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1.
  • Anderson, E F, et al. (författare)
  • Preserving and presenting cultural heritage using off-the-shelf software
  • 2020
  • Ingår i: Springer Series on Cultural Computing. - The National Centre for Computer Animation, Bournemouth University, Poole, United Kingdom : Springer. ; , s. 423-444
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • The preservation and presentation of cultural heritage (CH) encompasses many domains and disciplines and ranges from tangible CH, traditionally taking the form of museum exhibits and historical sites that are open to the public to intangible CH, focussing on human and societal aspects of CH, as opposed to physical artefacts. The use of computer graphics (CG) and related techniques such as interactive virtual environments since the 1990s has had a profound impact on the presentation of and public engagement with CH, allowing virtual reconstruction of archaeological/historical sites as well as the virtual (re-)construction of culturally and historically relevant artefacts. These are frequently implemented using bespoke or proprietary systems, often explicitly created with a CH application in mind, which may require specialist expertise or significant investment. There exist, however, alternative approaches that can simplify and improve the uptake of CG for CH. In this chapter we discuss how off-the-shelf CG systems such as developer and artists’ tools for the entertainment industries, which are comparatively inexpensive, usually provide open developer licenses, and sometimes are even available free of charge, or affordable consumer-level hardware, can be used for the preservation and presentation of tangible and intangible CH, the application of which we illustrate with a set of case studies. 
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2.
  • Aronsson, Sanna, et al. (författare)
  • Supporting after action review in simulator mission training : Co-creating visualization concepts for training of fast-jet fighter pilots
  • 2019
  • Ingår i: The Journal of Defence Modeling and Simulation. - : Sage Publications. - 1548-5129 .- 1557-380X. ; 16:3, s. 219-231
  • Tidskriftsartikel (refereegranskat)abstract
    • This article presents the design and evaluation of visualization concepts supporting After Action Review (AAR) in simulator mission training of fast-jet fighter pilots. The visualization concepts were designed based on three key characteristics of representations: re-representation, graphical constraining, and computational offloading. The visualization concepts represent combined parameters of missile launch and threat range, the former meant to elicit discussions about the prerequisites for launching missiles, and the latter to present details of what threats a certain aircraft is facing at a specific moment. The visualization concepts were designed to: 1) perceptually and cognitively offload mental workload from participants in support of determining relevant situations to discuss; 2) re-represent parameters in a format that facilitates reading-off of crucial information; and 3) graphically constrain plausible interpretations. Through a series of workshop iterations, two visualization concepts were developed and evaluated with 11 pilots and instructors. All pilots were unanimous in their opinion that the visualization concepts should be implemented as part of the AAR. Offloading, in terms of finding interesting events in the dynamic and unique training sessions, was the most important guiding concept, while re-representation and graphical constraining enabled a more structured and grounded collaboration during the AAR.
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3.
  • Berrada, Dounia, et al. (författare)
  • Automatic Administration of the Get Up and Go Test
  • 2007
  • Ingår i: HealthNet'07. - New York, NY, USA : ACM Digital Library. ; , s. 73-75
  • Konferensbidrag (refereegranskat)abstract
    • In-home monitoring using sensors has the potential to improve the life of elderly and chronically ill persons, assist their family and friends in supervising their status, and provide early warning signs to the person's clinicians. The Get Up and Go test is a clinical test used to assess the balance and gait of a patient. We propose a way to automatically apply an abbreviated version of this test to patients in their residence using video data without body-worn sensors or markers.
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4.
  • Biørn-Hansen, Aksel, et al. (författare)
  • Exploring the Problem Space of CO2 Emission Reductions from Academic Flying
  • 2021
  • Ingår i: Sustainability. - : MDPI AG. - 2071-1050. ; 13:21, s. 12206-12206
  • Tidskriftsartikel (refereegranskat)abstract
    • CO2 emissions from aviation have been predicted to increase over the coming decades. Within the academic world, flying is often perceived to be a necessary prerequisite to being a successful researcher. Many Swedish universities have ambitious climate goals, but are simultaneously among the top emitters in the public sector. Reaching stated climate goals could feasibly be met through a combination of measures, including decreased flying. One way to address the challenge is to support behavioural interventions with the help of interactive visualizations of CO2 emissions from flying. Those few examples that exist in the research literature are generally directed towards management and are less applicable to universities, given the large autonomy researchers enjoy and their discretionary control of research project funds. This paper uses a design-oriented research approach to present an analysis of the problem space at the intersection of interactive visualizations using air travel data to reduce CO2 emissions from business air travel at our own university, KTH Royal Institute of Technology. Through a number of design experiments, evaluations and investigations, we have unearthed needs, challenges and opportunities for the creation of visualization tools to support more sustainable travel practices at universities and in other knowledge-intensive organisations.
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5.
  • Buvari, Sebastian, et al. (författare)
  • A student-centered learning analytics dashboard towards course goal achievement in STEM education
  • 2023
  • Ingår i: Responsive and Sustainable Educational Futures. - : Springer Nature. ; , s. 698-704
  • Konferensbidrag (refereegranskat)abstract
    • Online learning has become an everyday form of learning for many students across different disciplines, including STEM subjects in the setting of higher education. Studying in these settings requires students to self-regulate their learning to a higher degree as compared to campus-based education. A vital aspect of self-regulated learning is the application of goal-setting strategies. Universities act to support students’ goal-setting through the achievement of course learning outcomes, which work both as a promise and metric of academic achievement. However, a lack of clear integration between course activities and course learning outcomes leaves a dissonance between students’ study efforts and the course progress. This demo study presents a student-centered learning analytics dashboard aimed at assisting students in their achievement of course learning goals in the setting of STEM higher education. The dashboard was designed using a design science methodological approach. Thirty-seven students have contributed to its development and evaluation during different stages of the design process, including the conceptual iterative design and prototyping. The preliminary results show that students found the tool to be easy to use and useful for the achievement of the course goals.
