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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Exploration of Auditory Augmentation in an Interdisciplinary Prototyping Workshop</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>II. WORKSHOP LAYOUT</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Katharina Groß-Vogt, Marian Weger, Robert H o ̈ldrich Institute for Electronic Music and Acoustics (IEM) University of Music and Performing Arts Graz</institution>
          ,
          <country country="AT">Austria</country>
        </aff>
      </contrib-group>
      <fpage>10</fpage>
      <lpage>16</lpage>
      <abstract>
        <p>-Auditory augmentation has been proposed as a specific, ambient sonification method. This paper describes an interdisciplinary workshop exploring this method by designing prototypes. Three of the prototypes are presented and discussed. Concluding on the workshop's results, the authors suggest a broader definition and deduce limitations of auditory augmentation.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>III. RELATED WORK ON AUDITORY AUGMENTATION The concept of auditory augmentation has been proposed by Bovermann et al. [2] as “building blocks supporting the design</title>
      <p>
        of data representation tools, which unobtrusively alter the
auditory characteristics of structure-borne sounds.” One of these
authors’ examples eliciting the concept is ‘WetterReim’ [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>An ordinary laptop keyboard is equipped with a contact INTERACTION SOUND
microphone, recording the typing sounds. The microphone
swigeantahleirs cfiolntderiteidonw.iTthhevaoryuitnpgutpaisrapmlaeyteerds tbhaactkdeinpenredalonti mthee O-BTJaEbCleT EnvPirohnysmiceanlt
and fuses with the original sound to a new auditory gestalt. - Objec-tRXowomith BRIX
In short: depending on the weather outside, typing on the
keyboard sounds different.</p>
      <p>
        The concept of auditory augmentation has been discussed
to be extended to the more general blended sonification [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] Auditory Augmentation
which “describes the process of manipulating physical
interaction sounds or environmental sounds in such a way that
tawhuhediilrteeosrthuyelteifnvogernmst.oe”duBnadluedncidateorrdriyessgoenasditfidalicttaioitsinosantlisliln“pbfoelerrncmedaivtiienodtnoaosthfceoinhuteserereern’sstt DaLtaivoCefoEnlseucmtripcRtaieolcnPoordweedr S(/oMnaifpicpaintiogn) VirRtueacloErdnevdironmentLive
environment without confronting users with any explicitly Sound Input
perceived technology”. In consequence, they provide an am- Inte(Sraecntisoonrsd)ata
bient sonification channel. Blended sonification is similar to
or even encompassing auditory augmentation but takes into
account environmental sounds, in addition to structure-borne
sounds. A different generalization of auditory augmentation
is given by Weger et al. [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] who “define augmented auditory
feedback as the artificially modified sonic reaction to physical Fig. 1. Sketch of our working definition of auditory augmentation. Three
mandatory elements are shaded in gray: an object delivering either sound
input and/or interaction input, data, and sonification of these data which is
auditorily augmenting the object in a closed feedback loop.
interaction”. Augmented auditory feedback can become an
auditory augmentation if it conveys additional information.
      </p>
      <p>For the context of SBE4 we decided to stick to the original
term auditory augmentation with a new working definition that
incorporates the prepared platforms and tasks (see Sec. IV-A).</p>
      <p>
        Looking at a broader context, auditory augmentation is part
of Sonic Interaction Design (SID) which has been defined by
various authors with different focuses: Rocchesso et al. [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]
defined that it “explores ways in which sound can be used to
convey information, meaning, aesthetic and emotional qualities
in interactive contexts.” Franinovi c´ and Serafin [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] set the
focus more on phenomenology and perception: “Sonic
interaction design [...] [considers] sound as an active medium that can
enable novel phenomenological and social experiences with
and through interactive technology.” Auditory augmentation is
certainly part of sonic interaction design, and it is within the
scope of this paper to elicit the specificities about it.
      </p>
      <p>
        We found a few more SID systems in the literature that are
closely related to auditory augmentation, especially regarding
its focus being an ambient display. For instance, Ferguson [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]
developed a series of prototypes which are similar to the ones
that emerged from our workshop. One example is a wardrobe
door that plays back a sonification of the daily weather forecast
when opened; Ferguson uses the term ambient sonification
systems.
