About
41
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Introduction
Ragnhild Eg is an Associate Professor at Kristiania University College. She has a great interest for the senses and perception; among her research areas are multisensory processes, human-machine interactions and the interplay with digital technology. At the PIT lab (Perception and Interactive Technology), she is part of a multidisciplinary project that explores VR experiences. Ragnhild Eg has published a number of papers in journals and conferences affiliated with both psychology and technology.
Additional affiliations
August 2015 - present
Publications
Publications (41)
In well-controlled laboratory experiments, researchers have found that humans can perceive delays between auditory and visual signals as short as 20 ms. Conversely, other experiments have shown that humans can tolerate audiovisual asynchrony that exceeds 200 ms. This seeming contradiction in human temporal sensitivity can be attributed to a number...
Rules-of-thumb for noticeable and detrimental asynchrony between audio and video streams have long since been established from the contributions of several studies. Although these studies share similar findings, none have made any discernible assumptions regarding audio and video quality. Considering the use of active adaptation in present and upco...
With teleconferencing becoming more accessible as a communication platform, researchers are working to understand the consequences of the interaction between human perception and this unfamiliar environment. Given the enclosed space of a teleconference room, along with the physical separation between the user, microphone and speakers, the transmitt...
The difficulty in detecting short asynchronies between corresponding audio and video signals demonstrates the remarkable resilience of the perceptual system when integrating the senses. Thresholds for perceived synchrony vary depending on the complexity, congruency and predictability of the audiovisual event. For instance, asynchrony is typically d...
Many human-computer interactions are highly time-dependent, which means that an effect should follow a cause without delay. In this work, we explore how much time can pass between a cause and its effect without jeopardising the subjective perception of instanta- neity. We ran two experiments that involve the same simple interaction: A click of a bu...
No social media user sees the same feed. These platforms are personalized to the individual with the aid of algorithms that filter and prioritize content based on users' demographic profiles and personal data. On the one hand, this personalization aids the user by making the service more relevant, for instance by curating information of interest. O...
Social media platforms rely on algorithms to filter and select content, thereby personalizing every individual's social media experience. Many use social media without awareness of this personalization and its impact, pointing to a need to both understand and improve literacy among active social media users. This qualitative study addresses adolesc...
Social media is an integral part of the lives of adolescents, but they are also closed arenas concealed from the next of kin and are resistant to parental mediation. Consequently, this study aims to investigate how adolescents reflect on the safe use of social media and the conversations they have with their parents. The present study used data fro...
With the introduction of The General Data Protection Regulation (GDPR) in 2018, European citizens were granted stronger privacy protection. Despite privacy and GDPR being frequent topics of discussion, many consumers lack knowledge on how personal data are harvested for business purposes, and they are unaware of their rights. Drawing on a larger su...
Despite much hype, the extent to which VR is accepted and used by the general population is unclear. To shed light on this, we conducted a representative panel survey with 936 respondents in the spring of 2021. The survey revealed that while many know what VR is, only 20 % have tried it, and only 0.6 % use VR more than once a week. This poster expl...
This work-in-progress paper examines adolescents' experiences with personalized content on social media and how it influences them. Through group interviews with Norwegian students aged 15 to 19 years, we investigated their awareness, comprehension, and emotions towards targeted and personalized content. The sample consisted of 48 participants (20...
In this paper, we present the PMdata dataset that aims to combine the traditional lifelogging with sports activity logging. Such a dataset enables development of several interesting analysis applications, e.g., where additional sports data can be used to predict and analyze everyday developments like a person's weight and sleep patterns, and where...
Kunnskap om faget forbrukeratferd er avgjørende for alle bedrifter, offentlige institusjoner og organisasjoner som ønsker å lykkes med markedsføringen sin. Forbrukeratferd er basert på godt etablerte teorier innen økonomi, psykologi, sosiologi og sosialantropologi. Læreboken har en praktisk og moderne vinkling med spesielt fokus på temaer som bærek...
Health expenditures in Norway amounted to 10,2 percent of GDP in 2018, and the budget was dedicated predominantly to treating disorders and maintaining support functions. Only 3 percent of the budget went to preventive health, despite the fact that preventive measures hold the greatest promise. At the same time, computer-based technology enables me...
Our many online routines leave behind trails of data about our identities, habits, preferences and connections. These data serve as filters when we seek out information, yielding relevant results and content of interest. However, commercial and political parties can use the same data to personalize persuasive messages, and some even use psychologic...
