Within the interdisciplinary COMET project “Digital Motion” we are looking to shed light on interacting with real time motion data using spatial sound. To investigate this field, we will be building high fidelity prototypes for user testing in the lab and on the piste together with our industry partners (e.g., Atomic) and scientific partners from PLUS Sports Sciences and Salzburg Research.

The goal is to develop a mobile system that utilizes spatial sound – ideally “HRTF: Head related Transform Functions” – to provide real-time embodied motion feedback.

We are looking for a student with experience in Unity development and some experience in sound design.

Type of Student

Bachelor or Master student

Required Skills

  • Software development / programming (Unity, Arduino)

Desired Skills

  • Sound design
  • Experience w. audio manipulation
  • Android Programming Skills

Supervisors

Alexander Meschtscherjakov
Thomas Grah

Contact: Thomas Grah

Within the interdisciplinary COMET project “Digital Motion” we are looking to shed light on interacting with motion and emotion data using spatial sound. To investigate this field, we will be building high fidelity prototypes for user testing in the lab and on the piste together with our industry partners (e.g., Atomic) and scientific partners from PLUS Sports Sciences and Salzburg Research.

The goal is to develop a mobile system that utilizes spatial sound – ideally “HRTF: Head related Transform Functions” – to provide real-time embodied motion feedback.

We are looking for a student with experience in Android development and some experience in sound design.

Type of Student

Bachelor or Master student

Required Skills

  • Software development / programming (Arduino & Android)

Desired Skills

  • Sound design
  • Experience w. audio manipulation

Supervisors

Alexander Meschtscherjakov
Thomas Grah

Contact: Thomas Grah

Within the interdisciplinary COMET project “Digital Motion” we are looking to shed light on interacting with motion and emotion data using modified or data composed music. To investigate this field, we will be building high fidelity prototypes for user testing in the lab and on the piste together with our industry partners (e.g., Atomic) and scientific partners from PLUS Sports Sciences and Salzburg Research.

The goal is to develop a mobile system that utilizes the users music or creates music based on the users movements to provide real-time embodied motion feedback in skiing.

We are looking for a student with experience in programming audio filters, composing or similar.

Type of Student

Bachelor or Master student

Required Skills

  • Sound design skills
  • Basic composing skills
  • Skills in pure data, MAX/MSP or similar

Desired Skills

  • Programming skills (i.e., pure data, MAX/MSP, android)
  • Interested in skiing and able to ski (optional)

Supervisors

Alexander Meschtscherjakov
Thomas Grah

Contact: Thomas Grah

As part of this year’s Alpbach Technology Symposium, Manfred Tscheligi will chair a breakout session on “(Why) Do we need art to innovate?“ which is coordinated by Alina Krischkowsky. This breakout session will be a follow-up to several previous events that the Center for HCI organized addressing the relation between art, design, research, and innovation (e.g., previous breakout sessions at the Alpbach Technology Symposium in 2017, 2016 and 2011). It also perfectly colludes with the activities of Studio 3, that part of the Center for HCI, where human-computer interaction and art-based research intermingle in new ways.

This year’s format of the breakout session will be a bit different to previous years; next to exciting impulse talks by the panelists, we will also have a lecture performance and a more workshop-like setup where participants and panelists collaboratively shape strategies for art-based innovation in industries. 

Friday, August 23, 2019 // 01.00 p.m. – 05.45 p.m.
Hauptschule Alpbach

(Why) Do We need Art to Innovate?
Innovation can be made by finding purpose in accident. Art is not defined by purpose, allowing the unexpected to evolve. Artistic exploration, therefore, allows us to peek into possible technological futures. In-depth collaborations between technologists and artists have proven to be a valuable source of innovation.But what risks are technology-oriented industries willing to take? Based on best practices represented by the panelists, participants will collaboratively shape strategies for art-based innovation that are applicable to different sectors and sizes of industries.

(Warum) Braucht es Kunst zur Innovation?
Innovation passiert, wenn aus Zufall Nutzen wird. Kunst ist ein Raum, der nicht vom Nutzen bestimmt wird und wo Zufall Platz hat. Experimentelle Künste können daher technologische Zukunftsszenarien greifbar machen; eine intensive Zusammenarbeit zwischen Technologie-ExpertInnen und KünstlerInnen kann Innovation stiften. Welche Risiken sind Technologie-Unternehmen bereit, diesbezüglich einzugehen? Ausgehend von erprobten Modellen kunst-basierter Innovation werden gemeinsam Strategien für andere Sektoren und Unternehmensgrößen entwickelt.

