- Music Technology and Sound Studies
- Music and Audio Processing
- Innovative Human-Technology Interaction
- Tactile and Sensory Interactions
- Interactive and Immersive Displays
- Neuroscience and Music Perception
- Hand Gesture Recognition Systems
- Speech and Audio Processing
- Gaze Tracking and Assistive Technology
- Virtual Reality Applications and Impacts
- Urban Green Space and Health
- Environmental Education and Sustainability
- Green IT and Sustainability
- Human Mobility and Location-Based Analysis
- Evacuation and Crowd Dynamics
- AI in Service Interactions
- Speech and dialogue systems
- Social Robot Interaction and HRI
- Digital Games and Media
- Vehicle Noise and Vibration Control
- Spatial Cognition and Navigation
- 3D Surveying and Cultural Heritage
- Behavioral Health and Interventions
- Biometric Identification and Security
- Smart Cities and Technologies
Haaga-Helia University of Applied Sciences
2023
The Hague University of Applied Sciences
2018-2019
University of Helsinki
2013-2018
Helsinki Institute for Information Technology
2014-2018
Lapland University of Applied Sciences
2014
Center for Research and Telecommunication Experimentation for Networked Communities
2014
Aalto University
2008-2012
University of Technology
2011
Smart glasses suffer from obtrusive or cumbersome interaction techniques. Studies show that people are not willing to publicly use, for example, voice control mid-air gestures in front of the face. Some techniques also hamper high degree freedom glasses. In this paper, we derive design principles socially acceptable, yet versatile, smart based on a survey related work. We propose an exemplary design, haptic glove integrated with glasses, as embodiment principles. The is further refined into...
In urban planning, 3D modeling and virtual reality (VR) provide new means for involving citizens in the planning process. For municipal government, it is essential to know how effective these are, justify investments. this study, we present a case of using VR process civic participation concerning redesign public park. The included co-design activities involved decision-making through ballot, 3D-rendered versions competing designs. co-design, 3D-modeling tools were instrumental empowering...
With the advances in smartphone technologies, sustainable mobility has become an active research topic field of ubiquitous computing. We present a persuasive mobile application that automatically tracks transportation modes and CO2 emissions trips user utilizes this information to set actionable challenges user. A longitudinal pilot experiment with system showed subjects perceived concept as positive, constructive findings inform further development especially related personalized challenges.
Interactive musical systems require real-time, low-latency, accurate, and reliable event detection classification algorithms. In this paper, we introduce a model-based algorithm for of percussive events test the on different sounds. We focus tuning good compromise between temporal precision, accuracy low latency. The model is trained offline sounds using expectation maximization approach learning spectral templates each sound able to run online detect classify from audio stream input by...
Mobile devices have limited battery life, and numerous management applications are available that aim to improve it. This paper examines a large-scale mobile awareness application, called Carat, see how it changes user behavior with long-term use. We conducted survey of current Carat Android users analyzed their interaction logs. The results show save more battery, charge less often, learn manage help from better understanding works, may enjoy competing against other users. Based on these...
In this paper we introduce a gamification model for encouraging sustainable multi-modal urban travel in modern European cities. Our aim is to provide mechanism that encourages users reflect on their current behaviours and engage more environmentally friendly activities lead t
Locating points of interest (POIs) in cities is typically facilitated by visual aids such as paper maps, brochures, and mobile applications. However, these techniques require attention, which ideally should be on the surroundings. Non-visual for navigating towards specific POIs lack support free exploration city or more detailed guidance. To overcome issues, we propose a multimodal, wearable system alerting user nearby recommended POIs. The system, built around tactile glove, provides...
We present a hand clapping interface for sonic interaction with the computer. The current implementation has been built on Pure Data (PD) software. makes use of cyclic nature and recognition clap type, enables interactive control over different applications. Three prototype applications are presented: virtual crowd clappers, controlling tempo music, simple sampler. Preliminary tests indicate that rather than having total via interface, user negotiates computer to tempo.
June 01 2011 Design and Evaluation of Human–Computer Rhythmic Interaction in a Tutoring System Antti Jylhä, Jylhä *Department Signal Processing Acoustics, Aalto University School Electrical Engineering, P.O. Box 13000, FI-00076 Aalto, Finland. antti.jylha@aalto.ficumhur.erkut@aalto.fi Search for other works by this author on: This Site Google Scholar Inger Ekman, Ekman †Center Knowledge Innovation Research (CKIR), Economics, 21255, inger.ekman@aalto.fi Cumhur Erkut, Erkut Koray Tahiroğlu...
The authors present a system capable of rhythmic walking interactions using auditory display. feedback is based on footstep sounds and follows either detected footsteps or suggests tempo, which constant adapts to the walker. display contains simple sinusoidal tones ecological, physically synthetic sounds. In tempo-following experiment, investigate different interaction modes (step versus adaptive tempo) (sinusoidal ecological sounds) with respect their effect tempo. They calculate mean...
Walking is a natural rhythmic activity that has become of interest as means interacting with software systems such computer games. Therefore, designing multimodal walking interactions calls for further examination. This exploratory study presents system capable different kinds based on varying the temporal characteristics output, using sound human input. The either provides direct synthesis detected amplitude envelope user's footstep sounds, or continuous synthetic stimulus human, fixed...
Large screens are populating a variety of settings motivating research on appropriate interaction techniques. While gesture is popularized by depth cameras we contribute with comparison study showing how eye pointing valuable substitute to in dragging tasks. We compare combined selection and selection. Results clearly show that allows more accurate faster dragging.
In this paper we present our findings that emerged from Wizard of Oz (WOz) prototyping workshops an undergrad course on UX design between 2017 – 2022. The purpose these is both to familiarize the students with WOz as a rapid low-complexity method and facilitate them in designing for interactive systems beyond typical graphical user interfaces. workshops, develop test prototypes spatial augmented reality (SAR). Over past six years, total 93 have been created course. We analyzed based input,...
This paper describes our initial work towards a segmentation-based approach to personalized digital behavior change interventions in the domain of sustainable, multi-modal urban transport. Segmentation is key concept market research, and within transport domain, Anable has argued that ther
Technological support for augmenting the relationship that people establish with remote places has been studied fairly little as primary focus in telepresence studies is connection between people. This paper addresses design challenge supporting "active place presence" at home. A prototype, Hole Space, was created to explore challenge. longitudinal study of how an urban couple appropriated prototype conducted over duration seven months. The elaborates on Web-mediated influenced presence and...
We present the recent developments in design of audio-visual feedback iPalmas, interactive Flamenco rhythm tutor. Based on evaluation original implementation, we have re-designed interface to better support user learning and performing rhythmic patterns. The system measures performance parameters provides auditory with different sounds corresponding attributes. these is informed by several attributes derived from evaluation. propose informative, non-intrusive. archetypal be used system.
We present an interactive auditory display for walking with sinusoidal tones or ecological, physically-based synthetic sounds.The feedback is either step-based rhythmic, constant adaptive tempo.In a tempo-following experiment, we investigate different interaction modes and feedback, based on the MSE between target performed tempo, stability of latter.The results indicate that ecological sounds comparable to tones, yet are considered more natural.Adaptive conditions result in stable...