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Displaying 1-50 out of 52 total
Trends & Controversies
Found in: IEEE Intelligent Systems
By Anton Nijholt,Ronald C. Arkin,Sébastien Brault,Richard Kulpa,Franck Multon,Benoit Bideau,David Traum,Hayley Hung,Eugene Santos Jr.,Deqing Li,Fei Yu,Lina Zhou,Dongsong Zhang
Issue Date:November 2012
pp. 60-75
Many applications require knowledge about how to deceive, including those related to safety, security, and warfare. Speech and text analysis can help detect deception, as can cameras, microphones, physiological sensors, and intelligent software. Models of ...
 
Brain-Computer Interfacing for Intelligent Systems
Found in: IEEE Intelligent Systems
By Anton Nijholt, Desney Tan, Gert Pfurtscheller, Clemens Brunner, José del R. Millán, Brendan Allison, Bernhard Graimann, Florin Popescu, Benjamin Blankertz, Klaus-R. Müller
Issue Date:May 2008
pp. 72-79
Advances in cognitive neuroscience and brain-imaging technologies give us the unprecedented ability to interface directly with brain activity. These technologies let us monitor physical processes in the brain that correspond with certain forms of thought. ...
 
Temporal interaction between an artificial orchestra conductor and human musicians
Found in: Computers in Entertainment (CIE)
By Anton Nijholt, Dennis Reidsma, Pieter Bos, Anton Nijholt, Dennis Reidsma, Pieter Bos
Issue Date:December 2008
pp. N/A
The Virtual Conductor project concerns the development of the first properly interactive virtual orchestra conductor—a Virtual Human that can conduct a piece of music through interaction with musicians, leading and following them while they are playi...
     
Affective Brain-Computer Interfaces for Arts
Found in: 2013 Humaine Association Conference on Affective Computing and Intelligent Interaction (ACII)
By Hayrettin Gurkok,Anton Nijholt
Issue Date:September 2013
pp. 827-831
We experience positive emotions when our hedonic needs, such as virtuosity or relatedness, are satisfied. Creating art is one way of satisfying these needs, so artistic computer applications can be considered as 'affective'. Artistic brain-computer interfa...
 
Third Workshop on Affective Brain-Computer Interfaces (ABCI 2013): Introduction
Found in: 2013 Humaine Association Conference on Affective Computing and Intelligent Interaction (ACII)
By Christian Muhl,Guillaume Chanel,Brendan Allison,Anton Nijholt
Issue Date:September 2013
pp. 821
Following the first and second workshop on affective brain-computer interfaces, held in conjunction with ACII in Amsterdam (2009) and Memphis (2011), the third workshop explores the advantages and limitations of using neurophysiological signals for the aut...
 
Let the Game Do the Talking: The Influence of Explicitness and Game Behavior on Comprehension in an Educational Computer Game
Found in: Cyberworlds, International Conference on
By Erwin Bergervoet,Frans van der Sluis,Betsy van Dijk,Anton Nijholt
Issue Date:October 2011
pp. 120-127
An endogenous educational game is a game where the educational content is integrated in the game play mechanics themselves. These games rely on a constructivist approach to learning, where the learner constructs knowledge through concrete experiences. Endo...
 
User-Evaluated Gestures for Touchless Interactions from a Distance
Found in: Multimedia, International Symposium on
By Wim Fikkert, Paul van der Vet, Anton Nijholt
Issue Date:December 2010
pp. 153-160
Very big displays are now commonplace but interactions with them are limited, even poorly understood. Recently, understanding touch-based interactions have received a great deal of attention due to the popularity and low costs of these displays. The direct...
 
Measuring Multimodal Synchrony for Human-Computer Interaction
Found in: Cyberworlds, International Conference on
By Dennis Reidsma, Anton Nijholt, Wolfgang Tschacher, Fabian Ramseyer
Issue Date:October 2010
pp. 67-71
Nonverbal synchrony is an important and natural element in human-human interaction. It can also play various roles in human-computer interaction. In particular this is the case in the interaction between humans and the virtual humans that inhabit our cyber...
 
