About
28
Publications
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Introduction
Stine Johansen currently works in the Australian Cobotics Centre, Queensland University of Technology.
Current institution
Additional affiliations
November 2021 - May 2022
September 2014 - October 2015
VIA University College, Aarhus, Denmark
Position
- Freelance Teacher
Description
- Lectures and workshops in transmedia storytelling.
Education
August 2018 - July 2021
September 2012 - June 2014
September 2011 - June 2012
Publications
Publications (28)
In an era of human-computer interaction with increasingly agentic AI systems capable of connecting with users conversationally, speech is an important modality for commanding agents. By recognizing and using speech emotions (i.e., how a command is spoken), we can provide agents with the ability to emotionally accentuate their responses and socially...
This special issue contains contributions that investigate ways of Designing for People in Human-Robot Collaboration (HRC). HRC is a subset of Human-Robot Interaction(HRI) where people and robots work together in various configurations towards a shared goal. As robots become increasingly more intimate with people, working inclose proximity or becom...
The increasing deployment of robots in urban spaces calls for design strategies to ensure their adaptation and to mitigate potential disruptions to complex urban contexts. Our research aims to initiate the discussion of contextual adaptability issues of urban robots by exploring everyday scenarios where their presence would appear out of place. We...
Human-Robot Collaboration (HRC) is an increasingly prominent topic in CSCW. From telepresence systems through field robots for extreme missions to social robots in homes, HRC is becoming a recurring theme across a broad range of CSCW research. Based on the growing interest, we explore the coupling of the field of CSCW and research on robotics at th...
Medical training is a key element in maintaining and improving today’s healthcare standards. Given the nature of medical work, students must master not only theory but also develop their hands-on abilities and skills in clinical practice. Medical simulators play an increasing role in supporting the active learning of these students due to their abi...
Digital data shape work practices as they travel through space, time, and social situations. In turn, workers shape the materiality of data through different data-oriented activities. In this paper, we draw on theory of data journeys to develop and present a conceptual framework of four data-intensive activities: Producing, mobilising, processing,...
We investigate the use of colour and brightness for feedback from sound zone systems. User interaction with sound zones suffer from them being invisible. Hence, spatial properties such as volume, size, and overlaps need to be represented through, e.g., light. Two studies were conducted. In the first study (N \(=\) 27), participants experienced diff...
There is growing awareness that the future of robotics is a collaborative one. Although rapid technological advancements are driving the development and maturation of robotics platforms across a range of domains, the methods by which people work with these platforms remains a largely open question. Unpacking this solution requires a multifaceted ap...
Sound zone technology has been actively developed for more than two decades with a promise to provide users with personal sound without wearing headphones. In this paper, we build on this development from the perspective of interaction design in two ways. First, we explore the relation between sound zones and the acoustic environment, referred to a...
'Soundscapes' are an increasingly active topic in Human-Computer Interaction (HCI) and interaction design. From mapping acoustic environments through sound recordings to designing compositions as interventions, soundscapes appear as a recurring theme across a wide body of HCI research. Based on this growing interest, now is the time to explore the...
Listening to sound individually while in close proximity of other people is increasingly enabled by a range of technologies. One still in development is sound zone technology that aims to provide personal sound without headphones or other wearable speakers. User-oriented studies in the area of personal listening primarily emerge from the fields of...
Well-being of crew members on long-distance space travel is challenged by being away from loved ones and spending quality time alone. Furthermore, any communication between Earth and other planets is constrained by delays. This necessitates asynchronous communication designs. In this workshop paper, we present a framework of four areas for designin...
In this paper, we investigate the use of soundwalks in a design ethnographical study. For this study we introduced the concept of sound zones to participants from different households and used soundwalks to enable them to discuss the concept, which would, ideally, reveal design opportunities and constraints. Soundwalks have been used in urban plann...
Sound zone systems have actively been developed for more than two decades. Building on this, we explore four different interaction design approaches for domestic sound zone systems: Tangible representation, light projection, familiar objects, and handhelds. These four approaches were conceived through a scenario-based workshop with HCI and IS exper...
Sound zone technology is being developed to provide users with the ability to modify their personal soundscape. In this paper, we take first steps toward studying how and when users could use sound zone technology within the domestic context. We present a design ethnographical study of sounds in homes and potentials for utilising sound zone technol...
Human--building interaction (HBI) is converging the fields of architecture and interaction design, leading to new and interesting tensions in perspectives and methodological approaches. One such tension is related to temporal constraints. Architecture and interaction design typically produce outcomes with very different lifetime expectancies and, p...
We present a practical implementation of a variation of the Turing Test for realistic computer graphics. The test determines whether virtual representations of objects appear as real as genuine objects. Two experiments were conducted wherein a real object and a similar vir-tual object is presented to test subjects under specific restrictions. A cri...