      </p>
      <p>Kilander and Lo¨nnqvist developed Weakly Intrusive Ambient</p>
      <sec id="sec-1-1">
        <title>Soundscapes for Intuitive State Perception (WISP) [9] in order</title>
        <p>
          to “convey an intuitive sense of any graspable process” rather
than a direct information display. In a ubiquitous service
environment, individual notifications are presented with a
sound associated to the user. Playback volume and reverb are
used to convey three levels of intensity of the notification.
High intensity is mapped to a dry, loud sound, while low
intensity is saturated by reverb, giving the impression of a
far sound. Finally, a similar project has been realized by
Brazil and Fernstro¨m [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ] who explored a basic system for
an ambient auditory display of a work group. The presence of
colleagues is sonified as a soundscape of individual sounds,
each time a person enters or leaves the workplace. The
proposed system utilizes auditory icons [11, p. 325-338] for
creating a soundscape and is not based on auditory feedback
as was the case in WISP.
        </p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>IV. SCIENCE BY EAR 4</title>
      <sec id="sec-2-1">
        <title>A. Working definition of auditory augmentation</title>
        <p>SBE4 provided a set-up for exploring auditory augmentation
and defined that</p>
        <p>Auditory augmentation is the augmentation of a
physical object and/or its sound by sound which
conveys additional information.</p>
        <p>
          As sketched in Fig. 1, three elements are needed for auditory
augmentation:
1) Physical objects in a physical environment. In our
workshop setting, these were a table, a room, or any
sensorequipped physical object. These objects may produce
a sound, or not; users might interact physically with
them, or not. In some cases, the sound is a result of
the interaction, but does not have to be. Either of these
inputs has to be there: real-time sound input or real-time 1) REAL-TIME: The REAL-TIME data set was provided
data input from the interaction. as a real-time power measurement of five appliances at our
2) Data that are sonified. These can be real-time data or institute’s kitchen (see [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] for how this system has been
recorded data; in the setting of the workshop, we chose used before). Alternatively, the teams could attach the
meadata sets of electric power consumption. The sonification surement plugs to any other appliances during the workshop.
may use ‘natural’ sound input (real-time sound or field The sampling interval was about one second; data was sent
recordings), or may be based on sound synthesis. Further over OSC, with a measurement range between zero and
input for parametrizing the sonification can stem from 3 000 Watt. Measured kitchen appliances were dish washer,
interaction data. coffee machine, water kettle, microwave, and fridge.
3) The sonification is played back in the physical envi- 2) PLUGWISE: The PLUGWISE data set stems from a
ronment, auditorily augmenting the physical object we private household where nine appliances’ loads have been
started from. measured for one year with a sampling interval of 10 minutes.
In short, for auditory augmentation we need an object which Measured appliances comprise: kitchen water kettle, ceiling
produces sound or is being interacted with, data, and their light and media station in the living room, fridge, toaster,
sonification. dehumidifier, dishwasher, washing machine, and TV.
B. Interaction platforms 3) IRISH: The IRISH data set stems from a large survey
of smart meter data in Ireland, collecting data of 12 000 Irish
households over 1.5 years with a sampling interval of 30
minutes [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ]. We extracted 54 households for each combination of
three family structures (single, couple, family), two education
levels, and two housing types (apartment vs. detached house).
        </p>
        <p>The various possibilities of auditory augmentation have
been explored on three different platforms during the
workshop.</p>
        <p>
          1) ROOM: The ROOM is situated in the institute’s main
performance and lecture hall, equipped with a 24-channel
loudspeaker array on a half-sphere for ambisonic sound
spatialization [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]. Furthermore, there are five microphones
mounted permanently to allow for a virtual room acoustics. For
SBE4 we prepared to work with both live sound input from the
microphones of the virtual acoustics system and additionally
added ambient sounds.
        </p>
        <p>
          2) TABLE: The TABLE is an experimentation platform
developed within an ongoing PhD project (see [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]).