Virtual reality is now used across a range of applications, from entertainment to clinical purposes. Although the rendered visualisations have better temporal and spatial resolutions than ever, several technological constraints remain - and people still suffer side-effects. With this demonstration, we address the temporal constraints of virtual rea...
Just like interactions with the physical world, humans prefer to interact with computers without noticeable delay. However, in the digital world, the time between cause and effect can far exceed what we are accustomed to in real life. System processes, network transmission and rendering all add to the delay between an input action and an output res...
The growth in networking and cloud services provides opportunities to host multimedia on remote servers, but also brings challenges to developers who must deal with added delays that degrade interactivity. A fundamental action for many computer-based multimedia applications is selecting a moving target with the mouse. While previous research has mo...
In modern computer systems, user input, particularly for computer games, is affected by delay from local systems, networks and servers. While general awareness of the degradation effects of delay on player performance and quality of experience are well known, an understanding quantifying how specific player actions are impacted by delay is missing....
Interactive panoramic systems are currently on the rise. However, one of the major challenges in such a system is the overhead involved in transferring a full-quality panorama to the client when only a part of the panorama is used to extract a virtual view. Thus, such a system should maximize the user experience while simultaneously minimizing the...
The speedy interactions of many computer games demand prompt reactions from player and system alike. This demonstration invites participants to experience in-game latency. We present variations of two familiar games that use either mouse or key inputs to control actions seen on the monitor. While playing the games, participants can make changes to...
In this article, we argue that the energy spent in designing autonomous camera control systems is not spent in vain. We present a real-time virtual camera system that can create smooth camera motion. Similar systems are frequently benchmarked with the human operator as the best possible reference; however, we avoid a priori assumptions in our evalu...
In this paper we present a dataset of visual saliency segments
associated to social images, collected through a mobile game
in conjunction with a crowdsourcing campaign. Our data
are collected in the game itself, where players guess what
is depicted in a gradually uncovered image. The game mechanics
allow us to collect information about which...
In many games, a win or a loss is not only contin- gent on the speedy reaction of the players, but also on how fast the game can react to them. From our ongoing project, we aim to establish perceptual thresholds for visual delays that follow user actions. In this first user study, we eliminated the complexities of a real game and asked participants...
In this paper we present a novel idea that combines a mobile game with a Crowdsourcing campaign. The game is designed for studies into the visual saliency of image segments, where the game objective is for players to guess what is depicted in an image that is gradually un-covering. Game scores depend on the number of correct answers and the speed a...
Video streaming is predicted to become the dominating traffic in mobile broadband networks. At
the same time, adaptive HTTP streaming is developing into the preferred way of streaming media
over the Internet. In this paper, we evaluate how different components of a streaming system can be
optimized when serving content to mobile devices in particul...
Perceived synchrony varies depending on the audiovisual event. Typically, asynchrony is tolerated at greater lead- and lag-times for speech and music than for action events. The tolerance for asynchrony in speech has been attributed to the unity assumption, which proposes a bonding of auditory and visual speech cues through associations in several...
Streaming video over the Internet requires mechanisms that limit the streams' bandwidth consumption within its fair share. TCP streaming guarantees this and provides lossless streaming as a side-effect. Adaptation by packet drop does not occur in the network, and excessive startup latency and stalling must be prevented by adapting the bandwidth con...
Scalable video streaming may result in flicker effects - visual artifacts in video presentation due to adaptive layer switching. In our work, we have identified three types of flicker, noise, blur and motion flicker. Here, we investigate the blur and noise flicker, which are both related to the spatial domain. The perceptual impact of blur and nois...
Subjective quality perception studies with human observers are essential for multimedia system design. Such studies are known to be expensive and difficult to administer. They require time, a detailed knowledge of experimental designs and a level of control which can often only be achieved in a laboratory setting. Hence, only very few researchers c...
Research shows that noise and phonetic attributes influence the degree to which auditory and visual modalities are used in audio-visual speech perception (AVSP). Research has, however, mainly focused on white noise and single phonetic attributes, thus neglecting the more common babble noise and possible interactions between phonetic attributes. Thi...
Research has shown that voicing is difficult to discern in noisy environments. While voicing may be difficult to resolve from visual cues, acoustic cues for voicing are relatively robust. This study addresses these factors with normally aging audiovisual perception. Identification responses were gathered with 19–30‐year‐old and 49–60‐year‐old adult...