Human-Computer Interaction for BCI Games: Usability and User Experience
Found in: Cyberworlds, International Conference on
By Danny Plass-Oude Bos, Boris Reuderink, Bram van de Laar, Hayrettin Gürkök, Christian Mühl, Mannes Poel, Dirk Heylen, Anton Nijholt
Issue Date:October 2010
pp. 277-281
Brain-computer interfaces (BCI) come with a lot of issues, such as delays, bad recognition, long training times, and cumbersome hardware. Gamers are a large potential target group for this new interaction modality, but why would healthy subjects want to us...
 
A Novel Approach Based on PCNNs Template for Fingerprint Image Thinning
Found in: Computer and Information Science, ACIS International Conference on
By Dacheng Xu, Bailiang Li, Anton Nijholt
Issue Date:June 2009
pp. 115-119
A PCNNs-based square-and-triangle-template method for binary fingerprint image thinning is proposed. The algorithm is iterative: combined sequential and parallel processing is employed to accelerate execution. When a neuron satisfies the square template, t...
 
The Virtual Conductor: Learning and Teaching about Music, Performing, and Conducting
Found in: Advanced Learning Technologies, IEEE International Conference on
By Anton Nijholt, Dennis Reidsma, Rob Ebbers, Mark ter Maat
Issue Date:July 2008
pp. 897-899
The Virtual Conductor is an artificial conducting system for tutoring purposes that uses real-time audio analysis of music played by musicians and uses this analysis to animate a virtual human that acts as a conductor. The analysis detects the tempo and th...
 
Presenting in Virtual Worlds: An Architecture for a 3D Anthropomorphic Presenter
Found in: IEEE Intelligent Systems
By Herwin van Welbergen, Anton Nijholt, Dennis Reidsma, Job Zwiers
Issue Date:September 2006
pp. 47-53
Multiparty-interaction technology is changing entertainment, education, and training. Deployed examples of such technology include embodied agents and robots that act as a museum guide, a news presenter, a teacher, a receptionist, or someone trying to sell...
 
In The Truman Show: Generating Dynamic Scenarios in a Driving Simulator
Found in: IEEE Intelligent Systems
By Ingo Wassink, Betsy van Dijk, Job Zwiers, Anton Nijholt, Jorrit Kuipers, Arnd Brugman
Issue Date:September 2006
pp. 28-32
Inspired by the way a movie set works, this agent-based software framework increases a driving simulator's effectiveness by controlling the traffic scenarios dynamically . The framework divides the agents into actors (on the set) and crew (behind the scene...
 
Estimating the Gaze Point of a Student in a Driving Simulator
Found in: Advanced Learning Technologies, IEEE International Conference on
By Wim Fikkert, Dirk Heylen, Betsy van Dijk, Anton Nijholt, Jorrit Kuipers, Arnd Brugman
Issue Date:July 2006
pp. 497-501
In this paper we discuss an approach towards passively observing students in a driving simulator. The goal is to enhance the learning experience for students taking lessons in this simulator. To this end, a virtual driving instructor is provided with added...
 
Computational Humor
Found in: IEEE Intelligent Systems
By Kim Binsted, Benjamin Bergen, Seana Coulson, Anton Nijholt, Oliviero Stock, Carlo Strapparava, Graeme Ritchie, Ruli Manurung, Helen Pain, Annalu Waller, Dave O'Mara
Issue Date:March 2006
pp. 59-69
If computers are ever going to communicate naturally and effectively with humans, they must be able to use humor. Moreover, humor provides insight into how humans process real, complex, creative language. By modeling humor generation and understanding on c...
 
Meetings in the Virtuality Continuum: Send YourAvatar
Found in: Cyberworlds, International Conference on
By Anton Nijholt
Issue Date:November 2005
pp. 75-82
We survey our research on verbal and nonverbal interactions between meeting participants. The participants meet in a smart environment where their activities are captured and interpreted by the environment. In this way the environment not only allows off-l...
 