Technically, it incorporates a wooden board or table (depending on
its orientation in space) equipped with hidden contact
microphones and exciters or additional loudspeakers; a marker-based
optical tracking system locates the position of any object or
hand interacting with the surface. Any sound produced on the
TABLE is recorded and can be augmented in real time through
a filter-based modal synthesis approach. The prepared setting
for the workshop allows to change the perceived materiality
in a plausible way while, e.g., knocking or writing on it.
        </p>
        <p>
          3) BRIX: Our co-organizers (see Acknowledgment)
provided their BRIX system [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ], [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]. This system has been
developed to allow for simple prototyping of interactive objects.
        </p>
        <p>In the prototyping sessions with the BRIX, the team could
choose an interaction scenario with any object, equipping it
with BRIX sensors and/or with microphones. Sensors that
have been prepared for the workshop include accelerometer
and gyroscope, as well as light, proximity, humidity, and
temperature sensors.</p>
      </sec>
      <sec id="sec-2-2">
        <title>C. Data sets</title>
        <p>Next to the three hardware platforms described above,
we prepared three data sets of electric power consumption.
The data sets are of different nature (real-time vs. recorded
data) and therefore propose different tasks, i.e., real-time
monitoring as opposed to data exploration. The teams had to
develop scenarios that support the saving of electric energy
consumption.</p>
      </sec>
      <sec id="sec-2-3">
        <title>D. Resulting prototypes</title>
        <p>During the three days of the workshop, four parallel
prototyping sessions took place; one for each of the three data sets
and an open session on the last day where chosen prototypes
were refined. An overview of all the resulting prototypes is
shown on the SBE4 website4. In this paper, we only focus on
three exemplary cases: sonic floor plan , writing resonances,
and standby door, realized with the three different platforms
respectively (see Fig. 2).</p>
        <p>1) Sonic floor plan (ROOM): The real-time data set used in
this scenario provided data of electric power consumption of
different devices in one specific household. The team
developed a scenario with an assumed floor plan of the household
(see Fig. 2a). Feedback on energy consumption is played back
in one room (e.g., a media room) on a surround sound system.
A sound occurs periodically after a specified time, as well as
when a person enters the room. The appliance that currently
consumes the most energy defines the direction for sound
spatialization. Environmental sounds from outside the building
are captured by a microphone. These are played back in the
room with loudness and position depending on the level of
energy consumption. As only the power consumption of the
appliance with the highest load is sonified, even small standby
consumption may attract attention, e.g., when no major energy
consumer is active.</p>
        <p>
          2) Writing resonances (TABLE): Writing resonances is the
most ‘classical’ example of auditory augmentation during
the workshop, because it is based on structure-borne sounds
and therefore clearly fulfills the initial definition of
Bovermann et al. The scenario is to provide feedback of in-home
power consumption through an auditorily augmented writing
desk (see Fig. 2b), based on the system presented in [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]. The
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>4SBE4: https://iem.at/sbe4</title>
      <p>table is augmented through additional resonances, based on a
physical model. The size of the modeled plate is controlled in
real time by the total amount of electric power consumption,
employing the metaphor of a larger table (i.e., deeper sound)
when more power is consumed. With the augmentation being
only a modulation of the existing interaction sounds, the
sonification only gets audible through interaction with the table;
the feedback is therefore calm and unobtrusive. The primary
task is writing, but also an active request of information by
knocking is possible. This prototype has been extended in the
fourth, open session, allowing for a modulation of individual
partials in order to additionally convey information concerning
the different appliances’ individual power consumption.</p>
      <p>3) Standby door (BRIX): This scenario augmented our
institute’s inside entry door (see Fig. 2c for the prototypic
mockup). Most potential for saving energy lies in the reduction
of standby consumption. Therefore, when the door is opened,
e.g., in the morning, the standby consumption over the recent
past is communicated through a simple parameter mapping
sonification. The playback speed depends on the assumed
stress level of the user, derived from the opening speed of
the door. In the open prototyping session, this approach has
been extended to be able to sonify individual appliances. For
intuitive discrimination between them, the sonification is based
on synthesized speech. When opening the door, an emotionless
computer-voice says ‘coffee machine’, ‘microwave’, and the
like, with timbre, loudness, or other parameters controlled by
how much electricity this specific appliance has used over
night.</p>
    </sec>
    <sec id="sec-4">
      <title>V. FEEDBACK AND ANALYSIS</title>
      <p>We explored four main research questions by applying
various analysis methods on the results of the workshop.
