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Dive into the research topics where Dannie Korsgaard is active.

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Featured researches published by Dannie Korsgaard.


Virtual Reality | 2010

Distraction as a measure of presence: using visual and tactile adjustable distraction as a measure to determine immersive presence of content in mediated environments

Rolf Nordahl; Dannie Korsgaard

To assess and improve the user experience in entertainment products, developers need results of evaluation methods, which in detail measure the relationship between the mediated content and the resulting media experience. This paper proposes a method applying adjustable distraction (AD) to determine presence as immersion (Lombard and Ditton in At the heart of it all: the concept of presence, Department of Broadcasting, Telecommunications and Mass Media, Temple University, 1997) at selectable events (approximated real-time). Two experiments were conducted to investigate its applicability in computer games and movies with respectively visual and tactile AD. The first experiment examined whether the experienced intensity in a survival-shooter game, measured through questionnaires, was proportional to results from the AD method. The intrusiveness of the AD method was also addressed in the experiment by comparing the immersive presence ratings in a between-groups design. The second experiment investigated whether heart rate measurements, intensity ratings and the results of the AD method with vibration as the distraction signal were proportional when test participants watched a movie clip. The outcome of the first experiment indicated that no significant intrusion is caused by the method. In addition, results showed no proportionality between the AD method and intensity ratings. However, as the AD measurements were supported by flow theory, it might be that the results from the AD method using visual distraction are giving a more comprehensive indication of presence as immersion (rather than just the intensity dimension). The second experiment revealed proportionality between the intensity ratings and the heart rate measurements, while the results from the tactile AD method were not proportional. We suspect that this was caused by the great variance found across the test participants’ thresholds of perceivable vibration. Because of this, it is suggested that a thorough screening process is conducted pre-test if the AD method should apply vibration as the distracting stimulus.


2017 IEEE 3rd Workshop on Everyday Virtual Reality (WEVR) | 2017

Immersive eating: evaluating the use of head-mounted displays for mixed reality meal sessions

Dannie Korsgaard; Niels Chr. Nilsson; Thomas Bjørner

This paper documents a pilot study evaluating a simple approach allowing users to eat real food while exploring a virtual environment (VE) through a head-mounted display (HMD). Two cameras mounted on the HMD allowed for video-based stereoscopic see-through when the user’s head orientation pointed toward the food, and the VE would appear when the user turned elsewhere. The pilot study revealed that all participants were able to eat their meals using the system, and a number of potential challenges relevant to immersive eating scenarios were identified.


computer music modeling and retrieval | 2013

The Perception of Sound Movements as Expressive Gestures

Amalia De Götzen; Erik Sikström; Dannie Korsgaard; Stefania Serafin; Francesco Grani

This paper is a preliminary attempt to investigate the perception of sound movements as expressive gestures. The idea is that if sound movement is used as a musical parameter, a listener (or a subject) should be able to distinguish among different movements and she/he should be able to group them also according to the expressive intention that a given sound movement is supposed to convey. A couple of experiments have been carried out in this direction: first the subjects had to group the stimuli according to the perceived expressive intention, then they had to reproduce the sound movement by drawing it on a tablet. Preliminary results show that subjects could consistently group the stimuli, and that they primarily used paths and legato–staccato patterns to discriminate among different sound movements/expressive intention.


CHI Human Factors in Computer Systems - Workshop on Evaluating User Experience in Games. | 2008

Proceedings of CHI 2008

Dannie Korsgaard; Rolf Nordahl; Rasmus Stenholt


Journal of The Audio Engineering Society | 2015

An Exploratory Evaluation of User Interfaces for 3D Audio Mixing

Steven Gelineck; Dannie Korsgaard


Archive | 2008

On the Use of Presence Measurements to Evaluate Computer Games

Rolf Nordahl; Dannie Korsgaard


Food Research International | 2018

Where would you like to eat? A formative evaluation of mixed-reality solitary meals in virtual environments for older adults with mobility impairments who live alone

Dannie Korsgaard; Thomas Bjøner; Niels Christian Nilsson


Appetite | 2018

A contextual identification of home-living older adults’ positive mealtime practices: A honeycomb model as a framework for joyful aging and the importance of social factors

Thomas Bjørner; Dannie Korsgaard; Helene Christine Reinbach; Federico J.A. Perez-Cueto


new interfaces for musical expression | 2015

Stage- vs. Channel-strip Metaphor - Comparing Performance when Adjusting Volume and Panning of a Single Channel in a Stereo Mix

Steven Gelineck; Dannie Korsgaard; Morten Büchert


Audio Engineering Society | 2014

Audio Engineering Society Convention 137

Steven Gelineck; Dannie Korsgaard

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