instruments for Musical Expression in Opera
  • 2014
  • In: Leonardo music journal. - : MIT Press Journals. - 0961-1215 .- 1531-4812. ; 24, s. 7-12
  • Journal article (peer-reviewed)abstract
    • In the opera Sing the Body Electric! A Corporatorio, artists from the disciplines of opera, dance and the development of new musical instruments collaborated to create an onstage fusion of different technologies and artistic practices that connected performer, scenography and instrument. Gestures and movements of singers were captured by custom-built technologies. The singers also used custom-built technologies for transforming their vocal qualities and for creating synthesized accompaniment in real time. In this way the singers’ bodily musical processes further extended their vocal performances, rooted in operatic praxis, allowing for heightened expressivity and emergent scenic subjects.
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23.
  • Frey, Brian, et al. (author)
  • Brailletouch : Mobile Texting for the Visually Impaired
  • 2011
  • In: Proceedings of the 6th International Conference on Universal Access in Human-computer Interaction. - : ACM Digital Library. - 9783642216657 ; , s. 19-25
  • Conference paper (peer-reviewed)abstract
    • BrailleTouch is an eyes-free text entry application for mobile devices. Currently, there exist a number of hardware and software solutions for eyes-free text entry. Unfortunately, the hardware solutions are expensive and the software solutions do not offer adequate performance. BrailleTouch bridges this gap. We present our design rationale and our explorative evaluation of BrailleTouch with HCI experts and visually impaired users.
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24.
  • Frey, Brian, et al. (author)
  • From Texting App to Braille Literacy
  • 2012
  • In: CHI ’12 Extended Abstracts on Human Factors in Computing Systems. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450310161 ; , s. 2495-2500
  • Conference paper (peer-reviewed)abstract
    • We report the results of a pilot study that explores potential uses for BrailleTouch in the instruction of braille literacy for the visually impaired. BrailleTouch is an eyes-free text entry application for smart phones. We conducted individual semi-structured interviews and a focus group with four domain expert participants.
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25.
  • Frid, Emma, et al. (author)
  • Sonification of haptic interaction in a virtual scene
  • 2014
  • In: Sound and Music Computing Sweden 2014, Stockholm, December 4-5, 2014. - Stockholm : KTH Royal Institute of Technology. ; , s. 14-16, s. 14-16
  • Conference paper (peer-reviewed)abstract
    • This paper presents a brief overview of work-in-progress for a study on correlations between visual and haptic spatial attention in a multimodal single-user application comparing different modalities. The aim is to gain insight into how auditory and haptic versus visual representations of temporal events may affect task performance and spatial attention. For this purpose, a 3D application involving one haptic model and two different sound models for interactive sonification are developed.
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26.
  • Goina, Maurizio, et al. (author)
  • Interactive sonification in circus performance at Uniarts and KTH : ongoing research
  • 2014
  • In: Proceedings of the Sound and Music Computing Sweden Conference 2014. - : KTH Royal Institute of Technology. ; , s. 23-24
  • Conference paper (peer-reviewed)abstract
    • Contemporary circus artists are beginning to use new tools and technologies. Aligned with this trend and with interest to applying interactive sonification to circus performance a collaboration is currently in progress between the Sound and Music Computing Team at KTH Royal Institute of Technology and the School of Dance and Circus, part of Stockholm University of the Arts. The collaboration includes the Gynoïdes Project1 and also works on a series of proofs of concept. This collaboration allowed us to gain experience and mature practical knowledge (see [1]) and a range of further activities are planned in the near future of which a description is given herewith.
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27.
  • Kinnaird, Peter, et al. (author)
  • Focus Groups for Functional InfoVis Prototype Evaluation : A Case Study
  • 2010
  • Conference paper (peer-reviewed)abstract
    • In this position paper, we describe our experience conducting a focus group for evaluating an Information Visualization system prototype. We concentrate on the method used and how it differs from traditional focus group methodology. Our position is that Information Visualization system prototypes provide exceptional grounds for customized focus group methodologies due to the exploratory nature of many of the tasks these systems are designed to support.
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28.
