99 research outputs found
Co-Designing Private Social Robots With Older Adults
How could a social robot protect the privacy of its older adult user in a scenario involving interpersonal communication? Furthermore, how would an older adult’s privacy preferences and needs be communicated to a robot in the first place? Despite the projected prevalence social robots may one day have in the lives of older adults, their privacy issues remain underexamined. To work towards answering these questions, I conducted a co-design study with six older adults where we worked towards collaboratively exploring the design of a rule-based privacy system for a social robot over the course of five one-on-one co-design sessions. Analyzing the outcomes of the final two sessions, I identified four main themes pertaining to the hopes, expectations, and challenges my participants foresee for how older adults might manage their personal privacy in tandem with the social robots in the future, and discuss potential implications for design and future work in this area
Physicality and Cross-Device Interaction in Augmented Reality
This thesis explores novel uses of physicality and cross-device interaction with augmented reality through three different research prototypes. (1) Augmented Math leverages the physical world as a basis for generating augmentations through an AI-assisted method that allows educators to create interactive math content from static diagrams. (2) HoloTouch enables users to physically interact with holograms by repurposing personal devices like smartphones as tangible input tools. (3) HoloDevice explores how AR can transform remote collaboration by simulating co-located interactions through holographic representations of users and their devices. These systems were developed through iterative prototyping, collaborative design discussions, user studies, and interviews. Together, they demonstrates how novel interaction techniques grounded in physical and cross-device affordances can enhance usability and engagement in AR environments
Concevoir l'interaction pour la navigation dans des collections de contenu media (par similarité)
Sound designers source sounds in massive and heavily tagged collections. When searching for media content, once queries are filtered by keywords, hundreds of items are left to be reviewed. How can we present these results efficiently?This doctoral work aims at improving the usability of browsers of media collections by blending techniques from multimedia information retrieval (MIR) and human-computer interaction (HCI). We produced an in-depth state-of-the-art on media browsers. We overviewed HCI and MIR techniques that support our work: organization by content-based similarity (MIR), information visualization and gestural interaction (HCI). We developed the MediaCycle framework for organization by content-based similarity and the DeviceCycle toolbox for rapid prototyping of gestural interaction, both facilitated the design of several media browsers. We evaluated the usability of some of our media browsers.Our main contribution is AudioMetro, an interactive visualization of sound collections. Sounds are represented by content-based glyphs, mapping perceptual sharpness (audio) to brightness and contour (visual). These glyphs are positioned in a starfield display using Student t-distributed Stochastic Neighbor Embedding (tSNE) for dimension reduction, then a proximity grid optimized for preserving direct neighbors. Known-item search evaluation shows that our technique significantly outperforms a grid of sounds represented by dots and ordered by filename.Les illustrateurs sonores puisent des sons dans de gigantesques collections annotées. Lors de la recherche de matériau sonore, quand les mots-clefs ne suffisent plus à affiner chaque requête, des centaines d'éléments restent à examiner. Comment présenter ces résultats efficacement?Cette recherche doctorale vise à améliorer l'utilisabilité d'outils de navigation dans des collections de contenu media en combinant des techniques issues de l'interaction humain-machine (IHM) et de fouille multimedia (MIR). Nous avons produit un état de l'art étendu des navigateurs de contenu media. Nous avons recensé les techniques d'IHM et MIR qui supportent méthodologiquement nos travaux. Nous avons développé MediaCycle pour l'organisation de contenu media par similarité basée sur le signal et DeviceCycle pour le prototypage rapide d'interaction gestuelle qui ont facilité la conception de navigateurs media. Nous avons évalué l'utilisabilité de certains de nos navigateurs media.Notre principale contribution est AudioMetro, une visualisation de collections de sons. Chaque son est représenté par un glyphe dont la luminosité et le contour sont associés à l'acuité acoustique. Ces glyphes sont positionnés dans une représentation 2D par réduction de dimension de caractéristiques du signal audio puis application d'une grille de proximité optimisée pour préserver les voisins directs. Une évaluation utilisateur par recherche de cibles connues a montré que notre technique est plus efficace qu'une grille de points agencés par ordre de lecture des noms de fichiers
Designing interaction for browsing media collections (by similarity)
Sound designers source sounds in massive and heavily tagged collections. When searching for media content, once queries are filtered by keywords, hundreds of items need to be reviewed. How can we present these results efficiently?
This doctoral work aims at improving the usability of browsers of media collections by blending techniques from multimedia information retrieval (MIR) and human-computer interaction (HCI). We produced an in-depth state-of-the-art on media browsers. We overviewed HCI and MIR techniques that support our work: organization by content-based similarity (MIR), information visualization and gestural interaction (HCI). We developed the MediaCycle framework for organization by content-based similarity and the DeviceCycle toolbox for rapid prototyping of gestural interaction, both facilitated the design of several media browsers. We evaluated the usability of some of our media browsers.
