Dennis Reidsma

ORCID: 0000-0002-7503-573X
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About
Contact & Profiles
Research Areas
  • Social Robot Interaction and HRI
  • Innovative Human-Technology Interaction
  • Speech and dialogue systems
  • Human Motion and Animation
  • Digital Games and Media
  • Educational Games and Gamification
  • Human Pose and Action Recognition
  • Natural Language Processing Techniques
  • Interactive and Immersive Displays
  • AI in Service Interactions
  • Teaching and Learning Programming
  • Semantic Web and Ontologies
  • Virtual Reality Applications and Impacts
  • Video Analysis and Summarization
  • Music Technology and Sound Studies
  • Music and Audio Processing
  • Child Development and Digital Technology
  • Sports Performance and Training
  • Autism Spectrum Disorder Research
  • Tactile and Sensory Interactions
  • Assistive Technology in Communication and Mobility
  • Innovative Teaching and Learning Methods
  • Sports Analytics and Performance
  • Augmented Reality Applications
  • Multi-Agent Systems and Negotiation

University of Twente
2015-2024

University of Edinburgh
2008-2020

Human Media
2003-2020

Lancaster University
2013

Carnegie Mellon University
2013

Microsoft Research (United Kingdom)
2013

University of Duisburg-Essen
2013

Nederlandse Vereniging voor Acupunctuur
2008

University of Southern California
2008

Max Planck Society
2003

The field of Sports Human-Computer Interaction (SportsHCI) investigates interaction design to support a physically active human being. Despite growing interest and dissemination SportsHCI literature over the past years, many publications still focus on solving specific problems in given sport. We believe benefit generating fundamental knowledge for more broadly advance as whole. To achieve this, we aim identify grand challenges SportsHCI, which can help researchers practitioners developing...

10.1145/3613904.3642050 article EN other-oa 2024-05-11

In computational linguistics, a reliability measurement of 0.8 on some statistic such as κ is widely thought to guarantee that hand-coded data fit for purpose, with 0.67 tolerable, and lower values suspect. We demonstrate the main use data, machine learning, can tolerate low long any disagreement among human coders looks like random noise. When introduces patterns, however, learner pick these up just it picks real patterns in making performance figures look better than they really are. For...

10.1162/coli.2008.34.3.319 article EN cc-by-nc-nd Computational Linguistics 2008-08-21

Abstract Movement-based design methods have gained increased attention across various research fields and practices, particularly in interaction design. By engaging the body movement, these potential to explore a richer, more intuitive, immersive user experience. A recent project MeCaMinD1 brought together researchers from sports explore, collect, document movement-based make them practically useful domains. The were explored through series of workshops, furthering team’s understanding their...

10.1093/iwc/iwaf006 article EN cc-by-nc Interacting with Computers 2025-03-28

The Virtual Conductor project concerns the development of first properly interactive virtual orchestra conductor—a Human that can conduct a piece music through interaction with musicians, leading and following them while they are playing. This article describes our motivation for developing such system; related work in areas ambient entertainment coordinated timing, automatic processing, humans, conducting; design, implementation, evaluation Conductor, and, finally, contains discussion...

10.1145/1461999.1462005 article EN Computers in entertainment 2008-12-01

"Elckerlyc" is a BML Realizer for generating multimodal verbal and nonverbal behavior Virtual Humans (VHs). The main characteristics of Elckerlyc are that (1) it designed specifically continuous interaction with tight temporal coordination between the VH its partner; (2) provides mix precise spatial control offered by procedural animation physical realism simulation; (3) to be highly modular extensible, implementing architecture proposed in SAIBA.

10.1007/s12193-010-0051-3 article EN cc-by-nc Journal on Multimodal User Interfaces 2009-11-01

Interactive learning technologies, such as robots, increasingly find their way into schools. However, more research is needed to see how children might work with systems in the future. This paper presents unsupervised, four month deployment of a Robot-Extended Computer Assisted Learning (RECAL) system 61 working own classroom. Using automatically collected quantitative data we discuss usage patterns and self-regulated process developed throughout study.