  • Nazneen, N., et al. (author)
  • Supporting Parents for In-home Capture of Problem Behaviors of Children with Developmental Disabilities
  • 2012
  • In: Personal and Ubiquitous Computing. - : Springer. - 1617-4909 .- 1617-4917. ; 16:2, s. 193-207
  • Journal article (peer-reviewed)abstract
    • Ubiquitous computing has shown promise in applications for health care in the home. In this paper, we focus on a study of how a particular ubicomp capability, selective archiving, can be used to support behavioral health research and practice. Selective archiving technology, which allows the capture of a window of data prior to and after an event, can enable parents of children with autism and related disabilities to record video clips of events leading up to and following an instance of problem behavior. Behavior analysts later view these video clips to perform a functional assessment. In contrast to the current practice of direct observation, a powerful method to gather data about child problem behaviors but costly in terms of human resources and liable to alter behavior in the subjects, selective archiving is cost effective and has the potential to provide rich data with minimal instructions to the natural environment. To assess the effectiveness of parent data collection through selective archiving in the home, we developed a research tool, CRAFT (Continuous Recording And Flagging Technology) and conducted a study by installing CRAFT in eight households of children with developmental disabilities and severe behavior concerns. The results of this study show the promise and remaining challenges for this technology. We have also shown that careful attention to the design of a ubicomp system for use by other domain specialists or non-technical users is key to moving ubicomp research forward.
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29.
  • Romero, Mario, 1973-, et al. (author)
  • BrailleTouch : Designing a Mobile Eyes-free Soft Keyboard
  • 2011
  • In: Proceedings of the 13th International Conference on Human Computer Interaction with Mobile Devices and Services. - New York, NY, USA : ACM Digital Library. ; , s. 707-709
  • Conference paper (peer-reviewed)abstract
    • Texting is the essence of mobile communication and connectivity, as evidenced by today's teenagers, tomorrow's workforce. Fifty-four percent of American teens contact each other daily by texting, as compared to face-to-face (33%) and talking on the phone (30%) according to the Pew Research Center's Internet & American Life Project, 2010. Arguably, today's technologies support mobile text input poorly, primarily due to the size constraints of mobile devices. This is the case for everyone, but it is particularly relevant to the visually impaired. According to the World Health Organization, 284 million people are visually impaired worldwide. In order to connect these users to the global mobile community, we need to design effective and efficient methods for eyes-free text input on mobile devices. Furthermore, everyone would benefit from effective mobile texting for safety and speed. This design brief presents BrailleTouch, our working prototype solution for eyes-free mobile text input.
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30.
  • Sjölie, Daniel (author)
  • Reality-based brain-computer interaction
  • 2011
  • Licentiate thesis (other academic/artistic)abstract
    • Recent developments within human-computer interaction (HCI) and cognitive neuroscience have come together to motivate and enable a framework for HCI with a solid basis in brain function and human reality. Human cognition is increasingly considered to be critically related to the development of human capabilities in the everyday environment (reality). At the same time, increasingly powerful computers continuously make the development of complex applications with realistic interaction easier. Advances in cognitive neuroscience and brain-computer interfaces (BCIs) make it possible to use an understanding of how the brain works in realistic environments to interpret brain measurements and adapt interaction in computer-generated virtual environments (VEs). Adaptive and realistic computer applications have great potential for training, rehabilitation and diagnosis. Realistic interaction environments are important to facilitate transfer to everyday reality and to gain ecological validity. The ability to adapt the interaction is very valuable as any training or learning must be done at the right level in order to optimize the development of skills. The use of brain measurements as input to computer applications makes it possible to get direct information about how the brain reacts to aspects of a VE. This provides a basis for the development of realistic and adaptive computer applications that target cognitive skills and abilities. Theories of cognition and brain function provide a basis for how such cognitive skills develop, through internalization of interaction with the current environment. By considering how internalization leads to the neural implementation and continuous adaptation of mental simulations in the brain it is possible to relate designed phenomena in a VE to brain measurements. The work presented in this thesis contributes to a foundation for the development of reality-based brain-computer interaction (RBBCI) applications by combining VR with emerging BCI methods based on an understanding of the human brain in human reality. RBBCI applications can be designed and developed to interact directly with the brain by interpreting brain measurements as responses to deliberate manipulations of a computer-generated reality. As the application adapts to these responses an interaction loop is created that excludes the conscious user. The computer interacts with the brain, through (the virtual) reality.
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31.
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32.
