12,313 research outputs found

    Two-way Affect Loops in multimedia experiences

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    A users interaction with a film typically involves a One Way Affect (1WA), in which the film being consumed has an affect on the consumer. Recent advances in physiological monitoring technology however has facilitated the notion of a Two Way Affect Loop (2WAL), in which a film piece can be dynamically affected by a consumers physiology or behaviour. This paper outlines an agenda for further investigating 2WAL, setting research questions and the influence of related research areas

    Two-way Affect Loops in multimedia experiences

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    A users interaction with a film typically involves a One Way Affect (1WA), in which the film being consumed has an affect on the consumer. Recent advances in physiological monitoring technology however has facilitated the notion of a Two Way Affect Loop (2WAL), in which a film piece can be dynamically affected by a consumers physiology or behaviour. This paper outlines an agenda for further investigating 2WAL, setting research questions and the influence of related research areas

    Two-way affect loops in multimedia experiences

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    Setting the stage – embodied and spatial dimensions in emerging programming practices.

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    In the design of interactive systems, developers sometimes need to engage in various ways of physical performance in order to communicate ideas and to test out properties of the system to be realised. External resources such as sketches, as well as bodily action, often play important parts in such processes, and several methods and tools that explicitly address such aspects of interaction design have recently been developed. This combined with the growing range of pervasive, ubiquitous, and tangible technologies add up to a complex web of physicality within the practice of designing interactive systems. We illustrate this dimension of systems development through three cases which in different ways address the design of systems where embodied performance is important. The first case shows how building a physical sport simulator emphasises a shift in activity between programming and debugging. The second case shows a build-once run-once scenario, where the fine-tuning and control of the run-time activity gets turned into an act of in situ performance by the programmers. The third example illustrates the explorative and experiential nature of programming and debugging systems for specialised and autonomous interaction devices. This multitude in approaches in existing programming settings reveals an expanded perspective of what practices of interaction design consist of, emphasising the interlinking between design, programming, and performance with the system that is being developed

    Visualization of Guidelines on Computer Networks to Support Processes of Design and Quality Control

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    Industrial companies supply products intended to satisfy customers’ needs and requirements. To be competitive and to maintain good economic performance, efficient systems are needed to communicate information and exchange knowledge. Such systems are often referred to as quality systems as they intend to support development as well as standardized work regarding the quality of the product and increase satisfaction of the company’s customers and other stakeholders (employees, owners, sub-suppliers, society). Many companies try to structure and improve their quality systems by applying the international quality standard ISO 9000, which can result in extensive documentation. The guidelines and instructions of quality management systems are traditionally documented and presented as paper documents, alternatively on an intranet (a company’s internal computer network) suitable for printouts. These however, do not correspond to some company’s requirements for usability in daily work and as support to interest and engage the personnel in development work. An assumption was that visualizing guidelines using different kinds of multimedia technologies such as hyperlinked and animated pictorial illustrations might be relevant to support quality control and design processes in industrial companies. Two objectives were set up: The first was to explore how the usability of guidelines could be improved by changing the interface design of the guidelines; The second was to explore how the visualization process of guidelines could support participative design by applying evaluations and interpretations in a dialogue form between two individuals or among a group of individuals. The methodology that has been used to generate research questions as well as methods is based on theories of action research and experiential learning. Various methods have been used and combined in order to collect information and to ensure the reliability of the findings based on it. Three industrial companies participated in a first case study. They had conventional quality systems, which they wanted to replace or improve. The companies set up design teams to establish principles for visualizations of their quality systems on their intranets. Cooperating with the author, the design teams created and evaluated computer supported prototypes. These prototypes were made available via the Internet and discussed within each design team. The teams exchanged ideas and comments to enhance their prototypes. The results showed that a quality system should be visualized by an overview of the physical production plant. Information about different processes and instructions are represented by hyperlinked symbols within or next to the plant layout. A second field study aimed to clarify how industrial companies with certified quality systems according to ISO 9001 visualized their guidelines and instructions of construction, production, and installation. The quality manager at each company evaluated the existing system and explained their needs of developing the system by means of computer supported visualization on their intranet. The information was collected through telephone interviews and on site visits. The results showed that the companies would like to improve the visualization of information by decreasing text and increasing pictorial descriptions, such as flowcharts and animations. They also experienced that a quality system on the companies’ intranets was or should be an enhancement in order to disseminate and update the information. A third case study performed in collaboration with Saab Automobile showed results that corresponded with the other studies. The company wanted to replace their conventional information system of ergonomic design guidelines for cars, and design a new system based on interactivity and multimedia. The results showed that a pictorial overview of the car with different areas hyperlinked to further information was preferred. The specific information in the ergonomic guidelines was illustrated with icons, pictures, animations, and some text. In a comparison with the conventional system, subjects performed working tasks faster and with a more positive attitude in the new system. A fourth case study was performed within the GM company group, which showed the need of a formalized working process throughout work with human simulation tools as well as possibilities to document the information generated. A human simulation system prototype was modeled in collaboration with the companies and was presented on an intranet. The results indicated a great potential to enhance the communication within and between the companies, increased accessibility to knowledge, and increased quality on performed work. To summarize, the studies in this thesis show a need among industrial companies to visualize guidelines in information and quality systems by means of multimedia and an interactive design process. Such an approach supports knowledge acquisition and communication, and has a potential to ensure high quality in a company’s processes and products. Furthermore, the users’ attitudes tend to become more positive to the information presented compared to a conventional system

    Streamlining collection of training samples for object detection and classification in video

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    Copyright 2010 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works. This is the accepted version of the article. The published version is available at
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