Bielefeld University
Faculty of Technology
The present contribution investigates the construction of dialogue structure for the use in human-machine interaction especially for robotic systems and embodied conversational agents. We are going to present a methodology and findings of... more
The present contribution investigates the construction of dialogue structure for the use in human-machine interaction especially for robotic systems and embodied conversational agents. We are going to present a methodology and findings of a pilot study for the design of task-specific dialogues. Specifically, we investigated effects of dialogue complexity on two levels: First, we examined the perception of the embodied conversational agent, and second, we studied participants' performance following HRI. To do so, we manipulated the agent's friendliness during a brief conversation with the user in a receptionist scenario. The paper presents an overview of the dialogue system, the process of dialogue construction, and initial evidence from an evaluation study with na¨ve users (N = 40). These users interacted with the system in a task-based dialogue in which they had to ask for the way in a building unknown to them. Afterwards participants filled in a questionnaire. Our findings...
- by Sascha Griffiths and +1
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"Sound is an integral part of every user experience but a neglected medium in design disciplines. Design of an artifact’s sonic qualities is often limited to the shaping of functional, representational, and signaling roles of sound. The... more
"Sound is an integral part of every user experience but a neglected medium in design disciplines. Design of an artifact’s sonic qualities is often limited to the shaping of functional, representational, and signaling roles of sound. The interdisciplinary field of sonic interaction design (SID) challenges these prevalent approaches by considering sound as an active medium that can enable novel sensory and social experiences through interactive technologies. This book offers an overview of the emerging SID research, discussing theories, methods, and practices, with a focus on the multisensory aspects of sonic experience.
Sonic Interaction Design gathers contributions from scholars, artists, and designers working at the intersections of fields ranging from electronic music to cognitive science. They offer both theoretical considerations of key themes and case studies of products and systems created for such contexts as mobile music, sensorimotor learning, rehabilitation, and gaming. The goal is not only to extend the existing research and pedagogical approaches to SID but also to foster domains of practice for sound designers, architects, interaction designers, media artists, product designers, and urban planners. Taken together, the chapters provide a foundation for a still-emerging field, affording a new generation of designers a fresh perspective on interactive sound as a situated and multisensory experience."
Contributors:
Federico Avanzini, Gerold Baier, Stephen Barrass, Olivier Bau, Karin Bijsterveld, Roberto Bresin, Stephen Brewster, Jeremy Coopersotck, Amalia De Gotzen, Stefano Delle Monache, Cumhur Erkut, George Essl, Karmen Franinović, Bruno L. Giordano, Antti Jylhä, Thomas Hermann, Daniel Hug, Johan Kildal, Stefan Krebs, Anatole Lecuyer, Wendy Mackay, David Merrill, Roderick Murray-Smith, Sile O’Modhrain, Pietro Polotti, Hayes Raffle, Michal Rinott, Davide Rocchesso, Antonio Rodà, Christopher Salter, Zack Settel, Stefania Serafin, Simone Spagnol, Jean Sreng, Patrick Susini, Atau Tanaka, Yon Visell, Mike Wezniewski, John Williamson
Sonic Interaction Design gathers contributions from scholars, artists, and designers working at the intersections of fields ranging from electronic music to cognitive science. They offer both theoretical considerations of key themes and case studies of products and systems created for such contexts as mobile music, sensorimotor learning, rehabilitation, and gaming. The goal is not only to extend the existing research and pedagogical approaches to SID but also to foster domains of practice for sound designers, architects, interaction designers, media artists, product designers, and urban planners. Taken together, the chapters provide a foundation for a still-emerging field, affording a new generation of designers a fresh perspective on interactive sound as a situated and multisensory experience."