Plenary sessions with discussions of the presented prototypes
have been recorded and partially excerpted. Additional inputs
are written notes, code, and demo videos resulting from the
prototyping sessions. All these inputs led to fundamental
considerations on auditory augmentation and how it can be
used, but also to general feedback concerning sonification,
workshop setting, or design issues.</p>
      <sec id="sec-4-1">
        <title>A. Peculiarity of sound in augmented reality</title>
        <p>Augmented reality usually refers to a mainly visual system.
But if this concept is transferred to audio, why then is listening
to the radio not ‘auditorily augmented reality’? Or is it? The
underlying question is: what are the peculiarities of sound in
the context of augmented reality?</p>
        <p>
          Concerning the radio, the answer is relatively clear. In the
visual domain, augmented reality usually does not include an
overlay of a video on top of the visually perceived scene if
there is no direct connection between them [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ]. Applying
this argumentation to the auditory domain, the radio (being an
overlay to the acoustic environment) does not directly interact
with the physical environment of the user and therefore can
not be regarded as augmented reality.
        </p>
        <p>(a) Sonic floor plan .
(b) Writing resonances.</p>
        <p>(c) Standby door.</p>
        <p>Fig. 2. Three of the prototypes that have been developed during the workshop.</p>
        <p>
          A more profound analysis of this question is without the
scope of this paper. Still, a few things came up during the
discussions in the workshop. On the one hand, sonification
is challenging because visual and auditory memory work
differently, and therefore two sonifications are more difficult
to compare than two static visualizations. These and other
challenges are well known, see for instance [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ]. On the other
hand, designing for sound creates new perspectives, e.g., on the
quality of an interaction. One participant reported, his group
had discussed the nature of an interaction in their scenario
(in the standby door prototype, the quickness of opening the
door is related to the user’s mood). Even if sound is not
involved directly, thinking about the design is different with
sound “deep in our minds” (participant P10).
        </p>
        <p>To conclude, ‘auditorily augmented reality’ clearly behaves
different from its visual counterpart, and this fact deserves
more systematic research.</p>
      </sec>
      <sec id="sec-4-2">
        <title>B. Definition and limitations of auditory augmentation</title>
        <p>One purpose of the workshop was to develop and test our
working definition which is deliberately wide to incorporate
different platforms. The question is, if this definition is more
useful.</p>
        <p>Our working definition of auditory augmentation has not
been questioned within the workshop; therefore, we would like
to propose it for future applications. Still, one aspect deserves
more attention than has been discussed above, as came up
during the final discussion round. The definition starts from
an object that is being interacted with, i.e., a primary task of
the user with the object is pre-assumed. “Having a concrete
task helps to design” (P1), and helped the teams to elaborate
their scenarios during the sessions. During the final feedback
round, however, it has turned out that the task is an ill-defined
entity. Does it relate only to the interaction between user and
object? And if the object is augmented, and its sound conveys
additional information, is there such a thing as a monitoring
task? Does only a goal-oriented activity comprise a task or
can it be a by-product of daily “state of being” (P7)?</p>
        <p>We conclude that auditory augmentation always involves a
primary task, may it be goal-oriented or not (e.g., writing on
a desk in the writing resonances prototype or just being in
the media room of the sonic floor plan ). This task should not
be disturbed by the augmentation, but rather the augmentation
adds a secondary task of monitoring.</p>
      </sec>
      <sec id="sec-4-3">
        <title>C. Relationship between sound, data, and augmented object</title>
        <p>In addition, we aimed at exploring the qualitative factors
between object and sound in the context of auditory
augmentation. Which qualities are needed to (fully) describe their
relationship? For example:
• Is the sound, in relation to the object, plausible? Is the
mapping of data to sound intuitive/metaphoric?
