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Publications (10 of 104) Show all publications
Yang, J., Hermann, T. & Bresin, R. (2019). Introduction to the special issue on interactive sonification. Journal on Multimodal User Interfaces, 13(3), 151-153
Open this publication in new window or tab >>Introduction to the special issue on interactive sonification
2019 (English)In: Journal on Multimodal User Interfaces, ISSN 1783-7677, E-ISSN 1783-8738, Vol. 13, no 3, p. 151-153Article in journal, Editorial material (Other academic) Published
Place, publisher, year, edition, pages
Springer, 2019
National Category
Computer Sciences
Identifiers
urn:nbn:se:kth:diva-257430 (URN)10.1007/s12193-019-00312-z (DOI)000480549700001 ()2-s2.0-85070423673 (Scopus ID)
Note

QC 20190902

Available from: 2019-09-02 Created: 2019-09-02 Last updated: 2019-09-02Bibliographically approved
Frid, E., Lindetorp, H., Hansen, K. F., Elblaus, L. & Bresin, R. (2019). Sound Forest - Evaluation of an Accessible Multisensory Music Installation. In: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems: . Paper presented at CHI Conference on Human Factors in Computing Systems (pp. 1-12). ACM, Article ID 677.
Open this publication in new window or tab >>Sound Forest - Evaluation of an Accessible Multisensory Music Installation
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2019 (English)In: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, ACM , 2019, p. 1-12, article id 677Conference paper, Published paper (Refereed)
Abstract [en]

Sound Forest is a music installation consisting of a room with light-emitting interactive strings, vibrating platforms and speakers, situated at the Swedish Museum of Performing Arts. In this paper we present an exploratory study focusing on evaluation of Sound Forest based on picture cards and interviews. Since Sound Forest should be accessible for everyone, regardless age or abilities, we invited children, teens and adults with physical and intellectual disabilities to take part in the evaluation. The main contribution of this work lies in its fndings suggesting that multisensory platforms such as Sound Forest, providing whole-body vibrations, can be used to provide visitors of diferent ages and abilities with similar associations to musical experiences. Interviews also revealed positive responses to haptic feedback in this context. Participants of diferent ages used diferent strategies and bodily modes of interaction in Sound Forest, with activities ranging from running to synchronized music-making and collaborative play.

Place, publisher, year, edition, pages
ACM, 2019
Series
CHI ’19
Keywords
accessible digital musical instruments, evaluation of music systems, haptic feedback, music installations, music production
National Category
Media and Communication Technology Interaction Technologies Media Engineering Human Computer Interaction Music
Research subject
Media Technology; Human-computer Interaction; Art, Technology and Design
Identifiers
urn:nbn:se:kth:diva-250780 (URN)10.1145/3290605.3300907 (DOI)000474467908056 ()
Conference
CHI Conference on Human Factors in Computing Systems
Projects
Ljudskogen
Note

QC 20190625

Available from: 2019-05-06 Created: 2019-05-06 Last updated: 2019-12-11Bibliographically approved
Paloranta, J., Lundström, A., Elblaus, L., Bresin, R. & Frid, E. (2016). Interaction with a large sized augmented string instrument intended for a public setting. In: Großmann, Rolf and Hajdu, Georg (Ed.), Sound and Music Computing 2016: . Paper presented at Sound and Music Computing 2016 (pp. 388-395). Hamburg: Zentrum für Mikrotonale Musik und Multimediale Komposition (ZM4)
Open this publication in new window or tab >>Interaction with a large sized augmented string instrument intended for a public setting
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2016 (English)In: Sound and Music Computing 2016 / [ed] Großmann, Rolf and Hajdu, Georg, Hamburg: Zentrum für Mikrotonale Musik und Multimediale Komposition (ZM4) , 2016, p. 388-395Conference paper, Published paper (Refereed)
Abstract [en]

In this paper we present a study of the interaction with a large sized string instrument intended for a large installation in a museum, with focus on encouraging creativity,learning, and providing engaging user experiences. In the study, nine participants were video recorded while interacting with the string on their own, followed by an interview focusing on their experiences, creativity, and the functionality of the string. In line with previous research, our results highlight the importance of designing for different levels of engagement (exploration, experimentation, challenge). However, results additionally show that these levels need to consider the users age and musical background as these profoundly affect the way the user plays with and experiences the string.

