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  • 1.
    Aare, Kätlin
    et al.
    Stockholm University, Faculty of Humanities, Department of Linguistics, Phonetics.
    Włodarczak, Marcin
    Stockholm University, Faculty of Humanities, Department of Linguistics, Phonetics.
    Heldner, Mattias
    Stockholm University, Faculty of Humanities, Department of Linguistics, Phonetics.
    Backchannels and breathing2014In: Proceedings from FONETIK 2014: Stockholm, June 9-11, 2014 / [ed] Mattias Heldner, Stockholm: Department of Linguistics, Stockholm University , 2014, p. 47-52Conference paper (Other academic)
    Abstract [en]

    The present study investigated the timing of backchannel onsets within speaker’s own and dialogue partner’s breathing cycle in two spontaneous conversations in Estonian. Results indicate that backchannels are mainly produced near the beginning, but also in the second half of the speaker’s exhalation phase. A similar tendency was observed in short non-backchannel utterances, indicating that timing of backchannels might be determined by their duration rather than their pragmatic function. By contrast, longer non-backchannel utterances were initiated almost exclusively right at the beginning of the exhalation. As expected, backchannels in the conversation partner’s breathing cycle occurred predominantly towards the end of the exhalation or at the beginning of the inhalation. 

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    Backchannels and breathing
  • 2.
    Aavik, Ida
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Onboarding New Users for Initial Creation of Photo Book in Mobile Application2024Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Photography holds great significance by capturing memories and sharing stories. Today, the average user has around 2,000 photos on their smartphone, many of which go unnoticed. Once Upon is a mobile application launched in 2017, where users can create photo books to collect their memories in a physical book. Observations and previous data from Once Upon show that new users encounter certain challenges when creating their first photo book with the application. This has sparked interest in exploring how onboarding can be used to help new users. Onboarding is a broad term that includes introducing users to a new product or service.

    This study followed the Design Thinking process to create a prototype of an onboarding process that facilitates understanding for new users how to get started with creating their first photo book using the Once Upon mobile application. In the first phase, Empathize, research methods were conducted to identify how users interact with the Once Upon mobile application. The data was further analyzed in order to narrow down the topic and define the problems in the Define phase, employing methods such as personas, user flow diagrams and mind mapping. Subsequently, ideas began to be generated in the next phase, Ideate, where How Might We statements were formulated. These were utilized in two workshops for brainstorming, and then contributed to the initial sketching of different design proposals. The last two phases, Prototype and Test, were performed iteratively to produce prototypes and test them with usability testing.

    It was observed that new users experienced some challenges when creating a photo book for the first time in the application. Among other things, they lacked inspiration, looked in the wrong place for certain functions or did not know how to start from scratch. With this, the focus was placed on the onboarding flow being about introducing users to creating their first photo book with the Once Upon mobile application. Different strategies and types of onboarding had been analyzed, and then some that were deemed suitable for the application were chosen to proceed with. During the tests of the prototypes, a flow was finally chosen that the participants appreciated the most. The result contributed to helping new users get started and get inspired to create their first photo book with the Once Upon mobile application, through the creation of a design proposal of an onboarding process.

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  • 3.
    Abdallah, Lana
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Information Systems.
    Sustainability Impacts of Satellite Internet: Digital Inclusion vs Environmental Sustainability2022Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    An estimated 450 million people globally do not have access to a fixed or mobile broadband signal. Recently satellite communication companies announced the concept of Megaconstellations which are large networks of inexpensive low Earth-orbiting satellites. These constellations aim to provide internet access across the planet. Many people believe these constellations will offer an opportunity to bridge the digital divide between developed and developing countries. However, according to the UN development agenda, it is crucial to harmonize three core elements: economic growth, social inclusion, and environmental protection, while achieving the Sustainable Development Goals (SDGs). Although many are enthusiastic about the possibility of closing the digital gap, some researchers have concerns about the environmental impacts of these mega-constellations. Some studies explored howsatellites’ mega-constellations would increase the collision rate among space objects. This by increased amount of space debris which would negatively impact the Low Earth Orbit and the planet and thereby would be inconsistent with environmental sustainability. This study aims to investigate this claim by examining the impacts of future capabilities of satellites on offering inclusive healthcare and education systems while investigating their environmental impacts. 

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  • 4.
    Abdlbari, Abdulbari
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Product registration in e-commerce for small and medium companies (SMEs): Usability aspects2015Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    People these days are able to buy almost anything online. With a continuously increased E-commerce, small and medium sized companies (SMEs) feel obligated to enter the competitive E-commerce market. Moreover, for small companies with little or no experience in e-commerce it could become overwhelming to get a web-shop up and running. One important tasks in managing a web-shop is to register products into the system. This must be easy and efficient. The focus of this thesis is to answer the question "How can user-centered design principles improve productregistration, particularly in the SME context?". At the start of this study, surveys and interviews were conducted, which showed that product registration is very time consuming at the moment. User tests were conducted to measure the efficiency and the general usability of a system maintaining over 100 active web-shops. Based on the results of the first iteration of the user test conducted, design changes were proposed and implemented. A second iteration of the user test showed improved efficiency and substantially less errors. The most important new design elements were related to navigation, workflow and adjustment of input fields to the data sources. Thus it has been shown that the threshold for SME web-shops to go online can be lowered by a systematic application of user-centered design of the user interface.

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  • 5.
    Abduljalel, Viyan
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Improving post-productionfeedback process2020Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The process of producing entertaining video and films is complicated and time consuming. One of the complicated parts of post-production of entertaining content is getting feedback and reviewing the draft edit. After the filming process of a series or a film completed, the editors start working on the cut materials. This is a stage in the process where the editor will get their cut reviewed and receive feedback from different teams on the rough-cut or editor cuts. Today the review and the feedback between the editor and reviewer is done online directly through email.

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  • 6.
    Abedan Kondori, Farid
    et al.
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Yousefi, Shahrouz
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Li, Haibo
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Real 3D Interaction Behind Mobile Phones for Augmented Environments2011In: 2011 IEEE International Conference on Multimedia and Expo (ICME), IEEE conference proceedings, 2011, p. 1-6Conference paper (Refereed)
    Abstract [en]

    Number of mobile devices such as mobile phones or PDAs has been dramatically increased over the recent years. New mobile devices are equipped with integrated cameras and large displays which make the interaction with device easier and more efficient. Although most of the previous works on interaction between humans and mobile devices are based on 2D touch-screen displays, camera-based interaction opens a new way to manipulate in 3D space behind the device in the camera's field of view. This paper suggests the use of particular patterns from local orientation of the image called Rotational Symmetries to detect and localize human gesture. Relative rotation and translation of human gesture between consecutive frames are estimated by means of extracting stable features. Consequently, this information can be used to facilitate the 3D manipulation of virtual objects in various applications in mobile devices.

  • 7.
    Abelho Pereira, André Tiago
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Intelligent systems, Speech, Music and Hearing, TMH, Speech Communication and Technology.
    Oertel, Catharine
    TU Delft Delft, Netherlands.
    Fermoselle, Leonor
    TNO Den Haag, Netherlands.
    Mendelson, Joe
    Furhat Robotics Stockholm, Sweden.
    Gustafson, Joakim
    KTH, School of Electrical Engineering and Computer Science (EECS), Intelligent systems, Speech, Music and Hearing, TMH.
    Effects of Different Interaction Contexts when Evaluating Gaze Models in HRI2020Conference paper (Refereed)
    Abstract [en]

    We previously introduced a responsive joint attention system that uses multimodal information from users engaged in a spatial reasoning task with a robot and communicates joint attention via the robot's gaze behavior [25]. An initial evaluation of our system with adults showed it to improve users' perceptions of the robot's social presence. To investigate the repeatability of our prior findings across settings and populations, here we conducted two further studies employing the same gaze system with the same robot and task but in different contexts: evaluation of the system with external observers and evaluation with children. The external observer study suggests that third-person perspectives over videos of gaze manipulations can be used either as a manipulation check before committing to costly real-time experiments or to further establish previous findings. However, the replication of our original adults study with children in school did not confirm the effectiveness of our gaze manipulation, suggesting that different interaction contexts can affect the generalizability of results in human-robot interaction gaze studies.

