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  • 701.
    Yousefi, Shahrouz
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Li, Haibo
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Abedan Kondori, Farid
    Real-time 3D Gesture Recognition and Tracking System for Mobile Devices2014Patent (Övrig (populärvetenskap, debatt, mm))
  • 702.
    Yousefi, Shahrouz
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Li, Haibo
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Liu, L.
    3D gesture analysis using a large-scale gesture database2014Ingår i: Advances in Visual Computing (ISVC 2014), Pt 1, Springer, 2014, Vol. 8887, s. 206-217Konferensbidrag (Refereegranskat)
    Abstract [en]

    3D gesture analysis is a highly desired feature of future interaction design. Specifically, in augmented environments, intuitive interaction with the physical space seems unavoidable and 3D gestural interaction might be the most effective alternative for the current input facilities. This paper, introduces a novel solution for real-time 3D gesture analysis using an extremely large gesture database. This database includes the images of various articulated hand gestures with the annotated 3D position/orientation parameters of the hand joints. Our unique search algorithm is based on the hierarchical scoring of the low-level edge-orientation features between the query input and database and retrieving the best match. Once the best match is found from the database in real-time, the pre-calculated 3D parameters can instantly be used for gesture-based interaction.

  • 703.
    Zapico, Jorge L.
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID. Skolan för datavetenskap och kommunikation (CSC), Centra, KTH, Skolan för arkitektur och samhällsbyggnad (ABE), Centra, Centre for Sustainable Communications, CESC.
    Brandt, Nils
    KTH, Skolan för industriell teknik och management (ITM), Industriell ekologi (flyttat 20130630).
    Turpeinen, Marko
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och grafisk produktion, Media (stängd 20111231).
    Environmental Metrics The Main Opportunity from ICT for Industrial Ecology2010Ingår i: Journal of Industrial Ecology, ISSN 1088-1980, E-ISSN 1530-9290, Vol. 14, nr 5, s. 703-706Artikel i tidskrift (Refereegranskat)
  • 704.
    Zapico, Jorge Luis
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID. Skolan för datavetenskap och kommunikation (CSC), Centra, KTH, Skolan för arkitektur och samhällsbyggnad (ABE), Centra, Centre for Sustainable Communications, CESC. Linnaeus University, Sweden.
    Green Hackathon: Hacking for sustainable food2014Ingår i: Joint Workshop Proceedings of ICT4S 2014, CEUR-WS , 2014, s. 38-42Konferensbidrag (Refereegranskat)
    Abstract [en]

    The ICT4S Green Hackathon was an event exploring the use of information and communications technologies in sustainable food production and consumption, where developers, designer and problem owners met for creating prototypes and applications for a whole day. This article presents the concept, implementation, results and lessons learned from this event.

  • 705.
    Zapico Lamela, Jorge Luis
    KTH, Skolan för datavetenskap och kommunikation (CSC), Centra, Skolan för arkitektur och samhällsbyggnad (ABE), Centra, Centre for Sustainable Communications, CESC. KTH, Skolan för industriell teknik och management (ITM), Industriell ekologi. KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Hacker Ethic, Openness, and Sustainability2013Ingår i: The Open Book / [ed] Kaitlyn Braybrooke and Jussi Nissilä with Timo Vuorikivi, London: The Finnish Institute , 2013, s. 40-44Kapitel i bok, del av antologi (Övrig (populärvetenskap, debatt, mm))
  • 706.
    Zapico Lamela, Jorge Luis
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID. KTH, Skolan för arkitektur och samhällsbyggnad (ABE), Hållbar utveckling, miljövetenskap och teknik, Industriell ekologi. KTH, Skolan för datavetenskap och kommunikation (CSC), Centra, Skolan för arkitektur och samhällsbyggnad (ABE), Centra, Centre for Sustainable Communications, CESC.
    Hacking for Sustainability2014Doktorsavhandling, monografi (Övrigt vetenskapligt)
    Abstract [en]

    ICT for Sustainability is a growing research area looking at the potential of information and communication technologies for contributing to sustainability. The existing work in this area can be grouped in four main categories: The optimization of existing systems using ICT, the dematerialization of cultural assets and presence, the use of technology for behavioral change, and the support of sustainability practice and research. Within this research area, this thesis focuses on exploring how new technologies and approaches of working with data, such as APIs, mashups, crowdsourcing, open data, and dynamic visualizations, can be applied to sustainability and sustainability practice.