  • Sundvall, Erik, 1973- (author)
  • Scalability and Semantic Sustainability in Electronic Health Record Systems
  • 2013
  • Doctoral thesis (other academic/artistic)abstract
    • This work is a small contribution to the greater goal of making software systems used in healthcare more useful and sustainable. To come closer to that goal, health record data will need to be more computable and easier to exchange between systems.Interoperability refers to getting systems to work together and semantics concerns the study of meanings. If Semantic interoperability is achieved then information entered in one information system is usable in other systems and reusable for many purposes. Scalability refers to the extent to which a system can gracefully grow by adding more resources. Sustainability refers more to how to best use available limited resources. Both aspects are important.The main focus and aim of the thesis is to increase knowledge about how to support scalability and semantic sustainability. It reports explorations of how to apply aspects of the above to Electronic Health Record (EHR) systems, associated infrastructure, data structures, terminology systems, user interfaces and their mutual boundaries.Using terminology systems is one way to improve computability and comparability of data. Modern complex ontologies and terminology systems can contain hundreds of thousands of concepts that can have many kinds of relationships to multiple other concepts. This makes visualization challenging. Many visualization approaches designed to show the local neighbourhood of a single concept node do not scale well to larger sets of nodes. The interactive TermViz approach described in this thesis, is designed to aid users to navigate and comprehend the context of several nodes simultaneously. Two applications are presented where TermViz aids management of the boundary between EHR data structures and the terminology system SNOMED CT.The amount of available time from people skilled in health informatics is limited. Adequate methods and tools are required to develop, maintain and reuse health-IT solutions in a sustainable way. Multiple levels of modelling including a fixed reference model and another layer of flexible reusable ‘archetypes’ for domain specific data structures, is an approach with that aim used in openEHR and the ISO 13606 standard. This approach, including learning, implementing and managing it, is explored from different angles in this thesis. An architecture applying Representational State Transfer (REST) to archetype-based EHR systems, in order to address scalability, is presented. Combined with archetyping this architecture also aims at enabling a sustainable way of continuously evolving multi-vendor EHR solutions. An experimental open source implementation of it, aimed for learning and prototyping, is also presented.Manually changing database structures used for storage every time new versions of archetypes and associated data structures are needed is likely not a sustainable activity. Thus storage systems that can handle change with minimal manual interventions are desirable. Initial explorations of performance and scalability in such systems are also reportedGraphical user interfaces focused on EHR navigation, time-perspectives and highlighting of EHR content are also presented – illustrating what can be done with computable health record data and the presented approaches.Desirable aspects of semantic sustainability have been discussed, including: sustainable use of limited resources (such as available time of skilled people), and reduction of unnecessary risks. A semantic sustainability perspective should be inspired and informed by research in complex systems theory, and should also include striving to be highly aware of when and where technical debt is being built up. Semantic sustainability is a shared responsibility.The combined results presented contribute to increasing knowledge about ways to support scalability and semantic sustainability in the context of electronic health record systems. Supporting tools, architectures and approaches are additional contributions.
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33.
  • Kavathatzopoulos, Iordanis, 1956- (author)
  • Robots and systems as autonomous ethical agents
  • 2010
  • In: INTECH 2010. - Bangkok : Assumption University. - 9789746151108 ; , s. 5-9
  • Conference paper (peer-reviewed)abstract
    • IT systems and robots can help us to solve many problems caused by the quantity, variation and complexity of information; because we need to handle dangerous and risky situations; or because of our social and emotional needs like elderly care. In helping us, these systems have to make decisions and act accordingly to achieve the goals for which they were built. Ethical decision support tools can be integrated into robots and other decision making systems to secure that decisions are made according to the basic theories of philosophy and to the findings of psychological research.  This can be done, in non-independent systems, as a way for the system to report to its operator, and to support the operator's ethical decision making. On the other hand, fully independent systems should be able to regulate their own decision making strategies and processes. However, this cannot be based on normative predefined criteria, or on the ability to make choices, or on having own control, or on ability of rational processing.  It seems that it is necessary for an independent robot or decision system to have "emotions." That is, a kind of ultimate purposes that can lead the decision process, and depending on the circumstances, guide the adoption of a decision strategy, whatever it may be, rational, heuristic or automatic.
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34.