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6.
  • Buwaider, Ali, et al. (författare)
  • Extended reality in cranial and spinal neurosurgery – a bibliometric analysis
  • 2024
  • Ingår i: Acta Neurochirurgica. - : Springer Nature. - 0001-6268 .- 0942-0940. ; 166:1
  • Forskningsöversikt (refereegranskat)abstract
    • Purpose: This bibliometric analysis of the top 100 cited articles on extended reality (XR) in neurosurgery aimed to reveal trends in this research field. Gender differences in authorship and global distribution of the most-cited articles were also addressed. Methods: A Web of Science electronic database search was conducted. The top 100 most-cited articles related to the scope of this review were retrieved and analyzed for trends in publications, journal characteristics, authorship, global distribution, study design, and focus areas. After a brief description of the top 100 publications, a comparative analysis between spinal and cranial publications was performed. Results: From 2005, there was a significant increase in spinal neurosurgery publications with a focus on pedicle screw placement. Most articles were original research studies, with an emphasis on augmented reality (AR). In cranial neurosurgery, there was no notable increase in publications. There was an increase in studies assessing both AR and virtual reality (VR) research, with a notable emphasis on VR compared to AR. Education, surgical skills assessment, and surgical planning were more common themes in cranial studies compared to spinal studies. Female authorship was notably low in both groups, with no significant increase over time. The USA and Canada contributed most of the publications in the research field. Conclusions: Research regarding the use of XR in neurosurgery increased significantly from 2005. Cranial research focused on VR and resident education while spinal research focused on AR and neuronavigation. Female authorship was underrepresented. North America provides most of the high-impact research in this area.
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7.
  • Conde, Javier, et al. (författare)
  • Applying digital twins for the management of information in turnaround event operations in commercial airports
  • 2022
  • Ingår i: Advanced Engineering Informatics. - : Elsevier BV. - 1474-0346 .- 1873-5320. ; 54, s. 101723-
  • Tidskriftsartikel (refereegranskat)abstract
    • The aerospace sector is one of the many sectors in which large amounts of data are generated. Thanks to the evolution of technology, these data can be exploited in several ways to improve the operation and management of industrial processes. However, to achieve this goal, it is necessary to define architectures and data models that allow to manage and homogenise the heterogeneous data collected. In this paper, we present an Airport Digital Twin Reference Conceptualisation's and data model based on FIWARE Generic Enablers and the Next Generation Service Interfaces-Linked Data standard. Concretely, we particularise the Airport Digital Twin to improve the efficiency of flight turnaround events. The architecture proposed is validated in the Aberdeen International Airport with the aim of reducing delays in commercial flights. The implementation includes an application that shows the real state of the airport, combining two-dimensional and three-dimensional virtual reality representations of the stands, and a mobile application that helps ground operators to schedule departure and arrival flights.
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8.
  • de Giorgio, Andrea, Dr Eng., et al. (författare)
  • Adopting extended reality? : A systematic review of manufacturing training and teaching applications
  • 2023
  • Ingår i: Journal of manufacturing systems. - : Elsevier BV. - 0278-6125 .- 1878-6642. ; 71, s. 645-663
  • Tidskriftsartikel (refereegranskat)abstract
    • The training of future experts and operators in manufacturing engineering relies on understanding procedural processes that require applied practice. Yet, current manufacturing education and training overwhelmingly continues to depend on traditional pedagogical methods that segregate theoretical studies and practical training. While educational institutes have generally improved theoretical studies, they often lack facilities and labs to properly reproduce the working environments necessary for practice. Even in industrial settings, it is difficult, if not impossible, to halt the actual production lines to train new operators. Recently, applications with extended reality (XR) technologies, such as virtual, augmented, or mixed reality, reached a mature technology readiness level. With this technological advancement, we can envision a transition to a new teaching paradigm that exploits simulated learning environments. Thus, it becomes possible to bridge the gap between theory and practice for both students and industrial trainees. This article presents a systematic literature review of the main applications of XR technologies in manufacturing education, their goals and technology readiness levels, and a comprehensive overview of the development tools and experimental strategies deployed. This review contributes: (1) a state-of-the-art description of current research in XR education for manufacturing systems, and (2) a comprehensive analysis of the technological platforms, the experimental procedures and the analytical methodologies deployed in the body of literature examined. It serves as a guide for setting up and executing experimental designs for evaluating interventions of XR in manufacturing education and training.
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9.
  • de Giorgio, Andrea, et al. (författare)
  • Human-machine Collaboration in Virtual Reality for Adaptive Production Engineering
  • 2017
  • Ingår i: Procedia Manufacturing. - : Elsevier BV. - 2351-9789. ; 11, s. 1279-1287
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper outlines the main steps towards an open and adaptive simulation method for human-robot collaboration (HRC) in production engineering supported by virtual reality (VR). The work is based on the latest software developments in the gaming industry, in addition to the already commercially available hardware that is robust and reliable. This allows to overcome VR limitations of the industrial software provided by manufacturing machine producers and it is based on an open-source community programming approach and also leads to significant advantages such as interfacing with the latest developed hardware for realistic user experience in immersive VR, as well as the possibility to share adaptive algorithms. A practical implementation in Unity is provided as a functional prototype for feasibility tests. However, at the time of this paper, no controlled human-subject studies on the implementation have been noted, in fact, this is solely provided to show preliminary proof of concept. Future work will formally address the questions that are raised in this first run.
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10.
