Hendrik Knoche

Hendrik Knoche
Aalborg University · Department of Architecture, Design and Media Technology

Associate Professor

About

104
Publications
52,352
Reads
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1,080
Citations
Additional affiliations
January 2016 - present
Aalborg University
Position
  • Professor (Associate)
October 2012 - December 2015
Aalborg University
Position
  • Professor (Assistant)
September 2009 - November 2012
École Polytechnique Fédérale de Lausanne
Position
  • PostDoc Position

Publications

Publications (104)
Chapter
Deficits with time management and other cognitive functions can stem from multiple causes and be found across different diagnostic conditions. At the same time, cognitive function can differ within diagnostic classes, which calls for adaptable and personalized assistance. A great deal of literature on cognitive assistive technology (CAT) focus on d...
Article
Full-text available
Unilateral spatial neglect (USN) is a disorder characterized by the failure to report, respond to, or orient toward the contralateral side of space to a brain lesion. Current assessment methods often fail to discover milder forms, cannot differentiate between unilateral spatial neglect subtypes and lack ecological validity. There is also a need for...
Article
Brain-computer interfaces (BCIs) can serve as a means for stroke rehabilitation, but low BCI performance can decrease agency (users’ perceived control), frustrate users and thereby hamper rehabilitation. In such rehabilitative tasks BCIs can implement fabricated input (preprogrammed positive feedback) that improve agency and frustration. Two substu...
Article
Full-text available
Motor imagery-based brain-computer interfaces (MI-BCI) have been proposed as a means for stroke rehabilitation, which combined with virtual reality allows for introducing game-based interactions into rehabilitation. However, the control of the MI-BCI may be difficult to obtain and users may face poor performance which frustrates them and potentiall...
Article
Full-text available
Spinal cord injury can leave the affected individual severely disabled with a low level of independence and quality of life. Assistive upper-limb exoskeletons are one of the solutions that can enable an individual with tetraplegia (paralysis in both arms and legs) to perform simple activities of daily living by mobilizing the arm. Providing an effi...
Article
Full-text available
Purpose: Virtual reality (VR) and eye tracking may provide detailed insights into spatial cognition. We hypothesized that virtual reality and eye tracking may be used to assess sub-types of spatial neglect in stroke patients not readily available from conventional assessments. Method: Eighteen stroke patients with spatial neglect and 16 age and gen...
Article
To reduce frustration while performing no-risk tasks (e.g. in training and games) for BCI users, we propose increasing their perceived level of control through fabricated input - system-generated positive task outcomes. Two surrogate BCI studies injected fabricated input creating additional positive task outcomes to a 50% baseline. Users' perceived...
Article
Full-text available
Design features such as polishing strokes share similarities with defects; this makes defect detection and quality assessment difficult to perform both manually and automatically. Human assessors rotate objects to probe different incoming illumination angles and evaluate the defect dimension to limits samples i.e. decide whether differences between...
Chapter
Systems for automatic inspection of product quality are in high demand. However, their prevalence is limited by complex development and great expenses. Since inspection systems must be engineered to specific products and environments, such systems are generally only viable with high volume product series. Inspired by human visual inspection of high...
Article
Individuals with tetraplegia have a challenging life due to the lack of independence and autonomy. Assistive robots have the potential to assist with the activities of daily living and thus improve the quality of life. However, an efficient and reliable control interface for severely disabled individuals is still missing. An intraoral tongue-comput...
Chapter
The World Wide Web have changed learning culture and brought with it, massive open online courses (MOOCs). Open Badges is an open standard which allow MOOCs to create digital course diplomas. Badges gamify education and act as a statement of achievement to reward learners as they reach goals and sub-goals in learning. Existing badge frameworks offe...
Chapter
The conventional patient education model for heart failure patients assumes that increasing knowledge leads to self-management behaviour changes, but patients need motivation for changing their behaviour. Telerehabilitation technologies can provide a digital toolbox for engaging in self-management, and adding gamification on top may increase motiva...
Chapter
The language used in interaction design is affected by the wide array of academic backgrounds of interaction designers. Therefore one word may have several meanings, which can be confusing when conducting research in this field. In this paper, we define three levels of interaction: macro-, micro- and nanointeractions, the latter of which is the foc...