Place, publisher, year, edition, pages
Hamburg: Zentrum für Mikrotonale Musik und Multimediale Komposition (ZM4), 2016
Series
Proceedings SMC, ISSN 2518-3672
National Category
Other Electrical Engineering, Electronic Engineering, Information Engineering Media and Communication Technology Media Engineering Human Computer Interaction Interaction Technologies Music Performing Arts
Research subject
Media Technology; Human-computer Interaction
Identifiers
urn:nbn:se:kth:diva-193003 (URN)978-3-00-053700-4 (ISBN)
Conference
Sound and Music Computing 2016
Projects
Ljudskogen
Note

QC 20161007

Available from: 2016-09-24 Created: 2016-09-24 Last updated: 2018-01-10Bibliographically approved
Singh, A., Tajadura-Jimez, A., Bianchi-Berthouze, N., Marquardt, N., Tentori, M., Bresin, R. & Kulic, D. (2016). Mind the Gap: A SIG on Bridging the Gap in Research on Body Sensing, Body Perception and Multisensory Feedback. In: Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems: . Paper presented at CHI 2016, 7-12 May (pp. 1092-1095). New York, NY, USA
Open this publication in new window or tab >>Mind the Gap: A SIG on Bridging the Gap in Research on Body Sensing, Body Perception and Multisensory Feedback
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2016 (English)In: Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems, New York, NY, USA, 2016, p. 1092-1095Conference paper, Published paper (Refereed)
Abstract [en]

People's perceptions of their own body's appearance, capabilities and position are constantly updated through sensory cues [10,14] that are naturally produced by their actions. Increasingly cheap and ubiquitous sensing technology is being used with multisensory feedback in multiple HCI areas of sports, health, rehabilitation, psychology, neuroscience, arts and games to alter or en-hance sensory cues to achieve many ends such as enhanced body perception and body awareness. However, the focus and aims differ between areas. Designing more effective and efficient multisensory feedback re-quires an attempt to bridge the gap between these worlds. This interactive SIG with minute madness technology presentations, expert sessions, and multidisciplinary discussions will: (i) bring together HCI researchers from different areas, (ii) discuss tools, methods and frameworks, and (iii) form a multidisciplinary community to build synergies for further collaboration.

Place, publisher, year, edition, pages
New York, NY, USA: , 2016
Keywords
Wellbeing; health; rehabilitation; multisensory feed- back; emotion; positive body perception; wearables, exergames; ubiquitous; body representation.
National Category
Media and Communication Technology Human Computer Interaction Other Computer and Information Science
Research subject
Media Technology; Human-computer Interaction
Identifiers
urn:nbn:se:kth:diva-186538 (URN)10.1145/2851581.2886440 (DOI)2-s2.0-85014606540 (Scopus ID)978-1-4503-4082-3 (ISBN)
Conference
CHI 2016, 7-12 May
Note

QC 20160516

Available from: 2016-05-12 Created: 2016-05-12 Last updated: 2018-01-10Bibliographically approved
Bresin, R., Elblaus, L., Frid, E., Favero, F., Annersten, L., Berner, D. & Morreale, F. (2016). SOUND FOREST/LJUDSKOGEN: A LARGE-SCALE STRING-BASED INTERACTIVE MUSICAL INSTRUMENT. In: Sound and Music Computing 2016: . Paper presented at Sound and Music Computing 2016 (pp. 79-84). SMC Sound&Music Computing NETWORK
Open this publication in new window or tab >>SOUND FOREST/LJUDSKOGEN: A LARGE-SCALE STRING-BASED INTERACTIVE MUSICAL INSTRUMENT
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2016 (English)In: Sound and Music Computing 2016, SMC Sound&Music Computing NETWORK , 2016, p. 79-84Conference paper, Published paper (Refereed)
Abstract [en]

 In this paper we present a string-based, interactive, largescale installation for a new museum dedicated to performing arts, Scenkonstmuseet, which will be inaugurated in 2017 in Stockholm, Sweden. The installation will occupy an entire room that measures 10x5 meters. We aim to create a digital musical instrument (DMI) that facilitates intuitive musical interaction, thereby enabling visitors to quickly start creating music either alone or together. The interface should be able to serve as a pedagogical tool; visitors should be able to learn about concepts related to music and music making by interacting with the DMI. Since the lifespan of the installation will be approximately five years, one main concern is to create an experience that will encourage visitors to return to the museum for continued instrument exploration. In other words, the DMI should be designed to facilitate long-term engagement. Finally, an important aspect in the design of the installation is that the DMI should be accessible and provide a rich experience for all museum visitors, regardless of age or abilities.