  • Elblaus, Ludvig, 1981-, et al. (författare)
  • Demo Hour
  • 2015
  • Ingår i: interactions. - : Association for Computing Machinery (ACM). - 1072-5520 .- 1558-3449. ; 22:5, s. 6-9
  • Tidskriftsartikel (refereegranskat)abstract
    • Interactivity is a unique forum of the ACM CHI Conference that showcases hands-on demonstrations, novel interactive technologies, and artistic installations. At CHI 2015 in Seoul we hosted more than 30 exhibits, including an invited digital interactive art exhibit. Interactivity highlights the diverse group of computer scientists, sociologists, designers, psychologists, artists, and many more who make up the CHI community.
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11.
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12.
  • Frey, Brian, et al. (författare)
  • Brailletouch : Mobile Texting for the Visually Impaired
  • 2011
  • Ingår i: Proceedings of the 6th International Conference on Universal Access in Human-computer Interaction. - : ACM Digital Library. - 9783642216657 ; , s. 19-25
  • Konferensbidrag (refereegranskat)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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13.
  • Frey, Brian, et al. (författare)
  • From Texting App to Braille Literacy
  • 2012
  • Ingår i: CHI ’12 Extended Abstracts on Human Factors in Computing Systems. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450310161 ; , s. 2495-2500
  • Konferensbidrag (refereegranskat)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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14.
  • Gómez, Paula, et al. (författare)
  • Activity Shapes : towards a spatiotemporal analysis in architecture
  • 2014
  • Ingår i: DEARQ. - 2011-3188 .- 2215-969X. ; :26
  • Tidskriftsartikel (refereegranskat)abstract
    • Computational spatial analyses play an important role in architectural design processes, providing feedback about spatial configurations that may inform design decisions. Current spatial analyses convey geometrical aspects of space, but aspects such as space use are not encompassed within the analyses, although they are fundamental for architectural programming. Through this study, we initiate the discussion of including human activity as an input that will change the focus of current computational spatial analyses toward a detailed understanding of activity patterns in space and time. We envision that the emergent insights will serve as guidelines for future evaluation of design intents motivated by spatial occupancy, since we –designers– mentally constructing a model of the situation and activities on it (Eastman, 2001).
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15.
  • GOMEZ ZAMORA, Paula, et al. (författare)
  • ACTIVITY SHAPES : Analysis methods of video-recorded human activity in a co-visible space
  • 2012
  • Ingår i: Eighth International Space Syntax Symposium. - Santiago de Chile : PUC. - 9789563458626
  • Konferensbidrag (refereegranskat)abstract
    • The aim of this research is to develop two methods to help us understand the fundamental distinctionsamong human activities in terms of spatial occupancy. To characterize the features of the distribution ofhuman activities in a space (and over time), we introduce the concept of “activity shapes.” To obtain adistinctive analysis of activity shapes, we ran an experiment in which a group of six adults shared a fully covisiblespace and sequentially performed three specific activities characterized as eccentric, concentric, ordistributed. We video recorded the three scenarios using overhead cameras that allowed us to closely mapparticipants’ positions on the floor layout, obtaining the data in two formats: 1) a sequence of images fromthe overhead videos, automatically stored and pre‐computed to extract and aggregate motion; and 2) adataset of individuals’ identification and positions over time, manually annotated after repeatedobservations of the videos. Using the images sequence, we qualitatively analyzed the activity shapes usingViz‐A‐Vis, a tool for visualizing of activity through computer vision (Romero et al., 2008; 2011). Using thedataset, we performed two analyses: 1) the geometry and the topology of the activity shapes; and 2) theirspatiotemporal configurations, introducing the use of statistical analysis of space occupancy patterns. Whileit is not possible to generalize to all activity conditions from these three samples, we discovered sometendencies in the activity shapes. Our findings revealed several main distinctions in terms of geometry,topology, dispersion, gravitation, and clustering; supporting the development of the methods presented inthis work and directions of future implementation of these analyses in more complex spaces and scenariosthat complement space syntax analysis.
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16.
  • Gomez-Zamora, Paula, et al. (författare)
  • Spatiotemporal Occupancy for Building Analytics
  • 2019
  • Ingår i: ECAADE Sigradi 2019. - São Paulo : ECAADE-EDUCATION & RESEARCH COMPUTER AIDED ARCHITECTURAL DESIGN EUROPE. ; , s. 111-120
  • Konferensbidrag (refereegranskat)abstract
    • Numerous studies on Space Syntax and Evidence-based Design explored occupancy and movements in the built environment using traditional methods for behavior mapping, such as observation and surveys. This approach, however, has majorly focused on studying such behaviors as aggregated results -totals or averages- to corroborate the idea that people's interactions are outcomes of the influence of space. The research presented in this paper focuses on capturing human occupancy with a high spatiotemporal data resolution of 1 sq.ft per second (0.1 sq.mt ./s). This research adapts computer vision to obtain large occupancy datasets in a hospitalization setting for one week, providing opportunities to explore correlations among spatial configurations, architectural programs, organizational activities planned and unplanned, and time. The vision is to develop new analytics for building occupancy dynamics, with the purpose of endorsing the integration of a temporal dimension into architectural research. This study introduces the "Isovist-minute"; a metric that captures the relationship between space and occupancy, towards a point of interest, in a dynamic sequence.
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17.
  • Griggio, Carla, et al. (författare)
  • A real-time dance visualization framework for the design of mappings that favor user appropriation
  • 2015
  • Konferensbidrag (refereegranskat)abstract
    • In this paper we present a real-time dance visualization framework with the goal of easily mapping motion data from an accelerometer and a gyroscope into visual effects that users can compose and appropriate to their own dancing style. We used this framework to design a set of dance-tovisuals mappings through a user-centered approach. As a result, we conclude with a list of factors that help users to understand how to interact with a real-time dance visualization with no prior instructions.
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18.