• Is the augmented object more useful, or more fun than
the original one? Does its affordance change and is the
original interaction, i.e. the primary task of the user with
the object, disturbed?
A central issue that has been raised throughout the workshop
was in how far objects change in perception when they are
auditorily augmented. This experience, “you can only get it if
you interact yourself” (P1).</p>
        <sec id="sec-4-3-1">
          <title>User interaction</title>
        </sec>
        <sec id="sec-4-3-2">
          <title>Sound input</title>
          <p>EITHER/OR</p>
        </sec>
        <sec id="sec-4-3-3">
          <title>Auditorily augmented object</title>
        </sec>
        <sec id="sec-4-3-4">
          <title>External Data</title>
        </sec>
        <sec id="sec-4-3-5">
          <title>Sound design</title>
          <p>For comparison between the three exemplary prototypes
(Sec. IV), we analyzed the qualitative behavior of input
elements on auditory augmentation. Abstracting from Fig. 1, we
identify four of these elements: user interaction, input sound,
external data, and sound design. This more abstract concept
of auditory augmentation is shown in Fig. 3. We assume that
more coherent relations between user interaction, input sound,
external data, and sound design lead to higher naturalness and
intuitiveness of the auditory augmentation system. Multiple
dependencies are possible, even though not all are needed for
auditory augmentation:
• User interaction may influence external data, e.g., turning
on the water kettle while its electric power consumption
serves as data. The task of writing by hand, however,
does not directly modulate in-home electric power
consumption.
• Data may have a close link to sound design, utilizing
either direct sonification (e.g., audification [11, p.
301324]) or a fitting metaphor, e.g., a larger desk with lower
pitch representing a larger energy consumption.
• User interaction may directly influence sound design, in
all cases where sounds are augmented that have been
produced by the interaction.
• Sound input may not be stemming from the interaction
but from an external source; still it may influence sound
design, e.g., when using environmental sounds from
outside the windows as in the sonic floor plan prototype.</p>
          <p>In conclusion, it seems that a more natural prototype of
auditory augmentation has more coherent relationships
between user interaction and/or sound input on the one hand,
and external data and sound design on the other hand.</p>
        </sec>
      </sec>
      <sec id="sec-4-4">
        <title>D. Perceptual factors of data and sound</title>
        <p>As a final research question, we aimed at sketching out
perceptual factors of data and sound concerning auditory
augmentation systems. What is the capacity of information
that can be conveyed with auditory augmentation? Which data
are suitable for it? Which factors play a role for blending
the augmented object in the environment: is it unobtrusive
but salient enough in order to be perceived? Of course, a full
analysis of perceptual factors can only be a result of evaluation
that was not within the scope of the workshop. However, some
ideas emerging from the final discussions may serve as a basis
for future investigations.</p>
        <p>As one participant articulated, auditory augmentation works
best with low-dimensional data – “otherwise you are not
augmenting the object but creating a nice sonification” (P7).
The information capacity, i.e., the level of information that
can be conveyed, is rather low for the examined platforms.
Especially for ROOM and TABLE, only the reverberation
of the room – respectively the resonances of the
structureborne sounds – can be changed, with only few levels that
can be differentiated perceptually. The BRIX system is more
flexible in design, therefore no general conclusion can be
drawn. Sonifying is difficult under these conditions, because
“it boils down to the question which dimensions you chose
and which ones you leave out” (P11).</p>
        <p>In the writing resonances prototype, the developing team
found a borderline for perception. Depending on the quickness
of parameter changes, sounds lost their gestalt identity with
the interaction, i.e., sometimes the sounds were perceived
as separate auditory events played from the loudspeakers –
despite measured round-trip latency below 5 ms. This example
shows that perception is very sensitive and systems need to be
well evaluated.</p>
      </sec>
      <sec id="sec-4-5">
        <title>E. General feedback</title>
        <p>Next to finding some insights on the aforementioned
research questions, the analysis of SBE4 provided some
feedback on the workshop setting itself, as well as on general
design issues.</p>
        <p>
          A general issue of sonification is its right to exist – referring
to Supper’s thesis “about community’s struggles to have
listening to scientific data accepted as a scientific approach” [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ].
