Approximately every other week the
CVMT group
meets for
a technical colloquium, where people
from the
group take turns
to present own recent research,
relevant research
by other groups, or
rehearse an upcoming conference
presentation.
June 30,
2010: Heike Winschiers-Theophilus (Polytechnic of Namibia)
Title: Towards a Local Appropriation of
Design and Evaluation
Time
and place: 1 pm in 3-228 (Las Vegas room)
It has to be recognized that designing usable Information
Technology across Cultures is an Art, for it being highly creative and
sensitive, situational unique, and contextually self-defined. While our
cross-cultural IT research continuously strives to contribute towards
the
development of HCI appropriate cross-cultural models and best
practices, we
need to be aware of the specificity of each development context and the
influence of each participant. Communities all over the world have
established
own value systems which do not necessarily correlate with the intrinsic
values
of technology. Thus longtime established methods, understandings of
quality
concepts and metrics of socio-technical systems can no longer be
assumed to be
universals. Based on empirical research in cross-cultural design and
evaluation
in Namibia, the presenter argues for a local appropriation of concepts,
processes and products.
Short Bio:
Heike Winschiers-Theophilus is dean of School of
Information Technology at the Polytechnic of Namibia. She has lived in
Namibia
and lectured in the field of software engineering at the University and
Polytechnic since 1994. Her Ph.D. research explored cross-cultural
design
issues and suggests a framework for culture-centered dialogical design.
Since
then her research has focused on the cultural appropriation of design
and
evaluation methods of information systems supporting local content
creation,
storage, organization, and retrieval.
This
colloquium
has
been cancelled by the speaker and will be rescheduled
for the fall
Title: Games that adapt to joint player
action in multi-modal toys
Time
and place: 1 pm in 3-228 (Las Vegas room)
This presentation is
about the design and evaluation of sound games for multimodal
interfaces: How is it possible to encourage players to engage with each
other musically and socially in their co-creation of musical and sonic
content? The designs focus on sound as the only medium feedback in
order to have players interact face to face. As an inherent part of the
game designs presented, there are mechanisms in the games that 'listen'
to all player input in order to adapt to each player's style of play
and provoke new ways of engagement with the musical content that is
made available in each game. In order to be able to 'listen' to the
players, some built in realtime analysis methods are presented
alongside with the game designs in order to discuss how a game can
'interpret' joint player action.
The picture shows an example of how the computer could be in the loop
of joint user interaction in a "call and response" type of sound game.
Title: Selected topics in Digital Design
research: Design
Grammars and Virtual Worlds
Time
and place: 1 pm in 3-228 (Las Vegas room)
In this presentation I give an overview
of two areas of my
research activity where there exists the potential for collaboration
with Media
Technology. These are:
Computational design, in particular, design
grammars: their use, representations and challenges of computer
implementation.
This will include descriptions of the UK projects ‘Design Synthesis and
Shape Generation’ and ‘Designing with Vision’ (the latter using
eye tracking for shape detection).
Virtual worlds: their use for collaborative
design and crowdsourcing, with a description of the award winning
Wikitecture
project.
May 19,
2010: Lucio De Paolis
Title: Virtual and Augmented Reality
Applications in Medicine and Surgery
Time
and place: 12.30 pm in B2-104 (note
room
and
time
...
)
Virtual Reality applications allow surgeons to practice and rehearse
the surgical procedures on virtual patients, that are realistic
replicas of living patients with actual pathologies, and to experiment
various scenarios without risk. Virtual Reality (VR) technology can
guide the physicians and bring them extra information before
(diagnosis) or during the procedures (image-guided therapy). Augmented
Reality (AR) technology has the potential to bring the direct
visualization advantage of open surgery back to minimally invasive
surgery and can increase the physician's view of his surroundings with
information gathered from a patient's medical images.