Place, publisher, year, edition, pages
SMC Sound&Music Computing NETWORK, 2016
National Category
Other Electrical Engineering, Electronic Engineering, Information Engineering Media Engineering Interaction Technologies Music Performing Arts
Research subject
Media Technology
Identifiers
urn:nbn:se:kth:diva-192919 (URN)978-3-00-053700-4 (ISBN)
Conference
Sound and Music Computing 2016
Projects
Ljudskogen
Note

QC 20160926

Available from: 2016-09-22 Created: 2016-09-22 Last updated: 2018-05-04Bibliographically approved
Elblaus, L., Tsaknaki, V., Lewandowski, V., Bresin, R., Hwang, S., Song, J., . . . Taylor, A. (2015). Demo Hour. interactions, 22(5), 6-9
Open this publication in new window or tab >>Demo Hour
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2015 (English)In: interactions, ISSN 1072-5520, E-ISSN 1558-3449, Vol. 22, no 5, p. 6-9Article in journal (Refereed) Published
Abstract [en]

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.

Keywords
novel interactive technologies, artistic installation
National Category
Design Performing Art Studies Computer Sciences
Research subject
Art, Technology and Design; Human-computer Interaction
Identifiers
urn:nbn:se:kth:diva-184681 (URN)10.1145/2807918 (DOI)
Note

QC 20190509

Available from: 2016-04-03 Created: 2016-04-03 Last updated: 2019-05-09Bibliographically approved
Turchet, L. & Bresin, R. (2015). Effects of interactive sonification on emotionally expressive walking styles. IEEE Transactions on Affective Computing, 6(2), 152-164
Open this publication in new window or tab >>Effects of interactive sonification on emotionally expressive walking styles
2015 (English)In: IEEE Transactions on Affective Computing, ISSN 1949-3045, E-ISSN 1949-3045, Vol. 6, no 2, p. 152-164Article in journal (Refereed) Published
Abstract [en]

This paper describes two experiments conducted to investigate the role of sonically simulated ground materials in modulating both production and recognition of walks performed with emotional intentions. The results of the first experiment showed that the involved auditory feedbacks affected the pattern of emotional walking in different ways, although such an influence manifested itself in more than one direction. The results of the second experiment showed the absence of an influence of the sound conditions on the recognition of the emotions from acoustic information alone. Similar results were found in both experiments for musically-trained and untrained participants. Our results suggest that tempo and sound level are two acoustical features important in both production and recognition of emotions in walking. In addition, the similarities of the presented results with those reported in the music performance domain, as well as the absence of an influence of musical expertise lend support to the "motor origin hypothesis of emotional expression in music" according to which a motor origin for the expression of emotions is common in all those domains of human activity that result in the generation of an acoustical signal.

Keywords
Interactive sonification, emotions, walking
National Category
Media and Communication Technology Human Computer Interaction
Research subject
Media Technology; Human-computer Interaction
Identifiers
urn:nbn:se:kth:diva-162153 (URN)10.1109/TAFFC.2015.2416724 (DOI)000356172600008 ()2-s2.0-84930942413 (Scopus ID)
Funder
Swedish Research Council, 2010-4654
Note

QC 20150707

Available from: 2015-03-23 Created: 2015-03-23 Last updated: 2018-01-11Bibliographically approved
Dubus, G. & Bresin, R. (2015). Exploration and evaluation of a system for interactive sonification of elite rowing. Sports Engineering, 18(1), 29-41
Open this publication in new window or tab >>Exploration and evaluation of a system for interactive sonification of elite rowing
2015 (English)In: Sports Engineering, ISSN 1369-7072, E-ISSN 1460-2687, Vol. 18, no 1, p. 29-41Article in journal (Refereed) Published
Abstract [en]

