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Wendy Ann Mansilla

dblp:04/3091 · DBLP profile ↗
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5ranked-venue papers
5as first author
0since 2021 · last 2016
0000-0002-5251-1377ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 4 · 4 first-authorHuman-computer interaction and ubiquitous computing · 2 · 2 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
3 papers
Design research and methods · 44% Ubiquitous computing and smart environments · 39% Collaborative and social computing · 12%
Computer graphics and multimedia
2 papers
Multimedia systems and quality of experience · 36% Virtual and augmented reality · 32% Visualization and visual analytics · 32%

Topics — the 3 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visualization and visual analytics › perception › visual perception
color perception
0.112010
Chroma space: affective colors in interactive 3d world · ACM Multimedia 2010
Virtual and augmented reality › virtual environment
interactive 3d environment
0.112010
Chroma space: affective colors in interactive 3d world · ACM Multimedia 2010
Collaborative and social computing › civic engagement
public participation
0.112016
Technology & Art in Stimulating Creative Placemaking in Public-Use Spaces · ACM Multimedia 2016

Methods — techniques the papers use, named apart from their topics

qoe modeling · 0.2evaluation · 0.2empirical aesthetics · 0.2design and implementation · 0.2user study · 0.2color manipulation · 0.2
YearPublicationVenuePosition
2016 Technology & Art in Stimulating Creative Placemaking in Public-Use Spaces
abstract
In this tutorial we are going to elaborate on how technology and art can contribute in stimulating creative placemaking in public-use spaces. This presentation will highlight the authors approach and several other past and potential approaches that embrace on technology and connectivity to refocus on a creative function in public spaces that aims to move away from traditional planning and textbook concepts. Our approach, which is demonstrated by our design and implementation of a multi-use public space called "Adressaparken" is aimed to create a space towards greater flexibility, changeability, and appreciation for the public`s contribution. The presenters will also identify key lessons learned in the design and implementation of a technology re-usable public space. Potential variables needed to address the challenges in the integration and evaluation of digital public art installations will also be elaborated. By surveying past and present exhibited contributions and the presenters' own contributions in a public realm, this tutorial will offer guidance to artists, designers, researchers and practitioners on how they can successfully blend in to this interdisciplinary area of research.
Wendy Ann Mansilla, Andrew Perkis
ACM Multimedia1
2014 Exploring the Impact of Food Craving and Pleasure Technologies on Aesthetic Experience in Digital Media
abstract
Humans are known to be good in creating pleasure technologies. In fact, some evolutionary psychologists believe that aesthetic experiences are biologically hardwired. This article reviews how the pleasure stimulus concept can be explored to enhance human experience in digital media. It is argued that the individual's consumption motivation is more than the by-products of the biological pleasure circuits. For instance, in daily life, one experiences various information processing, some of which does not emerge into one's explicit consciousness but relevantly contributes to one's experience. Although craving or desiring is mostly an explicit process, it can also manifest as an unconscious aspect of experience leading to an irrational or intrusive thoughts that can in turn alter or contribute to the aesthetic character of an experience. Using Quality of Experience assessment methodologies and extensive literature from a multidisciplinary standpoint, this article shows that intrusive mental concepts on food craving saliently affect the user's aesthetic experience and perception of quality in digital media.
Wendy Ann Mansilla, Andrew Perkis, Touradj Ebrahimi
Int. J. Hum. Comput. Interact.1
2011 Implicit experiences as a determinant of perceptual quality and aesthetic appreciation
abstract
Since the Dadaist refusal of the conventional standards in art, followed by Fluxus` rejection of art as a commodity, and recently, the popularity of Internet and technology in art, artworks have become difficult to recognize as artworks in themselves. Modern works of art are no longer readily only seen today, more often fully experienced. The processing of an aesthetic experience needs a new understanding in terms of the changing context of art and the experiential perspective of art recipients. In the multimedia arena, the valid assumption is that, evaluations of aesthetic experiences are mostly based on the accessible information on the surface of the medium. Several research groups in psychology question the singularity of exterior-level assumptions demonstrating that there are modulating factors that affect aesthetic experiences and one of these is implicit experience. In this paper, we review the significance of empirical aesthetics in psychology and from the artistic point of view combined with a technical and experiential perspective. We also discuss our approach of considering the implications of implicit experiences to the modelling of Quality of Experience (QoE) where this is used as a measurement of perception and aesthetic judgment of contemporary and modern works of art.
Wendy Ann Mansilla, Andrew Perkis, Touradj Ebrahimi
ACM Multimedia1
2010 Chroma space: affective colors in interactive 3d world
abstract
We have developed an installation called Chroma Space to serve as a platform for experimenting the novel usage of affective colors in an interactive synthetic scenario. Chroma Space demonstrates the effective impacts of using a stylistic approach to address emotional sensations, by making colors move in space. We conducted a study to assess the impact of exposure to achromatic colors to different interactive 3D scenarios. The results suggest that presentation of color has an emotional impact to viewers. We argue that designers of synthetic 3D environments should consider the application of stylistic or thematic use of color on screen to increase the emotional attractiveness of an application.
Wendy Ann Mansilla, Jordi Puig, Andrew Perkis, Touradj Ebrahimi
ACM Multimedia1
2006 Interactive Dramaturgy by Generating Acousmêtre in a Virtual Environment
Wendy Ann Mansilla
ICEC1