Chapter
Looking at artworks, experiencing nature, and being in virtual reality (VR) environments can relax people. We tested if the relaxation from viewing art and nature images with music for ten minutes while sitting in a recliner chair in a VR setup is different from experiencing the same content on a TV screen. Participants experienced this relaxation...
Article
Full-text available
Brain–computer interfaces (BCIs) can be used in neurorehabilitation; however, the literature about transferring the technology to rehabilitation clinics is limited. A key component of a BCI is the headset, for which several options are available. The aim of this study was to test four commercially available headsets’ ability to record and classify...
Article
The production of high-end manufactured products requires Aesthetic Quality Control (AQC) in the form of human visual inspection. Manufactures can reduce AQC costs by incorporating semi-automated visual defect detection in units with the existing 3D metrology scans. This paper demonstrates how an image-based test method for defect detection can red...
Article
Full-text available
Brain-computer interfaces (BCIs) have successfully been used for motor recovery training in stroke patients. However, the setup of BCI systems is complex and may be divided into (1) mounting the headset and (2) calibration of the BCI. One of the major problems is mounting the headset for recording brain activity in a stroke rehabilitation context,...
Conference Paper
An increasing number telehealth systems continuously collect selfreported data from patients. Objective and subjective collection of health data facilitates early detection and treatment of chronic conditions, but patient needs in these telehealth contexts are poorly understood. It is for example not clear how to support patients' reflection on the...
Conference Paper
Assistive robotic arms have shown the potential to improve the quality of life of people with severe disabilities. However, a high performance and intuitive control interface for robots with 6-7 DOFs is still missing for these individuals. An inductive tongue computer interface (ITCI) was recently tested for control of robots and the study illustra...
Conference Paper
In this paper we present ShadowLamp, a lamp concept supporting controllable shadow casting for displaying ambient information. The concept uses electrochromic displays to mask light and thereby allow switching of projected shadows. We implemented a prototype in a hexagon frame with six separately controlled LEDs compartmentalized to casts shadows i...
Chapter
Interactive e-books could provide a smart learning environment by providing adults with facilitation support for encouraging children to speak. To reap benefits for the adult reader and subsequently the children’s language development, such support must be seamless to use for the reader and not impair the main experience of joint reading. This pape...
Chapter
Technical educations often experience poor student performance and consequently high rates of attrition. Providing students with early feedback on their learning progress can assist students in self-study activities or in their decision-making process regarding a change in educational direction. In this paper, we present a set of instruments design...
Chapter
Tetraplegia is a devastating condition, resulting in severe disability and isolation from social activities and entertainment. Drones may provide a severely paralyzed individual the possibility of participation in drone-sports and thereby in social interaction and further it may give a sense of freely moving. However, individuals with tetraplegia c...
Chapter
Full-text available
As smartphones have become widely available at low prices, interface designers need to improve accessibility of mobile applications for e.g. illiterate users. We evaluated how effectively and efficiently different signifiers communicated the affordances of dragging and double tapping touch gestures in a text editor environment. We found that spatia...
Article
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We designed a vibrotactile vest and The Humming Wall, a vibroacoustic interactive furniture set in an urban environment to interact with each other. We developed the vibrotactile patterns in the vest as a form of vibrotactile language to convey information to the wearer. In addition, we designed a set of interactive movements on The Humming Wall th...
Book
This book gathers contributions to the 3rd International Conference on Smart Learning Ecosystems and Regional Developments (SLERD 2018), held at Aalborg University, Denmark on 23–25 May 2018. What characterizes smart learning ecosystems? What is their role in city and regional development and innovation? How can we promote citizen engagement in sm...
Conference Paper
Full-text available
In the past, human proxemics research has poorly predicted human robot interaction distances. This paper presents three studies on drone gestures to acknowledge human presence and clarify suitable acknowledging distances. We evaluated four drone gestures based on non-verbal human greetings. The gestures included orienting towards the counterpart an...