  • Griggio, Carla F., et al. (författare)
  • Canvas Dance : An Interactive Dance Visualization for Large-Group Interaction
  • 2015
  • Ingår i: Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems. - New York, NY, USA : ACM Digital Library. - 9781450331463 ; , s. 379-382
  • Konferensbidrag (refereegranskat)abstract
    • We present Canvas Dance, a prototype of an interactive dance visualization for large-group interaction that targets non-professional dancers in informal environments such as parties or nightclubs, and uses the smartphones of the dancers as the input device for the motion signal. The visualization is composed of individual representations for each dancer, and the visual mappings designed for their dance moves have three main goals: to help the users identify their own representation, to uncover and inspire imitation among dancers, and to support unpredictable dance moves.
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19.
  • Griggio, Carla, et al. (författare)
  • Towards an Interactive Dance Visualization for Inspiring Coordination Between Dancers
  • 2015
  • Konferensbidrag (refereegranskat)abstract
    • In this work in progress we present early results in the process of understanding how interactive dance visualizations can inspire coordinated dance moves between dancers in informal contexts. Inspired by observations at nightclubs and parties with DJs, we designed an interactive dance visualization prototype called "Canvas Dance" and evaluated it in a user study with 3 small groups of people. We conclude by offering a set of design considerations for future work on interactive dance visualizations for non-professional dancers in informal contexts.
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20.
  • Hedenqvist, Clarissa, et al. (författare)
  • Improving the Learning of Mechanics Through Augmented Reality
  • 2021
  • Ingår i: Technology, Knowledge and Learning. - : Springer Nature. - 2211-1662 .- 2211-1670.
  • Tidskriftsartikel (refereegranskat)abstract
    • This study investigates to which extent students’ understanding of the physical phenomenon of torque can be improved through the use of visualization technology, in particular of augmented reality (AR). The students in the first-year course Mechanics I at KTH participated in the study by taking two tests on torque. In between those tests, a subgroup of students participated in a user study where they used an AR application to solve problems regarding torque. The results of the pre-test and the post-test indicate that the subgroup who used the app improved their understanding of torque to a greater extent than the ones who did not use the app. However, a larger sample space would be required to obtain a complete statistical characterization of the reported (qualitative and quantitative) improvement.
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21.
  • Iop, Alessandro, et al. (författare)
  • Exploring the Influence of Object Shapes and Colors on Depth Perception in Virtual Reality for Minimally Invasive Neurosurgical Training
  • 2024
  • Ingår i: CHI 2024 - Extended Abstracts of the 2024 CHI Conference on Human Factors in Computing Sytems. - : Association for Computing Machinery.
  • Konferensbidrag (refereegranskat)abstract
    • Minimally invasive neurosurgery (MIS) involves inserting a medical instrument, e.g., a catheter, through a small incision to target an area inside the patient's body. Training surgeons to perform MIS is challenging since the surgical site is not directly visible from their perspective. In this paper, we conducted two pilot studies focused on object shapes and colors to collect preliminary results on their influence on depth perception for MIS in Virtual Reality. In the first study (N = 8), participants inserted a virtual catheter into objects of different shapes. In the second study (N = 5), they observed the insertion of a virtual catheter into objects of different colors and backgrounds under different lighting conditions. We found that participants' precision decreased with distance and was lower with the skull shape than with a cube. Moreover, depth perception was higher with blue backgrounds under better lighting conditions.
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22.
  • Iop, Alessandro, et al. (författare)
  • Extended Reality in Neurosurgical Education : A Systematic Review
  • 2022
  • Ingår i: Sensors. - : MDPI. - 1424-8220. ; 22:16
  • Forskningsöversikt (refereegranskat)abstract
    • Surgical simulation practices have witnessed a rapid expansion as an invaluable approach to resident training in recent years. One emerging way of implementing simulation is the adoption of extended reality (XR) technologies, which enable trainees to hone their skills by allowing interaction with virtual 3D objects placed in either real-world imagery or virtual environments. The goal of the present systematic review is to survey and broach the topic of XR in neurosurgery, with a focus on education. Five databases were investigated, leading to the inclusion of 31 studies after a thorough reviewing process. Focusing on user performance (UP) and user experience (UX), the body of evidence provided by these 31 studies showed that this technology has, in fact, the potential of enhancing neurosurgical education through the use of a wide array of both objective and subjective metrics. Recent research on the topic has so far produced solid results, particularly showing improvements in young residents, compared to other groups and over time. In conclusion, this review not only aids to a better understanding of the use of XR in neurosurgical education, but also highlights the areas where further research is entailed while also providing valuable insight into future applications.
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23.
  • Iop, Alessandro, et al. (författare)
  • On Extended Reality Objective Performance Metrics for Neurosurgical Training
  • 2023
  • Ingår i: Responsive and Sustainable Educational Futures. - : Springer Nature. ; , s. 573-579
  • Konferensbidrag (refereegranskat)abstract
    • The adoption of Extended Reality (XR) technologies for supporting learning processes is an increasingly popular research topic for a wide variety of domains, including medical education. Currently, within this community, the metrics applied to quantify the potential impact these technologies have on procedural knowledge acquisition are inconsistent. This paper proposes a practical definition of standard metrics for the learning goals in the application of XR to surgical training. Their value in the context of previous research in neurosurgical training is also discussed. Objective metrics of performance include: spatial accuracy and precision, time-to-task completion, number of attempts. The objective definition of what the learner’s aims are enables the creation of comparable XR systems that track progress during training. The first impact is to provide a community-wide metric of progress that allows for consistent measurements. Furthermore, a measurable target opens the possibility for automated performance assessments with constructive feedback.
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24.
