Lasse Scherffig

Lasse Scherffig
Technische Hochschule Köln | FH Köln · Köln International School of Design

Dr. phil.

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39
Publications
18,961
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126
Citations

Publications

Publications (39)
Thesis
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How do we experience interaction? How is moving our hand on a computer mouse and looking at moving symbolic representations on a computer screen perceived as one coherent action: clicking on something? How is the Gestalt of this something constituted? Starting from this question, a novel understanding of interaction is developed that focuses on the...
Chapter
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Mit der Konvergenz von Mobilfunk und Internet, GPS, digitaler Kartographie und Social Networks hat sich ein Feld »lokativer« Medien herausgebildet, denen in den heutigen Medientechniken und -praktiken eine zentrale Bedeutung zukommt. Die Beiträge des Bandes widmen sich diesem jüngsten Medienwandel und bieten Einblick in die Entwicklungen und Phänom...
Thesis
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In the field of machine learning, reinforcement learning constitutes the idea of enabling machines to learn how to deal with a given environment by means of direct exploration. As opposed to supervised learning in reinforcement learning no explicit examples of how to act are presented to the learning agent. Instead a learner tries out actions and o...
Article
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This paper documents the design, implementation and evaluation of the Unfolding Space Glove – an open source sensory substitution device. It transmits the relative position and distance of nearby objects as vibratory stimuli to the back of the hand and thus enables blind people to haptically explore the depth of their surrounding space, assisting w...
Conference Paper
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How can design approach machine learning and artificial intelligence? This intervention presents works by students of three programs dealing with design and/of technology. The works engage with the technologies and practices of building intelligent systems but also explore their aesthetic, cultural and social implications. As a collection of experi...
Conference Paper
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This panel undertakes a deep and critical reflection about the general usage of biomedical signals from the mid 1960s to nowadays and their inclusion in artistic work, in regard both to the artistic application of these signals as well as the consequent theoretical implications. The members of this panel discuss concrete applications of biomedical...
Article
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How do we perceive virtual reality? This simple question takes the reader on a journey into the physiology of perception, following cybernetic models that regard spatial perception as an activity that presupposes bodily motion. In this discussion, head-mounted displays (HMDs) are reconstructed not only as visual but also as relational devices, clos...
Conference Paper
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“Signal to Noise” is a sound installation using radio transmissions and mobile radio receivers as an interface for audience-based performance. Carrying radio receivers, the audience moves through the space created between two overlapping radio transmissions that broadcast on the same frequency, creating a volatile acoustic space of radio interferen...
Book
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Algorithmen und digitale Informationsprozesse sind allgegenwärtig – sie nisten in den kleinsten Objekten und durchdringen alle Lebensbereiche. Die digitalen Codes, diese „Undinge" (Flusser), die unsichtbar und im genauen Sinn des Wortes „unbegreiflich" sind, galten anfangs auch in der Kunst als Inbegriff des Immateriellen. Mit ihrer Hilfe sollte de...
Chapter
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Article
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The multimodal, multi-paradigm brain-computer interfacing (BCI) game Bacteria Hunt was used to evaluate two aspects of BCI interaction in a gaming context. One goal was to examine the effect of feedback on the ability of the user to manipulate his mental state of relaxation. This was done by having one condition in which the subject played the game...
Chapter
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Im Folgenden sollen die im Eingangsbeitrag Code und Material theoretisch behandelten Abhängigkeiten zwischen Programmen und materiellen Objekten näher an der Praxis betrachtet werden. Diese Praxis ist eine wichtige Grundlage der künstlerischen Positionen, die dieser Band versammelt. An der Kunsthochschule für Medien Köln findet sie ihren Ort im Lab...
Article
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Brain-Computer Interfaces (BCIs) allow users to control applications by brain activity. Among their possible applications for non-disabled people, games are promising candidates. BCIs can enrich game play by the mental and affective state information they contain. During the eNTERFACE’09 workshop we developed the Bacteria Hunt game which can be pla...
Conference Paper
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CubeBrowser is the concept study for a six-display cube with digital screens that makes it possible to browse online databases like flickr. The control of navigation is exclusively accomplished by performing manual actions on the object. This creates a playful way of exploring image collections that are networked by tags.
Conference Paper
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Am Anfang der Kybernetik steht die Erkenntnis Norbert Wieners, dass Lebewesen und Maschinen etwas gemeinsam haben: Ihr Verhalten lässt sich als Feedbackprozess beschreiben. Folglich konzipiert er die Kybernetik als neue wissenschaftliche Disziplin eines "totalisierten" Feedbackbegriffs. Diese Totalisierung wird durch eine Vorgeschichte ermöglicht,...
Chapter
Full-text available
Current findings from anthropology, genetics, prehistory, cognitive and neuroscience indicate that human nature is grounded in a co-evolution of tool use, symbolic communication, social interaction and cultural transmission. Digital information technology has recently entered as a new tool in this co-evolution, and will probably have the strongest...
Conference Paper
Mexmix is a generative hypertext story using low-fi technology. Its central idea consists in remixing text on the basis of user behavior. As an example of generative story writing it allows us to reconsider the role of narrative as artistic form. It is argued that digital narrative as a context free endeavour does not exist while only narrative by...

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Projects (3)
Archived project
Within the scope of the so-called “Zukunftsoffensive des Landes Baden-Württemberg” the project “Dynamische kognitive Systeme, neuronale Netze und Wahrnehmung (Dynamical cognitive systems, neuronal networks and perception)” has been funded with e 300.000,- over three years from 2002 to 2005. Hans H. Diebner has been in charge of that programme located at the ZKM-Center for Art and Media Technology, Institute for Basis Research, Karlsruhe. Main goals: – Development of intelligent systems as well as interface technologies for the accessibility of human agents to virtual and real processes. – Contribution to the understanding of neuro-aesthetic processes, software and hardware applications in the field of context-sensitive data-mining as well as the conception of human-machine interfaces. – Development of new diagnostic methods that rest upon sense perception like visualisation and sonification of data and scientific models. – Critical discourse of artificial intelligence. – Museum as a laboratory for long-term longitudinal studies and the integration of the public into the research process. Design of appropriate installations. – Design of biofeedback systems
Project
Call for Papers for August 2017 issue of Studia UBB Philosophia. Details: https://studiaphilosophia.wordpress.com/call-for-papers-2/call-for-papers-issue-22017-nomadic-migrating-commuting-wearable-technologies-and-their-infrastructures/