Multimodal Interaction in a Haptic Environment
Found in: World Haptics Conference
By Anton Nijholt, Sander Kole, Job Zwiers
Issue Date:March 2005
pp. 467-470
In this paper we investigate the introduction of haptics in a multimodal tutoring environment. In this environment a haptic device is used to control a virtual piece of sterile cotton and a virtual injection needle. Speech input and output is provided to i...
 
Combination of Facial Movements on a 3D Talking Head
Found in: Computer Graphics International Conference
By The Duy Bui, Dirk Heylen, Anton Nijholt
Issue Date:June 2004
pp. 284-291
Facial movements play an important role in interpreting spoken conversations and emotions. There are several types of movements, such as conversational signals, emotion displays, etc. We call these channels of facial movement. Realistic animation of these ...
 
Disappearing Computers, Social Actors and Embodied Agents
Found in: Cyberworlds, International Conference on
By Anton Nijholt
Issue Date:December 2003
pp. 128
Presently, there are user interfaces that allow multimodal interactions. Many existing research and prototype systems introduced embodied agents, assuming that they allow a more natural conversation or dialogue between user and computer. Here we will first...
 
Improvements on a Simple Muscle-Based 3D Face for Realistic Facial Expressions
Found in: Computer Animation and Social Agents, International Conference on
By The Duy Bui, Dirk Heylen, Anton Nijholt
Issue Date:May 2003
pp. 33
Facial expressions play an important role in face-to-face communication. With the development of personal computers capable of rendering high quality graphics, computer facial animation has produced more and more realistic facial expressions to enrich huma...
 
Agents, Believability and Embodiment in Advanced Learning Environments: Introduction to a Panel Discussion
Found in: Advanced Learning Technologies, IEEE International Conference on
By Anton Nijholt
Issue Date:August 2001
pp. 0457
Abstract: On the world-wide-web we see a growing number of general HCI interfaces, interfaces to educational or entertainment systems, interfaces to professional environments, etc., where an animated face, a cartoon character or a human-like virtual agent ...
 
Exploring community building with an awareness display
Found in: Proceedings of the 4th International Conference on PErvasive Technologies Related to Assistive Environments (PETRA '11)
By Anton Eliens, Dhaval Vyas, Wim Poelman, Anton Nijholt
Issue Date:May 2011
pp. 1-8
In this paper, we present a field trial of a pervasive system called Panorama that is aimed at supporting social awareness in work environments. Panorama is an intelligent situated display in the staff room of an academic department. It artistically repres...
     
Agent-supported Cooperative Learning Environments
Found in: Advanced Learning Technologies, International Workshop on
By Anton Nijholt
Issue Date:December 2000
pp. 17
No summary available.
   
Smart material interfaces as a methodology for interaction: a survey of SMIs' state of the art and development
Found in: Proceedings of the second international workshop on Smart material interfaces: another step to a material future (SMI '13)
By Andrea Minuto, Anton Nijholt
Issue Date:December 2013
pp. 1-6
In this paper we give an overview of the work done on the methodology of using smart material interfaces as it appears in the literature until now. We address the opportunities offered by smart materials as they have been exploited by other researchers who...
     
Smart material interfaces: "another step to a material future"
Found in: Proceedings of the 15th ACM on International conference on multimodal interaction (ICMI '13)
By Anton Nijholt, Andrea Minuto, Manuel Kretzer
Issue Date:December 2013
pp. 611-612
Smart Materials have physical properties that can be changed or controlled by external stimuli such as electric or magnetic fields, temperature or stress. Shape, size and color are among the properties that can be changed. Smart Material Interfaces are phy...
     