  • Kasperi, Johan, et al. (författare)
  • Occlusion in outdoor Augmented Reality using geospatial building data
  • 2017
  • Ingår i: VRST '17 Proceedings of the 23rd ACM Symposium on Virtual Reality Software and Technology. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450355483
  • Konferensbidrag (refereegranskat)abstract
    • Aligning virtual and real objects in Augmented Reality (AR) is essential for the user experience. Without alignment, the user loses suspension of disbelief and the sense of depth, distance, and size. Occlusion is a key feature to be aligned. Virtual content should be partially or fully occluded if real world objects are in its line-of-sight. The challenge for simulating occlusion is to construct the geometric model of the environment. Earlier studies have aimed to create realistic occlusions, yet most have either required depth-sensing hardware or a static predened environment. is paper proposes and evaluates an alternative model-based method for dynamic outdoor AR of virtual buildings rendered on non depth-sensing smartphones. It uses geospatial data to construct the geometric model of real buildings surrounding the virtual building. The method removes the target regions from the virtual building using masks constructed from real buildings. While the method is not pixel-perfect, meaning that the simulated occlusion is not fully realistic, results from the user study indicate that it fullled its goal. A majority of the participants expressed that their experience and depth perception improved with the method activated. The result from this study has applications to mobile AR since the majority of smartphones are not equipped with depth sensors. Using geospatial data for simulating occlusions is a suciently eective solution until depth-sensing AR devices are more widely available.
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25.
  • Kinnaird, Peter, et al. (författare)
  • Connect 2 Congress : Visual Analytics for Civic Oversight
  • 2010
  • Ingår i: CHI ’10 Extended Abstracts on Human Factors in Computing Systems. - New York, NY, USA : ACM Digital Library. ; , s. 2853-2862
  • Konferensbidrag (refereegranskat)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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26.
  • Kinnaird, Peter, et al. (författare)
  • Focus Groups for Functional InfoVis Prototype Evaluation : A Case Study
  • 2010
  • Konferensbidrag (refereegranskat)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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27.
  • Li, Xiaopeng, et al. (författare)
  • Playful Advertising : In-Game Advertising for Virtual Reality Games
  • 2015
  • Ingår i: SIGRAD 2015. - Linköping. ; , s. 46-48
  • Konferensbidrag (refereegranskat)abstract
    • We present an early exploration of in-game advertising for virtual reality games. First, we establish a theoretical grounding for understanding interactivity and immersion in virtual reality games. Next, we report the results of a number of field studies, expert interviews, prototype designs, and describe the design of a pilot user study. Based on these results, we discuss the design of interactivity and immersion for in-game advertising and the impacts on consumer learning and game experience.
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28.
  • Monetti, Fabio Marco, MSc, 1991-, et al. (författare)
  • An experimental study of the impact of virtual reality training on manufacturing operators on industrial robotic tasks
  • 2022
  • Ingår i: Procedia CIRP. - : Elsevier BV. - 2212-8271. ; , s. 33-38
  • Konferensbidrag (refereegranskat)abstract
    • Despite the recent increase in Virtual Reality (VR) technologies employed for training manufacturing operators on industrial robotic tasks, the impact of VR methods compared to traditional ones is still unclear. This paper presents an experimental comparison of the two training approaches, with novice operators performing the same manufacturing tasks with a VR robot and with a real robot. The hardware selected is an ABB IRB 120 industrial robot, a HTC Vive head mounted display to operate it, besides a corresponding VR model developed in Unity. Twenty-four students performed two actions — drawing and “pick and place” -– in tasks with increasing difficulty, with both the VR model and the real robot. Completion time and task pass rate are adopted to estimate the learning efficiency, while a questionnaire evaluates the users’ satisfaction. The results show that students using VR overall need less elapsed time to complete all tasks, and they record a higher pass rate. The questionnaire answers show that 83% of participants find the VR model helpful in familiarizing with the real robot, and 75% are in favor of using the virtual tool for training novice operators. Users also report that moving the real robot is more complex than the virtual one; adjusting the speed is harder and the possibility of causing damage is worrisome, whereas the VR robot feels safer to operate and easier to drive. The majority of students are satisfied with the design of the tasks, and feel content with the experience. The main finding is that learning from a VR model allows to master driving a real robot quickly and easily. VR training is more useful than conventional methods because it reduces the learning time, allows for training without hindering production, lowers the risk perception, and improves safety for operators and industrial equipment.
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29.
  • Munteanu, C., et al. (författare)
  • Situational ethics : Re-thinking approaches to formal ethics requirements for human-computer interaction
  • 2015
  • Ingår i: Conference on Human Factors in Computing Systems - Proceedings. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450331456 ; , s. 105-114
  • Konferensbidrag (refereegranskat)abstract
    • Most Human-Computer Interaction (HCI) researchers are accustomed to the process of formal ethics review for their evaluation or field trial protocol. Although this process varies by country, the underlying principles are universal. While this process is often a formality, for field research or lab-based studies with vulnerable users, formal ethics requirements can be challenging to navigate - A common occurrence in the social sciences; yet, in many cases, foreign to HCI researchers. Nevertheless, with the increase in new areas of research such as mobile technologies for marginalized populations or assistive technologies, this is a current reality. In this paper we present our experiences and challenges in conducting several studies that evaluate interactive systems in difficult settings, from the perspective of the ethics process. Based on these, we draft recommendations for mitigating the effect of such challenges to the ethical conduct of research. We then issue a call for interaction researchers, together with policy makers, to refine existing ethics guidelines and protocols in order to more accurately capture the particularities of such field-based evaluations, qualitative studies, challenging labbased evaluations, and ethnographic observations.
  •  
30.
  • Nazneen, N., et al. (författare)
  • Supporting Parents for In-home Capture of Problem Behaviors of Children with Developmental Disabilities
  • 2012
  • Ingår i: Personal and Ubiquitous Computing. - : Springer. - 1617-4909 .- 1617-4917. ; 16:2, s. 193-207
  • Tidskriftsartikel (refereegranskat)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.
  •  
31.