In recent years, many solutions based on interactive sonification have been introduced for enhancing sport training. Few of them have been assessed in terms of efficiency or design. In a previous study, we performed a quantitative evaluation of four models for the sonification of elite rowing in a non-interactive context. For the present article, we conducted on-water experiments to investigate the effects of some of these models on two kinematic quantities: stroke rate value and fluctuations in boat velocity. To this end, elite rowers interacted with discrete and continuous auditory displays in two experiments. A method for computing an average rowing cycle is introduced, together with a measure of velocity fluctuations. Participants answered to questionnaires and interviews to assess the degree of acceptance of the different models and to reveal common trends and individual preferences. No significant effect of sonification could be determined in either of the two experiments. The measure of velocity fluctuations was found to depend linearly on stroke rate. Participants provided feedback about their aesthetic preferences and functional needs during interviews, allowing us to improve the models for future experiments to be conducted over longer periods.

Place, publisher, year, edition, pages
Springer London, 2015
Keywords
Auditory display, Evaluation, Interactive, Rowing, Sonic interaction, Sonification, Sport
National Category
Computer Sciences Media and Communication Technology Human Computer Interaction
Research subject
Computer Science; Media Technology; Human-computer Interaction
Identifiers
urn:nbn:se:kth:diva-158168 (URN)10.1007/s12283-014-0164-0 (DOI)000366675700004 ()2-s2.0-84923250080 (Scopus ID)
Note

QC 20160114

Available from: 2014-12-30 Created: 2014-12-30 Last updated: 2018-01-11Bibliographically approved
Elblaus, L., Tsaknaki, V., Lewandowski, V. & Bresin, R. (2015). Nebula: An Interactive Garment Designed for Functional Aesthetics. In: Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems: . Paper presented at CHI 2015 (pp. 275-278). New York, NY, USA: ACM
Open this publication in new window or tab >>Nebula: An Interactive Garment Designed for Functional Aesthetics
2015 (English)In: Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, New York, NY, USA: ACM , 2015, p. 275-278Conference paper, Published paper (Refereed)
Abstract [en]

In this paper we present Nebula, a prototype for examining the properties of textiles, fashion accessories, and digital technologies to arrive at a garment design that brings these elements together in a cohesive manner. Bridging the gap between everyday performativity and enactment, we aim at discussing aspects of the making process, interaction and functional aesthetics that emerged. Nebula is part of the Sound Clothes project that aims at exploring the expressive potential of wearable technologies creating sound from motion.

Place, publisher, year, edition, pages
New York, NY, USA: ACM, 2015
Series
CHI EA '15
Keywords
design process, fashion, music computation, wearable technology
National Category
Human Computer Interaction Media and Communication Technology
Research subject
Media Technology; Human-computer Interaction
Identifiers
urn:nbn:se:kth:diva-170399 (URN)10.1145/2702613.2725454 (DOI)2-s2.0-84954230456 (Scopus ID)978-1-4503-3146-3 (ISBN)
Conference
CHI 2015
Projects
SoundClothes
Note

QC 20150630

Available from: 2015-06-30 Created: 2015-06-30 Last updated: 2018-05-04Bibliographically approved
Friberg, A., Bresin, R. & Sundberg, J. (2014). Analysis by synthesis. In: Thompson, W. F. (Ed.), Music in the Social and Behavioral Sciences: . Los Angeles: Sage Publications
Open this publication in new window or tab >>Analysis by synthesis
2014 (English)In: Music in the Social and Behavioral Sciences / [ed] Thompson, W. F., Los Angeles: Sage Publications, 2014Chapter in book (Refereed)
Place, publisher, year, edition, pages
Los Angeles: Sage Publications, 2014
National Category
Computer Sciences Media and Communication Technology Human Computer Interaction
Research subject
Computer Science; Media Technology; Human-computer Interaction
Identifiers
urn:nbn:se:kth:diva-158184 (URN)9781452283036 (ISBN)
Note

QC 20150331. tmh_import_14_12_30, tmh_id_3963

Available from: 2014-12-30 Created: 2014-12-30 Last updated: 2018-01-11Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0002-3086-0322

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