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  • 8.
    Abelho Pereira, André Tiago
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Intelligent systems, Speech, Music and Hearing, TMH, Speech Communication and Technology.
    Oertel, Catharine
    Computer-Human Interaction Lab for Learning & Instruction Ecole Polytechnique Federale de Lausanne, Switzerland..
    Fermoselle, Leonor
    Mendelson, Joe
    Gustafson, Joakim
    KTH, School of Electrical Engineering and Computer Science (EECS), Intelligent systems, Speech, Music and Hearing, TMH.
    Responsive Joint Attention in Human-Robot Interaction2019In: Proceedings 2019 IEEE/RSJ International Conference on Intelligent Robots and Systems, IROS 2019, Institute of Electrical and Electronics Engineers (IEEE) , 2019, p. 1080-1087Conference paper (Refereed)
    Abstract [en]

    Joint attention has been shown to be not only crucial for human-human interaction but also human-robot interaction. Joint attention can help to make cooperation more efficient, support disambiguation in instances of uncertainty and make interactions appear more natural and familiar. In this paper, we present an autonomous gaze system that uses multimodal perception capabilities to model responsive joint attention mechanisms. We investigate the effects of our system on people’s perception of a robot within a problem-solving task. Results from a user study suggest that responsive joint attention mechanisms evoke higher perceived feelings of social presence on scales that regard the direction of the robot’s perception.

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  • 9.
    Abrahamsson, Hanna
    et al.
    KTH, School of Industrial Engineering and Management (ITM), Machine Design (Dept.).
    Karlsson, Linn
    KTH, School of Industrial Engineering and Management (ITM), Machine Design (Dept.).
    Case Study: Digitization of a User Interface: Investigating the use of a touch screen in Helicopter 142020Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    A user interface should be intuitive to allow efficient and safe execution of tasks. Helicopter 14 (HKP 14) has operator consoles with an analog user interface, called Programmable Keys (PK), to control a Mission Management System (MMS). The idea of replacing the PK with touch technology has arisen. To understand operators’ working environment, this case study was conducted with inspiration from ethnography. The PK have been studied by reading system manuals and familiarizing with the MMS in Saab’s test rigs and in HKP 14. This study aims to investigate the opportunities and challenges with implementing a touch screen to replace the current PK. Interviews have been conducted with operators and one technician working with HKP 14. To highlight additional perspectives on usage of touch technology, interviews with employees at FMV and Saab were carried out. This study found both benefits and drawbacks with implementing a touch screen in the helicopter. The most common concern was that touch screens lack tactile feedback. This study exemplifies how physical support can be achieved on a touch screen and how a Graphical User Interface (GUI) can be designed with regards to this.

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  • 10.
    Abril, Daniel
    et al.
    IIIA, Institut d'Investigació en Intel·ligència Artificial, CSIC, Consejo Superior de Investigaciones Científicas, Campus UAB s/n, Bellaterra, Spain / UAB, Universitat Autònoma de Barcelona, Campus UAB s/n, Bellaterra, Spain.
    Torra, Vicenç
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre. IIIA, Institut d'Investigació en Intel·ligència Artificial, CSIC, Consejo Superior de Investigaciones Científicas, Campus UAB s/n, Bellaterra, Spain.
    Navarro-Arribas, Guillermo
    DEIC, Dep. Enginyeria de la Informació i de les Comunicacions, UAB, Universitat Autònoma de Barcelona, Campus UAB s/n, Bellaterra, Spain.
    Supervised Learning Using a Symmetric Bilinear Form for Record Linkage2015In: Information Fusion, ISSN 1566-2535, E-ISSN 1872-6305, Vol. 26, p. 144-153Article in journal (Refereed)
    Abstract [en]

    Record Linkage is used to link records of two different files corresponding to the same individuals. These algorithms are used for database integration. In data privacy, these algorithms are used to evaluate the disclosure risk of a protected data set by linking records that belong to the same individual. The degree of success when linking the original (unprotected data) with the protected data gives an estimation of the disclosure risk.

    In this paper we propose a new parameterized aggregation operator and a supervised learning method for disclosure risk assessment. The parameterized operator is a symmetric bilinear form and the supervised learning method is formalized as an optimization problem. The target of the optimization problem is to find the values of the aggregation parameters that maximize the number of re-identification (or correct links). We evaluate and compare our proposal with other non-parametrized variations of record linkage, such as those using the Mahalanobis distance and the Euclidean distance (one of the most used approaches for this purpose). Additionally, we also compare it with other previously presented parameterized aggregation operators for record linkage such as the weighted mean and the Choquet integral. From these comparisons we show how the proposed aggregation operator is able to overcome or at least achieve similar results than the other parameterized operators. We also study which are the necessary optimization problem conditions to consider the described aggregation functions as metric functions.

  • 11.
    Ackermann, Wilhelm
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    The Impact of Spatial User Interface Integration within Strategy Games: An evaluation of a strategy game’s approachability within diegesis and spatial theory2021Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Diegesis and Spatiality are fundamental to visualization techniques in games. The impact of integrating user interfaces into the game world is a contentious issue between minimizing the heads-up display or maximizing functionality above realism. Previous studies have shown conflicting results determining what approach is better, but these studies have focused on conventional genres like the First Person Shooter. Strategy games, or more specifically, the grand strategy genre, is different in perspective and role of the player, as the genre places a heavier emphasis on panel elements than other genres. In this paper, we created two similar prototypes that differed in their focus on integration or superimposition. We then evaluated their impact on performance and the user experiences. The results showed that strictly spatial integration attributed to negative results, but diegetic integration was better received. Additionally, we identified several areas where implementing diegetic interfacing in grand strategy games is different from other genres of games. Finally, we gave recommendations to enhance the strengths and overcome the limitations of diegetic interfacing in grand strategy games.

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  • 12.
    Adam, Jonathan
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Analyzing Function and Potential in Cuba's El Paquete: A Postcolonial Approach2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The dire state of Cuban internet connectivity has inspired local informal innovations. One such innovation is El Paquete, a weekly distribution of downloaded content spread through an informal network. Taking a postcolonial approach, I investigate through user experiences how this network operates in a resource-poor environment. This investigation articulates a model of El Paquete centered on social interactions, which inform the system’s function but also shape El Paquete’s design and role in society. Based on this model, a set of speculative design exercises probe possibilities to streamline El Paquete’s compilation, involve consumer preferences in its design directions, or act as a disruption tolerant network. In uncovering the technical possibilities of El Paquete, these designs illuminate how its current design serves Cuban communities by embodying realities and limitations of Cuban society. El Paquete’s embodiment of informal innovation serves as a call to designers to continuously rethink development design processes, centering communities and their knowledge and technical practices.