  • Pousman, Zachary, et al. (författare)
  • Living with Tableau Machine : A Longitudinal Investigation of a Curious Domestic Intelligence
  • 2008
  • Ingår i: Proceedings of the 10th International Conference on Ubiquitous Computing. - New York, NY, USA : ACM Press. ; , s. 370-379
  • Konferensbidrag (refereegranskat)abstract
    • We present a longitudinal investigation of Tableau Machine, an intelligent entity that interprets and reflects the lives of occupants in the home. We created Tableau Machine (TM) to explore the parts of home life that are unrelated to accomplishing tasks. Task support for "smart homes" has inspired many researchers in the community. We consider design for experience, an orthogonal dimension to task-centric home life. TM produces abstract visualizations on a large LCD every few minutes, driven by a set of four overhead cameras that capture a sense of the social life of a domestic space. The openness and ambiguity of TM allow for a cycle of co-interpretation with householders. We report on three longitudinal deployments of TM for a period of six weeks. Participant families engaged with TM at the outset to understand how their behaviors were influencing the machine, and, while TM remained puzzling, householders interacted richly with TM and its images. We extract some key design implications for an experience-focused smart home.
  •  
32.
  • Quintero, Juliana, et al. (författare)
  • Ecological, biological and social dimensions of dengue vector breeding in five urban settings of Latin America: a multi-country study
  • 2014
  • Ingår i: BMC Infectious Diseases. - : Springer Science and Business Media LLC. - 1471-2334. ; 14:1
  • Tidskriftsartikel (refereegranskat)abstract
    • Abstract Background Dengue is an increasingly important public health problem in most Latin American countries and more cost-effective ways of reducing dengue vector densities to prevent transmission are in demand by vector control programs. This multi-centre study attempted to identify key factors associated with vector breeding and development as a basis for improving targeted intervention strategies. Methods In each of 5 participant cities in Mexico, Colombia, Ecuador, Brazil and Uruguay, 20 clusters were randomly selected by grid sampling to incorporate 100 contiguous households, non-residential private buildings (businesses) and public spaces. Standardized household surveys, cluster background surveys and entomological surveys specifically targeted to obtain pupal indices for Aedes aegypti, were conducted in the dry and wet seasons. Results The study clusters included mainly urban low-middle class populations with satisfactory infrastructure and –except for Uruguay- favourable climatic conditions for dengue vector development. Household knowledge about dengue and “dengue mosquitoes” was widespread, mainly through mass media, but there was less awareness around interventions to reduce vector densities. Vector production (measured through pupal indices) was favoured when water containers were outdoor, uncovered, unused (even in Colombia and Ecuador where the large tanks used for household water storage and washing were predominantly productive) and –particularly during the dry season- rainwater filled. Larval infestation did not reflect productive container types. All productive container types, including those important in the dry season, were identified by pupal surveys executed during the rainy season. Conclusions A number of findings are relevant for improving vector control: 1) there is a need for complementing larval surveys with occasional pupal surveys (to be conducted during the wet season) for identifying and subsequently targeting productive container types; 2) the need to raise public awareness about useful and effective interventions in productive container types specific to their area; and 3) the motivation for control services that-according to this and similar studies in Asia- dedicated, targeted vector management can make a difference in terms of reducing vector abundance.
  •  
33.
  • Romero, Mario, 1973- (författare)
  • A Case Study in Expo-Based Learning Applied to Information Visualization
  • 2015
  • Ingår i: SIGRAD 2015. - : Linköping University Electronic Press. - 9789176858554
  • Konferensbidrag (refereegranskat)abstract
    • We present preliminary results of the effect of Expo-Based Learning (EBL) applied to a course on information visualization. We define EBL as project-based learning (PBL) augmented with constructively-aligned large public demos [RTP14]. In this paper, we analyze the results of challenging and grading enrolled students to compete and present their projects publicly at an open student competition organized by a second university. We surveyed the students at the end of the course before the competition started and the end of the competition. We present the result of the impact of the student competition as it relates to the intended learning outcomes from the perspective of the students.
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34.
  •  
35.
  • Romero, Mario, 1973-, et al. (författare)
  • Alien Presence in the Home : The Design of Tableau Machine
  • 2008
  • Ingår i: Personal and Ubiquitous Computing. - : Springer. - 1617-4909 .- 1617-4917. ; 12:5, s. 373-382
  • Tidskriftsartikel (refereegranskat)abstract
    • We introduce a design strategy, alien presence, which combines work in human---computer interaction, artificial intelligence, and media art to create enchanting experiences involving reflection over and contemplation of daily activities. An alien presence actively interprets and characterizes daily activity and reflects it back via generative, ambient displays that avoid simple one-to-one mappings between sensed data and output. We describe the alien presence design strategy for achieving enchantment, and report on Tableau Machine, a concrete example of an alien presence design for domestic spaces. We report on an encouraging formative evaluation indicating that Tableau Machine does indeed support reflection and actively engages users in the co-construction of meaning around the display.
  •  
36.
  • Romero, Mario, 1973-, et al. (författare)
  • Augmenting PBL with large public presentations : A case study in interactive graphics pedagogy
  • 2014
  • Ingår i: ITICSE 2014 - Proceedings of the 2014 Innovation and Technology in Computer Science Education Conference. - New York, New York, USA : ACM Press. - 9781450328333 ; , s. 15-20
  • Konferensbidrag (refereegranskat)abstract
    • We present a case study analyzing and discussing the effects of introducing the requirement of public outreach of original student work into the project-based learning of Advanced Graphics and Interaction (AGI) at KTH Royal Institute of Technology. We propose Expo-Based Learning as Project-Based Learning augmented with the constructively aligned goal of achieving public outreach beyond the course. We promote this outreach through three challenges: 1) large public presentations; 2) multidisciplinary collaboration; and 3) professional portfolio building. We demonstrate that the introduction of these challenges, especially the public presentations, had lasting positive impact in the intended technical learning outcomes of AGI with the added benefit of learning team work, presentation skills, timeliness, accountability, self-motivation, technical expertise, and professionalism.
