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Now showing 1 - 14 of 14
  • Publication
    Joakinator: An Interface for Transforming Body Movement and Perception through Machine Learning and Sonification of Muscle-Tone and Force
    (NIME, 2023-05-29) Díaz Durán, Joaquín Roberto; Turmo Vidal, Laia; Tajadura Jiménez, Ana; European Commission
    Joakinator is a wearable interactive interface that allows users to activate different media materials, such as sound, music, and video, through body gestures. The device, designed in the context of music and performing arts, integrates surface electromyogram, force sensors, and machine learning algorithms with tailored-made software for sonifying muscle-tone and force. This allows the body to reflect expressively the content of the media and the architecture of the device. Recently, we have started to investigate the potential of Joakinator to alter body perception in the context of BODYinTRANSIT, a European Research Council Project focused on the transformations of body perception through the use of interactive sound/haptics technology. At NIME-2023, we will showcase Joakinator and invite visitors to experience the device firsthand. Visitors will have the opportunity to try on the device, observe others using it, and reflect on its capabilities to transform body movement and perception through the sonification of muscle-tone and force. Overall, Joakinator is a technology that pushes the boundaries of body-computer interaction and opens new possibilities for human-computer interaction and expression.
  • Publication
    Design Resources in Movement-based Design Methods: a Practice-based Characterization
    (ACM, 2023-07-10) Vega Cebrián, José Manuel; Márquez Segura, Elena; Turmo Vidal, Laia; Valdiviezo Hernández, Omar; Van Delden, Robby; Weijdom, Joris; Elbæk, Lars; Andersen, Rasmus Vestergaard; Lekbo, Søren; Tajadura Jiménez, Ana; Comunidad de Madrid; European Commission; Universidad Carlos III de Madrid; Ministerio de Ciencia e Innovación (España)
    Movement-based design methods are increasingly adopted to help design rich embodied experiences. While there are well-known methods in the field, there is no systematic overview to help designers choose among them, adapt them, or create their own. We collected 41 methods used by movement design researchers and employed a practice-based, bottom-up approach to analyze and characterize their properties. We found 17 categories and arranged them into five main groups: Design Resources, Activities, Delivery, Framing, and Context. In this paper, we describe these groups in general and then focus on Design Resources containing the categories of Movement, Space, and Objects. We ground the characterization with examples from empirical material provided by the design researchers and references to previous work. Additionally, we share recommendations and action points to bring these into practice. This work can help novice and seasoned design researchers who want to employ movement-based design methods in their practice.
  • Publication
    Programmable smart home toolkits should beter address households' social needs
    (Association for Computing Machinery (ACM), 2021-05) Salovaara, Antti; Bellucci, Andrea; Vianello, Andrea; Jacucci, Giulio
    End-user-programmable smart-home toolkits have engendered excitement in recent years. However, modern homes already cater quite well to users’ needs, and genuinely new needs for smart-home automation seldom arise. Acknowledging this challenging starting point, we conducted a six-week in-the-wild study of smart-home toolkits with four carefully recruited technology-savvy families. Interleaved with free toolkit use in the home were several creativity workshops to facilitate ideation and programming. We evaluated use experiences at the end of the six weeks. Even with extensive facilitation, families faced difficulties in identifying needs for smart-home automation, except for social needs that emerged in all the families. We present analysis of those needs and discuss how end-user-programmable toolkits could better engage with both those household members who design new automated functions and those who merely ‘use’ them.
  • Publication
    As light as your footsteps: design and evaluation of a portable device for changing body perception through a sound illusion
    (Sociedad Española De Acústica -Sea-, 2022-11-02) Prida Caballero, Daniel de la; Díaz Durán, Joaquín Roberto; Azpicueta Ruiz, Luis Antonio; Tajadura Jiménez, Ana; European Commission
    People’s body perception is highly malleable. Recent works have demonstrated that the dynamic modification of footstep sounds can lead people to perceive their body as thinner/lighter, walk more dynamically and feel happier, potentially supporting health. Previous studies modified the spectra of footstep sounds through a stereo 9-band analog graphic equalizer. While this system had minimal latency, it was not optimal as a wearable device, considering its weight (near 2 kg) and necessity of an electric outlet, which limited its applicability to real-world scenarios. Consequently, several substitute solutions were tested to improve portability, lightness and freedom of movement. For some, a non-satisfactory attempt was made to replicate the spectra of the original system. Therefore, it was hypothesized that a standalone digital microcomputer could increase portability and replicate the spectra. A novel device, using Bela.io and SuperCollider programming language, was tested, in which the spectral behavior of the original equalizer was replicated using cascaded biquad IIR filters. Objective and subjective experimental results suggest that, subject to the original system, we have successfully reduced weight and increased portability while keeping latency and spectral difference negligible. We foresee this novel system as a portable robust solution to induce illusory changes in body perception.
