402 research outputs found

    A.Eye Drive: gaze-based semi-autonomous wheelchair interface

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    Existing wheelchair control interfaces, such as sip & puff or screen based gaze-controlled cursors, are challenging for the severely disabled to navigate safely and independently as users continuously need tointeract with an interface during navigation. This putsa significant cognitive load on users and prevents them from interacting with the environment in other forms during navigation. We have combined eyetracking/gaze-contingent intention decoding with computervision context-awarealgorithms and autonomous navigation drawn fromself-driving vehicles to allow paralysed users to drive by eye, simply by decoding natural gaze about where the user wants to go: A.Eye Drive. Our “Zero UI” driving platform allows users to look and interact visually with at an objector destination of interest in their visual scene, and the wheelchairautonomously takes the user to the intended destination, while continuously updating the computed path for static and dynamic obstacles. This intention decoding technology empowers the end-user by promising more independence through their own agency

    Listening-Mode-Centered Sonification Design for Data Exploration

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    Grond F. Listening-Mode-Centered Sonification Design for Data Exploration. Bielefeld: Bielefeld University; 2013.From the Introduction to this thesis: Through the ever growing amount of data and the desire to make them accessible to the user through the sense of listening, sonification, the representation of data by using sound has been subject of active research in the computer sciences and the field of HCI for the last 20 years. During this time, the field of sonification has diversified into different application areas: today, sound in auditory display informs the user about states and actions on the desktop and in mobile devices; sonification has been applied in monitoring applications, where sound can range from being informative to alarming; sonification has been used to give sensory feedback in order to close the action and perception loop; last but not least, sonifications have also been developed for exploratory data analysis, where sound is used to represent data with unknown structures for hypothesis building. Coming from the computer sciences and HCI, the conceptualization of sonification has been mostly driven by application areas. On the other hand, the sonic arts who have always contributed to the community of auditory display have a genuine focus on sound. Despite this close interdisciplinary relation of communities of sound practitioners, a rich and sound- (or listening)-centered concept about sonification is still missing as a point of departure for a more application and task overarching approach towards design guidelines. Complementary to the useful organization along fields of applications, a conceptual framework that is proper to sound needs to abstract from applications and also to some degree from tasks, as both are not directly related to sound. I hence propose in this thesis to conceptualize sonifications along two poles where sound serves either a normative or a descriptive purpose. In the beginning of auditory display research, a continuum between a symbolic and an analogic pole has been proposed by Kramer (1994a, page 21). In this continuum, symbolic stands for sounds that coincide with existing schemas and are more denotative, analogic stands for sounds that are informative through their connotative aspects. (compare Worrall (2009, page 315)). The notions of symbolic and analogic illustrate the struggle to find apt descriptions of how the intention of the listener subjects audible phenomena to a process of meaning making and interpretation. Complementing the analogic-symbolic continuum with descriptive and normative purposes of displays is proposed in the light of the recently increased research interest in listening modes and intentions. Similar to the terms symbolic and analogic, listening modes have been discussed in auditory display since the beginning usually in dichotomic terms which were either identified with the words listening and hearing or understood as musical listening and everyday listening as proposed by Gaver (1993a). More than 25 years earlier, four direct listening modes have been introduced by Schaeffer (1966) together with a 5th synthetic mode of reduced listening which leads to the well-known sound object. Interestingly, Schaeffer’s listening modes remained largely unnoticed by the auditory display community. Particularly the notion of reduced listening goes beyond the connotative and denotative poles of the continuum proposed by Kramer and justifies the new terms descriptive and normative. Recently, a new taxonomy of listening modes has been proposed by Tuuri and Eerola (2012) that is motivated through an embodied cognition approach. The main contribution of their taxonomy is that it convincingly diversifies the connotative and denotative aspects of listening modes. In the recently published sonification handbook, multimodal and interactive aspects in combination with sonification have been discussed as promising options to expand and advance the field by Hunt and Hermann (2011), who point out that there is a big need for a better theoretical foundation in order to systematically integrate these aspects. The main contribution of this thesis is to address this need by providing alternative and complementary design guidelines with respect to existing approaches, all of which have been conceived before the recently increased research interest in listening modes. None of the existing contributions to design frameworks integrates multimodality, and listening modes with a focus on exploratory data analysis, where sonification is conceived to support the understanding of complex data potentially helping to identify new structures therein. In order to structure this field the following questions are addressed in this thesis: • How do natural listening modes and reduced listening relate to the proposed normative and descriptive display purposes? • What is the relationship of multimodality and interaction with listening modes and display purposes? • How can the potential of embodied cognition based listening modes be put to use for exploratory data sonification? • How can listening modes and display purposes be connected to questions of aesthetics in the display? • How do data complexity and Parameter-mapping sonification relate to exploratory data analysis and listening modes

