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Kategoriserade artiklar på KTHs webbplats.

Antal träffar: 85

  • Research environments

    The Division of Media Technology and Interaction Design manage four research environments: Multisensory Studio, MIDDLA, Haptic Lab and KTH's R1 (reactor hall).

  • Blog Posts

    Follow the links below to read TEL blog posts.

  • Live-Virtual-Constructive

    The projects is vision is to connect Live-aircraft, Virtual manned aircraft simulators and Artificial/Constructive elements into everyday training of fast jet-fighter pilots.

  • Projects in Creative Media Technology

  • SonicFunc: sound design methods for the digital society

    Investigating sound function, aesthetics and interaction in media production to create effective sonic interaction design for everyday life.

  • Oral Music Theory

    Music theoretical tools for performance expression within folk music.

  • Ethical Implications of Music Computing

    Our project focuses on such ethical issues in the context of music computing, in particular which issues may arise from the use of artificial intelligence when we apply it, for instance, to automatic music composition, recommendation, production, or copyright control.

  • The Study of Folk Dance Traditions

    The study of folk dance traditions: connecting ethnography and computational analysis.

  • Listening Across Disciplines II

    Listening Across Disciplines II (LxDII) is a research project funded by the Arts and Humanities Research Council (AHRC). It systematically investigates the potential of listening as a legitimate and reliable methodology for research across the arts and humanities, science, social science and technology.

  • Interaction Strategies in Improvised Jazz Duos

    Jazz improvisation as a subject concerns a vast area where some of the fields are based on defined musical language skills in combination with communicative skills. A personal expression has always been and will always be the basis for artistic representation.

  • Increasing the Efficiency in the Creation of Procedural Audio Models for Video Games

    The use of procedural audio in video games presents several benefits, especially in highly interactive environments like in VR, where haptics controllers are commonly used.

  • Historically Informed Sound Synthesis

    Researching and re-enacting historical sound synthesis instruments from the history of electronic music in Sweden during the 1960's and 70's

  • SCORe: Using Sonification to COmmunicate public health Risks

    Can we effectively communicate the risks of excessive alcohol consumption, to improve young people's health, though interactive media?

  • Sound for Energy

    Sound for Energy - Sonic Interaction Design to Support Energy Efficiency Behaviour in the Household

  • Publications

  • Projects in Sound and Music Computing

  • Sustainable Urban Play Environments

    A large challenge today is to ensure that children have possibilities to be physically active outdoors.

  • Woody the Haptic Toolkit

  • Haptics and Sonification

  • Themes

    Our lab works with interdisciplinary research projects that combine advanced engineering with philosophy, art, aesthetics and other disciplines from the humanities. We aim to create disruptive media and interaction technologies, which will radically change not only the way people entertain themselves but how they live, work and think.

  • Projects in Media Lab

  • Publications

  • Sweet-sounding Shop Goods

    A general and applicable method for an improved working environment and fewer thefts in retail.

  • Sonification of Goods in Stores

    A pilot study on theft prevention in retail through sound and music. The project is a collaboration between KTH, Institute of Retail Economics, Soundmark and Lidbo Music.

  • Nordic SMC

    The Nordic Sound and Music Computing Network (NordicSMC) brings together a group of internationally leading sound and music computing researchers from all five Nordic countries, from Aalborg University (AAU), Aalto University (AALTO), KTH Royal Institute of Technology (KTH), University of Iceland (UoI), and University of Oslo (UiO).

  • Adaptive Music Production

    Design research aimed at finding and evaluating technical solutions that contribute to usability and musical variety in adaptive music.

  • Volvo Sound Studio

    The Volvo Sound Studio is a collaboration between Volvo and KTH, Konstfack and University West. An interface for sound design have been presented at the major world car expos.

  • ESAIM - Självständiga Arbeten Som Exjobb

    KMH och KTH har fått medel från Vinnova för att utveckla exjobb med musik- och ljudinriktning inom utbildningar i musik och teknik. Projektet kallas ESIAM – etablering av självständiga arbeten som exjobb inom musik och teknik. 

  • Active Listening with the Music Puzzle

    The Music Puzzle is a game where the aim is to reconstruct a music performance from small segments that are shifted in pitch and filtered. The game targets hearing impaired persons in order to train listening skills.