  •  
37.
  • Romero, Mario, 1973-, et al. (författare)
  • BrailleTouch : Designing a Mobile Eyes-free Soft Keyboard
  • 2011
  • Ingår i: 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
  • Konferensbidrag (refereegranskat)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.
  •  
38.
  • Romero, Mario, 1973-, et al. (författare)
  • Designing and Evaluating Embodied Sculpting : a Touching Experience
  • 2014
  • Konferensbidrag (refereegranskat)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.
  •  
39.
  • Romero, Mario, 1973-, et al. (författare)
  • Evaluating Video Visualizations of Human Behavior
  • 2011
  • Ingår i: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. - New York, NY, USA : ACM. ; , s. 1441-1450
  • Konferensbidrag (refereegranskat)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.
  •  
40.
  • Romero, Mario, 1973-, et al. (författare)
  • Facebook i en visualiseringskurs
  • 2018. - 1
  • Ingår i: Digitalisering av högre utbildning. - Lund : Studentlitteratur AB. - 9789144119724 ; , s. 55-62
  • Bokkapitel (refereegranskat)abstract
    • Detta kapitel beskriver implementeringen av Facebook som alternativ kommunikations- och informationskanal i en visualiseringskurs för ingenjörer. Via enkäter och intervjuer redogör studenterna för hur användningen av en Facebookgrupp har underlättat för dem att ta del av och dela innehåll med lärare och klasskamrater. Studenterna framhåller också den ökade möjligheten att synliggöra sina studieresultat utanför klassen vilket de anser vara motiverande och prestationshöjande.
  •  
41.
  • Romero, Mario, 1973- (författare)
  • Flat is the New Pitch-Black : Discussing Blind use of Touchscreens
  • 2014
  • Konferensbidrag (refereegranskat)abstract
    • The increasingly ubiquitous touchscreen, from the smart phone to the treadmill, is a significant hurdle for blind individuals who cannot rely on their sense of touch for decoding its interface. Advances in smart phone screen readers, such as the iPhone’s Voice Over, have enabled blind users to effectively navigate touchscreens. While Voice Over efficiently outputs information, text input remained a challenge. To address this, we previously introduced BrailleTouch, a soft braille keyboard for efficient blind text entry on touchscreens. In this position paper, we present the tailored touch-based user experience design and evaluation techniques we developed for BrailleTouch which we have not previously discussed.
  •  
42.
  • Romero, Mario, 1973- (författare)
  • My users taught me to read with my ears
  • 2018
  • Ingår i: interactions. - : Association for Computing Machinery (ACM). - 1072-5520 .- 1558-3449. ; 25:3, s. 6-7
  • Tidskriftsartikel (refereegranskat)abstract
    • The Interactions website (interactions.acm.org) hosts a stable of bloggers who share insights and observations on HCI, often challenging current practices. Each issue we'll publish selected posts from some of the leading and emerging voices in the field.
  •  
43.
  • Romero, Mario, 1973-, et al. (författare)
  • Supercomputers Keeping People Warm in the Winter
  • 2014
  • Konferensbidrag (refereegranskat)abstract
    • We present the design and evaluation of the heat recovery system for KTH's Lindgren, Stockholm's fastest supercomputer, a Cray XE6. Lindgren came into service in 2010 and has since been primarily used for complex numeric simulations of fluid mechanics and computational chemistry and biology. The heat exchange system collects the wasted heat from Lindgren's 36,384 CPU cores and transfers it via the standard district heating and cooling system to a neighboring building which houses the Chemistry laboratories. We analyze the impact of Lindgren's heat recycle system as a function of outside temperature and we estimate the system's carbon emission savings. Since the original installation of Lindgren in 2010, it has become common practice to use water cooling systems for supercomputers, as water is a better heat transfer medium than air. We discuss the relevant design lessons from Lindgren as they relate to practical and sustainable waste heat recovery designs for today's platforms. Finally, we estimate that the recovered heat from Lindgren reduced the carbon emissions by nearly 50 tons over the 2012-13 winter, the sample period of our analysis.
  •  
44.
  • Romero, Mario, 1973- (författare)
  • Supporting human interpretation and analysis of activity captured through overhead video
  • 2009
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Many disciplines spend considerable resources studying behavior. Tools range from pen-and-paper observation to biometric sensing. A tool's appropriateness depends on the goal and justification of the study, the observable context and feature set of target behaviors, the observers' resources, and the subjects' tolerance to intrusiveness. We present two systems: Viz-A-Vis and Tableau Machine. Viz-A-Vis is an analytical tool appropriate for onsite, continuous, wide-coverage and long-term capture, and for objective, contextual, and detailed analysis of the physical actions of subjects who consent to overhead video observation. Tableau Machine is a creative artifact for the home. It is a long-lasting, continuous, interactive, and abstract Art installation that captures overhead video and visualizes activity to open opportunities for creative interpretation. We focus on overhead video observation because it affords a near one-to-one correspondence between pixels and floor plan locations, naturally framing the activity in its spatial context. Viz-A-Vis is an information visualization interface that renders and manipulates computer vision abstractions. It visualizes the hidden structure of behavior in its spatiotemporal context. We demonstrate the practicality of this approach through two user studies. In the first user study, we show an important search performance boost when compared against standard video playback and against the video cube. Furthermore, we determine a unanimous user choice for overviewing and searching with Viz-A-Vis. In the second study, a domain expert evaluation, we validate a number of real discoveries of insightful environmental behavior patterns by a group of senior architects using Viz-A-Vis. Furthermore, we determine clear influences of Viz-A-Vis over the resulting architectural designs in the study. Tableau Machine is a sensing, interpreting, and painting artificial intelligence. It is an Art installation with a model of perception and personality that continuously and enduringly engages its co-occupants in the home, creating an aura of presence. It perceives the environment through overhead cameras, interprets its perceptions with computational models of behavior, maps its interpretations to generative abstract visual compositions, and renders its compositions through paintings. We validate the goal of opening a space for creative interpretation through a study that included three long-term deployments in real family homes.