  • Porathe, Thomas, 1954, et al. (author)
  • Maritime Unmanned Navigation through Intelligence in Networks: The MUNIN project
  • 2013
  • In: 12th International Conference on Computer and IT Applications in the Maritime Industries, COMPIT’13, Cortona, 15-17 April 2013. - 9783892206637 ; , s. 177-183
  • Conference paper (peer-reviewed)abstract
    • This paper introduces the MUNIN project attempting to put a 200 meter long bulk carrier under autonomous control. The paper gives a motivation and an overview of the project as well as present some of the key research questions dealing with the human intervention possibilities. As a fallback option the unmanned ship is monitored by a shore control center which has the ability to take direct control if necessary. A challenge for the unmanned ship is the interaction with other manned ships.
  •  
35.
  • Paçacı, Görkem, et al. (author)
  • Towards a visual compositional relational programming methodology
  • 2012
  • In: Diagrams 2012. ; , s. 17-19
  • Conference paper (peer-reviewed)abstract
    • We present a new visual programming method, based on Combilog, a compositional relational programming language. In this paper we focus on the compositional aspect of Combilog, the make operator, visually implementing it via a modification of Higraph diagrams, in an attempt to overcome the obscurity and complexity in the textual representation of this operator.
  •  
36.
  • Kerren, Andreas, 1971-, et al. (author)
  • Multi-Scale Trend Visualization of Long-Term Temperature Data Sets
  • 2014
  • In: Proceedings of SIGRAD 2014, Visual Computing, June 12-13, 2014, Göteborg, Sweden. - : Linköping University Electronic Press. - 9789175192123 ; , s. 91-94
  • Conference paper (peer-reviewed)abstract
    • The analysis and presentation of climate observations is a traditional application of various visualization approaches. The available data sets are usually huge and were typically collected over a long period of time. In this paper, we focus on the visualization of a specific aspect of climate data: our visualization tool was primarily developed for providing an overview of temperature measurements for one location over decades or even centuries. In order to support an efficient overview and visual representation of the data, it is based on a region-oriented metaphor that includes various granularity levels and aggregation features. 
  •  
37.
  • Pacaci, Görkem, 1986-, et al. (author)
  • Colour Beads Visual Representation of Compositional Relational Programs
  • 2013
  • In: Proceedings of 2013 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC). - : IEEE conference proceedings. - 9781479903696 ; , s. 131-134
  • Conference paper (peer-reviewed)abstract
    • Building on a compositional relational programming language Combilog, code visualization with a motivation of flexible practical applications is explored. Following from earlier work based on Higraph diagram formalizations, a new coloured and human perception-centric iteration of visual representation is introduced, and its effects on understanding compositional relational programs are analysed by means of a user study. Results showed that visuals helped participants to solve coderelated questions 46% faster with 69% less errors.
  •  
38.
  • Johansson, Mikael, 1975, et al. (author)
  • From BIM to VR - Integrating immersive visualizations in the current design process
  • 2014
  • In: Proceedings of the International Conference on Education and Research in Computer Aided Architectural Design in Europe. - 2684-1843. ; 2, s. 261-269
  • Conference paper (peer-reviewed)abstract
    • This paper presents a system that allows immersive visualizations to become a natural and integrated part of the current building design process. It is realized through three main components: (1) the Oculus Rift - a new type of Head Mounted Display (HMD) directed at the consumer market, (2) a real-time rendering engine supporting large Building Information Models (BIM) that is, (3) implemented as a plug-in in a BIM authoring software. In addition to provide details regarding the implementation and integration of the different components in our system, we present an evaluation of it from three different perspectives; rendering performance, navigation interface and the ability to support fast design iterations.
  •  
39.
  • Patrignani, Norberto (author)
  • From computer ethics to future (and information) ethics : The challenge of Nano-Bots
  • 2014
  • In: Ethical dimensions of bio-nanotechnology. - Hershey, PA, USA : IGI Global. - 9781466618947
  • Book chapter (peer-reviewed)abstract
    • One of the emerging technologies that is getting a lot of attention is nano-technology. In particular,in this area, the convergence of research fields of biotechnology, information technology, nanotechnologyand neuroscience (or cognitive science) is introducing nano-robots, or nano-bots. These machines promise to lead to the development of a large number potential applications in medicine,but at the same time they raise also a lot of social and ethical issues. This chapter introduces severalways to start an ethical reflection in relation to nano-bots. The traditional "computer ethics"approach and the new "future ethics" proposition are both discussed and applied to this technology.The challenges introduced by nano-bots are so complex that it is possible that the application of thePrecautionary Principle would be required. A further ethical analysis of nano-bots applications inmedicine may benefit from new methodologies and strategies such as the stakeholders' network andFloridi's "entropy (the evil of Infosphere)" concept.