10.1145/3319502.3374803 article EN 2020-03-07

Remote mixed reality (MR) collaboration systems allow for multimodal, real-time support from remote experts. We present our open toolkit that provides a flexible end-to-end solution building such using off-the-shelf hardware. From related work, three core design aspects have been identified: 1) the independence of viewpoint visitor (the expert) can take in relation to position and visitee, 2) immersiveness presentation technology 3) extent which visitor's body is represented visitee's...

10.1145/3281505.3281542 article EN 2018-11-28

Robots are promising tools for promoting engagement of autistic children in interventions and thereby increasing the amount learning opportunities. However, designing deliberate robot behaviour aimed at engaging remains challenging. Our current understanding what interactions with a robot, or facilitated by particularly motivating to is limited qualitative reports small sample sizes. Translating insights from these design difficult due large individual differences among their needs,...

10.3389/frobt.2020.00028 article EN cc-by Frontiers in Robotics and AI 2020-03-05

Access to performance data during matches and training sessions is important for coaches players. Although there are many video tagging systems available which can provide such access, these require manual effort. Data from Inertial Measurement Units (IMU) could be used automatically recordings in terms of players’ actions. However, the gathered volleyball generally very imbalanced, since an individual player most time intervals classified as “non-actions” rather than “actions”. This makes...

10.3390/mti4020033 article EN cc-by Multimodal Technologies and Interaction 2020-06-24

Many interesting phenomena in conversation can only be annotated as a subjective task, requiring interpretative judgements from annotators.This leads to data which is with lower levels of agreement not due errors the annotation, but also differences how annotators interpret conversations.This paper constitutes an attempt find out annotations low level profitably used for machine learning purposes.We analyse (dis)agreements between two different cases multimodal corpus and explicitly relate...

10.3115/1611628.1611631 article EN 2008-01-01

This paper presents our progress in developing a Virtual Human capable of being an attentive speaker. Such should be able to attend its interaction partner while it is speaking—and modify communicative behavior on-the-fly based on what observes the partner. We report new developments concerning number aspects, such as scheduling and interrupting multimodal behavior, automatic classification listener responses, generation response eliciting strategies for generating appropriate reactions...

10.1007/s12193-011-0060-x article EN cc-by-nc Journal on Multimodal User Interfaces 2011-05-26

This review examines recent methodological approaches for the evaluation of child-robot interaction in learning settings. The main aims are to map existing work from a user-centered perspective, identify possible trends related methods interaction, and discuss potential future directions. We present systematic studies, which have been thematically organized based on their research objectives. then examine that were used these studies we propose conceptual framework one hand themes emerged,...

10.1109/roman.2016.7745171 article EN 2016-08-01

Interactive playgrounds are technology-enhanced installations that aim to provide rich game experiences for children by combining the benefits of traditional with those digital games. These could be attained addressing three design considerations: context-awareness, adaptability, and personalization. The authors propose using social signal processing (SSP) enhance current interactive meet these criteria. This article surveys how SSP techniques can help automatically sense interpret...

10.1109/mprv.2013.40 article EN IEEE Pervasive Computing 2013-05-02

Interactive playgrounds are spaces where players engage in collocated, playful activities, which added digital technology can be designed to promote cognitive, social, and motor skills development. To such development, different strategies used implement game mechanics that change player's in-game behavior. One of is enticing take action through incentives akin achievements. We explored if this strategy could influence players' proxemic behavior the Tag Playground, an installation enhances...

10.1145/3025453.3025816 article EN 2017-05-02

Abstract This paper describes a longitudinal study in which children could interact unsupervised and at their own initiative with fully autonomous computer aided learning (CAL) system situated classroom. The focus of this was to investigate how the mindset is affected when delivering effort-related praise through social robot. We deployed two versions: CAL that delivered headphones only, an otherwise identical extended robot deliver praise. A total 44 interacted repeatedly consecutive tasks...

10.1007/s12193-020-00353-9 article EN cc-by Journal on Multimodal User Interfaces 2020-11-24

(1) Many children in schoolyards are excluded from social interactions with peers on a daily basis. For these children, schoolyard environments often contain features that hinder, rather than facilitate, their participation. These may include lack of appropriate play equipment, overcrowded areas, or insufficient supervision. can generate negative situations, especially for special needs-such as attention deficit autism-which includes 10% worldwide. All need to be able participate environment...

10.3390/children9081177 article EN cc-by Children 2022-08-05
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