Geo-locked photo sharing on mobile devices
Found in: CHI '13 Extended Abstracts on Human Factors in Computing Systems (CHI EA '13)
By Anton Nijholt, Dhaval Vyas, Edwin Keijl, Gerrit C. van der Veer, Rieks op den Akker
Issue Date:April 2013
pp. 1407-1412
We introduce the idea of geo-locking through a mobile phone based photo sharing application called Picalilly (figure 1). Using its geo-locking feature, Picalilly allows its users to manually define geographical boundaries for sharing photos -- limiting sha...
     
Smart material interfaces: a material step to the future
Found in: Proceedings of the 14th ACM international conference on Multimodal interaction (ICMI '12)
By Andrea Minuto, Anton Nijholt, Leonardo Giusti, Patrizia Marti
Issue Date:October 2012
pp. 615-616
Over the past years the technology push and the creation of new technological materials made available on the market many new smart materials. Smart Material Interfaces (SMIs) want to take advantage of these materials to overcome traditional patterns of in...
     
Brain computer interfaces as intelligent sensors for enhancing human-computer interaction
Found in: Proceedings of the 14th ACM international conference on Multimodal interaction (ICMI '12)
By Anton Nijholt, Egon L. van den Broek, Femke Nijboer, Mannes Poel, Stephen Fairclough
Issue Date:October 2012
pp. 379-382
BCIs are traditionally conceived as a way to control apparatus, an interface that allows you to "act on" external devices as a form of input control. We propose an alternative use of BCIs, that of monitoring users as an additional intelligent sensor to enr...
     
Child-computer interaction: ICMI 2012 special session
Found in: Proceedings of the 14th ACM international conference on Multimodal interaction (ICMI '12)
By Anton Nijholt
Issue Date:October 2012
pp. 231-232
This is a short introduction to the special session on child computer interaction at the International Conference on Multimodal Interaction 2012 (ICMI 2012). In human-computer interaction users have become participants in the design process. This is not di...
     
User expectations and experiences of a speech and thought controlled computer game
Found in: Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology (ACE '11)
By Anton Nijholt, Gido Hakvoort, Hayrettin Gurkok, Mannes Poel
Issue Date:November 2011
pp. 1-6
Brain-computer interfaces (BCIs) are often evaluated in terms of performance and seldom for usability. However in some application domains, such as entertainment computing, user experience evaluation is vital. User experience evaluation in BCI systems, esp...
     
Brain-computer interaction: can multimodality help?
Found in: Proceedings of the 13th international conference on multimodal interfaces (ICMI '11)
By Anton Nijholt, Brendan Z. Allison, Rob J.K. Jacob
Issue Date:November 2011
pp. 35-40
This paper is a short introduction to a special ICMI session on brain-computer interaction. During this paper, we first discuss problems, solutions, and a five-year view for brain-computer interaction. We then talk further about unique issues with multimod...
     
Remarkable objects: supporting collaboration in a creative environment
Found in: Proceedings of the 12th ACM international conference on Ubiquitous computing (Ubicomp '10)
By Alexander Kröner, Anton Nijholt, Dhaval Vyas, Dirk Heylen, Gerrit van der Veer
Issue Date:September 2010
pp. 37-40
In this paper, we report the results of a field trial of a Ubicomp system called CAM that is aimed at supporting and enhancing collaboration in a design studio environment. CAM uses a mobile-tagging application which allows designers to collaboratively sto...
     
CAM: a collaborative object memory system
Found in: Proceedings of the 12th international conference on Human computer interaction with mobile devices and services (MobileHCI '10)
By Alexander Kroner, Anton Nijholt, Dhaval Vyas
Issue Date:September 2010
pp. 415-416
Physical design objects such as sketches, drawings, collages, storyboards and models play an important role in supporting communication and coordination in design studios. CAM (Cooperative Artefact Memory) is a mobile-tagging based messaging system that al...
     