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  • 13.
    Adedeji, Adaku Edith
    Linnaeus University, School of Business and Economics, Department of Management Accounting and Logistics.
    Fresh Food Products Inventory Control Management: the challenges in avoiding perishability at the retailers' shelf.2020Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Purpose This study focuses on applicable methods used in the Inventory Management of Fresh Food Products and challenges encountered in their implementation. The area of concentration is the Fresh Food Retailers. Secondly, the challenges encountered in the implementation of fresh food products is also addressed. Methodology The study employs a qualitative research technique with the use of a semi-structured interview for five companies to gather data. Theory The theory section of this study first gives a brief explanation of fresh food retailers’. Secondly, it addresses the keywords of the research questions: Fresh Food Products Inventory Management, highlighting the management of the shelf-life and technological innovations in use in the inventory management of Fresh Food Products. It moves on to address the challenges encountered in the implementation of inventory management systems Empirical This represents the outcome of semi-structured qualitative interviews conducted with five companies. It started with a brief description of the company. Analysis and Discussion The analysis portrays the techniques and models used in the inventory management of shelflife and technological innovations and identification and discussion of implementation challenges or drawback of implementation. Conclusion This addresses my contribution and a futuristic approach to the topic.

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  • 14.
    Adell, Emeli
    et al.
    Trivector Sweden.
    Nilsson, Lena
    Swedish National Road and Transport Research Institute, Traffic and road users.
    Várhelyi, András
    Lund University.
    How Is Acceptance Measured?: Overview of Measurement Issues, Methods and Tools2014In: Driver Acceptance of New Technology: Theory, Measurement and Optimisation / [ed] Michael A. Regan, Tim Horberry and Alan Stevens, Farnham, Surrey, England: Ashgate, 2014, p. 74-88Chapter in book (Refereed)
    Abstract [en]

    This chapter describes how acceptance has been measured and identifies various measurement categories. The relationship between these measurement methods and the different definitions of acceptance appearing in the literature is described and the lack of correspondence between definition and measurement is highlighted. The chapter illustrates the different outcomes of acceptance measurements depending on choice of assessment method and gives some guidance that could be used depending on the purpose of the assessment.

  • 15.
    Adell, Emeli
    et al.
    Trivector Sweden.
    Várhelyi, András
    Lund University.
    Nilsson, Lena
    Swedish National Road and Transport Research Institute, Traffic and road users.
    Modelling Acceptance of Driver Assistance Systems: Application of the Unified Theory of Acceptance and Use of Technology2014In: Driver Acceptance of new technology: Theory, Measurement and Optimisation / [ed] Michael A. Regan, Tim Horberry and Alan Stevens, Farnham, Surrey, England: Ashgate, 2014, p. 23-34Chapter in book (Refereed)
    Abstract [en]

    This chapter provides a brief overview of acceptance models used within the area of information technology.  One particular model, the Unified Theory of Acceptance and Use of Technology (UTAUT), is then discussed, and a study is reported in which the model was used to assess driver acceptance of a particular driver assistance system. The key findings of that study are reported, and suggestions are made for refining UTAUT to make it more suitable for assessing acceptance of driver assistance systems.

     

  • 16.
    Adell, Emeli
    et al.
    Trivector Sweden.
    Várhelyi, András
    Lunds Universitet.
    Nilsson, Lena
    Swedish National Road and Transport Research Institute, Traffic and road users.
    The Definition of Acceptance and Acceptability2014In: Driver Acceptance of New Technology: Theory, Measurement and Optimisation / [ed] Michael A. Regan, Tim Horberry and Alan Stevens, Farnham, Surrey, England: Ashgate, 2014, p. 11-21Chapter in book (Refereed)
    Abstract [en]

    Despite the recognised importance of the concept of acceptance, how and why new technologies are actually accepted by drivers is not well understood. While many studies claim to have measured acceptance, few have explicitly defined what it is. This chapter points out the importance of defining acceptance and categorises definitions that have been used according to their “essence”. Distinctions between different types of acceptance as well as between acceptance and acceptability are also described. A proposal for a common definition of acceptance is then presented and discussed.

  • 17.
    Agaeus, Catharina
    University of Skövde, School of Humanities and Informatics.
    Sociala kognitiva arbetsmiljöproblem (SKAMP) inom datorstött samarbete2012Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Delar av dagens samhälle fortsätter att datoriseras och nya möjligheter för interaktion med datoriserade produkter som stödjer social interaktion introduceras i ökad takt. Själva grunden för hur organisationer ser ut förändras och pekar mot ett allt mer distribuerat sätt där människor kan interagera med varandra utan att vara på samma plats, vid samma tidpunkt. Samtidigt visar forskning att det finns brister i användbarhet hos gruppverktyg. Kognitiva arbetsmiljöproblem (KAMP) kan uppstå när användbarhet brister men har hittills främst studerats ur ett enanvändarperspektiv. Syftet med den här rapporten är att identifiera samt klassificera socio-kognitiva arbetsmiljöproblem (SKAMP) inom datorstött samarbete för att bidra med kunskap som i förlängningen kan leda till en tydligare förståelse kring SKAMP. En arbetsplatsstudie utfördes där distribuerad kognition användes som analysverktyg. Studien genomfördes på en avdelning inom en organisation där förutsättningarna för att finna SKAMP ansågs som gynnsamma. Genom att anta ett distribuerat synsätt där observationer av avbrott och ”mismatches” i informationsflödet beaktats samt hur kognitiva processer implementeras i en grupp mynnade det analyserade materialet ut i fem kategorier av SKAMP: Problem med informationskoordinering, ”Bristande kommunikation”, ”gemensam lägesbildsaknas”, ”Brister i medierad kommunikation”, ”Otillräcklig kontroll och överblick”och ”Oklar holistisk helhetsmodell”. Dessa skall ses som komplement till de redan idag identifierade KAMP.

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  • 18.
    Ahltoft, Anders
    et al.
    Jönköping University, School of Engineering, JTH, Industrial Product Development, Production and Design.
    Svensson, Dennis
    Jönköping University, School of Engineering, JTH, Industrial Product Development, Production and Design.
    Konceptstudie av formspråk av shuntautomatik2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    ESBE AB is a company with a long history that develops and sells plumbing and heating related products. Their products possess a markedly high quality and reliability along with a strong focus on their design language. The purpose of this thesis is to update this design language and produce three concepts that describes how it could be done. The thesis was carried out as a concept study, using a product development process to structure the work. The theories, methods and how those methods were carried out are also described. A large part of the study was dedicated to preliminary work which studied the history of the company, its brand strategy as well as the products position on the market in order to create a comprehensive basis for the concept generation phase and the concept selection phase. The study produced three final concepts that were presented to responsible parties at the company. All three concepts were considered to have potential for future implementation. ESBE intends to, after evaluation, eventually have one or several concepts be realized by a consulting firm that would produce prototypes and prepare for production. 

  • 19.
    Ahmad, Awais
    et al.
    Mittuniversitetet.
    Ahlin, Karin
    Mittuniversitetet.
    Mozelius, Peter
    Mittuniversitetet.
    Technology-enhanced speech and language relearning for stroke patients: defining requirements for a software application development2020Conference paper (Refereed)
    Abstract [en]

    Speech and language relearning are challenging for stroke survivors as well as for medical caregiv-ers. After a stroke, a patient’s ability to read, write, speak, and listen is decreased to different degrees, which results in a compromised independent life and a decreased quality of life for the patient. Tech-nology enhances systems can play a vital role in this context. However, the available software are not specifically built for after the stroke patient’s needs. This paper is therefore aimed to gather require-ments for designing a tailor-made speech relearning software application for stroke survivors. A de-sign science approach was adopted, where different stakeholders such as medical caregivers and in-formation technology consultants were involved in the process. The well-informed and experienced participants in their fields highlighted some important requirements such as different types of inter-face for a patient than speech therapist with extra management functionality for speech therapists so that they can adjust the relearning exercises according to the patient’s needs. Software requirements vary from patient to patient where the intensity of speech and language impairments, general medical condition of the patient, age, prior experience, and knowledge about the information of the patient and social setup of the patient plays an important role. Since stroke is most common in adults and adults learn differently than children, adult learning theory might help understand the patients’ needs. There-fore, adult learning principles were involved in the requirement analysis process. The established re-quirements will be used for the development of speech and language relearning software.