  • HabitWise

    HabitWise - Creating Sustainable Everyday Habits

  • FLIGHT

    Decreased CO2-emissions in flight-intensive organisations: from data to practice.

  • FRIDGE

    Smart storage solutions in the fridge of the future to reduce food waste.

  • KITCHEN

    Designing digital technologies for supporting energy-related behavior change in the kitchen.

  • Homo Colossus

    From Homo Sapiens to Homo Colossus: Visualising our energy footprint

  • Event Horizon

    Beyond the event horizon: tools to explore local energy transformations

  • Food Review

    A systematic review of the scientific literature on digital interventions for more sustainable food consumption behaviour.

  • Digital Stewardship

    Digital Stewardship: Infrastructuring Waste Management Through Digital Platforms This project will study, design and develop the integration of digital platforms and sensor technologies to support people to collectively act to care for the environment. We call this collective work ‘Digital Stewardship’.

  • Energy Review

    A systematic review of scientific literature on digital behavior change interventions for more sustainable energy behavior.

  • Quality Development Using Text Analysis Tools on Course Reflections

    In this project we will investigate how student course reflections can be analysed automatically or semi-automatically, using sentiment analysis and text analysis tools in order to both detect problems in courses, for driving quality development, and to evaluate if students’ perceptions of courses change when courses are modified.

  • Multisensory Studio

    The Multisensory studio provides means for conducting a variety of experiments and test.

  • KTH R1 Experimental Performance Space and Presence Laboratory

    The KTH R1 Experimental Performance Space is a project at the Royal Institute of Technology (KTH), Stockholm, with support from Akademiska Hus and EIT ICT Labs.

  • Haptic Lab

    The haptic lab provides facilities for research within the field of haptics. The lab gives access to tools for development and evaluation of haptic interfaces in different application areas such as computer games, scientific visualization and medical simulation.

  • Transparent algorithms in insurance (TALFÖR)

    Decisions taken by machines can increase productivity and competitiveness as well as compensate for flaws in human decision-making. However, they also bring about some new and challenging problems. Creating more transparent algorithms is not only an interesting research area, but also a necessity to take full advantage of digitization.

  • Publications

  • The Harmony of Noise

    The project concerns developing a notation system for pitch-based, sound-based and spatialized music in an attempt to bridge the gap between acoustic and electronic music, also working towards the possibility of a holistic system for algorithmic composition based on music representation.

  • Data Driven Learning

    By using Learning Analytics on e.g. click and log data from real courses we can statistically determine the impact of various methods, designs and strategies, such as Mindset and Self-Regulated Learning.

  • CoDeAc

    Co-design of e-health services accessible to users with disabilities

  • The Radio Sound Studio

    Developing novel digital sound design tools through the modelling of historical sound effects.

  • Digital Competence for All

  • SONAO

    Robust Non-Verbal Expression in Virtual Agents and Humanoid Robots: New Methods for Augmenting Stylized Gestures with Sound

  • MIDDLA

    The Interaction lab is an open lab space allowing for work within the field of Interaction design. The lab today is mainly for students enrolled in the HCI master programme, providing means for conducting workshops and other student related work.

  • Projects in SF Lab

  • Haptics in Clinical Settings

  • Precious Keys

  • Technology Enhanced Learning

    The Technology-Enhanced Learning (TEL) group makes teaching and human learning more effective and efficient since 2009.

  • Sound and Music Interaction Seminars

    Sound and Music Interaction Seminars is a seminar series organized by the Sound and Music Computing group at the division of Media Technology and Interaction Design, KTH.

  • Projects

  • Sustainable Futures Lab

    Sustainable Futures Lab (SF Lab) team's research interests are located in the intersection between on the one hand media technologies and information and communication technologies (ICT) and on the other hand issues relating to sustainability and sustainable development.

  • OneLearns - Online Education for Leaders in Nutrition and Sustainability

    The overall aim of OneLearns is to increase awareness of the potential of online education and use it to increase digital health literacy and promote the global sustainability goals. We are targeting government officials and actors in the civil society organisations (such as NGOs) in Rwanda, Ethiopia, and Kenya who hold a position with a mandate to bring about change.

  • Sound Forest

    Sound Forest is a collaborative research project carried out between Sound and Music Computing at KTH and the Swedish Museum of Performing Arts (Scenkonstmuseet) in Stockholm.