  • Publication
    Exploring the Design Space for Body Transformation Wearables to Support Physical Activity through Sensitizing and Bodystorming
    (Association For Computing Machinery (Acm), 2022-06-22) Tajadura Jiménez, Ana; Ley Flores, Judith Guadalupe; Valdiviezo Hernández, Omar; Singh, Aneesha; Sanchez Martín, Milagrosa; Díaz Durán, Joaquín Roberto; Márquez Segura, Elena; Comunidad de Madrid; European Commission; Ministerio de Economía y Competitividad (España); Ministerio de Educación, Cultura y Deporte (España)
  • Publication
    IWARN: A people-centered approach for early warning
    (Universidad De Hawaii, 2022-01-03) Díaz, Paloma; Sánchez de Francisco, Mónica; Onorati, Teresa; Montero Montes, Álvaro; Aedo Cuevas, Ignacio; Comunidad de Madrid; Ministerio de Economía y Competitividad (España); Universidad Carlos III de Madrid
    Early warning is the activity of the mitigation phase concerned with monitoring precursors of a potential hazard to decide whether it is evolving to real risk and eventually initiate an early response. The first step consists of collecting updated and reliable data to support situational awareness from emergency operators. Data-centered Early Warning Systems (EWS) are focused on gathering data and run simulations to support decision-makers. A more sustainable approach consists of a people-centered EWS that takes profit from citizens who act as intelligent sensors collecting and sharing purposeful information. This people-centered approach can contribute to raising community awareness of the local environment and its vulnerabilities. In this paper, we introduce iWarn, a system relying upon mobile to integrate citizens in this process. The system has been developed following an action research approach to involve different stakeholders, including professionals, volunteers and citizens.
  • Publication
    Programmable smart home toolkits should better address households' social needs
    (2021-05-08) Salovaara, Antti; Bellucci, Andrea; Vianello, Andrea; Jacucci, Giulio
    End-user-programmable smart-home toolkits have engendered excitement in recent years. However, modern homes already cater quite well to users' needs, and genuinely new needs for smart-home automation seldom arise. Acknowledging this challenging starting point, we conducted a six-week in-the-wild study of smart-home toolkits with four carefully recruited technology-savvy families. Interleaved with free toolkit use in the home were several creativity workshops to facilitate ideation and programming. We evaluated use experiences at the end of the six weeks. Even with extensive facilitation, families faced difficulties in identifying needs for smarthome automation, except for social needs that emerged in all the families. We present analysis of those needs and discuss how enduser-programmable toolkits could better engage with both those household members who design new automated functions and those who merely 'use' them.
  • Publication
    Do low cost virtual reality devices support learning acquisition?: A comparative study of two different VR devices
    (Association for Computing Machinery, INC., 2019-06-25) Díaz, Paloma; Zarraonandia Ayo, Telmo Agustín; Sánchez de Francisco, Mónica; Aedo Cuevas, Ignacio; Onorati, Teresa; Ministerio de Economía y Competitividad (España)
    Virtual Reality (VR) can support engaging and effective learning and current VR devices commercially available are opening up opportunities and expectations in higher education. An open research question is determining whether the fidelity of the VR device (e.g. resolution, framerate, etc.) impacts learning. This work aims to address this question by conducting a study wherein the quality of the experience and the knowledge acquired using a high fidelity (and high priced) VR headset is compared against a lower fidelity (and lower priced) VR headset. The results of the study do not reveal significant difference in spatial and experiential learning. The user satisfaction and experience are also similar regardless of the headset used.
  • Publication
    Magic lining: crafting multidisciplinary experiential knowledge by changing wearer's body-perception through vibrotactile clothing
    (Estonian academy of arts, 2019-09-23) Kuusk, Kristi; Tajadura Jiménez, Ana; Väljamäe, Aleksander; European Commission; Ministerio de Economía y Competitividad (España)
    Our complex and rapidly changing world presents us with profound societal challenges, but also offers tremendous opportunities for new technology to respond to those challenges. Several recent U initiatives have enabled participants from a diverse array of disciplines to engage in common spaces for developing solutions to existing challenges and to imagine possible futures. This includes collaborations between the arts and sciences, fields which have traditionally contributed very different forms of knowledge, methodology, results and measures of success. They also speak very different languages. Magic Lining is a collaborative project involving participants from the fields of e-textile design, neuroscience and human-computer interaction (HCI). Magic Lining combines the findings of their respective disciplines to develop a 'vibrotactile' garment utilising soft, interactive materials and is designed to alter the wearer's perception of their own body. Here we explain the process of designing the first prototype garment—a dress that produces in its wearer the sensation that their body is made of some of other material (stone, air, etc.) and in turn elicits various perceptual and emotional responses (feeling strong, feeling calm, etc.). We reflect on the collaborative process, highlighting the multidisciplinary team's experience in finding a common space and language for sharing cognitive and experiential knowledge. We share our insights into the various outcomes of the collaboration, giving also our views on the benefits and on potential improvements for this kind of process.