  • 20.
    Ahmad, Awais
    et al.
    Mid Sweden University, Faculty of Science, Technology and Media, Department of Computer and System Science.
    Mozelius, Peter
    Mid Sweden University, Faculty of Science, Technology and Media, Department of Computer and System Science.
    Critical Factors for Human Computer Interaction of eHealth for Older Adult2019In: Proceedings of the 2019 the 5th International Conference on e-Society, e-Learning and e-Technologies, Vienna: Association for Computing Machinery (ACM), 2019, Vol. 5, p. 58-62Conference paper (Refereed)
    Abstract [en]

    The percentage of older adults increases globally with an increased need for medical care. To support the idea of successful active aging, e-health seems to be an interesting concept. This study was conducted as a systematic literature study, with the aim to identify and discuss determinant factors in the Human computer interaction of eHealth for older adults. The important main research question to answer was: What are the critical challenges to address for an improved human computer interaction in technology enhanced health care systems for older adults? Findings show that there are several critical factors to consider, with trust, personal integrity, technological acceptance, e-health literacy and accessibility of ICT as the most determinant. If the found challenges are addressed, it might be possible to achieve the identified aim of independent living. The recommendation is a human computer interaction that is elderly centred, and involves the elderly users in the design process. However, no ICT enhanced system will be user-friendly enough to take away the need for social and technological support.

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  • 21.
    Ahmad, Awais
    et al.
    Mid Sweden University, Faculty of Science, Technology and Media, Department of Computer and System Science.
    Mozelius, Peter
    Mid Sweden University, Faculty of Science, Technology and Media, Department of Computer and System Science.
    On the Importance of Tailor-made Speech Relearning Software for Stroke Rehabilitation2020In: Proceedings of the 6th International Conference on Information and Communication Technologies for Ageing Well and e-Health - Volume 1: ICT4AWE / [ed] Leszek Maciaszek,, SciTePress, 2020, Vol. 1, p. 176-179Conference paper (Refereed)
    Abstract [en]

    Post stroke rehabilitation is a global issue with increasing challenges today when the percentage of older adults is increasing. There is a need for new solutions to better assist stroke survivors' normally long way back to a good and independent life. The various post stroke impairments can be divided into the categories of cognitive, motoric and speech impairment, and the three also have their interrelations. This position paper has a focus on rehabilitation of stroke survivors' speech impairments, and the use of technology-enhanced systems to assist the speech relearning. The current reuse of language learning software for primary school students is doubtful, and should better be replaced by tailor-made and adaptable tools that fit the target group. Finally, the recommendation is a long-term strategy where some initial costs should fund the design, development and evaluation of new digital tools for speech relearning. This should be conducted in a collaboration between researchers, speech therapists, stroke patients. The approach should be iterative and user-centred, with both speech therapists and stroke patients as the end-users.

  • 22.
    Ainamo, Antti
    University of Borås, Faculty of Textiles, Engineering and Business.
    Rethinking textile fashion: A research agenda2015Other (Other academic)
  • 23.
    Akkuzu, Anastasia
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division Vi3.
    Castellano, Ginevra
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division Vi3.
    Calvo-Barajas, Natalia
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division Vi3. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Behavioural Observations as Objective Measures of Trust in Child-Robot Interaction: Mutual Gaze2023In: HAI '23: Proceedings of the 11th International Conference on Human-Agent Interaction, Association for Computing Machinery (ACM), 2023, p. 452-454Conference paper (Refereed)
    Abstract [en]

    In developing a computational model of trust, this paper summarises the findings in a previous study exploring mutual gaze as a behavioural parameter of social trust and liking [1]. Drawing on the data collected in a related paper [6], which provides us with video clips of children interacting with a robot during a collaborative storytelling game, we look at the interactions between metrics assessing social trust and liking, and the development of mutual gaze as an objective measure of social trust and liking. We achieve this through several statistical analyses between the percent of mutual gaze in each interaction, scores from social trust and liking metrics, age of the participant, and duration. The findings of our study support the use of mutual gaze as an objective measure for liking, but there is still not sufficient evidence to support the use of mutual gaze as an objective measure to identify and capture social trust as a whole. Furthermore, interaction context impacts the amount of mutual gaze in an interaction, and the age of the participant has an impact on the amount of mutual gaze that occurs.

  • 24.
    Akner, John
    Karlstad University, Faculty of Arts and Social Sciences (starting 2013), Karlstad Business School (from 2013).
    Medborgares inställning till vård vianätet: En studie om upplevelser av digital vård2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Digitala hälsotjänster har de senaste åren ökat i popularitet bland svenska medborgare. Dessa tjänster kan användas som komplement till traditionella fysiska vårdcentraler för att bli undersökt av en läkare, sjuksköterska med flera. Under de första månaderna under Covid-19 pandemin kan digitala hälsotjänster ha blivit ännu mer populära på grund av att de erbjuder ett kontaktlöst (smittofritt) sätt att få medicinska råd. Den här studien, genomförd maj 2020, undersöker hur aktiva svenska medborgare är i användning av digitala hälsotjänster för vård via nätet och deras inställning samt vad som påverkar deras inställning. För att ta reda på detta användes en enkät för att samla in empiri. 166 svar samlades in. Studiens resultat framhäver att ungdomar är mycket mer aktiva användare av digitala hälsotjänster för vård än äldre. Resultatet visar även att medborgare som testat digitalahälsotjänster för vård har en mer positiv inställning till digitala hälsotjänster än medborgare som inte testat digitala hälsotjänster. Detta kan tolkas som att de som har en positiv inställning har det rent generellt gentemot digitalisering av vård, eller som att användares inställning påverkas positivt (i flesta fall) redan efter ett besök. De faktorer som hade störst betydelse för medborgarnas inställning till digitala hälsotjänster för vård var lättillgänglighet, säkerhet och ekonomiska aspekter. En stor andel av respondenterna som inte testat digitala hälsotjänster hade önskat rekommendationer om hälsotjänster från staten eller en statlig hälsotjänst för att de skulle testa tjänsterna.

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  • 25.
    Akram, Asif
    et al.
    Halmstad University, School of Information Technology, Halmstad Embedded and Intelligent Systems Research (EIS), Man and Information technology laboratory (MI-lab).
    Åkesson, Maria
    Halmstad University, School of Information Technology, Halmstad Embedded and Intelligent Systems Research (EIS), Man and Information technology laboratory (MI-lab).
    A Research Framework to Study how Digital Service Innovation Transforms Value Networks2011In: Proceedings of IRIS 2011 / [ed] Leino, Timo, Turku, Finland: Turku Center for Computer Science , 2011, p. 29-40Conference paper (Refereed)
    Abstract [en]

    This paper reports from preparations in an ongoing research study concerning how digital service innovation transforms value networks in manufacturing industries. The research study is in the context of the vehicle industry and concerns digital e-maintenance services based on remote diagnostics systems. This digital service innovation in particular is of great importance since manufacturing industries have great potential to expand their business and found new and extended boundaries and relationships with other stakeholder in a network they are attached to. Core challenges and opportunities for digital service innovation will lead us to the study of its influence on the business and innovation environment i.e. the value network. This paper presents a framework to study how digital service innovation transforms value networks based on literature reviews on value network, digital innovation and transformation of value networks.