    This thesis follows a research through design method, where applications, prototypes, and events were created and released following an iterative design process. Five different design artifacts or “hacks” are presented and analyzed together as a portfolio. This collection of artifacts is a practical exploration of the research questions and it embodies the results.

    Based on the created artifacts, this text argues that the new technologies and paradigms coming from ICT can transform how sustainability work is performed, by changing the way that sustainability data is created, shared and visualized. This new “data-driven” approach is characterized by a bottom-up way of data gathering, automatic data collection and crowdsourcing, a real time orientation, a focus on transparency and openness, dynamic and interactive visualizations, and new approaches to innovation. These characteristics create new opportunities for making sustainability practice more effective and broaden its impact, but they also create new problems and increase existing risks.

    Finally it is argued that while information and communication technologies are usually treated as tools, these innovations in ICT for Sustainability are not only technological, but also cultural. The hacker ethic values connected with computer technologies, such as an open way of sharing knowledge, the focus on creativity as a driving force, and a hands-on approach, are key for understanding this research area and an important part of the contribution from ICT to sustainability. 

  • 707.
    Zapico Lamela, Jorge Luis
    Skolan för datavetenskap och kommunikation (CSC), Centra, KTH, Skolan för arkitektur och samhällsbyggnad (ABE), Centra, Centre for Sustainable Communications, CESC. KTH, Skolan för industriell teknik och management (ITM), Industriell ekologi. KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    ICT and environmental sustainability: Friend or Foe?2012Ingår i: Information Technologies and International Development, ISSN 1544-7529, E-ISSN 1544-7537, Vol. 8, nr 3, s. 99-101Artikel, recension (Övrigt vetenskapligt)
  • 708.
    Zapico Lamela, Jorge Luis
    et al.
    Skolan för datavetenskap och kommunikation (CSC), Centra, KTH, Skolan för arkitektur och samhällsbyggnad (ABE), Centra, Centre for Sustainable Communications, CESC. KTH, Skolan för industriell teknik och management (ITM), Industriell ekologi. KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Pargman, Daniel
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Ebner, Hannes
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Eriksson, Elina
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Hacking sustainability: Broadening participation through Green Hackathons2013Konferensbidrag (Refereegranskat)
    Abstract [en]

    Green Hackathon is an international series of coding events withsustainability purpose. Developers, researchers, environmental practitioners,and anyone else who is interested, work for a limited amount of time to createinnovative software solutions for sustainability. These events have explicitlyaimed to invite a broad spectrum of expertise besides technical expertise. Thisarticle presents the experiences and tensions of including these end users at amostly technically oriented event, and discusses how end-user developmentcould be used to encourage more reflective practices and as well as broadeningthe participation and the interdisciplinary collaboration in these events – withhigher-quality as a prospective outcome.

  • 709.
    Zhong, Yang
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Hedman, Anders
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Li, Haibo
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    How Good Can a Face Identifier Be Without Learning2016Ingår i: Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Constructing discriminative features is an essential issue in developing face recognition algorithms. There are two schools in how features are constructed: hand-crafted features and learned features from data. A clear trend in the face recognition community is to use learned features to replace hand-crafted ones for face recognition, due to the superb performance achieved by learned features through Deep Learning networks. Given the negative aspects of database-dependent solutions, we consider an alternative and demonstrate that, for good generalization performance, developing face recognition algorithms by using handcrafted features is surprisingly promising when the training dataset is small or medium sized. We show how to build such a face identifier with our Block Matching method which leverages the power of the Gabor phase in face images. Although no learning process is involved, empirical results show that the performance of this “designed” identifier is comparable (superior) to state-of-the-art identifiers and even close to Deep Learning approaches.