  •  
45.
  • Romero, Mario, 1973-, et al. (författare)
  • Tableau Machine : an Alien Presence in the Home
  • 2006
  • Ingår i: Extended Abstracts on Human Factors in Computing Systems. - Montreal, Canada : Association for Computing Machinery (ACM). - 1595932984 ; , s. 1265-1270
  • Konferensbidrag (refereegranskat)abstract
    • We present Tableau Machine, a non-human social actor for the home. The machine senses, interprets and reports abstract qualities of human activity through the language of visual art. The goal of the machine is to serve as a strange mirror of everyday life, open unusual viewpoints and generate engaging and long lasting conversations and reflections. We introduce new models for sensing, interpreting, and reporting human activity and we describe results of our formative evaluation which suggest reflection and social engagement among participants.
  •  
46.
  • Romero, Mario, 1973-, et al. (författare)
  • Tracking Head Yaw by Interpolation of Template Responses
  • 2004
  • Ingår i: Proceedings of the 2004 Conference on Computer Vision and Pattern Recognition Workshop (CVPRW’04) Volume 5 - Volume 05. - Washington DC : IEEE Computer Society. ; , s. 83-
  • Konferensbidrag (refereegranskat)abstract
    • We propose an appearance based machine learning architecturethat estimates and tracks in real time largerange head yaw given a single non-calibrated monoculargrayscale low resolution image sequence of the head. Thearchitecture is composed of five parallel template detectors,a Radial Basis Function Network and two Kalman filters.The template detectors are five view-specific images of thehead ranging across full profiles in discrete steps of 45 degrees.The Radial Basis Function Network interpolates theresponse vector from the normalized correlation of the inputimage and the 5 template detectors. The first Kalman filtermodels the position and velocity of the response vector infive dimensional space. The second is a running averagethat filters the scalar output of the network. We assume thehead image has been closely detected and segmented, that itundergoes only limited roll and pitch and that there are nosharp contrasts in illumination. The architecture is personindependentand is robust to changes in appearance, gestureand global illumination. The goals of this paper are,one, to measure the performance of the architecture, two,to asses the impact the temporal information gained fromvideo has on accuracy and stability and three, to determinethe effects of relaxing our assumptions.
  •  
47.
  • Romero, Mario, 1973-, et al. (författare)
  • Viz-A-Vis : Toward Visualizing Video Through Computer Vision
  • 2008
  • Ingår i: IEEE Transactions on Visualization and Computer Graphics. - : IEEE conference proceedings. - 1077-2626 .- 1941-0506. ; 14:6, s. 1261-1268
  • Tidskriftsartikel (refereegranskat)abstract
    • In the established procedural model of information visualization, the first operation is to transform raw data into data tables [1]. The transforms typically include abstractions that aggregate and segment relevant data and are usually defined by a human, user or programmer. The theme of this paper is that for video, data transforms should be supported by low level computer vision. High level reasoning still resides in the human analyst, while part of the low level perception is handled by the computer. To illustrate this approach, we present Viz-A-Vis, an overhead video capture and access system for activity analysis in natural settings over variable periods of time. Overhead video provides rich opportunities for long-term behavioral and occupancy analysis, but it poses considerable challenges. We present initial steps addressing two challenges. First, overhead video generates overwhelmingly large volumes of video impractical to analyze manually. Second, automatic video analysis remains an open problem for computer vision.
  •  
48.
  • Sadeghian, Parastoo, et al. (författare)
  • Visualizing bacteria-carrying particles in the operating room : exposing invisible risks
  • 2021
  • Ingår i: Healthy Buildings 2021 – Europe. - : SINTEF Academic Press.
  • Konferensbidrag (refereegranskat)abstract
    • Surgical site infections occur due to contamination of the wound area by bacteria-carrying particles during the surgery. There are many surgery preparation conditions that might block the path of clean air in the operating room, consequently increasing the contamination level at the surgical zone. The main goal of the current study is to translate this knowledge into a perceivable tool for the medical staff by applying state-of-the-art simulation and visualization techniques. In this work, the results of numerical simulations are used to inform visualization. These results predict the airflow fields in the operating rooms equipped with mixing, laminar airflow and temperature-controlled airflow ventilation systems. In this regard, the visualization uses a virtual reality interface to translate the computational fluid dynamics simulations into usable animations. The results of this study help the surgical and technical staff to update their procedures by using the provided virtual tools.
  •  
49.
  • Shin, Grace, et al. (författare)
  • VizKid : A Behavior Capture and Visualization System of Adult-child Interaction
  • 2011
  • Ingår i: Proceedings of the 1st International Conference on Human Interface and the Management of Information. ; , s. 190-198
  • Konferensbidrag (refereegranskat)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.
  •  
50.
  • Smith, Adam M, et al. (författare)
  • Tableau Machine : A Creative Alien Presence.
  • 2008
  • Ingår i: AAAI Spring Symposium. - : AAAI. - 9781577353591 ; , s. 82-89
  • Konferensbidrag (refereegranskat)abstract
    • We present the design of Tableau Machine (TM), an AIbased,interactive, visual art generator for shared livingspaces. TM is an instance of what we call “alien presence”:an ambient, non-human, embodied, intelligent agent. Fromoverhead video in key public spaces, TM interprets itsenvironment, including its human audience, and expressesits interpretation by displaying a sequence of abstractimages of its own design. This paper is a case study in thedesign of an art generator with deep and long-termconnections to its physical and social environment.
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