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  • 26.
    Al Moubayed, Samer
    et al.
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH.
    Heylen, D.
    Bohus, D.
    Koutsombogera, Maria
    Papageorgiou, H.
    Esposito, A.
    Skantze, Gabriel
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH.
    UM3I 2014: International workshop on understanding and modeling multiparty, multimodal interactions2014In: ICMI 2014 - Proceedings of the 2014 International Conference on Multimodal Interaction, Association for Computing Machinery (ACM), 2014, p. 537-538Conference paper (Refereed)
    Abstract [en]

    In this paper, we present a brief summary of the international workshop on Modeling Multiparty, Multimodal Interactions. The UM3I 2014 workshop is held in conjunction with the ICMI 2014 conference. The workshop will highlight recent developments and adopted methodologies in the analysis and modeling of multiparty and multimodal interactions, the design and implementation principles of related human-machine interfaces, as well as the identification of potential limitations and ways of overcoming them.

  • 27.
    Albihn, Hampus
    University of Skövde, School of Informatics.
    Steg mot Informationsvisualisering med Augmented Reality2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Som en del av forskningsprojektet Young Operator 2020 så syftar den här studien till att vara ett första steg mot en produkt, som med hjälp av av tekniken augmented reality ska vara en del av framtidens tillverkningsindustri. Studien utgår från kognitionsvetenskap och människa-datorinteraktion för att ha användaren och användarens interaktion med prototypen i fokus. Eftersom olika typer av användare kan behöva olika saker av ett system, kommer den här studien också att utgå från teorier om kompetensnivåer. Ett system som är användbart för exempelvis en novis behöver inte nödvändigtvis vara användbart för en expert. En prototyp har skapats som en del av ett annat projekt och den utgår från det arbetssätt som operatörer på Volvo GTO i Skövde har idag. Prototypen använder sig av augmented reality för att visualisera instruktioner. Det är tänkt att prototypen bland annat ska hjälpa noviser att närma sig expertanvändare. Ett kompetitivt användbarhetstest har gjorts där prototypen jämförts med nuvarande system på Volvo GTO. Resultatet av studien visar att prototypen i dagsläget inte kan anses vara användbar. Flera rekommendationer har dock presenterats som ett bidrag till vidareutveckling av prototypen.

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    stegmotinformationsvisualiseringmedaugmentedreality
  • 28.
    Alenljung, Beatrice
    et al.
    University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment.
    Andreasson, Rebecca
    Department of Information Technology, Uppsala University.
    Lowe, Robert
    Department of Applied IT, University of Gothenburg.
    Billing, Erik
    University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment.
    Lindblom, Jessica
    University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment.
    Conveying Emotions by Touch to the Nao Robot: A User Experience Perspective2018In: Multimodal Technologies and Interaction, ISSN 2414-4088, Vol. 2, no 4, article id 82Article in journal (Refereed)
    Abstract [en]

    Social robots are expected gradually to be used by more and more people in a widerrange of settings, domestic as well as professional. As a consequence, the features and qualityrequirements on human–robot interaction will increase, comprising possibilities to communicateemotions, establishing a positive user experience, e.g., using touch. In this paper, the focus is ondepicting how humans, as the users of robots, experience tactile emotional communication with theNao Robot, as well as identifying aspects affecting the experience and touch behavior. A qualitativeinvestigation was conducted as part of a larger experiment. The major findings consist of 15 differentaspects that vary along one or more dimensions and how those influence the four dimensions ofuser experience that are present in the study, as well as the different parts of touch behavior ofconveying emotions.

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  • 29. Alenljung, Beatrice
    et al.
    Andreasson, Rebecca
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Lowe, Robert
    Billing, Erik
    Lindblom, Jessica
    Conveying Emotions by Touch to the Nao Robot: A User Experience Perspective2018In: Multimodal Technologies and Interaction, ISSN 2414-4088, Vol. 2, no 4, article id 82Article in journal (Refereed)
    Abstract
  • 30.
    Alenljung, Beatrice
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Lindblom, Jessica
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    User Experience of Socially Interactive Robots: Its Role and Relevance2015In: Handbook of Research on Synthesizing Human Emotion in Intelligent Systems and Robotics / [ed] Jordi Vallverdú, Hershey, Pennsylvania, USA: IGI Global, 2015, p. 352-364Chapter in book (Refereed)
    Abstract [en]

    Socially interactive robots are expected to have an increasing importance in everyday life for a growing number of people, but negative user experience (UX) can entail reluctance to use robots. Positive user experience underpins proliferation of socially interactive robots. Therefore, it is essential for robot developers to put serious efforts to attain social robots that the users experience as positive. In current human-robot interaction (HRI) research, user experience is reckoned to be important and is used as an argument for stating that something is positive. However, the notion of user experience is noticeably often taken for granted and is neither described nor problematized. By recognizing the complexity of user experience the intended contributions can be even more valuable. Another trend in HRI research is to focus on user experience evaluation and examination of user experience. The current research paths of user experience of socially interactive robots are not enough. This chapter suggests that additional research directions are needed in order accomplish long-term, wide-spread success of socially interactive robots.

  • 31.
    Alenljung, Beatrice
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Lindblom, Jessica
    Högskolan i Skövde, Institutionen för informationsteknologi.
    User Experience of Socially Interactive Robots: Its Role and Relevance2015In: Handbook of Research on Synthesizing Human Emotion in Intelligent Systems and Robotics / [ed] Jordi Vallverdú, Hershey, Pennsylvania, USA: IGI Global , 2015, p. 352-364Chapter in book (Refereed)
    Abstract [en]

    Socially interactive robots are expected to have an increasing importance in everyday life for a growing number of people, but negative user experience (UX) can entail reluctance to use robots. Positive user experience underpins proliferation of socially interactive robots. Therefore, it is essential for robot developers to put serious efforts to attain social robots that the users experience as positive. In current human-robot interaction (HRI) research, user experience is reckoned to be important and is used as an argument for stating that something is positive. However, the notion of user experience is noticeably often taken for granted and is neither described nor problematized. By recognizing the complexity of user experience the intended contributions can be even more valuable. Another trend in HRI research is to focus on user experience evaluation and examination of user experience. The current research paths of user experience of socially interactive robots are not enough. This chapter suggests that additional research directions are needed in order accomplish long-term, wide-spread success of socially interactive robots.

  • 32.
    Alenljung, Beatrice
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Lindblom, Jessica
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Andreasson, Rebecca
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre. Department of Information Technology, Visual Information & Interaction. Uppsala University, Uppsala, Sweden.
    Ziemke, Tom
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre. Department of Computer & Information Science, Linköping University, Linköping, Sweden.
    User Experience in Social Human-Robot Interaction2017In: International Journal of Ambient Computing and Intelligence (IJACI), ISSN 1941-6237, E-ISSN 1941-6245, Vol. 8, no 2, p. 12-31Article in journal (Refereed)
    Abstract [en]

    Socially interactive robots are expected to have an increasing importance in human society. For social robots to provide long-term added value to people’s lives, it is of major importance to stressthe need for positive user experience (UX) of such robots. The human-centered view emphasizes various aspects that emerge in the interaction between humans and robots. However, a positive UX does not appear by itself but has to be designed for and evaluated systematically. In this paper, the focus is on the role and relevance of UX in human-robot interaction (HRI) and four trends concerning the role and relevance of UX related to socially interactive robots are identified, and three challenges related to its evaluation are also presented. It is argued that current research efforts and directions are not sufficient in HRI research, and that future research needs to further address interdisciplinary research in order to achieve long-term success of socially interactive robots.