  • 710.
    Zhong, Yang
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Hedman, Anders
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Li, Haibo
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    How good can a face identifier be without learning?2017Ingår i: 11th Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2016, Springer, 2017, Vol. 693, s. 515-533Konferensbidrag (Refereegranskat)
    Abstract [en]

    Constructing discriminative features is an essential issue in developing face recognition algorithms. There are two schools in how features are constructed: hand-crafted features and learned features from data. A clear trend in the face recognition community is to use learned features to replace hand-crafted ones for face recognition, due to the superb performance achieved by learned features through Deep Learning networks. Given the negative aspects of database-dependent solutions, we consider an alternative and demonstrate that, for good generalization performance, developing face recognition algorithms by using hand-crafted features is surprisingly promising when the training dataset is small or medium sized. We show how to build such a face identifier with our Block Matching method which leverages the power of the Gabor phase in face images. Although no learning process is involved, empirical results show that the performance of this “designed” identifier is comparable (superior) to state-of-the-art identifiers and even close to Deep Learning approaches.

  • 711. Zhong, Yang
    et al.
    Li, Haibo
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Is block matching an alternative tool to LBP for face recognition?2014Konferensbidrag (Refereegranskat)
    Abstract [en]

    In this paper, we introduce the Block Matching (BM) as an alternative patch-based local matching approach for solving the face recognition problem. The Block Matching enables an image patch of the probe face image to search for its best matching from displaced positions in the gallery face image. This matching strategy is very effective for handling spatial shift between two images and it is radically different from that of the widely used LBP type patch-based local matching approaches. Our evaluations on the FERET and CMU-PIE databases show that the performance of this simple method is well comparable (superior) to that of the popular LBP approach. We argue that the Block Matching could provide face recognition a new approach with more flexible algorithm architecture. One can expect that it could lead to much higher performance when combining with other feature extraction techniques, like Gabor wavelet and deep learning.

  • 712.
    Zhong, Yang
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Li, Haibo
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Leveraging Gabor Phase for Face Identification in Controlled Scenarios2016Ingår i: Proceedings of the 11th Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, Science and Technology Publications,Lda , 2016, s. 49-58Konferensbidrag (Refereegranskat)
    Abstract [en]

    Gabor features have been widely employed in solving face recognition problems in controlled scenarios. To construct discriminative face features from the complex Gabor space, the amplitude information is commonly preferred, while the other one — the phase — is not well utilized due to its spatial shift sensitivity. In this paper, we address the problem of face recognition in controlled scenarios. Our focus is on the selection of a suitable signal representation and the development of a better strategy for face feature construction. We demonstrate that through our Block Matching scheme Gabor phase information is powerful enough to improve the performance of face identification. Compared to state of the art Gabor filtering based approaches, the proposed algorithm features much lower algorithmic complexity. This is mainly due to our Block Matching enables the employment of high definition Gabor phase. Thus, a single-scale Gabor frequency band is sufficient for discrimination. Furthermore, learning process is not involved in the facial feature construction, which avoids the risk of building a database-dependent algorithm. Benchmark evaluations show that the proposed learning-free algorith outperforms state-of-the-art Gabor approaches and is even comparable to Deep Learning solutions.