  • Planning with Youth

    Planning with youth: a tool and a framework for an engaging, meaningful and forward-looking participation of youngsters in shaping attractive and sustainable living environments

  • Light and Dark Rhythms

    Light and Dark Rhythms - Daylight and Artificial Light Qualities for the Design of Future Spaces

  • Projects in TEL

  • Ai and the Artistic Imaginary

    Creative-Ai Technology in Sustainable, Ethical and Legitimate Practice

  • Inclusive Digital Learning

  • Sound and Music Computing

    Our vision is to leverage sound and music to understand and improve human communication and interaction, making them a natural part of everyday technology.

  • SoundClothes

    Uttrycksfull ljudbaserad övervakning av kroppsrörelser genom vardagskläder.

  • Att utforma energimedvetna interaktioner

    I det här projektet undersöker vi hur design kan hjälpa förare av elfordon att hantera och förstå energiförbrukningen.

  • Om

    På Media Lab arbetar vi med tvärvetenskapliga forskningsprojekt som förenar avancerad teknik med filosofi, konst, estetik och andra humanistiska discipliner. Vårt mål är att skapa banbrytande medie- och interaktionsteknik som radikalt kommer att förändra inte bara hur människor underhåller sig, utan också hur de lever, arbetar och tänker.

  • Forskning på MID

    Medieteknik och interaktionsdesign är en verkligt tvärvetenskaplig avdelning, och vår forskning omfattar ett brett spektrum av ämnen inom medieteknik och interaktionsdesign. De som delar liknande forskningsintressen kan samlas för att diskutera, samarbeta och i slutändan publicera artiklar om sina favoritämnen.

  • Kreativ medieteknik

    Vi utvecklar och utforskar medieteknik utifrån historiska och kulturella perspektiv för att främja hållbara och mångsidiga kreativa uttryck.

  • Tidigare projekt inom Interaktionsdesign

  • AffecTech

    Personlig teknik för emotionell hälsa

  • Digital kvinnlig hälsa

    Digital Women’s Health är en forskargrupp som bidrar till positiva förändringar inom utformning och forskning kring digital teknik för kvinnors kroppsliga förändringar.

  • Soma Bits

    Soma Bits är en verktygslåda för prototyputveckling som underlättar Soma Design. Soma Bits fungerar som ett lättillgängligt ”sociodigitalt material” och gör det möjligt för designers att kombinera digital teknik med hela kroppen och sinnena som en del av en iterativ Soma Design-process.

  • Menarche Bits

    Att ge utrymme för upplevelser kring den första menstruationen i idrotten.

  • BRFEnergi

    I det här projektet tittar vi på hur sociala mekanismer kan leda till minska energiförbrukning i bostadsrättsföreningar.

  • Smart Implicit Interaction

    ”Sakernas internet” rymmer stor potential när det gäller att automatisera och undanröja en stor del av det tråkiga i vår vardag. Det förutspås revolutionera logistik, transporter, elförbrukningen i våra hem, uppkopplingen – ja, till och med hushållsskötseln.

  • Publikationer

  • Media Lab

    Vårt laboratorium bedriver tvärvetenskapliga forskningsprojekt som förenar avancerad teknik med filosofi, konst, estetik och andra humanistiska discipliner. Vårt mål är att utveckla banbrytande medie- och interaktionstekniker som radikalt kommer att förändra inte bara hur människor underhåller sig, utan också hur de lever, arbetar och tänker.

  • Att sprida glädje i VR

    I det här projektet undersöker vi om skratt är smittsamt med hjälp av 360-filmer.

  • VR-CBT using 360-film

    I detta projekt undersöker och studerar vi hur vi kan skapa en mer effektiv och lättillgänglig KBT-behandling av agorafobi genom att använda 360-filmer som ersättning för in vivo-exponeringsterapi.

  • Att utforma det uppkopplade samhället

    Det uppkopplade samhället: Att utforma framtida interaktioner mellan människor och autonoma aktörer.

  • Gemensam filmvisning av 360-filmer för ökat välbefinnande inom äldreomsorgen

    I detta projekt samarbetar vi med Film Stockholm och Norrtälje kommun med målet att förbättra livskvaliteten och välbefinnandet inom äldreomsorgen genom en gemensam visning av 360-filmer.

  • Interaktionsdesign