Evaluating automatic warning cues for visual search in vascular images
Found in: Proceeding of the 14th international conference on Intelligent user interfaces (IUI '10)
By Anton Nijholt, Betsy M.A.G. van Dijk, Boris W. van Schooten, Johan H.C. Reiber
Issue Date:February 2010
pp. 393-396
Visual search is a task that is performed in various application areas. Search can be aided by an automatic warning system, which highlights the sections that may contain targets and require the user's attention. The effect of imperfect automatic warnings ...
     
Use of context in vision processing: an introduction to the UCVP 2009 workshop
Found in: Proceedings of the Workshop on Use of Context in Vision Processing (UCVP '09)
By Anton Nijholt, Hamid Aghajan, Louis-Philippe Morency, Maja Pantic, Ming-Hsuan Yang, Ralph Braspenning, Yuri Ivanov
Issue Date:November 2009
pp. 1-3
Recent efforts in defining ambient intelligence applications based on user-centric concepts, the advent of technology in different sensing modalities as well as the expanding interest in multi-modal information fusion and situation-aware and dynamic vision...
     
FeelSound: interactive acoustic music making
Found in: Proceedings of the International Conference on Advances in Computer Enterntainment Technology (ACE '09)
By Anton Nijholt, Michiel Hakvoort, Paul van der Vet, Wim Fikkert
Issue Date:October 2009
pp. 449-449
FeelSound is a multi-user, multi-touch application that aims to collaboratively compose, in an entertaining way, acoustic music. Simultaneous input by each of up to four users enables collaborative composing. This process as well as the resulting music are...
     
FeelSound: collaborative composing of acoustic music
Found in: Proceedings of the International Conference on Advances in Computer Enterntainment Technology (ACE '09)
By Anton Nijholt, Michiel Hakvoort, Paul van der Vet, Wim Fikkert
Issue Date:October 2009
pp. 294-297
FeelSound is a multi-user application for collaboratively composing music in an entertaining way. Up to four composers can jointly create acoustic music on a top-projection multi-touch sensitive table. The notes of an acoustic instrument are represented on...
     
Experiential role of artefacts in cooperative design
Found in: Proceedings of the fourth international conference on Communities and technologies (C&T '09)
By Anton Nijholt, Dhaval Vyas, Dirk Heylen, Gerrit van der Veer
Issue Date:June 2009
pp. 19-24
The role of material artefacts in supporting distributed and co-located work practices has been well acknowledged within HCI and CSCW research. In this paper, we show that in addition to their ecological, coordinative and organizational support, artefacts ...
     
Exploring mediated interactions: a design exercise
Found in: Proceedings of the 15th European conference on Cognitive ergonomics: the ergonomics of cool interaction (ECCE '08)
By Alan Dix, Anton Nijholt, Dhaval Vyas
Issue Date:September 2008
pp. 1-4
With the emergence of personal and ubiquitous computing systems in the last decade, interaction designers have started designing products by employing quality oriented aspects such as user experience, playfulness, enchantment and others. In order to explor...
     
Structures of life: the role of molecular structures in scientists' work
Found in: Proceedings of the 15th European conference on Cognitive ergonomics: the ergonomics of cool interaction (ECCE '08)
By Anton Nijholt, Dhaval Vyas, Gerrit C. van der Veer, Olga Kulyk, Paul van der Vet
Issue Date:September 2008
pp. 1-4
The visual and multidimensional representations like images and graphical structures related to biology provide great insights into understanding the complexities of different organisms. Especially, life scientists use different representations of molecula...
     
Designing awareness support for distributed cooperative design teams
Found in: Proceedings of the 15th European conference on Cognitive ergonomics: the ergonomics of cool interaction (ECCE '08)
By Anton Nijholt, Dhaval Vyas, Dirk Heylen, Gerrit C. van der Veer
Issue Date:September 2008
pp. 1-4
Motivation - Awareness is an integral part of remote collaborative work and has been an important theme within the CSCW research. Our project aims at understanding and mediating non-verbal cues between remote participants involved in a design project. Rese...
     