  • 713.
    Zhong, Yang
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Sullivan, Josephine
    KTH, Skolan för datavetenskap och kommunikation (CSC), Datorseende och robotik, CVAP.
    Li, Haibo
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Face Attribute Prediction Using Off-The-Shelf CNN Features2016Ingår i: 2016 International Conference on Biometrics, ICB 2016, Institute of Electrical and Electronics Engineers (IEEE), 2016, artikel-id 7550092Konferensbidrag (Refereegranskat)
    Abstract [en]

    Predicting attributes from face images in the wild is a challenging computer vision problem. To automatically describe face attributes from face containing images, traditionally one needs to cascade three technical blocks — face localization, facial descriptor construction, and attribute classification — in a pipeline. As a typical classification problem, face attribute preiction has been addressed using deep learning. Current state-of-the-art performance was achieved by using two cascaded Convolutional Neural Networks (CNNs), which were specifically trained to learn face localization and attribute description. In this paper, we experiment with an alternative way of employing the power of deep representations from CNNs. Combining with conventional face localization techniques, we use off-the-shelf architectures trained for face recognition to build facial descriptors. Recognizing that the describable face attributes are diverse, our face descriptors are constructed from different levels of the CNNs for different attributes to best facilitate face attribute prediction. Experiments on two large datasets, LFWA and CelebA, show that our approach is entirely comparable to the state-of-the-art. Our findings not only demonstrate an efficient face attribute prediction approach, but also raise an important question: how to leverage the power of off-the-shelf CNN representations for novel tasks

  • 714.
    Zhong, Yang
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Sullivan, Josephine
    KTH, Skolan för datavetenskap och kommunikation (CSC), Robotik, perception och lärande, RPL.
    Li, Haibo
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Leveraging Mid-level Deep Representations for Prediction Face Attributes in the Wild2016Ingår i: 2016 IEEE International Conference on Image Processing (ICIP), Institute of Electrical and Electronics Engineers (IEEE), 2016Konferensbidrag (Refereegranskat)
  • 715.
    Zhong, Yang
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC).
    Sullivan, Josephine
    KTH, Skolan för datavetenskap och kommunikation (CSC), Datorseende och robotik, CVAP.
    Li, Haibo
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Transferring from Face Recognition to Face Attribute Prediction through Adaptive Selection of Off-the-shelf CNN RepresentationsManuskript (preprint) (Övrigt vetenskapligt)
  • 716.
    Zhong, Yang
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Robotik, perception och lärande, RPL.
    Sullivan, Josephine
    KTH, Skolan för datavetenskap och kommunikation (CSC), Robotik, perception och lärande, RPL.
    Li, Haibo
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Transferring from face recognition to face attribute prediction through adaptive selection of off-the-shelf CNN representations2016Ingår i: 2016 23rd International Conference on Pattern Recognition, ICPR 2016, Institute of Electrical and Electronics Engineers (IEEE), 2016, s. 2264-2269, artikel-id 7899973Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper addresses the problem of transferring CNNs pre-trained for face recognition to a face attribute prediction task. To transfer an off-the-shelf CNN to a novel task, a typical solution is to fine-tune the network towards the novel task. As demonstrated in the state-of-the-art face attribute prediction approach, fine-tuning the high-level CNN hidden layer by using labeled attribute data leads to significant performance improvements. In this paper, however, we tackle the same problem but through a different approach. Rather than using an end-to-end network, we select face descriptors from off-the-shelf hierarchical CNN representations for recognizing different attributes. Through such an adaptive representation selection, even without any fine-tuning, our results still outperform the state-of-the-art face attribute prediction approach on the latest large-scale dataset for an error rate reduction of more than 20%. Moreover, by using intensive empirical probes, we have identified several key factors that are significant for achieving promising face attribute prediction performance. These results attempt to gain and update our understandings of the nature of CNN features and how they can be better applied to the transferred novel tasks.