  • 33.
    Alenljung, Beatrice
    et al.
    University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment.
    Lindblom, Jessica
    Uppsala University, Sweden.
    Zaragoza-Sundqvist, Maximiliano
    AstraZeneca R&D, Mölndal, Sweden.
    Hanna, Atieh
    Volvo AB, Gothenburg, Sweden.
    Towards a Framework of Human-Robot Interaction Strategies from an Operator 5.0 Perspective2023In: Advances in Manufacturing Technology XXXVI: Proceedings of the 20th International Conference on Manufacturing Research, Incorporating the 37th National Conference on Manufacturing Research, 6th – 8th September 2023, Aberystwyth University, UK / [ed] Andrew Thomas; Lyndon Murphy; Wyn Morris; Vincenzo Dispenza; David Jones, Amsterdam, Netherlands: IOS Press, 2023, p. 81-86Conference paper (Refereed)
    Abstract [en]

    The industrial transition to Industrie 4.0 and subsequently Industrie 5.0 requires robots to be able to share physical and social space with humans in such a way that interaction and coexistence are positively experienced by the humans and where it is possible for the human and the robot to mutually perceive, interpret and act on each other's actions and intentions. To achieve this, strategies for humanrobot interaction are needed that are adapted to operators’ needs and characteristics in an industrial context, i.e., Operator 5.0. This paper presents a research design for the development of a framework for human-robot interaction strategies based on ANEMONE, which is an evaluation framework based on activity theory, the seven stages of action model, and user experience (UX) evaluation methodology. At two companies, ANEMONE is applied in two concrete use cases, collaborative kitting and mobile robot platforms for chemical laboratory assignments. The proposed research approach consists of 1) evaluations of existing demonstrators, 2) development of preliminary strategies that are implemented, 3) re-evaluations and 4) cross-analysis of results to produce an interaction strategy framework. The theoretically and empirically underpinned framework-to-be is expected to, in the long run, contribute to a sustainable work environment for Operator 5.0.

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  • 34.
    Alenljung, Beatrice
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Maurin Söderholm, Hanna
    Högskolan i Borås.
    Designing Simulation-Based Training for Prehospital Emergency Care: Participation from a Participants Perspective2015In: Human-Computer Interaction: Designing and Evaluation: 17th International Conference, HCI International 2015, Los Angeles, CA, USA, August 2-7, 2015, Proceedings, Part I / [ed] Masaaki Kurosu, Springer Berlin/Heidelberg, 2015, Vol. 9169, p. 297-306Conference paper (Refereed)
    Abstract [en]

    Simulation-based training for prehospital emergency care is characterized by high degrees of complexity. Thorough knowledge of both the work and the setting is crucial and it is therefore important to involve both end-users and other stakeholders during the whole design process. This paper investigates a design process by focusing on how project participants experience the work process and participation of a multi-disciplinary, research-practitioner design team. This case study focuses on the work within a development project of a new prehospital emergency training facility. Open-ended interviews were conducted with the project participants halfway through the project. Strikingly, the results show that while there are problems and tensions that potentially could overturn the project, all participants express strong satisfaction with their participation in the project. This implies that the accumulated positive experiences are so strong that they overshadow tensions and problems that under other circumstances could have caused a project breakdown.

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  • 35. Alfaras, Miquel
    et al.
    Tsaknaki, Vasiliki
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Sanches, Pedro
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Windlin, Charles
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Umair, Muhammad
    Lancaster University.
    Sas, Corina
    Lancaster University.
    Höök, Kristina
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    From Biodata to Somadata2020Conference paper (Refereed)
    Abstract [en]

    Biosensing technologies are increasingly available as off-the-shelf products, yet for many designers, artists and non-engineers, these technologies remain difficult to design with. Through a soma design stance, we devised a novel approach for exploring qualities in biodata. Our explorative process culminated in the design of three artefacts, coupling biosignals to tangible actuation formats. By making biodata perceivable as sound, in tangible form or directly on the skin, it became possible to link qualities of the measurements to our own somatics - our felt experience of our bodily bioprocesses - as they dynamically unfold, spurring somatically-grounded design discoveries of novel possible interactions. We show that making biodata attainable for a felt experience - or as we frame it: turning biodata into somadata - enables not only first-person encounters, but also supports collaborative design processes as the somadata can be shared and experienced dynamically, right at the moment when we explore design ideas.

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  • 36.
    Alhalaby, Ghaith
    Malmö University, Faculty of Culture and Society (KS), School of Arts and Communication (K3).
    Reinventing The Switch: How Might We Facilitate Adapting Lighting Conditions To Users’ Needs In Homes2022Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Light shapes the environment we live in and thereby our lives. The advancement in technology made it possible to accurately adjust different light properties. This high level of control is promising and changing at the same time. Taming this complexity and providing users with meaningful ways to interact with light is at the core of this mission. This study seeks ways to facilitate adapting lighting conditions to users’ needs in homes. The answer rests on a synergistic collaboration between the user and the intelligent system, in which the system unobtrusively supports the user through the process of adapting the light. Sustaining the user's agency is crucial, therefore delegating or claiming control should be facilitated and the user should be able to easily comprehend and guide the behaviour of the system. Moreover, user experience should be considered at all levels of attention: focused, peripheral, and implicit. This aims to seamlessly fit the interaction with light in the context of everyday life at home. 

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  • 37.
    Al-Humadi, Rasha (current name Lisa Edisen)
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    3D Virtual Shopping Mall: Towards Transformation of levels from 2D to 3D2012Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This research examines the effects of using 3D virtual shopping malls and shows the user interaction and experience in this type of virtual environments. Technology developments and the use of the Internet made users to expect more services, which help to improve the user's life. Using a 3D virtual environment and adding a shopping idea to it is considered as very interesting, especially if it reflects the real world in a virtual reality that make its users attached to it. Furthermore, the possibility of having an avatar to represent themselves in computer-mediated virtual environment help users to explore the virtual environment. Another advantage is that users have the possibility to invite friends and to navigate inside a 3D Virtual-shopping mall not alone but together, which gives the user the capability to socialise inside the mall. Besides, changing of the customer's profile and chatting with friends is supported, too. Moreover, the transformation process from a two-dimensional environment to a three-dimensional environment is considered to be convenient for both, customers and mall owners.

     

    I have used phenomenology to investigate this new phenomenon. In addition the data was gathered by interviewing several participants from different educational levels as well as business owners of 3D virtual malls. The research will show the potential of using a 3D virtual shopping mall from the user's perspective as well as from the business' owners and having a 3D virtual shopping mall is not only considered entertaining, but also convenient.

     

    As a future work I recommend to interview the merchants in this research to grasp this idea completely.

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    Master thesis Rasha Al-Humadi
  • 38.
    Aljundi, Liam
    Malmö University, Faculty of Culture and Society (KS), School of Arts and Communication (K3).
    Moving Mathematics: Exploring constructivist tools to enhance mathematics learning2021Independent thesis Basic level (degree of Bachelor), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [en]

    The challenges faced by mathematics education reflect the more immense difficulties of the schooling system as a whole. This thesis investigates such challenges in the light of an ethical learning foundation and aims for a transformation through the use of technologies as learning tools. 

    Interaction design methods are used to craft constructivist learning kits that aim to move mathematics students from passive receivers of knowledge to active learners. The proposed tools modify new technologies by adapting them to teachers’ and learners’ needs to be best suited for mathematics classroom adoption. Additionally, social, political, and economic issues that may hinder the adoption of constructivist learning are presented and critically discussed. 