Article
Full-text available
We designed a vibrotactile vest with physiological monitoring that interacts with a vibroacoustic urban environment, The Humming Wall. We structured vibrotactile patterns and built a vibrotactile language to convey information and to interact towards and from the vibroacoustic environment in order to elicit sensations and encourage particular body...
Chapter
This paper investigates the effect of adaptive auditory feedback on continued player performance for stroke patients in a reaction time tablet game. The feedback sound pitch followed a saw-tooth shape that cumulatively increased for fast reaction times and flying back to the base pitch after a single slow reaction time. The analysis was based on da...
Article
We compared a game-based experiment carried out in the lab with crowdsourced set ups (informed and uninformed participants) on the device’s human resolution (DHR) - the minimum size for dragging the finger onto a target on a touch screen. Lab participants produced fewer errors than the crowd. From lab participants, we found the smallest selectable...
Conference Paper
We compared a game-based experiment carried out in a lab study to crowdsourced set ups (both uninformed and informed). We investigated the device’s human resolution - the minimum size for dragging the finger onto a target on a touch screen. Participants in the lab consistently produced fewer errors than those from the crowd. For lab participants, e...
Chapter
Full-text available
In this study we investigate the experience for participants while wearing a vibrotactile vest that interacts with a vibroacoustic architecture The Humming Wall, set in an urban space. This public large scale artefact is built to exchange vibrotactile and physiological interactions with a vibrotactile wearable vest. The heart beats and breath rates...
Conference Paper
Full-text available
Vibrotactile information can be used to elicit sensations and encourage particular user body movements. We designed a vibrotactile vest with physiological monitoring that interacts with a vibroacoustic urban environment, The Humming Wall. In this paper, we describe the first field trial with the system held over a 5-week period in an urban park. We...
Conference Paper
There are two simultaneous transformative changes occuring in Education: the use of mobile and tablet devices for accessing educational content, and the rise of the MOOCs. Happening independently and in parallel are significant advances in interaction technologies through smartphones and tablets, and the rise in the use of social-media and social-n...
Conference Paper
Full-text available
To improve their agricultural output, farmers require timely and contextualized information and advice. Relevant information and advice provided by trusted peers represents a promising approach for informal learning. We present the considerations for the design of coli, an agricultural information network on touch screen equipped smart phones and r...
Conference Paper
Full-text available
We designed a wearable vest that houses a set of actuators to be placed at specific points on the body. We developed vibrotactile patterns to induce five sensation types: (1) Calming, (2 patterns, Up and Down back) (2) Feel Good (4 patterns in different directions around the waist), (3) Activating (2 patterns, Tarzan and Shiver, on top front of bod...
Conference Paper
Full-text available
We designed a tablet game to diagnose, train, and assess the rehabilitative progress of hemi-spatial neglect patients. We found that a set of parameters from fitting Fitts' law to hit delays in a whack-a-mole game can be used to identify neglect patients due to the asymmetry between performance on the left and right hand sides of the screen. Perfor...
Conference Paper
Full-text available
Email Abstract We designed a wearable vest that houses a set of actuators to be placed at specific points on the body. We developed vibrotactile patterns to induce five sensation types: (1) Calming, (2 patterns, Up and Down back) (2) Feel Good (4 patterns in different directions around the waist), (3) Activating (2 patterns, Tarzan and Shiver, on t...
Article
Full-text available
Purpose – The purpose of this paper is to synchronize two courses to focus on the students working with learning and applying tools in the one course and acting on understandings gained to produce artefacts in the other. Design/methodology/approach – Working with real users throughout all stages of the design process, the authors structured two co...
Conference Paper
Full-text available
Colour is one of the primary aesthetic elements of a visualization. It is often used successfully to encode information such as the importance of a particular part of the diagram or the relationship between two parts. Even so, there are few investigations into the human reading of colour coding on diagrams from the scientific community. In this pap...
Article
Full-text available
Dialogic reading, in which the reader prompts the child to speak while listening to the story being read, represents a promising way to boost children's lingual development but it is unclear how content interactivity and agency affect the technique. We used video interaction analysis to investigate the effect of interactive elements on speech produ...
Conference Paper
The scope of user experience supersedes the concept of usability and other performance oriented measures by including for example users' emotions, motivations and a strong focus on the context of use. The purpose of this tutorial is to motivate researchers and practitioners to think about the challenging questions around how to select and apply UX...