  • 717.
    Zhu, Bin
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID. China Academy of Art, China.
    Hedman, Anders
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Feng, Shuo
    KTH, Skolan för datavetenskap och kommunikation (CSC).
    Li, Haibo
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Osika, Walter
    Designing, Prototyping and Evaluating Digital Mindfulness Applications: A Case Study of Mindful Breathing for Stress Reduction2017Ingår i: Journal of Medical Internet Research, ISSN 1438-8871, E-ISSN 1438-8871, Vol. 19, nr 6, artikel-id e197Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Background: During the past decade, there has been a rapid increase of interactive apps designed for health and well-being. Yet, little research has been published on developing frameworks for design and evaluation of digital mindfulness facilitating technologies. Moreover, many existing digital mindfulness applications are purely software based. There is room for further exploration and assessment of designs that make more use of physical qualities of artifacts. Objective: The study aimed to develop and test a new physical digital mindfulness prototype designed for stress reduction. Methods: In this case study, we designed, developed, and evaluated HU, a physical digital mindfulness prototype designed for stress reduction. In the first phase, we used vapor and light to support mindful breathing and invited 25 participants through snowball sampling to test HU. In the second phase, we added sonification. We deployed a package of probes such as photos, diaries, and cards to collect data from users who explored HU in their homes. Thereafter, we evaluated our installation using both self-assessed stress levels and heart rate (HR) and heart rate variability (HRV) measures in a pilot study, in order to measure stress resilience effects. After the experiment, we performed a semistructured interview to reflect on HU and investigate the design of digital mindfulness apps for stress reduction. Results: The results of the first phase showed that 22 of 25 participants (88%) claimed vapor and light could be effective ways of promoting mindful breathing. Vapor could potentially support mindful breathing better than light (especially for mindfulness beginners). In addition, a majority of the participants mentioned sound as an alternative medium. In the second phase, we found that participants thought that HU could work well for stress reduction. We compared the effect of silent HU (using light and vapor without sound) and sonified HU on 5 participants. Subjective stress levels were statistically improved with both silent and sonified HU. The mean value of HR using silent HU was significantly lower than resting baseline and sonified HU. The mean value of root mean square of differences (RMSSD) using silent HU was significantly higher than resting baseline. We found that the differences between our objective and subjective assessments were intriguing and prompted us to investigate them further. Conclusions: Our evaluation of HU indicated that HU could facilitate relaxed breathing and stress reduction. There was a difference in outcome between the physiological measures of stress and the subjective reports of stress, as well as a large intervariability among study participants. Our conclusion is that the use of stress reduction tools should be customized and that the design work of mindfulness technology for stress reduction is a complex process, which requires cooperation of designers, HCI (Human-Computer Interaction) experts and clinicians.

  • 718.
    Zhu, Bin
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Hedman, Anders
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Li, Haibo
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Design digital mindfulness for personal wellbeing2016Ingår i: Proceedings of the 28th Australian Computer-Human Interaction Conference, OzCHI 2016, Association for Computing Machinery, Inc , 2016, s. 626-627Konferensbidrag (Refereegranskat)
    Abstract [en]

    The digital health and wellbeing movement has led to development of what we here baptize as digital mindfulness applications that allow people to improve psychological wellbeing. The approaches to digital mindfulness vary greatly and as a researcher it can be difficult to gain an overview of the field and what to focus on in one's own research. Here we describe four levels of digital mindfulness with examples and focus on the larger question of how to design for digital mindfulness. We end up with a set of general issues that we hope will generate further discussion and research in the field of digital mindfulness. 

  • 719.
    Zhu, Bin
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID. China Acad Art, Hangzhou, Zhejiang, Peoples R China..
    Hedman, Anders
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Li, Haibo
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Designing Digital Mindfulness: Presence-In and Presence-With versus Presence-Through2017Ingår i: PROCEEDINGS OF THE 2017 ACM SIGCHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS (CHI'17), ASSOC COMPUTING MACHINERY , 2017, s. 2685-2695Konferensbidrag (Refereegranskat)
    Abstract [en]

    The digital health and wellbeing movement has led to development of digital mindfulness applications that aim to help people to become mindful. In this paper we suggest a broad scheme for classifying and ordering apps intended to support mindfulness. This scheme consists of four levels of what we here term digital mindfulness. One crucial aspect of the fourth level is that artifacts at this level allow for what we term as presence-with and presence-in as opposed to presence-through, which occurs at the first three levels. We articulate our four levels along with specific design qualities through concrete examples of existing mindfulness apps and through research through design (RtD) work conducted with design fiction examples. We then use a working design case prototype to further illustrate the possibilities of presence-with and presence-in. We hope our four levels of digital mindfulness framework will be found useful by other researchers in discussing and planning the design of their own mindfulness apps and digital artifacts.