  • Publication
    Altering body perception and emotion in physically inactive people through movement sonification
    (IEEE Xplore Digital Library, 2019-09-03) Ley Flores, Judith Guadalupe; Bevilacqua, Frédéric; Bianchi-Ber, Nadia; Tajadura Jiménez, Ana; Ministerio de Economía y Competitividad (España)
    Physical inactivity is an increasing problem. It has been linked to psychological and emotional barriers related to the perception of one's body, such as physical capabilities. It remains a challenge to design technologies to increase physical activity in inactive people. We propose the use of a sound interactive system where inputs from movement sensors integrated in shoes are transformed into sounds that evoke body sensations at a metaphorical level. Our user study investigates the effects of various gesture-sound mappings on the perception of one's body and its movement qualities (e.g. being flexible or agile), the related emotional state and movement patterns, when people performed two exercises, walking and thigh stretch. The results confirm the effect of the "metaphor" conditions vs. the control conditions in feelings of body weight; feeling less tired and more in control; or being more comfortable, motivated, and happier. These changes linked to changes in affective state and body movement. We discuss the results in terms of how acting upon body perception and affective states through sensory feedback may in turn enhance physical activity, and the opportunities opened by our findings for the design of wearable technologies and interventions in inactive populations.
  • Publication
    Emergency Alerts for all: an ontology based approach to improve accessibility in emergency alerting systems
    (ISCRAM2008, 2008-05) Malizia, Alessio; Astorga-Paliza, Francisco; Onorati, Teresa; Díaz, Paloma; Aedo Cuevas, Ignacio
    When a disaster occurs it is critical that emergency response information systems share a common ontology to support their disaster management alerting functions and notifications. Notifications are critical when an emergency scenario is going to happen (e.g. a typhoon approaching) so it is crucial, for emergency systems, to be able to transmit them to all kinds of recipients. An ontology was developed by investigating different sources: accessibility guidelines, emergency response systems, communication devices and technologies, taking into account the different abilities of people to react to different alarms (e.g. mobile phone vibration as an alarm for deaf people). We think that the proposed ontology addresses the information needs for sharing and integrating emergency notification messages and contents over different emergency response information systems and to be accessible under different conditions and for different kind of users.
  • Publication
    Mining Patterns for Web-based Emergency Management Systems
    (ISCRAM2007, 2007-05) Montells, Laura; Montero, Susana; Díaz, Paloma; Aedo Cuevas, Ignacio
    Design patterns describe problems that occur recurrently, and specify the core of the solution in such a way that we can (re)use it in different contexts and applications. Although, web-based Emergency Management Systems domain is still in its nascent stages, there are design principles, real systems and design patterns from other related areas that can be a valuable source of knowledge to mine design patterns. From these sources we have created a patterns catalogue to assist novice designers on discovering what issues should be addressed to develop useful and successful systems. In this paper, we present the mining process and some patterns as example.
  • Publication
    CAP-ONES: An Emergency Notification System for all
    (ISCRAM2009, 2009-05) Malizia, Alessio; Acuña Ruano, Pablo Alejandro; Aedo Cuevas, Ignacio; Díaz, Paloma; Onorati, Teresa
    In this paper we present an ontology-based system for managing emergency alert notifications. Our purpose is to generate emergency alerts that are accessible to different kinds of people, paying special attention to more vulnerable collectives like impaired people. By adapting alerts to different devices and users we can allow Emergency Management Systems (EMS) to communicate with collectives like blind or deaf people whom otherwise will be unreachable by usual channels. Moreover, if we consider the constrains imposed by the nature of the emergency situations we can also improve the information transmission to cope with situational disabilities (e.g. smoke during a fire can cause low vision problems). We centered our system architecture on two characteristics: the first one is an ontology that codifies knowledge about accessibility, devices, disabilities, emergencies and media so the alert notification can be tailored according to different parameters; the second one is the use of an open standard like the CAP (Common Alerting Protocol) that enables our system to interoperate with other existing systems.
  • Publication
    Interactive Accessible Notifications for Emergency Notification Systems
    (Springer, 2009-07) Malizia, Alessio; Onorati, Teresa; Bellucci, Andrea; Díaz, Paloma; Aedo Cuevas, Ignacio
    Notifications are critical when an emergency scenario is going to happen (e.g. a hurricane approaching); so the ability to transmit notifications to different kind of users is a crucial feature for Emergency Management Systems. In this work an ontology was developed by investigating different sources: accessibility guidelines, emergency response systems, communication devices and technologies, taking into account the different abilities of people to react to different alarms (e.g. mobile phone vibration as an alarm for deaf blind people). The knowledge codified in the proposed ontology could be used to enhance and promote the use of non-conventional interfaces for notifying emergency messages thus providing accessibility under different conditions and for different kind of users.