  •  
40.
  • Kerren, Andreas, 1971-, et al. (author)
  • Network Visualization for Integrative Bioinformatics
  • 2014
  • In: Approaches in Integrative Bioinformatics. - Berlin Heidelberg : Springer. - 9783642412806 - 9783642412813 ; , s. 173-202
  • Book chapter (peer-reviewed)abstract
    • Approaches to investigate biological processes have been of strong interest in the past few years and are the focus of several research areas like systems biology. Biological networks as representations of such processes are crucial for an extensive understanding of living beings. Due to their size and complexity, their growth and continuous change, as well as their compilation from databases on demand, researchers very often request novel network visualization, interaction and exploration techniques. In this chapter, we first provide background information that is needed for the interactive visual analysis of various biological networks. Fields such as (information) visualization, visual analytics and automatic layout of networks are highlighted and illustrated by a number of examples. Then, the state of the art in network visualization for the life sciences is presented together with a discussion of standards for the graphical representation of cellular networks and biological processes.
  •  
41.
  • Kerren, Andreas, 1971-, et al. (author)
  • Why Integrate InfoVis and SciVis? : An Example from Systems Biology
  • 2014
  • In: IEEE Computer Graphics and Applications. - : IEEE. - 0272-1716 .- 1558-1756. ; 34:6, s. 69-73
  • Journal article (other academic/artistic)abstract
    • The more-or-less artificial barrier between information visualization and scientific visualization hinders knowledge discovery. Having an integrated view of many aspects of the target data, including a seamlessly interwoven visual display of structural abstract data and 3D spatial information, could lead to new discoveries, insights, and scientific questions. Such a view also could reduce the user’s cognitive load—that is, reduce the effort the user expends when comparing views.
  •  
42.
  • Roupé, Mattias, 1975 (author)
  • Development and Implementations of Virtual Reality for Decision-making in Urban Planning and Building Design
  • 2013
  • Doctoral thesis (other academic/artistic)abstract
    • The use of Virtual Reality (VR) has been seen by many as holding great potential for increasing the effectiveness and improving communication in the decision making process in urban planning and building design. VR can facilitate processes so that participants can together better understand, identify and analyze problems to improve their decision making and thereby the future urban environment. However, VR has not had the impact and penetration that was predicted much due to often cited barriers to new technologies in the construction industry, e.g. human and cultural factors, lack of IT skills, lack of knowledge and awareness, and finally the lack of the technology itself including, for example, available tools and methods. This thesis contributes knowledge that enhances the usability and successful implementation of VR technology in the urban planning and building design process. The approach has been to investigate both the usability and technical aspects of VR. In the context of usability, this thesis deals with whether and how VR can be used in decision making in the urban planning and building design process. It examines how different stakeholders experience and are affected by the VR medium in different decision making situations in the urban planning and building design process. The technical part of this thesis aims to improve the usability and implementation of VR by presenting new tools and methods that suit the existing planning pipeline in the urban planning and building design process. Here it is important to create cost and time effective tools and methods for producing virtual worlds.The results show that VR was experienced to be useful by the participants in the investigated parts of the decision making process. The VR model imparted a broader understanding about the sizes and volumes of the new buildings and how these interact with the surrounding urban environment. The last study showed how the phenomena of reference points and anchoring points could cause biased judgment effects in decision making when the VR medium is used. This thesis also presents four technical methods that integrate VR efficiently into urban planning and building design by:1.Enhancing the visual quality of ground material2.Supporting collaboration and maintenance of 3D city modeling through a sub-version control system.3.Integrating building proposals with its surrounding ground area into the 3D city model 4.Using the human body as an interactive navigation interfaceThe methods have been integrated into the MrViz software that has been used at the City Planning Authorities of Göteborg and Kungsbacka.
  •  
43.