  • 720.
    Zhu, Bin
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID. Hubei Univ.
    Li, Haibo
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Designing finger movement on mobile phone touch screen for rich emotional expression2014Ingår i: 2014 Asia-Pacific Signal and Information Processing Association Annual Summit and Conference, APSIPA 2014, IEEE conference proceedings, 2014Konferensbidrag (Refereegranskat)
    Abstract [en]

    Emotional expression is significant as an essential part in our daily life. Ubiquitous presence of mobile technology-mediated communication creates various affective occasions and affords rich emotional expressions with lower complexity of input. In this paper, we aim to design a simple way of emotional expression through finger movements on mobile phone touch screen allowing for richer affective expressivities. We categorize the visual representations into four types according to their modality and then raised a schema that including three core properties of touch-screen based finger movement dynamics. From design practice, we find the form and property of visual representation shapes the experience of expression and the way finger moves. Kinesthetic representation with its dynamic property can reflect the core properties of finger movement and thus afford the rich expressivity in presenting emotional experience. Thus, we indicate that simple finger movements based on mobile phone touch screens can express rich emotional experience. Moreover, we suggest designing appropriate and corresponding properties of visual representation regarding to the properties of finger movement as a meaningful and expressive material. © 2014 Asia-Pacific Signal and Information Processing Ass.

  • 721.
    Åhman, Henrik
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Interaction as existential practice: An explorative study of Mark C. Taylor’s philosophical project and its potential consequences for Human-Computer Interaction2016Doktorsavhandling, monografi (Övrigt vetenskapligt)
    Abstract [sv]

    Denna avhandling syftar till att diskutera de möjliga konsekvenserna av att applicera Mark C. Taylors filosofi inom fältet Människa-Datorinteraktion (MDI).

    Den första delen av avhandlingen utgörs av en studie som fokuserar på två diskursiva trender inom MDI, materialitet och självet, och hur dessa diskurser beskriver interaktion. Genom en kvalitativ, induktiv innehållsanalys av 171 forskningsartiklar inom MDI-fältet identifieras ett antal teman som kan sägas utgöra dominerande perspektiv i framställningen av de tre fokusområdena. Studien identifierar också exempel på alternativa perspektiv som kontrasterar mot den vedertagna bilden av materialitet, självet samt interaktion inom MDI.

    Den andra delen av avhandlingen utgörs av en analys där Mark C. Taylors filosofiska projekt utforskas med syfte att identifiera filosofiska positioner som kan fungera som teoretiska resurser för en fördjupad förståelse av de tre fokusområdena. Genom en jämförelse mellan dessa positioner och filosofiska teman hos Friedrich Nietzsche framträder en bild där Taylors positioner kan sägas utgöra variationer och omläsningar av Nietzsches texter i relation till mer sentida teoretiska ansatser. Analysen syftar till att påvisa att Taylors projekt, som vid första anblicken kan tyckas utgöras av en rad skiftande och ibland motsägelsefulla filosofiska framställningar utan inre sammanhang, i själva verket kan förstås som en mer sammanhängande teoretisk position om den läses i relation till Nietzsches filosofi.