    Machinic Eyes: New and Post-Digital Aesthetics, Surveillance, and Resistance

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    This work concerns the rise of the New Aesthetic, an art project developed by James Bridle in 2012. The New Aesthetic, as envisioned by Bridle, was chiefly concerned with the overlapping of physical and digital realities through both the artifacts produced by this overlapping and the systems involved therein. I introduce the advent of the New Aesthetic and present the major criticisms: the lack of a robust theoretical and scholarly framework, the lack of a historical framework, the privileging of artifacts over systems as new Aesthetic, and the fragmented scholarly outlook on the New Aesthetic. Upon further examination, I discovered that the New Aesthetic is less of an art project but a metaphor for a global surveillance apparatus that is the result of clandestine partnerships between multinational technology corporations and intelligence agencies associated the Five Eyes consortium. In this dissertation, I critique the New Aesthetic from a scholarly viewpoint, offer a historical precedent of how the New Aesthetic came to be from cultural and technological perspectives, examine the rise of the global surveillance apparatus within the New Aesthetic, and offer ideas of how to resist surveillance as a result of our reliance upon computational technologies

    Electronic Literature as Digital Humanities

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    This book is available as open access through the Bloomsbury Open programme and is available on www.bloomsburycollections.com. Electronic Literature as Digital Humanities: Contexts, Forms & Practices is a volume of essays that provides a detailed account of born-digital literature by artists and scholars who have contributed to its birth and evolution. Rather than offering a prescriptive definition of electronic literature, this book takes an ontological approach through descriptive exploration, treating electronic literature from the perspective of the digital humanities (DH)––that is, as an area of scholarship and practice that exists at the juncture between the literary and the algorithmic. The domain of DH is typically segmented into the two seemingly disparate strands of criticism and building, with scholars either studying the synthesis between cultural expression and screens or the use of technology to make artifacts in themselves. This book regards electronic literature as fundamentally DH in that it synthesizes these two constituents. Electronic Literature as Digital Humanities provides a context for the development of the field, informed by the forms and practices that have emerged throughout the DH moment, and finally, offers resources for others interested in learning more about electronic literature

    The Rhetorical Construction of Female Empowerment: The Avenging-Woman Narrative in Popular Television and Film

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    In this critical rhetorical analysis, I examine the contemporary avenging-woman narrative in popular television and film. As a rhetorical text, the avenging-woman narrative can be read as a representation of cultural constructions of female empowerment. In this project, I situate the contemporary avenging-woman narrative within the context of a contemporary third wave feminist culture, in order to articulate how the representations of female empowerment in the texts may be a negotiation of cultural tensions about feminism. The four primary texts chosen for inclusion within this study are made up of two television shows, Revenge (2011-present) and Veronica Mars (2003-2007), and two films, The Girl with the Dragon Tattoo (2011) and Colombiana (2011). Each text features a woman depicted as transgressing social norms of traditional female behavior, usually through violence and with the purpose of exacting some form of revenge. Throughout this dissertation, I argue that although the image of the avenging-woman can be read as representative of female empowerment, the narratives simultaneously portray her as a cautionary tale against subversion within the system. I critique the depiction of female empowerment at the intersection of violence, a lack of homo-social relationships, a representation of sexualized feminine strength, and the objectification of the female body via fetishized technology. An analysis of each theme shows the complications that arise with the linking of women and power in the avenging-woman narrative. The representation of female empowerment is thus ultimately hegemonic, serving to reinforce the system the protagonist is depicted in the narrative as attempting to subvert. Although offering a pleasurable tale of justice and revenge, the avenging-woman text is also an example of how a rhetoric of female empowerment is problematic when it does not support political changes within a patriarchal system
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