May 7,
2010: Bob Sturm, Department 7 in Ballerup (Note this is a Friday)
Title: Sparse Approximation and Atomic
Decomposition: Considering Atom Interactions in Evaluating and
Building Signal Representations
Time
and place: 1 pm in 3-228 (Las Vegas room)
I present work which makes
contributions to the sparse approximation and efficient
representation of complex signals, e.g., acoustic signals, using
greedy iterative descent pursuits and overcomplete dictionaries. As
others have noted before, peculiar problems arise when a signal model
is mismatched to the signal content, and a pursuit makes bad
selections from the dictionary. These result in models that contain
atoms having no physical significance to the signal, and
instead exist to correct the representation through destructive
interference. This diminishes the efficiency of the generated signal
model, and hinder the useful application of sparse approximation to
signal analysis (e.g., source identification), visualization (e.g.,
source selection), and modification (e.g., source extraction). While
past works have addressed these problems by formulating a pursuit to
avoid them, in our work we use these corrective terms to learn about
the signal, the pursuit algorithm, the dictionary, and the signal
model. We show that a better signal model results when a pursuit
builds it considering the interaction between the atoms. We formally
study these effects and propose novel measures of them to quantify the
interaction between atoms in a model, and to illuminate the role of
each atom in representing a signal. We propose and study different
ways of incorporating these new measures into the atom selection
criteria of greedy iterative descent pursuits, and show analytically
and empirically that these "interference-adaptive pursuits" can
produce models with increased efficiency and meaningfulness.
A recent publication discussing these results is: B. L. Sturm and J. J.
Shynk, “Sparse approximation and the pursuit of meaningful signal
models with interference adaptation,” IEEE Trans. Acoustics, Speech,
Lang. Process., vol. 18, pp. 461–472, Mar. 2010.
Bio
Bob L. Sturm has received an undergraduate degree in physics from the
University of Colorado, Boulder (B.A. 1998), a graduate degree in
computer music from Stanford University (M.A. 1999), and a few other
graduate degrees from the University of California, Santa Barbara
(M.S. 2004, M.S. 2007, Ph. D. 2009). He continued his research in
sparse approximation and signal representation as a Chateaubriand
Fellow post-doctoral researcher at Université Pierre et Marie
Curie
(UPMC), Paris 06. Currently, Bob is an assistant professor in the
Department of Architecture, Design and Media Technology,
AAU at University Campus Ballerup, UB, the Copenhagen Institute of
Technology.
April 21,
2010: Kamal Nasrollahi
Title: Face Quality Measures for
Super-resolution(practice presentation for
VISAPP
2010)
Time
and place: 1 pm in 3-228 (Las Vegas room)
What is super-resolution?
Different approaches for super-resolution.
How face quality measures can be used for facilitating
super-resolution?
April 7,
2010: Matthias Rehm
Title: Modeling Social Interactions in Human
Centered Computing
Time
and place: 1 pm in 3-228 (Las Vegas room)
With this presentation I
am going to
introduce myself by giving you an account of my previous research and
ongoing and planned projects. Thus, the presentation is twofold. First,
I am going to talk about the methodological approach of developing
interactive systems with virtual characters and will give some examples
from areas of cultural and affective computing. The second part then
deals with the now and then and presents my current interests and
ongoing projects. I will focus on three collaborative projects in the
making dealing with support for indigenous knowledge management,
context-aware cultural interactions and seamless interaction across
realities.
March 31,
2010: Alan Macy, President of Biopac Systems Inc.
Title: Bioinformatics
Time
and place: 1 pm in B2-104 (the large auditorium near the canteen)
The use of gestural
information, such as hand movements, as a data
input source to control computer-influenced environments has been
around since the advent of the computer mouse. More recently,
hand,
arm and body movements are becoming increasingly used as data input via
such devices as the Wii® Controller or iPhone®. New
computer
interfaces are becoming increasingly available which transform other
biologically-generated activity into viable data input sources for
computers. Human-sourced activity such as the biologically
generated
signals manifested by the heart, skeletal muscle, neuronal activity of
the brain, eye movements, skin conductance or pulse are also viable
input data sources for computers and provide a wealth of information
not readily available via alternate means. Methods for
collection,
analysis and interpretation of these types of data will be presented.
Note from organizers: the department recently purchased a data
acquisition system from Biopac in anticipation that research and
student projects increasingly will need this type of input for testing
and inut generation purposes.
The colloquium by Alan Macy will be preceeded by a training session the
day before (sign up with Dan Overholt, dano@imi.aau.dk)