Daniel SjölieUniversity West · Section of Computer Science and Informatics
Daniel Sjölie
PhD
About
35
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342
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Introduction
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December 2008 - May 2013
Publications
Publications (35)
A key feature for urban digital twins (DTs) is an automatically generated detailed 3D representation of the built and unbuilt environment from aerial imagery, footprints, LiDAR, or a fusion of these. Such 3D models have applications in architecture, civil engineering, urban planning, construction, real estate, Geographical Information Systems (GIS)...
The integration of virtual reality (VR) laboratories into welding education presents an array of potential advantages. It can be used at campus or in distance, and it offers an alternative when access to traditional laboratories is challenging. The economic benefits, including savings on material preparation and energy costs, along with the environ...
As cities continue to grow, the desire to combine densification with sustainability and greenery may present a challenge to air quality, resulting from reduced ventilation caused by dense buildings and vegetation. To support the careful urban planning required, effective and interactive tools that can visualize and communicate information about air...
The desired outcome for urban digital twins is an automatically generated detailed 3D model of a building from aerial imagery, footprints, LiDAR, or a fusion of these. Such 3D models have applications in architecture, civil engineering, urban planning, construction, real estate, GIS, and many others. Further, the visualization of large-scale data i...
This paper presents a work in progress on how to visualize the impact of vegetation on urban air quality in a virtual city model, explorable using virtual reality (VR). The transdisciplinary project CityAirSim - Visualizing and modelling urban air quality - influence of vegetation, building morphology and traffic emissions develops a modelling fram...
As virtual and mixed reality (VR/MR) technology moves steadily towards general availability accessible descriptions of the surrounding theory is desirable. An initial focus on high-level concepts can provide common language for diverse teams, including artists, designers and engineers, helping them to quickly get a sense of basic principles and gai...
Virtual Reality (VR) is used for a variety of applications ranging from entertainment to psychological medicine. VR has been demonstrated to influence higher order cognitive functions and cortical plasticity, with implications on phobia and stroke treatment. An integral part for successful VR is a high sense of presence - a feeling of 'being there'...
Digital tools are being developed for involving stakeholders in urban planning and transformation processes. One challenge is how to visualize and act upon all parameters that are relevant for dealing with complex planning problems, such as environmental factors. Dialogue tools involving vis-ualization can bridge the distance between planners and c...
Recently, Virtual Reality (VR) technology has entered a new phase with several consumer products scheduled for release over the next year. There is a strong influx of new users and high expectations for the potential of VR. However, we are still far from the VR systems described in science fiction movies such as The Matrix. While the use of direct...
The concept of presence is commonly related to whether or not a user feels, acts, and reacts as if he/she were in a real familiar environment when using a virtual reality (VR) application. Understanding the neural correlates of presence may provide a foundation for objective measurements and important constraints for theoretical explanations. Here,...
A description of the brain as an organ for simulating its environment can inform and illuminate a discussion about brain measurements in connection with the sense of presence. Developing theories of how mental simulations and continuous predictions underlie brain function have implications for how presence can, or cannot, be associated with brain m...
Computer-aided cognitive training has the potential to be an important tool in the fight against dementia and cognitive decline but many challenges remain. This paper presents an example of how realistic and adaptive training may address these challenges. Virtual characters were used as stimuli in a dual n-back working memory task in a realistic 3d...
Gender differences in spatial memory favoring men are frequently reported, and the involvement of the hippocampus in these functions is well-established. However, little is known of whether this behavioral gender difference is mirrored in a gender difference in hippocampal function. Here we assessed hippocampal activity, using functional MRI, while...
A combined view of the human brain and computer-generated virtual realities is motivated by recent developments in cognitive neuroscience and human-computer interaction (HCI). The emergence of new theories of human brain function, together with an increasing use of realistic human-computer interaction, give reason to believe that a better understan...
Computerized cognitive training is an area where the use of computer games technology and methods has a great potential, for example, to address cognitive decline in an aging population. Adaptive games, in particular, are of great interest as the level of training has often been suggested as important for efficient training. An important part of an...
Recent developments in general theories of cognition and brain function make it possible to consider the concept of presence from a new perspective, based in general principles of brain function. The importance of interaction with reality for the development and function of the brain and human cognition is increasingly emphasized. The brain is expl...
Recent developments within human-computer interaction (HCI) and cognitive neuroscience have come together to motivate and enable a framework for HCI with a solid basis in brain function and human reality. Human cognition is increasingly considered to be critically related to the development of human capabilities in the everyday environment (reality...
Subject-by-subject behavioral results.
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Activations during the PM phases.
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Overlay of 1) the VR environment in which a subject is performing two PM tasks (“Check the restaurant Rost”, and “Buy a hotdog”), 2) the eye-tracking data (yellow dot; the movie has intentionally been suspended for 5 seconds at both target detections), 3) the verbal reports from the subject in Swedish (subtitled in English), and 4) a movie of the b...
Prospective memory (PM) denotes the ability to remember to perform actions in the future. It has been argued that standard laboratory paradigms fail to capture core aspects of PM.
We combined functional MRI, virtual reality, eye-tracking and verbal reports to explore the dynamic allocation of neurocognitive processes during a naturalistic PM task w...
The combination of virtual reality (VR) and brain measurements is a promising development of HCI, but the maturation of this paradigm requires more knowledge about how brain activity is influenced by parameters of VR applications. To this end we investigate the influence of two prominent VR parameters, 3d-motion and interactivity, while brain activ...
The idea of realistic HCI, as described with Reality-Based Interaction, continuously adapting to the users experience of the interaction, is a grand vision. Reality-Based Brain-Computer Interaction (RBBCI) is a conception of a system implementing this idea by combining Virtual Reality with functional brain imaging (fMRI) and appropriate methods of...
This paper reviews the neural correlates of multimodal integration and the role it plays in the creation and maintenance of perception of reality. These issues are illuminated by reviewing concepts and research from a number of related subjects and we explore some of the relevant cognitive models, such as the memory-prediction framework. We further...
We have developed a system where the combination of functional brain imaging (fMRI) and Virtual Reality (VR) can be used to study and evaluate user experience based on brain activation and models of cognitive neuroscience. The ability to study the brain during natural interaction with an (ecologically valid) environment has great potential for seve...
Recognizing activities based on an actor's interaction with everyday objects is an important research approach within ubiquitous computing. We present a recognition approach which complement objects grabbed or released information with the object's internal state changes (as an effect of intra manipulation) and the object's external state changes w...
2 Abstract. Recognizing activities based on an actor's object manipulation is an important research approach within ubiquitous computing. We present an approach which complements object manipulation with an actor's situational information by viewing the everyday objects used by the actor to perform his/her activities from an "egocentric perspective...
This position paper outlines the easyADL project, a two- year project investigating the possibility of using wearable technology to assist people suffering the dementia disease in performing Activities of Daily Living (ADL). An introduction to the egocentric interaction modeling framework is provided and the Virtual Reality based development method...