    Finally, this thesis paves the way for future designers who aim to design mathematics educational kits by providing a design framework based on the learning theory and the design process presented in this thesis.

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  • 39.
    Alkaptan, Saman
    Linnaeus University, Faculty of Technology, Department of Informatics.
    Tillgänglighet på supportsidor: En fallstudie kring vad som påverkar upplevd tillgänglighet och användarvänlighet på en supportsida2019Independent thesis Basic level (degree of Bachelor), 180 HE creditsStudent thesis
    Abstract [en]

    The purpose of the web is that it should be accessible to everybody, however, there are people with some type of disabilities that makes them unable to access or use certain websites because of the lack of accessibility that is implemented in them. This means that these websites are not user-friendly for users with disabilities. In order to highlight the problem, areas such as user-experience, usefulness, accessibility and WCAG 2.0 were explored in order to gain a better understanding of these areas and get a better picture of the important factors in them. Based on the theories, the study showed that these previously mentioned areas are part of  each other and that accessibility is good for both users with and without disabilities.

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    Tillgänglighet på supportsidor
  • 40.
    Alkberg, Johanna
    Mid Sweden University, Faculty of Science, Technology and Media, Department of Information Technology and Media.
    Samarbete i distribuerade team: En analys av möjligheter och metoder för att arbeta distribuerat inom Sandvik IT med stöd av Kanban2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Many companies face the fact that the work must be adapted to the globalization so competitiveness can be maintained. One way to do it is to work geographically distributed and reach competence personnel and more customers while 24/7-work becomes possible. But to effectively work distributed over space and time, a consciousness about the limitations that this entails and how to overcome them are necessary. Sandvik IT is facing changes and the trend is toward more geographically distributed teams. The purpose of this study was therefore focused on the key factors for distributed work and how Kanban can contribute to effective distributed work. How Sandvik IT's supporting group, Service Development Office (SDO) should support the distributed work has also been evaluated. The basic theory is a compilation of literary works such as books and above all scientific articles. From the theory four key areas of distributed work was identified; working methods and coordination, communication, leadership and team spirit. A fifth point was also added, which was about the teamstart. Based on these five areas the interview - and survey questions was formed. SDO selected three teams with informants, and the team leaders/coordinators were interviewed and other staff received the survey. The results were then compared with the initial theory and via analysis 16 key factors for distributed work (at Sandvik IT) could be found. E.g. leader's consciousness, a well-established work method, shared knowledge and social interaction. The factors were also categorized into: Set-up, teams start and finally maintenance and development. To a large extent the key factors and the needs could be met by Kanban, but the recommendation is that SDO complements with (in particular) an education for team leaders/coordinators. It came to be seen as a prerequisite for the distributed work. The survey's response rate and the interviews outcome were good and the result was coherent. Hence the report can be seen as a report with high validity and reliability in an inter-organizational view.

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    Samarbete i distribuerade team
  • 41.
    Allard, Olof
    Linköping University, Department of Computer and Information Science. Linköping University, Faculty of Arts and Sciences.
    Katastrofisk design: Ett designförslag för en digital scenarioeditor2014Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [sv]

    Målet med det här arbetet var att skapa en konceptuell designprototyp för en scenarioeditor åt en digital version av utbildningsverktyget Emergo Train System. Rapporten ämnar ta upp och presentera den arbetsprocess som lett fram till designprototypen och dess utvärdering. I rapporten tillkommer även en diskussion kring hur en scenarioeditor bör utformas för att stödja skapandet av ETS-scenarion samt hur ett flexibelt arbetssätt stöds i form av skapandet av scenariorepresentationer.

    Intervjuer genomfördes med instruktörer och systemansvarige för ETS, samt observationer av iordningställande av ett ETS-scenario. Datainsamlingen analyserades och resulterade i en kravspecifikation för den digitala scenarioeditorn. Den prototyp som utformades gjordes så i pappersformat och utvärderades tillsammans med personal från Katastrofmedicinskt centrum i Linköping. 

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  • 42.
    Allawerdi, Rabii
    et al.
    Linnaeus University, Faculty of Technology, Department of Informatics.
    Kemppainen, Raisa
    Aktiviteter som främjar samarbete inom kreativa online communitys : En fallstudie om social loafing2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    There is a challenge when designing digital environments that promotes activities for the purpose to creates routines and habits leading to the growth of a community. Online communities could sometime lack objective management, resulting in lowered engagement and motivation amongst the members to contribute. Members in these environments sometimes struggle to see how their contribution can make an impact. The importance of online communities has a greater role in society while attitude towards distance collaborations are becoming familiar, consequently investigating these issues is relevant. Previous research has observed this behavior and defines it as social loafing, groups and communitys lack contribution even though they have many members. What has been found as a prevention to this negative development shows that individuals are more likely to contribute when their value are acknowledged. What also has a motivating and positive effect is when they are assigned group-oriented goals rather than just assigned goals individually. Establishing routines, habits, and common ground between members of a collaboration has a role in this development. This study explores activities amongst creators that are active in creative online communities oriented in game development, music production and other types of distance collaborations dependent on computer supported collaborative work (CSCW). The results gathered from interviews and user-surveys, has been analyzed through Activity theory, to better understand the habits that leads to successful creative collaborations in online communities. We propose design guidelines for development of digital platforms that serves the purpose for online communities and stems through the activities that establishes common ground and a culture for participation. We also present a best practice example based on the finding, describing a distance facilitated competition in music production that promotes participation and establishment of common ground. Taking to account the wide variety of different technical and individual needs and goals of multidisciplinary creators serves as a suggestion for further research.

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    bilaga
  • 43.
    Almér, Alexander
    et al.
    Göteborgs Universitet, Institutionen för tillämpad informationsteknologi.
    Lowe, RobertUniversity of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre. Göteborgs universitet.Billing, ErikUniversity of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Proceedings of the 2016 Swecog conference2016Conference proceedings (editor) (Refereed)
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  • 44.
    Alpay, Aylin
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    Untangling Road Trip Experiences with Conected Car: Planning and bringing it to the car2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    With developing technologies and growing infrastructures, connected experiences are expanding their realms towards various devices and scenarios in our lives. One of the areas, which is going under a big change due to this connectivity is the car related experiences. As connectivity is intrinsically enabler of different experiences and services, it is foreseen that it will bring a different dimension to car and driving related experiences as well.By investigating the future trends and possibilities that connectivity can provide to car and driving related experiences, this thesis aims for imagining the near future scenarios with an explorative approach, focusing on one and addressing to the rising issues with a design proposal that is meaningful to both users and the industry.The result, Tripcloud, contributes to the future scenario of having a road trip with the car, with a new digital platform that aims for supporting the users throughout the planning and bringing the plans into the car experience seamlessly and safely. It aims for reducing today’s existing complexity in terms of interaction and cognition to provide a better experience and avoid driver distraction. With providing organised information pieces, information exchange between people and automated links with mobile devices and car, Tripcloud offers easier an more convenient alternative for road trip planing and bringing the plans into car experiences for the near future.

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  • 45.
    Alvarado, Oscar
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Towards algorithmic Experience: Redesigning Facebook’s News Feed2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Algorithms currently have direct implications in our democracies and societies, but they also define mostly all our daily activities as users, defining our decisions and promoting different behaviors. In this context, it is necessary to define and think about how to design the different implications that these algorithms have from a user centered perspective, particularly in social media platforms that have such relevance in our information sources and flow. Therefore, the current thesis provides an introduction to the concept of algorithmic experience, trying to study how to implement it for social media services in cellphone devices. Using a Research through Design methodology supported by interface analysis, document analysis and user design workshops, the present paper provides results grouped in five different areas: algorithmic profiling transparency, algorithmic profiling management, algorithmic awareness, algorithmic user-control and selective algorithmic remembering. These five areas provide a framework capable of promoting requirements and guide the evaluation of algorithmic experience in social media contexts.