 

Introduction

Andrea Klambauer, Salzburger Landesregierung

Chair

Manfred Tscheligi, Professor of Human-Computer Interaction, Center for Human-Computer Interaction, University of Salzburg; Head, Center for Technology Experience, AIT Austrian Institute of Technology GmbH, Vienna

Panelists

Elisabeth Gutjahr, Rector of the University Mozarteum Salzburg, Salzburg

Antoni Rayzhekov
Guest lecturer in Experimental Media, University of Applied Sciences, St. Pölten, Austria
Guest lecturer in Performative Media (Digital Arts MA), National Academy of Fine Arts, Sofia, Bulgaria

Noah Weinstein
Creative Program Director & Consultant, Founder of Autodesk’s Pier 9 Workshop and Residency Programs, Oakland

Michael Hackl
Product Owner, Scinteco GmbH, Strategic Development, Schmiede Hallein, Wien

Claudia Schnugg
ArtScience Consultant, Independent Researcher and Curator, Wels

Coordinator

Alina Krischkowsky, Postdoc, Center for Human-Computer Interaction, University of Salzburg

This workshop focused on the material qualities of dislocation. The process of humans becoming separated from each other is likely to have diverse consequences; from shifting frequency, modes, or routines of communication and collaboration, to completely alternate means of connection. In this workshop, we discussed a broad range of material manifestations and implications of (researching and designing for) dislocation and /re)connection. We reflected on the state of the art and anecdotal experiences, discussed research gaps and potentials, and explored hands-on how design can create opportunities for (re)connection in response to dislocation.

See the full workshop proposal here.

Key questions guiding the workshop:

  • Which physical / socio-cultural / material practices exist, whether technologically mediated or not, to reconnect in case of dislocation?
  • Which materials or which interactive qualities are promising to be used for reconnecting?
  • How can material qualities account for the (often invisible) networked digital apparatus surrounding dislocated interactions?
  • How can we study the way material qualities in dislocation are actively adopted in everyday practices and how people give meaning to them?

Workshop Participants

  • Robb Mitchell, Southern Denmark University
  • Konstantin Aal, University of Siegen
  • Marije Nouwen, Mintlab, KU Leuven
  • Susanna Vogel, Center for Human-Computer Interaction, University of Salzburg
  • Eléni Economidou, Center for Human-Computer Interaction, University of Salzburg
  • Jakub Sypniewski, Center for Human-Computer Interaction, University of Salzburg

Procedure

The workshop started with a presentation by the organisers on the definitions of dislocation and connection, as well as the definition of play that would be used during the workshop:

“Play isn’t doing what we want, but doing what we can with the materials we find along the way. And fun isn’t the experience of pleasure, but the outcome of tinkering with a small part of the world in a surprising way.”

Ian Bogost. 2016. Play Anything: The Pleasure of Limits, the Uses of Boredom, and the Secret of Games. [p3f]

State-of-the-art technological solutions were also shown and discussed with the participants, such as the Internet of Toys by Van Mechelen, Zaman, Bleumers and Mariën; and the CuteCircuit Hug ShirtWe then introduced three materials (though not necessarily physical materials) to guide our discussions. Those materials were time, space, and the body.

Time

  • How can a tangible artifact facilitate different notions of time in dislocation?
  • How do we interact with time and through time over distance?
  • What design qualities emerge?
    • time as material
    • time as context
    • time as content
    • time as limitation
    • time as presence

Space

  • How can we use shared virtual spaces for reconnection?
  • The problem with 2D technologies
  • The problem with 3D spaces

Body

  • How can we view clothes as design material for resembling physical presence?
  • What are qualities of worn artefacts?
  • What roles do memories and connotations play?

Introductions & Anecdotes

Following the organisers’ introduction of the workshop themes, it was up to the participants to introduce themselves. Before the workshop, the participants were asked to think about (digital or analog) artefacts, materials or tools that they used to (re)connect, and to bring them to the workshop. The things brought to the workshop ranged from postcards from grandma, a pet monitoring video app used to check on the cat, shells brought from the sea side, a book sent back and forth between friends, and many more. The often quite personal anecdotes from participants sparked a great deal of discussion about shared experiences and different approaches for (re)-connection.