Article
A large number of illiterate people -- 800 million worldwide -- are currently excluded from the benefits of asynchronous and cheap communication through text messages also known as SMS. Smart phones with touch screen will soon be in financial reach of illiterate people in developing countries. Our application EasyTexting allows illiterate users to...
Chapter
Small and marginal farmers own about 1–4 ha of land and solely depend on rainfall for irrigation. Their lands are generally located at a higher elevation (225 m) compared to the rich farmlands resulting in a high runoff. Farming in semiarid regions is further characterized by low rainfall (500 mm over 6 months). Crop production is subject to weathe...
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Full-text available
Despite 800 million illiterate people worldwide little research has aimed at understanding how they use and appropriate mobile phones. We interviewed illiterate immigrants living in Switzerland to inform the design of phones and applications for illiterate users. We report on their use, coping strategies, and appropriation of mobile devices and oth...
Conference Paper
Full-text available
In this paper we describe the design of a location-based mobile cinematic game that will be deployed in the city of Geneva, Switzerland, for the 300th anniversary of philosopher Jean-Jacques Rousseau.
Article
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People like to consume multimedia content on mobile devices. Mobile networks can deliver mobile TV services but they require large infrastructural investments and their operators need to make trade-offs to design worthwhile experiences. The approximation of how users experience networked services has shifted from the inadequate packet level Quality...
Article
This paper describes the challenges faced in ICTD by reviewing the lessons learned from a project geared at improving the livelihood of marginal farmers in India through wireless sensor networks. Insufficient user participation, lack of attention to user needs, and a primary focus on technology in the design process led to unconvinced target users...
Chapter
This chapter looks at the current changing habits on audiovisual content consumption at home, with special focus on potential uses of mobile devices. Standard television plus a remote control impose a use that is too coarse to support the various personal needs of people, while mobile devices open new possibilities from engagement and immersion int...
Article
Full-text available
This paper describes the challenges faced in ICT-D by reviewing the lessons learned from a project geared at improving the livelihood of marginal farmers in India through wireless sensor networks. Insufficient user participation, lack of attention to user needs and a primary focus on technology in the design process led to unconvinced target users...
Article
Full-text available
Speech is one of the promising candidates to convey information to illiterate users through non-text user interfaces. This paper describes the challenges that marginal farmers in India face in terms of ICT accessibility on mobile phones in an ICT4D project. The central question is how to submit and convey information through low end mobile phones i...
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Full-text available
The migration of media consumption to personal computers retains distributed social viewing, but only via nonsocial, strictly personal interfaces. This article presents an architecture, and implementation for media sharing that allows for enhanced social interactions among users. Using a mixed-device model, our work allows targeted, personalized en...
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Mobile TV viewers can change the viewing distance and (on some devices) scale the picture to their preferred viewing ratio, trading off size for angular resolution. We investigated optimal trade-offs between size and resolution through a series of studies. Participants selected their preferred size and rated the acceptability of the visual experien...
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Full-text available
The purpose of this tutorial is to motivate researchers and practitioners to think about the challenging question how to design for and evaluate user experience in TV-centric services. There is no common understanding of user experience yet, but a lot of different approaches and definitions (e.g. (1)(2)(3)(4)). In particular, when trying to underst...
Article
Full-text available
After many years of slow adoption within the market, video telephony is finally becoming accepted, e.g. in its high end version and in the form of video calls piggy-backed through computer-based VoIP services. Within the home, the TV set may serve as a useful additional way to access video-based communications. TV could also make video telephony ac...
Chapter
This chapter provides an overview of the key factors that influence the quality of experience (QoE) of mobile TV services. It compiles the current knowledge from empirical studies and recommendations on four key requirements for the uptake of mobile TV services: (1) handset usability and its acceptance by the user, (2) the technical performance and...
Chapter
Full-text available
This chapter provides an overview of the key factors that influence the quality of experience (QoE) of mobile TV services. It compiles the current knowledge from empirical studies and recommendations on four key requirements for the uptake of mobile TV services: (1) handset usability and its acceptance by the user, (2) the technical performance and...