    Med utgångspunkt i de två litteraturstudierna diskuteras slutligen möjliga konsekvenser av att använda Taylors filosofi som teoretiskt ramverk inom MDI och följande slutsatser presenteras: att Taylors filosofi erbjuder ett perspektiv på interaktionen mellan människor och datorer som betonar interaktion som en identitetsskapande, existentiell process vilket skiljer sig från det dominerande perspektivet inom MDI; att Taylors filosofi kan relateras till och utgöra ett teoretiskt fundament för de alternativa MDI-diskurser som tidigare identifierats, samt att en sådan process kan bidra till en vidareutveckling av teoribildningen inom MDI.

  • 722.
    Åhman, Henrik
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Social sustainability - society at the intersection of development and maintenance2013Ingår i: Local Environment: the International Journal of Justice and Sustainability, ISSN 1354-9839, E-ISSN 1469-6711, Vol. 18, nr 10, s. 1153-1166Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Since the late 1980s, much of the debate on sustainability has been dominated by ecological perspectives. However, the last decade has seen an increasing interest in the social aspects of sustainability. While, to some extent, general consensus has been reached regarding the definitions of ecological sustainability, the definition of social sustainability is still in the making. Therefore, there is a need for conceptual frameworks and theoretical constructs in order to develop the understanding of social sustainability further. This article addresses the lack of theorisation and is composed of three different sections. The first section is a literature overview covering some of the most influential texts on social sustainability. The second section introduces and relates a number of existing, polemically constructed theoretical frameworks. In the third section, Jacques Derrida’s theory of diffe´rance is used to suggest a way of understanding the relationship between the oppositional positions identified in the frameworks.

  • 723.
    Åhman, Henrik
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    The aesthetic turn: Exploring the religious dimensions of digital technology2016Ingår i: Approaching Religion, ISSN 1799-3121, E-ISSN 1799-3121, Vol. 6, nr 2, s. 156-163Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    The arena for developing digital technology has undergone an aesthetic turn, broadening the focus from a functionalist approach producing centralized systems in the 1970s and 1980s to an increased awareness of the aesthetic aspects of the individual user’s interaction with technology in the 1990s and 2000s. Within the academic research fields studying digital technology (e.g. Human-Computer Interaction and Interaction Design) the aesthetic turn has resulted in a shift from a strong emphasis on user behaviour to an increased interest in aesthetic perspectives on the role of the designer, the design process, and the design material. Within these fields, aesthetics has often been interpreted as belonging to the realm of the individual; personal experiences such as pleasure, engagement, and emotions have been emphasized in both technology development and technology research. Aesthetics is not, however, only an individual phenomenon but also has relational and structural components that need to be acknowledged. Structural aspects of aesthetics condition the possibilities for individuals interacting with digital technology. Thus, the tension between individual and relational aspects of aesthetics in digital technology also reflects a tension between freedom and limitation; between change and permanence; between destabilizing and stabilizing forces. Such a broadened understanding of aesthetics offers a model of digital technology that roughly corresponds to Mark C. Taylor’s definition of religion. Taylor argues that religion is constituted by, on the one hand, a figuring moment characterized by structural stability and universality, and, on the other hand, a disfiguring moment characterized by disruption, particularity, and change. The purpose of this paper is to discuss the aesthetic turn and Taylor’s definition of religion to illustrate similarities between the two, suggesting possible religious dimensions of digital technology and how that can inform our understanding of people’s interaction with digital technology.

  • 724.
    Ölme, Rasmus
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID. DOCH (Dans och Cirkushögskolan).
    From Model to Module: A move towards generative choreography2014Doktorsavhandling, monografi (Övrigt vetenskapligt)
    Abstract [en]

    The thesis engages in Choreography and Dance Technique by delineating the concepts and practices that the artistic research project MODUL has generated. A modular method of choreographing is articulated. The MODUL method of choreography starts by making a topographical movement analysis of the context that the work engages with. This analysis results in an identification of the different agencies at work within the context approached. They are considered as Choreographic Agents and as elements of the modular assemblage. The choreographic act then performed consists of a re-articulation of the relations between the different elements. The MODUL method links movement practice and art production as the topographical movement analysis is also applied to, and conceptualised through, the body.