Islandscape

We moved from a round table discussion towards a constructive mapping session, in which we sketched the landscape of dislocation, focussing on challenges, blindspots and opportunities. Because of the nature of the question, the landscape immediately turned into a a sea full of islands, with connecting bridges, boats and ships, and sea-creatures that may support or disrupt (re)connection.

Material Explorations

Based on the sketched landscape, the participants spent a quick 15 minutes individually brainstorming ideas to reconnect dislocated family members. The ideas that the participants came up with were shared among the group, and overlap and shared interests were discovered. The ideas were also matched to the themes of space, time and body. In the last 90 minutes of the workshop, the participants split up into two groups and quickly created prototypes of the proposed solutions, using basic materials, such as paper, beads, wooden pieces, etc.

Future Steps

  • Digitize/Materialize Islandscape of Dislocation and Reconnection
  • Distill design sensitivities
  • Use new Islandscape for next workshop
Contact: Dorothé Smit

The Center for Human-Computer Interaction is proud to announce that it will host the 17th International conference on Computer-Supported Cooperative Work & Practice-centred computing and the Design of cooperation technologies, ECSCW 2019! The conference will take place from June 8 to June 12 2019, at the Center for HCI and the Faculty of Chemistry and Physics of Materials at Techno-Z in Salzburg.

The conference will unite young and senior researchers who are working in the field of computer-supported cooperative work and will host single-track presentation sessions that will contribute to shaping the future of practice-focused CSCW research

The ECSCW conference is an important venue for defining and further develop the agenda of CSCW research with a focus on the in-depth understanding of human practices and on the design of cooperation technologies based on such understanding. By organising the conference  at the Center for HCI, we aim this year’s conference at exploratory and hands-on work. We will have two exciting keynotes to respectively open and close our conference.

The opening keynote will be given by Friedrich Kirschner, who is a Professor for digital media and head of the Masters Program “Spiel && Objekt” at the University of Performing Arts Ernst Busch in Berlin. The closing keynote will be given by Hanne De Jaegher, philosopher of mind and cognitive science, who put forward the enactive theory of intersubjectivity called participatory sense-making: informing how we think, work, and play (basically live and love) together.

For more information, visit the conference website. Convinced? Go straight to the registration page.

Contact: Dorothé Smit

 

The Center for Human-Computer Interaction is, again, a proud partner of Digital Spring, the biennial Media Arts Festival hosted by ARGEKultur in partnership with subnet, the Center, and other local partners.

Next year, Digital Spring will boast the theme ‘STAND BY’: neither on, nor off, but always ready.

STAND BY describes the attention-economy of users of digital media and social networks in terms of a permanent stand-by-mode. As the device itself, the user has to work up each incoming information as fast as possible. STAND BY also tells about an almost passive human subject facing the complexity and terrific speed of technological progress. Or it sketches a scenario of an entirely modified work environment of digital capitalism. In this perspective, the individual is an always available workforce and is – due to technologization – more and more excluded from performing work him- or herself. – Theresa Serephin, Curator for Digital Spring

Open Call

We are looking for non-commercial media-art-projects within the fields of Fine Arts and Performing Arts. The projects should be designed especially for this festival and cover the motto. The concepts can be designed for a performance or an exhibition space. The festival can finance the projects with a maximum of 3.000 Euro. Co-productions are possible and preferable. Spaces, infrastructure and public relation activities are provided by the festival. The call addresses local as well as international artists and groups.

In the four weeks leading up to the Festival, the Center will host an artist residency in partnership with subnet. Artists can apply with a project matching the festival motto and they can develop it on site. A presentation of the project (state of the working process or premiere) takes place during the festival. The residency is located in the rooms of subnet and HCI, where artists get access to the infrastructure and equipment of the workplace. Additionally to production costs, the artists are provided a working budget of 1000 €.

More info about the open call and the residency — deadline for both on June 30th 2019 — can be found here (scroll down to subnetAIR residency).

Contact: Dorothé Smit

This year’s International Conference on Automotive User Interfaces and Interactive Vehicular Applications (AUI ’18) took place from 23rd to 25th of September in Toronto, Canada. Nicole Perterer and Sandra Trösterer attended the conference, conducting different workshops and presenting their work:

Papers

Workshops

The next AutomotiveUI (AUI ’19) will take place from 22nd to 25th September 2019 in Utrecht, Netherlands.