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    Alvarado O Towards Algorithmic Experience
  • 46.
    Alvarez, Claudio
    et al.
    University of Los Andes, Chile .
    Milrad, Marcelo
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Borie, Francisco
    University of Los Andes, Chile .
    Luna, Martín
    University of Los Andes, Chile .
    CollPhoto: A Paper + Smartphone Problem Solving Environment for Science and Engineering Lectures2014In: Collaboration Technologies and Social Computing: 7th International Conference, CollabTech 2014, Santiago, Chile, September 8-10, 2014. Proceedings / [ed] Takaya Yuizono; Gustavo Zurita ;Nelson Baloian ;Tomoo Inoue; Hiroaki Ogata et al. (Eds):, Springer, 2014, p. 1-15Conference paper (Refereed)
    Abstract [en]

    Recent studies in science and engineering education support that inductive learning activities encouraging active student involvement may improve students’ motivation, development of soft skills and academic performance, compared to traditional lectures. Until recently, several technology-enhanced learning environments have been proposed to facilitate such activities in classrooms. However, these commonly depend on dedicated hardware devices, such as clickers or tablet PCs. Contrastingly, smartphones are being massively adopted by society as these become increasingly powerful and inexpensive. Even so, the use of smartphones as learning tools in lecture halls has still not been widely adopted. In this paper we present CollPhoto, a paper-plus-smartphone environment that supports face-to-face problem solving activities in the classroom. CollPhoto provides the instructor with instant visibility of students’ work, and facilitates him/her conducting discussions, based on a selection of students’ responses. We report on the design and initial validation of CollPhoto in the context of two computer science courses.

  • 47.
    Alvarez Díaz, María Guadalupe
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Wilhelmsson, Ulf
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Lebram, Mikael
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Toftedahl, Marcus
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Your Answer Will Make an Impression: Using Quiz Game Mechanics for the Collection of Visitor Data in a Museum2015In: VS-Games 2015: 7th International Conference on Games and Virtual Worlds for Serious Applications / [ed] Per Backlund, Skövde: IEEE Computer Society, 2015, p. 1-4Conference paper (Refereed)
    Abstract [en]

    This paper presents the initial results from a project that aimed to collect visitor data at a traveling exhibition starting at the Regional Museum in Kristianstad, Sweden during 2014-2016. The project was intended also to contribute to the creation of an atmosphere “About time”, which was the subject of the exhibit. We built a system that was integrated as an interactable part of the exhibition by using elements of quiz game mechanics in combination with elements of data based tracking applications and elements of visual art installations. The data provides statistics which are used to visualize the current status of the visitors’ attitude toward specific questions about time, imprinting the visitors themselves an integral part of the exhibition. Visitors build a visual Game Ego when answering questions and at the same time provided statistical data that can be monitored and extracted from the system. The results show that we succeeded to some degree but more can be done towards incorporating game design elements to engage the user, such as feedback and challenge.

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    Your answer will make
  • 48.
    Alves, Thiago
    University of Skövde, School of Informatics.
    Exploring Underrepresented Narratives: Social Anxiety in Games2018Independent thesis Advanced level (degree of Master (One Year)), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [en]

    This research focuses on pushing forward the understanding of mental disorders portrayals in games, more specifically social anxiety, which still lies as a marginalized topic in this medium. In order to understand honest manifestations of social anxiety in games, the first step is to conduct a close reading of games made by people who suffer from this mental disorder. A collection of five indie games, all of autobiographical nature and featuring social anxiety as an important part of their text, was put together for this analysis. This was done embracing the need to address the representational complexity, in order to tap into such a nuanced and elusive topic as social anxiety, not to identify rights or wrongs, but to engage in a discussion of how experiences are represented in games by people directly affected by this mental disorder. Individual experiences also contribute to expand interpretations and to identify additional keys of social anxiety representation. This is done by reaching informants, people living with a comorbid mental illnesses or disorders, that face or had faced social anxiety, and assess their perspectives through an experiential workshop. This work intends to further explore the practice of game design as mediator of experiences, contributing to both deepen the knowledge of game design and explore nuances of individual experiences present in autobiographical games and how this relates to perspectives of other people living with social anxiety. By combining the games and informants perspectives it is possible to structure a debate about game design patterns based on the findings of the game analysis and further elaborated with the nuanced perceptions gathered from informants. The knowledge acquired through this work is a step towards understanding of how games can represent, in an honest and non-stereotypical way, mental disorders, starting with social anxiety and, hopefully, contribute to spark other studies to broaden the spectrum of how the complexity of adverse mental conditions can be more respectfully addressed in games.

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    fulltext
  • 49.
    Ambrazaitis, Gilbert
    et al.
    Linnaeus Univ, Dept Swedish, Växjö, Sweden..
    House, David
    KTH, School of Electrical Engineering and Computer Science (EECS), Intelligent systems, Speech, Music and Hearing, TMH.
    Probing effects of lexical prosody on speech-gesture integration in prominence production by Swedish news presenters2022In: LABORATORY PHONOLOGY, ISSN 1868-6346, Vol. 13, no 1, p. 1-35Article in journal (Refereed)
    Abstract [en]

    This study investigates the multimodal implementation of prosodic-phonological categories, asking whether the accentual fall and the following rise in the Swedish word accents (Accent 1, Accent 2) are varied as a function of accompanying head and eyebrow gestures. Our purpose is to evaluate the hypothesis that prominence production displays a cumulative relation between acoustic and kinematic dimensions of spoken language, especially focusing on the clustering of gestures (head, eyebrows), at the same time asking if lexical-prosodic features would interfere with this cumulative relation. Our materials comprise 12 minutes of speech from Swedish television news presentations. The results reveal a significant trend for larger fo rises when a head movement accompanies the accented word, and even larger when an additional eyebrow movement is present. This trend is observed for accentual rises that encode phrase-level prominence, but not for accentual falls that are primarily related to lexical prosody. Moreover, the trend is manifested differently in different lexical-prosodic categories (Accent 1 versus Accent 2 with one versus two lexical stresses). The study provides novel support for a cumulative-cue hypothesis and the assumption that prominence production is essentially multimodal, well in line with the idea of speech and gesture as an integrated system.

  • 50.
    Amundin, Mats
    et al.
    Kolmården Wildlife Park.
    Hållsten, Henrik
    Filosofiska institutionen, Stockholms universitet.
    Eklund, Robert
    Linköping University, Department of Culture and Communication, Language and Culture. Linköping University, Faculty of Arts and Sciences.
    Karlgren, Jussi
    Kungliga Tekniska Högskolan.
    Molinder, Lars
    Carnegie Investment Bank, Swedden.
    A proposal to use distributional models to analyse dolphin vocalisation2017In: Proceedings of the 1st International Workshop on Vocal Interactivity in-and-between Humans, Animals and Robots, VIHAR 2017 / [ed] Angela Dassow, Ricard Marxer & Roger K. Moore, 2017, p. 31-32Conference paper (Refereed)
    Abstract [en]

    This paper gives a brief introduction to the starting points of an experimental project to study dolphin communicative behaviour using distributional semantics, with methods implemented for the large scale study of human language.

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    A proposal to use distributional models to analyse dolphin vocalisation
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