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Vygandas Simbelis

dblp:128/9203 · also Vygandas 'Vegas' Simbelis · DBLP profile ↗
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5ranked-venue papers
5as first author
0since 2021 · last 2018
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 5 · 5 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1 · 1 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
2 papers
Design research and methods · 46% Interaction techniques and input · 46% Collaborative and social computing · 8%
Computer graphics and multimedia
1 paper
Audio and music processing · 100%

Topics — the 1 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input › sensor-based interaction
physiological input
0.212014
Metaphone: machine aesthetics meets interaction design · CHI 2014

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

heart rate sensing · 0.4art installation · 0.4GSR sensing · 0.4design artifact · 0.2
YearPublicationVenuePosition
2018 Synesthetic Experience in S T R A T I C
abstract
How do we humanize digital interactive technology? One way is through our experience with technology. With S T R A T I C we present several post-digital concepts to discuss the relationship of the digital in regard to our human lives. We emphasize the synesthetic experience along with other aesthetic experiences and materiality issues with manifestations of the digital in the physical world, tangible approaches to sonic performances, or exposure of internal logics of technological processes.
Vygandas Simbelis, Anders Lundström
TEI1
2017 Time and Space in Broken Panorama
abstract
This pictorial intends to show a usage-hacking case of everyday technology for creating visual narratives. Storytelling through visual appearance could be significantly relevant and inspirational to design and HCI. This technique is also a design approach in itself; by deliberate navigation and control, the user breaks the panorama view. In this pictorial, we demonstrate examples and show the process of creating our digital photography art project "Panorama Time". In this project, a mobile phone camera's panorama mode is used to tweak time and space. By showing how we hacked the digital artefact, we also discuss insights from several experiments, thereby considering possibilities of establishing such digital experiments in their own right. A presented technique could also be a method for sketching ideas through the photographic medium.
Vygandas Simbelis
Conference on Designing Interactive Systems1
2016 Repurposing Bits and Pieces of the Digital
abstract
Repurposing refers to a broad set of practices, such as recycling or upcycling, all aiming to make better use of or give new life to physical materials and artifacts. While these practices have an obvious interest regarding sustainability issues, they also bring about unique aesthetics and values that may inspire design beyond sustainability concerns. What if we can harness these qualities in digital materials? We introduce Delete by Haiku, an application that transforms old mobile text messages into haiku poems. We elaborate on how the principles of repurposing -- working on a low budget, introducing chance and combining the original values with the new ones -- can inform interaction design in evoking some of these aesthetic values. This approach changes our views on what constitutes "digital materials" and the opportunities they offer. We also connect recent debates concerning ownership of data with discussions in the arts on the "Death of the Author."
Vygandas Simbelis, Pedro Ferreira 0006, Elsa Kosmack Vaara, Jarmo Laaksolahti, Kristina Höök
CHI1
2015 Stratic: performing the sampling rate
abstract
Through our audio-visual project, S T R A T I C, we explore a particular technique the sampling rate, which refers to the visual appearance of line patterns. The connection of the audio and the visual is at the core and the project explores it through the visual-music technique. The S T R A T I C is using hardware, which captures frequencies of the produced sounds and directly generates light. Then the light and a camera compose the responsive colorful line patterns, which appear through the sampling rate phenomenon. The artist duo is playing synthesizers and by visually responding to the produced light patterns they perform live audio-visual performances. So the music is played in responding to the real-time visual appearances.
Vygandas Simbelis, Anders Lundström
Advances in Computer Entertainment1
2014 Metaphone: machine aesthetics meets interaction design
abstract
Through our art project, Metaphone, we explored a particular form of aesthetics referred to in the arts tradition as machine aesthetics. The Metaphone machine collects the participant's bio-data, Galvanic Skin Response (GSR) and Heart Rate (HR), creating a process of movement, painting and sound. The machine behaves in machine-like, aesthetically evocative ways: a shaft on two large wheels rotates on the floor, carrying paint that is dripped onto a large sheet of aquarelle paper on the floor according to bio-sensor data. A soundscape rhythmically follows the bio-sensor data, but also has its own machine-like sounds. Six commentators were invited to interact with the machine. They reported a strangely relaxing atmosphere induced by the machine. Based on these experiences we discuss how different art styles can help to describe aesthetics in interaction design generally, and how machine aesthetics in particular can be used to create interesting, sustained, stylistically coherent interactions.
Vygandas Simbelis, Anders Lundström, Kristina Höök, Jordi Solsona Belenguer, Vincent Lewandowski
CHI1