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Emma Frid

dblp:175/0293 · DBLP profile ↗
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4ranked-venue papers
2as first author
1since 2021 · last 2023
0000-0002-4422-5223ORCID · verified

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

Human-computer interaction and ubiquitous computing · 4 · 2 first-author · 1 since 2021

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
4 papers
Haptics and multimodal interaction · 32% Design research and methods · 28% Human-AI interaction · 18%
Computer graphics and multimedia
1 paper
Audio and music processing · 100%

Topics — the 4 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Design research and methods › design practice
autobiographical design
0.712023
Sharing Earthquake Narratives: Making Space for Others in our Autobiographical Design Process · CHI 2023
Human-AI interaction › mixed-initiative interaction
mixed-initiative interfaces
0.412020
Music Creation by Example · CHI 2020
Haptics and multimodal interaction › auditory feedback
movement sonification
0.412020
Sonification of the self vs. sonification of the other: Differences in the sonification of performed vs. observed simple hand movements · Int. J. Hum. Comput. Stud. 2020
Audio and music processing
music creation
0.112020
Music Creation by Example · CHI 2020

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

user study · 0.9AI music generation · 0.9user evaluation · 0.7autobiographical design · 0.7sonification · 0.4movement feature mapping · 0.4interviews · 0.4exploratory study · 0.4
YearPublicationVenuePosition
2023 Sharing Earthquake Narratives: Making Space for Others in our Autobiographical Design Process
abstract
As interaction designers are venturing to design for others based on autobiographical experiences, it becomes particularly relevant to critically distinguish the designer’s voice from others’ experiences. However, few reports go into detail about how self and others mutually shape the design process and how to incorporate external evaluation into these designs. We describe a one-year process involving the design and evaluation of a prototype combining haptics and storytelling, aiming to materialise and share somatic memories of earthquakes experienced by a designer and her partner. We contribute with three strategies for bringing others into our autobiographical processes, avoiding the dilution of first-person voices while critically addressing design flaws that might hinder the representation of our stories.
Claudia Núñez-Pacheco, Emma Frid
CHI2
2020 Music Creation by Example
abstract
Short online videos have become the dominating media on social platforms. However, finding suitable music to accompany videos can be a challenging task to some video creators, due to copyright constraints, limitations in search engines, and required audio-editing expertise. One possible solution to these problems is to use AI music generation. In this paper we present a user interface (UI) paradigm that allows users to input a song to an AI engine and then interactively regenerate and mix AI-generated music. To arrive at this design, we conducted user studies with a total of 104 video creators at several stages of our design and development process. User studies supported the effectiveness of our approach and provided valuable insights about human-AI interaction as well as the design and evaluation of mixed-initiative interfaces in creative practice.
Emma Frid, Celso Gomes, Zeyu Jin
CHI1
2020 Sonification of the self vs. sonification of the other: Differences in the sonification of performed vs. observed simple hand movements
abstract
Existing works on interactive sonification of movements, i.e., the translation of human movement qualities from the physical to the auditory domain, usually adopt a predetermined approach: the way in which movement features modulate the characteristics of sound is fixed. In our work we want to go one step further and demonstrate that the user role can influence the tuning of the mapping between movement cues and sound parameters. Here, we aim to verify if and how the mapping changes when the user is either the performer or the observer of a series of body movements (tracing a square or an infinite shape with the hand in the air). We asked participants to tune movement sonification while they were directly performing the sonified movement vs. while watching another person performing the movement and listening to its sonification. Results show that the tuning of the sonification chosen by participants is influenced by three variables: role of the user (performer vs observer), movement quality (the amount of Smoothness and Directness in the movement), and physical parameters of the movements (velocity and acceleration). Performers focused more on the quality of their movement, while observers focused more on the sonic rendering, making it more expressive and more connected to low-level physical features.
Roberto Bresin, Maurizio Mancini, Ludvig Elblaus, Emma Frid
Int. J. Hum. Comput. Stud.4
2019 Sound Forest: Evaluation of an Accessible Multisensory Music Installation
abstract
Sound Forest is a music installation consisting of a room with light-emitting interactive strings, vibrating platforms and speakers, situated at the Swedish Museum of Performing Arts. In this paper we present an exploratory study focusing on evaluation of Sound Forest based on picture cards and interviews. Since Sound Forest should be accessible for everyone, regardless age or abilities, we invited children, teens and adults with physical and intellectual disabilities to take part in the evaluation. The main contribution of this work lies in its findings suggesting that multisensory platforms such as Sound Forest, providing whole-body vibrations, can be used to provide visitors of different ages and abilities with similar associations to musical experiences. Interviews also revealed positive responses to haptic feedback in this context. Participants of different ages used different strategies and bodily modes of interaction in Sound Forest, with activities ranging from running to synchronized music-making and collaborative play.
Emma Frid, Hans Lindetorp, Kjetil Falkenberg Hansen, Ludvig Elblaus, Roberto Bresin
CHI1