Contributors:
Federico Avanzini, Gerold Baier, Stephen Barrass, Olivier Bau, Karin Bijsterveld, Roberto Bresin, Stephen Brewster, Jeremy Coopersotck, Amalia De Gotzen, Stefano Delle Monache, Cumhur Erkut, George Essl, Karmen Franinović, Bruno L. Giordano, Antti Jylhä, Thomas Hermann, Daniel Hug, Johan Kildal, Stefan Krebs, Anatole Lecuyer, Wendy Mackay, David Merrill, Roderick Murray-Smith, Sile O’Modhrain, Pietro Polotti, Hayes Raffle, Michal Rinott, Davide Rocchesso, Antonio Rodà, Christopher Salter, Zack Settel, Stefania Serafin, Simone Spagnol, Jean Sreng, Patrick Susini, Atau Tanaka, Yon Visell, Mike Wezniewski, John Williamson
- by Davide Rocchesso and +3
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Abstract Interfaces supporting bi-manual interaction offer great benefits. In recent years, a variety of multi-touch systems have even shown new possibilities for multi-finger input. However, multi-finger interactions do not always show... more
Abstract Interfaces supporting bi-manual interaction offer great benefits. In recent years, a variety of multi-touch systems have even shown new possibilities for multi-finger input. However, multi-finger interactions do not always show better performance. We propose an interface consisting of a large amount of minimal tangible objects called tangible grains combined with a visual projection. The system is intended to add passive physical feedback to increase performance and improve the quality of the interface. In this paper we present ...
- by Till Bovermann and +1
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- Tangible User Interfaces
Abstract With auditory augmentation, the authors describe building blocks supporting the design of data representation tools, which unobtrusively alter the auditory characteristics of structure-borne sounds. The system enriches the... more
Abstract With auditory augmentation, the authors describe building blocks supporting the design of data representation tools, which unobtrusively alter the auditory characteristics of structure-borne sounds. The system enriches the structure-borne sound of objects with a sonification of (near) real time data streams. The object's auditory gestalt is shaped by data-driven parameters, creating a subtle display for ambient data streams. Auditory augmentation can be easily overlaid to existing sounds, and does not change prominent ...
Abstract: In this paper, we present building blocks for the synthesis of vowel sounds in the programming language SuperCollider. We discuss the advantages of using vowel based synthesis, and make a review where it has been used in... more
Abstract: In this paper, we present building blocks for the synthesis of vowel sounds in the programming language SuperCollider. We discuss the advantages of using vowel based synthesis, and make a review where it has been used in sonifications already. Then we describe in detail the main class Vowel which handles all parameters related to the formants that are typically used for vowel synthesis.
- by Florian Grond and +2
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- Supercollider (Music), Vowels
ABSTRACT In this paper we present AudioDB, a system to collaboratively navigate sound databases via a spatial audio-haptic setup. It provides an environment to sonically sort, group and select sounds which are represented as physical... more
ABSTRACT In this paper we present AudioDB, a system to collaboratively navigate sound databases via a spatial audio-haptic setup. It provides an environment to sonically sort, group and select sounds which are represented as physical artifacts on a tabletop surface. We give an introduction and insights on implementing interactive overviews for sound databases followed by first impressions of a qualitative analysis of the system.
- by Till Bovermann and +1
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- Tangibles User Interfaces
This paper describes the design and construction of TUImod, a modular system of basic elements generated by rapid-prototyping techniques that can be combined in various ways into human distinguishable and computer trackable physical... more
This paper describes the design and construction of TUImod, a modular system of basic elements generated by rapid-prototyping techniques that can be combined in various ways into human distinguishable and computer trackable physical objects with specific physical properties. The described system is used in our tangible desk environment for data exploration applications.
- by Till Bovermann and +2
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... Addison-Wesley, 1994. [8] W. Schubert. Antigenic determinants of t-lymphozyte aß receptor and other leuco-cyte surface proteins as differential markers of skeletal muscle regeneration: detection of spatially and timely restricted... more
... Addison-Wesley, 1994. [8] W. Schubert. Antigenic determinants of t-lymphozyte aß receptor and other leuco-cyte surface proteins as differential markers of skeletal muscle regeneration: detection of spatially and timely restricted patterns by MAM microscopy. Eur. ...
- by Tim Nattkemper and +1
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