Useful and meaningful sonifications are difficult to come up
with, which raised the question, “why sonify at all”? It was
part of the workshop design to develop useful scenarios for
the pre-defined platforms. This worked well for the prototypes
presented in this paper, but not for all.
        </p>
        <p>Generally, feedback on the workshop design was positive.
The interdisciplinary, hands-on sessions were “so enriching”
(P1). Participants further reported that they had “really time
to try out something” (P2) – even if a certain approach did
not work out in the end, there was learning even by dead
ends. However, it was remarked that the prepared platforms
had “narrowed down” (P3) possible paths of design. Some
participants articulated the wish to be more free in designing
interaction scenarios independently from a platform (P3, P5),
but the prepared setting was very time-efficient. Most
prototypes have reached a promising state after the three hours’
sessions: “there are nine prototypes that are really worthwhile
considering and working on in the future” (P4).</p>
        <p>One participant (P1) raised the issue that designing ambient
displays means designing for the background, while in the
designer’s mind the sound is in the foreground: “we have an
excitement for sound and sonic display”. Therefore, it would
be important to cultivate a beginner’s mind – something, he
stated, that has been well achieved with the interdisciplinary
workshop setting for most of the participants. Another general
design-issue concerns the difference between prototypes and
final products. The realized prototypes are meant to be listened
to for a longer period of time, but designers only hear them for
a short period of time (P8). Furthermore, for the purpose of
demonstration and presentation, prototypes need to exaggerate,
while in final products the appropriate settings are usually less
salient. Participants who worked with iconic sounds of audio
recordings stated that some cartoonification is needed (e.g.,
through post-processing or re-synthesis of the sounds), because
“for ordinary people they all sound the same” (P9).</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>VI. CONCLUSION</title>
      <p>Within this paper, we conclude on results from an
interdisciplinary workshop exploring the concept of auditory
augmentation. The workshop resulted in nine prototypes and,
among others, recorded discussions that have been analyzed.
Concluding on this material, we propose to use the term
auditory augmentation with a new, broader definition: auditory
augmentation is the augmentation of a physical object and/or
its sound by sound which conveys additional information.</p>
      <p>General considerations for auditory augmentation are
summarized as follows.</p>
      <p>Auditory augmentation requires a primary task of a user
with an object; this task is not explorative data analysis. One
reason is that data for auditory augmentation needs to be
lowdimensional. Another reason is the differentiation between
auditory augmentation and sonification. By augmenting an object
auditorily, a secondary task of monitoring in the background
turns up. This task must not interfere with the primary task.</p>
      <p>There seems to be a quality of ‘naturalness’ (affecting
also the ‘intuitivity’) of systems of auditory augmentation.
The most natural systems have several coherent relationships
between the four possible input factors, user interaction and/or
sound input, with external data and sound design. We envisage
exploring this hypothesis further.</p>
      <p>There are borderline cases of perception, where the fusion
of auditory gestalts between the original sound and the
augmented one does not work anymore. The influencing factors
need to be explored systematically.</p>
      <p>Finally, the analysis of the final discussions during the
workshop proved that the developed workshop setting is
convincing. It establishes an interdisciplinary, playful atmosphere
of research by design. The balance of possible ingenuity and
well-prepared tasks, platforms, and data sets are crucial for a
successful event.</p>
    </sec>
    <sec id="sec-6">
      <title>ACKNOWLEDGMENT</title>
      <p>We would like to thank our co-organizers from CITEC,
Bielefeld University, and all participants of SBE4:
Lorena Aldana Blanco, Luc Do¨bereiner, Josef Gru¨ndler,
Thomas Hermann, Oliver Ho¨dl, Doon MacDonald, Norberto
Naal, Andreas Pirchner, David Pirro`, Brian Joseph Questa,
Stefan Reichmann, Martin Rumori, Tony Stockman, Leopoldo
Vargas, Paul Vickers, and Jiajun Yang.</p>
    </sec>
  </body>
  <back>
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