  • Andersson, Carina, 1970- (author)
  • Informationsdesign i tillståndsövervakning : En studie av ett bildskärmsbaserat användargränssnitt för tillståndsövervakning och tillståndsbaserat underhåll
  • 2010
  • Doctoral thesis (other academic/artistic)abstract
    • This research concerns the information design and visual design of graphical user interfaces (GUI) in the condition monitoring and condition-based maintenance (CBM) of production equipment. It also concerns various communicative aspects of a GUI, which is used to monitor the condition of assets. It applies to one Swedish vendor and its intentions to design information. In addition, it applies to the interaction between the GUI and its individual visual elements, as well as the communication between the GUI and the users (in four Swedish paper mills).The research is performed as a single case study. Interviews and observations have been the main methods for data collection. Empirical data is analyzed with methods inferred to semiotics, rhetoric and narratology. Theories in information science and regarding remediation are used to interpret the user interface design.The key conclusion is that there are no less than five different forms of information, all important when determining the conditions of assets. These information forms include the words, images and shapes in the GUI, the machine components and peripherals equipment, the information that takes form when personnel communicate machine conditions, the personnel’s subjective associations, and the information forms that relate to the personnel's actions and interactions.Preventive technicians interpret the GUI-information individually and collectively in relation to these information forms, which influence their interpretation and understanding of the GUI information. Social media in the GUI makes it possible to represent essential information that takes form when employees communicate a machine’s condition. Photographs may represent information forms as a machine’s components, peripherals, and local environment change over time. Moreover, preventative technicians may use diagrams and photographs in the GUI to change attitudes among the personnel at the mills and convince them, for example, of a machine’s condition or the effectiveness of CBM as maintenance policy.
  •  
44.
  • Cernea, Daniel, 1983-, et al. (author)
  • Emotion Scents : A Method of Representing User Emotions on GUI Widgets
  • 2013
  • In: Proceedings  of SPIE 8654. - : SPIE - International Society for Optical Engineering. ; , s. 86540F-
  • Conference paper (peer-reviewed)abstract
    • The world of desktop interfaces has been dominated for years by the concept of windows and standardized user interface (UI) components. Still, while supporting the interaction and information exchange between the users and the computer system, graphical user interface (GUI) widgets are rather one-sided, neglecting to capture the subjective facets of the user experience. In this paper, we propose a set of design guidelines for visualizing user emotions on standard GUI widgets (e.g., buttons, check boxes, etc.) in order to enrich the interface with a new dimension of subjective information by adding support for emotion awareness as well as post-task analysis and decision making. We highlight the use of an EEG headset for recording the various emotional states of the user while he/she is interacting with the widgets of the interface. We propose a visualization approach, called emotion scents, that allows users to view emotional reactions corresponding to di erent GUI widgets without in uencing the layout or changing the positioning of these widgets. Our approach does not focus on highlighting the emotional experience during the interaction with an entire system, but on representing the emotional perceptions and reactions generated by the interaction with a particular UI component. Our research is motivated by enabling emotional self-awareness and subjectivity analysis through the proposed emotionenhanced UI components for desktop interfaces. These assumptions are further supported by an evaluation of emotion scents.
  •  
45.
  • Porathe, Thomas, 1954 (author)
  • e-Navigation in Arctic Conditions: Transmitting High Resolution Ice Routes in First-year Ice
  • 2012
  • In: Proceedings of Scandinavian Maritime Conference 2012.
  • Conference paper (peer-reviewed)abstract
    • A long time ago navigation was done solely by experience: the knowledge was in the head of local pilots. Through the centuries a symbolic system of buoys, cairns and charts developed: knowledge placed in the world, to paraphrase Donald Norman (1990). But Arctic navigation now poses a challenge that will need new solutions. Buoys cannot be stationed in ice as they will be swept away or pushed under. The ice sheet is a shifting, dynamic landscape with few landmarks. Further: in open water the buoy’s function is to warn for stationary shallows, in ice there is the additional need to guide trough passable leads or broken ice channels that move, open and close with the wind and currents. How can e-Navigation tools like Virtual AtoNs assist in Arctic navigation?In this paper findings from a study onboard a Swedish icebreaker in the one-year ice of the Bay of Bothnia are presented as well as proposals for new e-Navigation services to help improve efficiency of ice navigation. Dynamic “ice routes”, sent from icebreakers to other ships entering into the ice will facilitate traffic management in the ice. Transmitting fuel consumption as well as speed for ships in the ice sheet will create a useful indicator of ice conditions. Using updated satellite photos of the ice sheet as underlay in ECDIS, will facilitate ice navigation.
  •  
46.