    In terms of dance technique the MODUL method works with the same topographical movement analysis to explore bodily functionalities as Choreographic Agents. The technique is called Body-Self Attunement and aims at tuning the self, understood as the symbolic body, with the biological body. Body-Self Attunement does not try to unify the symbolic body and the biological body but affirms the gap as generative. The term Generative Choreography is coined in order to emphasise the performative aspect of choreography that is not defined by what it is, but what it does.

  • 725. Şentürk, Sertan
    et al.
    Holzapfel, André
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Serra, Xavier
    Linking Scores and Audio Recordings in Makam Music of Turkey2014Ingår i: Journal for New Music Research, ISSN 0929-8215, Vol. 43, nr 1, s. 34-52Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    The most relevant representations of music are notations and audio recordings, each of which emphasizes a particular perspective and promotes different approximations in the analysis and understanding of music. Linking these two representations and analysing them jointly should help to better study many musical facets by being able to combine complementary analysis methodologies. In order to develop accurate linking methods, we have to take into account the specificities of a given type of music. In this paper, we present a method for linking musically relevant sections in a score of a piece from makam music of Turkey (MMT) to the corresponding time intervals of an audio recording of the same piece. The method starts by extracting relevant features from the score and from the audio recording. The features of a given score section are compared with the features of the audio recording to find the candidate links in the audio for that score section. Next, using the sequential section information stored in the score, it selects the most likely links. The method is tested on a dataset consisting of instrumental and vocal compositions of MMT, achieving 92.1% and 96.9% F-1-scores on the instrumental and vocal pieces, respectively. Our results show the importance of culture-specific and knowledge-based approaches in music information processing.

  • 726.
    Šimbelis, V.
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Lundström, Anders
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Synthesis in the audiovisual2016Ingår i: Conference on Human Factors in Computing Systems - Proceedings, Association for Computing Machinery , 2016, s. 301-304Konferensbidrag (Refereegranskat)
    Abstract [en]

    The S T R A T I C audiovisual project1 is based on the phenomenon that occurs when filming a pulsating light - lines appear on the screen. The thickness, color and movement of these lines are directly related to the frequency of the sound. In other words, the sound generates the visuals in real-time. The visuals are examined by the use of shutter speed and frame rate of a camera. In this project we explore the interactive potential through our live performances and the space for aesthetic expression by synthesizing the audio and the visuals. The project relates to the genre of visual music and abstraction in the arts and creates a synesthetic experience for the audience. We find it highly relevant to CHI since it concerns aspects of materiality at the intersection of the analog and the digital. 

  • 727.
    Šimbelis, Vygandas
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Lundström, Anders
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Höök, Kristina
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Solsona, Jordi
    KTH, Skolan för informations- och kommunikationsteknik (ICT), Elektroniksystem.
    Lewandowski, Vincent
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Metaphone: Machine aesthetics meets interaction design2014Ingår i: CHI '14 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, Association for Computing Machinery (ACM), 2014, s. 1-10Konferensbidrag (Refereegranskat)
    Abstract [en]

    Through our art project, Metaphone, we explored a particular form of aesthetics referred to in the arts tradition as machine aesthetics. The Metaphone machine collects the participant's bio-data, Galvanic Skin Response (GSR) and Heart Rate (HR), creating a process of movement, painting and sound. The machine behaves in machine-like, aesthetically evocative ways: A shaft on two large wheels rotates on the floor, carrying paint that is dripped onto a large sheet of aquarelle paper on the floor according to bio-sensor data. A soundscape rhythmically follows the bio-sensor data, but also has its own machine-like sounds. Six commentators were invited to interact with the machine. They reported a strangely relaxing atmosphere induced by the machine. Based on these experiences we discuss how different art styles can help to describe aesthetics in interaction design generally, and how machine aesthetics in particular can be used to create interesting, sustained, stylistically coherent interactions.

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