We are happy to announce a NEW master programme in Human-Computer Interaction*!

It is a joint degree master programme of the University of Salzburg together with the Salzburg University of Applied Sciences.

This interdisciplinary degree programme combines principles from computer science, design and psychology and is dedicated to understanding the evolving relationship between people and interactive systems.

The programme prepares future experts to ideate, design, implement and evaluate novel interfaces and innovative forms of interaction that better respond to the needs of users. Topics include HCI theory, methodology and prototyping, human factors & user experience engineering, interaction design & digital innovation, contextual interfaces, HCI innovations & future technologies and their application in research and industry.

Student Profile

The joint degree master’s degree programme is designed for international graduates from fields such as human-computer interaction, computer science, design, media, communication studies, psychology, sociology and engineering. Preparation courses help students from diverse backgrounds to develop basic skills in programming, visual design and research methodology.

If you have questions on the study programme or application procedures, please contact: office@hci.sbg.ac.at

Curriculum

Human-Computer Interaction is a large, cross-disciplinary and dynamic field. Professionals require an understanding of the interactive systems, the capabilities of the people using them as well as the context in which the interaction occurs. The curriculum is designed to reflect that diversity and provides the theoretical grounding, practical knowledge, and hands-on experience for students to become technologically competent designers and design-minded engineers.

Students will learn:

  • Fundamentals of HCI theory and methodology, paradigms and trends
  • Theories of human behaviour and user-centred design methods
  • Usability and experience engineering methods
  • To analyse and specify the context of use in various fields of applications
  • Methods of innovation management and design thinking
  • To assess and use novel forms of interactive technologies such as mixed reality,
    multimodal interaction and tangible interfaces
  • To design and develop interface prototypes
  • Advanced research methods
  • Project and team management skills
  • Ethical, legal and cultural factors

 

Contextual HCI

As technology evolves, Human-Computer Interaction is all about innovation and finding solutions to novel problems. Students can specialise in the research and development of interactive prototypes in application areas such as industrial settings, ambient assisted living, public spaces, smart mobility or virtual and augmented reality.

Research & Industry

The curriculum is based on a research and an industry pillar including several courses targeting both areas. Students will undertake one research and one industry project under the supervision of academic staff members. The research topic can range from purely theoretical studies to empirical user studies or practical design work, developing and evaluating prototypes of novel interaction techniques. Students will also take part in a practical project solving a real-world problem in cooperation with an industry partner, e. g. creating an enterprise UX strategy, developing an interface for an interactive system and conducting an empirical study.

Elective Courses

Students can choose elective courses from each university with a total sum of 12 ECTS or gain industry experience as an intern. Lectures offered by Salzburg University of Applied Sciences include e.g., Game Design, Recommender Systems, Mixed Reality Technologies, Digital Ideation, Data Analysis, Information Visualization, Predictive Analytics, Realtime Visualization or Interaction Design. Paris Lodron University Salzburg provides lectures such as Data Science and Big Data, Geoinformatics and Cognitive Psychology.

Application

Interested? The initial registration is done via the Salzburg University of Applied Sciences: Please apply online.

*The Master Programme is subject to approval by AQ Austria and committees of PLUS.

From March 17th until March 20th, Martin and Dorothé attended the 13th International Conference on Tangible, Embedded and Embodied Interaction (TEI). Along with 200 other participants, they enjoyed an exciting three-day conference and a full day of studio workshops.

Martin and Dorothé, together with Bernhard, as well as Katrin Wolf and Jens Reinhardt from the Hamburg University of Applied Sciences, organised one of those Studios. In ‘Be the Meeple‘, we explored new perspectives on traditional board games by means of a 360 degree livestream to a virtual reality head set. Practically, this means that you can take a new look on a board game from any perspective you can place the camera in – be it on the game board, inside a Jenga Tower, connected to a(nother) player’s body, et cetera. With 6 participants, we explored all these new perspectives in rounds of existing game play, after which we spent the afternoon designing and trying out new games that capitalized on these new perspectives as a game mechanic.

Thanks to the lovely weather, it was even possible to play some of the games outside. The pictures below will give you some impression of the day (thanks to Martin and Jeroen Peeters for sharing their pictures!).

We’re looking forward to TEI’20 in Sydney, Australia!

Contact: Dorothé Smit