Brain-computer interfaces for hci and games
Found in: CHI '08 extended abstracts on Human factors in computing systems (CHI '08)
By Anton Nijholt, Bernhard Graimann, Brendan Allison, Desney Tan, Jose del R. Milan
Issue Date:April 2008
pp. 49-54
In this workshop we study the research themes and the state-of-the-art of brain-computer interaction. Brain-computer interface research has seen much progress in the medical domain, for example for prosthesis control or as biofeedback therapy for the treat...
     
Verbal behavior of the more and the less influential meeting participant
Found in: Proceedings of the 2007 workshop on Tagging, mining and retrieval of human related activity information (TMR '07)
By Anton Nijholt
Issue Date:November 2007
pp. 1-8
We test the strength of the relationship between the way that people behave in a discussion and their level of influence on the basis of some empirical grounds. We use the data sources that were collected from the AMI corpus for the experiments in the area...
     
Playing with your brain: brain-computer interfaces and games
Found in: Proceedings of the international conference on Advances in computer entertainment technology (ACE '07)
By Anton Nijholt, Desney Tan
Issue Date:June 2007
pp. 305-306
In this workshop we investigate a possible role of brain-computer interaction in computer games and entertainment computing. The assumption is that brain activity, whether it is consciously controlled and directed by the user or just recorded in order to o...
     
Human computing and machine understanding of human behavior: a survey
Found in: Proceedings of the 8th international conference on Multimodal interfaces (ICMI '06)
By Alex Pentland, Anton Nijholt, Maja Pantic, Thomas Huang
Issue Date:November 2006
pp. 239-248
A widely accepted prediction is that computing will move to the background, weaving itself into the fabric of our everyday living spaces and projecting the human user into the foreground. If this prediction is to come true, then next generation computing, ...
     
The virtuality continuum revisited
Found in: CHI '05 extended abstracts on Human factors in computing systems (CHI '05)
By Anton Nijholt, David Traum
Issue Date:April 2005
pp. 2132-2133
We survey the themes and the aims of a workshop devoted to the state-of-the-art virtuality continuum. In this continuum, ranging from fully virtual to real physical environments, allowing for mixed, augmented and desktop virtual reality, several perspectiv...
     
Humor modeling in the interface
Found in: CHI '03 extended abstracts on Human factors in computer systems (CHI '03)
By Alan Dix, Anton Nijholt, John Morkes, Oliviero Stock
Issue Date:April 2003
pp. 1050-1051
Humor is a multi-disciplinary field of research. People have been working on humor in many fields of research, such as psychology, philosophy and linguistics, sociology and literature. Especially in the context of computer science humor research aims at mo...
     
Making agents gaze naturally - does it work?
Found in: Proceedings of the Working Conference on Advanced Visual Interfaces (AVI '02)
By Anton Nijholt, Betsy van Dijk, Dirk Heylen, Ivo van Es
Issue Date:May 2002
pp. 19-24
We investigated the effects of varying eye gaze behavior of an embodied conversational agent on the quality of human-agent dialogues. In an experiment we compared three versions of an agent: one with gaze behavior that is typically found to occur in human-...
     
Gaze behavior of talking faces makes a difference
Found in: CHI '02 extended abstracts on Human factors in computer systems (CHI '02)
By Anton Nijholt, Betsy van Dijk, Dirk Heylen, Ivo van Es
Issue Date:April 2002
pp. 734-735
We present the results of an experiment investigating the effects of a talking head's gaze behavior on the user's quality assessment of the interface. We compared a version that used life-like rules for gazing with a version that would keep its eyes fixed ...
     
A dialogue agent for navigation support in virtual reality
Found in: CHI '01 extended abstracts on Human factors in computer systems (CHI '01)
By Anton Nijholt, Jeroen van Luin, Rieks op den Akker
Issue Date:March 2001
pp. 117-118
We describe our work on designing a natural language accessible navigation agent for a virtual reality (VR) environment. The agent is part of an agent framework, which means that it can communicate with other agents. Its navigation task consists of guiding...
     
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