  • Fernaeus, Ylva, et al. (author)
  • Revisiting the jacquard loom : threads of history and current patterns in HCI
  • 2012
  • In: CHI '12 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. - New York : Association for Computing Machinery (ACM). - 9781450310154 ; , s. 1593-1602
  • Conference paper (peer-reviewed)abstract
    • In the recent developments of human computer interaction, one central challenge has been to find and to explore alternatives to the legacy of the desktop computer paradigm for interaction design. To investigate this issue further we have conducted an analysis on a fascinating piece of machinery often referred to as one of the predecessors of the modern day computer, the Jacquard loom. In analysing the Jacquard loom we look at qualities in design and interaction from some different perspectives: how historical tools, crafts, and practices can inform interaction design, the role of physicality, materiality, and full-body interaction in order to rethink some current conceptions of interaction and design of computational devices.
  •  
47.
  • Zarin, Rouien, 1978-, et al. (author)
  • Be Green : implementing an Interactive,Cylindrical Display in the Real World
  • 2013
  • In: Proceedings of the 2nd ACM International Symposium on Pervasive Displays (PerDis '13). - New York, NY : ACM Press. - 9781450320962 ; , s. 55-60
  • Conference paper (peer-reviewed)abstract
    • Many studies in Human-Computer Interaction and related fields,such as pervasive displays, have historically centered around userevaluation and knowledge production, focusing on usability issuesand on creating a more efficient user experience. As the trajectoryof HCI moves toward the so-called ‘third wave’, new values arebeing emphasized and explored. These include concepts such asembodiment and engagement, complementing usability as theprimary metric of evaluation. This paper explores the ideation,iteration, design, and real-world deployment of such a ‘thirdwave’ interactive pervasive installation in the form of aninteractive, large cylindrical display. The purpose was to displaythe air quality data in a manner that would inspire elevatedenvironmental consciousness and discussion among Umeåcitizens, especially with regard to the environmental impact ofdifferent methods of transportation.
  •  
48.
  • Whitehouse, Diane, et al. (author)
  • Computers, time and speed : Five slow tech case studies
  • 2014
  • In: ICT and society. - Berlin/Heidelberg : Springer Berlin/Heidelberg. - 9783662442074 ; , s. 122-135
  • Conference paper (peer-reviewed)abstract
    • This chapter examines briefly the notions of time and speed. It introduces the notion of Slow Tech:information technology that is good, clean and fair, and places an especial emphasis on technologythat is clean. This chapter does not delve deep into the Slow Tech concept. Rather, it highlights a setof arguments about why speed is not always important or necessary. People are now increasinglybeginning to think about much longer periods and phases that may extend at least as long as theexistence of human beings on the globe. As illustrations, the chapter explores five specific casestudies. Each comes from a different location, yet all describe global implications and challenges.One example is in fact a mathematical model. Two sites, in sympathy with the location of theHuman Choice and Computing 11 (HCC11) conference, are from Scandinavia – one from Onkalo,Finland, and a second from Svalbard, a northern Norwegian island. A further two cases are from theUnited States of America. The logic behind these five case studies strengthens the arguments aboutwhy − with the support of the Slow Tech concept − it is increasingly important for society and itsmany stakeholders to question the current information and communication technology (ICT)obsession with speed and rethink the relationships between society and technology.
  •  
49.
  • Katzeff, Cecilia, 1957-, et al. (author)
  • Exploring Sustainable Practices in Workplace Settings through Visualizing Electricity Consumption
  • 2013
  • In: ACM Transactions on Computer-Human Interaction. - New York : ACM Press. - 1073-0516 .- 1557-7325. ; 20:5
  • Journal article (peer-reviewed)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.
  •  
50.
  • Dobnik, Simon, 1977, et al. (author)
  • Modelling language, action and perception in Type Theory with Records : Language, action and perception in TTR
  • 2012
  • In: Proceedings of the 7th International Workshop on Constraint Solving and Language Processing (CSLP'12). ; , s. 51-62
  • Conference paper (peer-reviewed)abstract
    • We present a formal model for natural language semantics using Type Theory with Records (TTR) and argue that it is better suited for representing the meaning of spatial descriptions than traditional for- mal semantic models. Spatial descriptions include perceptual, conceptual and discourse knowledge which we represent all in a single framework. Being a computational framework TTR is suited for modelling language and cognition of conversational agents in robotics and virtual environ- ments where interoperability between language, action and perception is required. The perceptual systems gain access to abstract conceptual meaning representations of language while the latter can be justified in action and perception.
  •  
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