Our main contribution is AudioMetro, an interactive visualization of sound collections. Sounds are represented by content-based glyphs, mapping perceptual sharpness (audio) to brightness and contour (visual). These glyphs are positioned in a starfield display using Student t-distributed Stochastic Neighbor Embedding (t-SNE) for dimension reduction, then a proximity grid optimized for preserving direct neighbors. Known-item search evaluation shows that our technique significantly outperforms a grid of sounds represented by dots and ordered by filename.Les illustrateurs sonores puisent des sons dans de gigantesques collections annotées. Lors de la recherche de matériau sonore, quand les mots-clefs ne suffisent plus à affiner chaque requête, des centaines d'éléments restent à examiner. Comment présenter ces résultats efficacement?
Cette recherche doctorale vise à améliorer l'utilisabilité d'outils de navigation dans des collections de contenu media en combinant des techniques issues de l'interaction humain-machine (IHM) et de fouille multimedia (MIR). Nous avons produit un état de l'art étendu des navigateurs de contenu media. Nous avons recensé les techniques d'IHM et MIR qui supportent méthodologiquement nos travaux. Nous avons développé MediaCycle pour l'organisation de contenu media par similarité basée sur le signal et DeviceCycle pour le prototypage rapide d'interaction gestuelle qui ont facilité la conception de navigateurs media. Nous avons évalué l'utilisabilité de certains de nos navigateurs media.
Notre principale contribution est AudioMetro, une visualisation de collections de sons. Chaque son est représenté par un glyphe dont la luminosité et le contour sont associés à l'acuité acoustique. Ces glyphes sont positionnés dans une représentation 2D par réduction de dimension de caractéristiques du signal audio puis application d'une grille de proximité optimisée pour préserver les voisins directs. Une évaluation utilisateur par recherche de cibles connues a montré que notre technique est plus efficace qu'une grille de points agencés par ordre de lecture des noms de fichiers
Designing tangible/free-form applications for navigation in audio/visual collections (by content-based similarity)
Designing tangible/free-form applications for navigation in audio/visual collections (by content-based similarity)
Force-feedback (rotary) audio browsing
International audienceA subset of not so new interfaces for musical expression have been traditionally employed in an artistic and scientific field related to and generative of computer music: physical/tangible controls for media browsing. Cyclic representations of time might have been the motivation for the use of rotary control for temporal media (audio and video). Rotary controls have been widely used by experts in audio edition and video montage even before their systems were computerized, with passive proprioceptive and kinesthetic feedback (on hands) limited by the physical controls during their design and fabrication. Why are there no cost-effective commercial devices for force-feedback rotary control widely available now for digital systems, with user-definable mappings, besides the upcoming Microsoft Surface Dial? Can we just make one from off-the-shelf and repurposed components? This talk will start with a short overview of past personal projects on tangible-to-force-feedback media browsing. The core of the talk is to provide a log reporting hands-on attempts in replicating interaction techniques for force-feedback audio browsing from seminal papers, towards a "hello world" tutorial, using a recent low-cost opensource and openhardware servo motor project (MechaDuino) and a fork of a visual programming environment dedicated for audio/control dataflow (PurrData out of PureData) that had already been used for prototyping force-feedback and music applications
Evaluation of growth and nitrogen fixation of pea nodulation mutants in western Canada
Optimized biological nitrogen fixation (BNF) in pea (Pisum sativum L.) could increase crop productivity and reduce nitrogen fertilizer use in Western Canada. We tested the BNF capabilities and growth of three pea nodulation mutants (Frisson P64 Sym29, Frisson P88 Sym28 and Rondo-nod3 (fix+)) compared to check cultivars (CDC Dakota, CDC Meadow, Frisson, Rondo and non-fixing negative control Frisson P56 (nod-)) under field conditions in Saskatchewan, Canada, in three environments. CDC Meadow and CDC Dakota produced greater dry biomass and seed yield, but less fixed nitrogen compared to the mutants. On average, Frisson P88 Sym29 fixed 19% and 31% more nitrogen per plot compared to CDC Dakota and CDC Meadow, respectively. Rondo-nod3 (fix+) fixed 12% and 23% more nitrogen per plot compared to CDC Dakota and CDC Meadow, respectively. All lines grown at Saskatoon in 2015 had longer time to flowering, greater biomass, greater grain yield, but less amount of nitrogen fixation compared to these lines grown at Saskatoon in 2014 or Floral in 2015. Compared to the commercial checks, Frisson P88 Sym29 and Rondo-nod3 (fix+) had a high % nitrogen derived from atmosphere (Ndfa) and good nodulation under relatively high soil available nitrogen content, while requiring at least one week shorter growing period to reach maturity, indicating these mutants have potential as parents in breeding for improved BNF in pea.The accepted manuscript in pdf format is listed with the files at the bottom of this page. The presentation of the authors' names and (or) special characters in the title of the manuscript may differ slightly between what is listed on this page and what is listed in the pdf file of the accepted manuscript; that in the pdf file of the accepted manuscript is what was submitted by the author
Force-Feedback and Music: Five Decades of Research and Development at ACROE: An Interview with Claude Cadoz (ACROE, Grenoble, France)
Recorded on 23 March 2023 [...
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