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  • 1.
    Aalbers, Sander
    Malmö University, Faculty of Culture and Society (KS), School of Arts and Communication (K3).
    Back to the Roots: Re-Connecting Humanity and the Natural World by Merging Interactive Technology and Plants2022Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This thesis project explores combining interactive technology and the natural world, through a more-than-human design approach. This project aims to step away from an industry-driven design by valuing plants as equal in the design process. Throughout this report, an overview of the relevant theory and examples are elaborated on. This overview has informed the project in two ways. It formed the foundation of a concept aiming to improve the user’s interconnectedness with nature and it formed the foundation of an evaluation tool developed for aiding designers in design for plants by addressing three design fields: Design for Care, Design for Cohabitation, and Design for Noticing. The concept and the evaluation tool have been developed in parallel and informed each other throughout the project. The final concept contributes to the discussion about addressing more-than-human actors in design. In this case by addressing plant blindness. The evaluation tool contributes to more-than-human design as a tool to evaluate ideas and projects. This project included an extensive analysis of a design collection, workshops regarding the materiality of living plants and assessment of the evaluation tool, an interdisciplinary design approach, and a prototyping phase during which assumptions regarding the concept were tested.

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  • 2.
    Abadir Guirgis, Georg
    Linköping University, Department of Computer and Information Science.
    Lärarperspektiv på riskutbildningen för motorcyklister2011Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [sv]

    Under det senaste decenniet har det i Sverige blivit allt populärare att åka motorcykel. Enobligatorisk riskutbildning för behörighet A och A1 infördes från och med den 1 november2009. Då riskutbildningen är ny har få utvärderingar gjorts.Denna studie utvärderar riskutbildningen för motorcyklister utifrån trafikskolläraresperspektiv. Målet har varit att sammanställa synpunkter och erfarenheter från lärarna påutbildningen. Ett ytterligare mål har varit att undersöka trafikskollärarnas upplevda effekter avutbildningen på elevers trafikbeteende. Sex semistrukturerade intervjuer med trafikskolläraresamt en observationsstudie på olika trafikskolor genomfördes. Utöver detta genomfördesdeltagande observation av en fortbildning där 15 trafikskollärare deltog. Resultatet frånstudien visar att lärarna anser att behovet av riskutbildningen är stort och attimplementationen av den nya riskutbildningen gått bra. Förutom att elever efter utbildningenrefererar till den, vilket enligt lärarna indikerar att de tagit till sig vad som sagts, märks det nui större utsträckning än tidigare att elever kör lugnare och tänker sig mer för i vissasituationer. Detta påtalades vara ett klart önskvärt resultat.

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    Lärarperspektiv på riskutbildningen för motorcyklister
  • 3.
    Abadir Guirgis, Georg
    Linköping University, Department of Computer and Information Science. Linköping University, Faculty of Arts and Sciences.
    Mindre energi och rätt tid: Utvärdering av utbildning och träning för lokförare i energieffektiv körning – en simulatorstudie2013Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    During the 80’s, the first train simulator was introduced in Swedish train driver education and is still the only full scale simulator being used to educate train drivers in Sweden. The reason for this seems to be a lack of educational and economic motives for an expanded usage of simulators within education and training. Energy savings within the railway domain, i.e. energy-efficient driving, is currently a topic for all train operators in Sweden. Some operators already educate their drivers in energy efficient driving and tests of energy efficiency in real traffic has shown a potential energy saving of 16 %, after drivers have completed a theoretical education in energy-efficient driving. Because there were some uncertainties in the data from the tests carried out in real traffic, where conditions and experimental procedures varied between the drivers and it also turned out that education and access to a support system while driving resulted in a small saving in energy (13 %) there was a need to examine the potential savings under controlled conditions. Therefore, a study was conducted using a train simulator. In the simulator, the researcher has full control over the data and conditions are the same for all drivers. The simulator used in the study was developed by VTI (Swedish National Road and Transport Research Institute) and modeled after an X50 Regina. The purpose of this study was to investigate whether the same theoretical education in energy-efficient driving, in combination with simulator training under ideal conditions, could contribute to the same, or better energy saving compared to the results of the tests from real traffic. Furthermore, the effect of feedback during training with regard to energy savings was also investigated. 24 train driver students were divided into three groups with 8 students in each. Two of these groups completed two sessions (reference and test session) with theoretical education and simulator training between the sessions. The last group (control group) completed two sessions (reference and test session) without education and training between the sessions. The two groups that were given theoretical education conducted their simulator training under two different conditions, where one group trained with feedback (energy consumption and rail gradient) and the other group trained without feedback. It turns out that a theoretical education in energy efficient driving, combined with 30 minutes of simulator training, resulted in a total saving of about 24 % energy for both groups. Also, considering that the control group improved their energy consumption by simply driving the simulator two times (8 % total energy saving), the energy saving was almost equal to the result of the tests in real traffic. Since the results were equal even though the conditions differed, there is reason to investigate how different driving conditions affect the outcome. There is also a need to better understand why education in combination with a support system resulted in a lower energy saving than for those who were only given education during the tests in real traffic, and also why feedback during training in the simulator did not give a detectable effect. Basically, there are many reasons to further investigate how to design simulator training and support systems for train drivers. In addition to the energy savings, the results showed that drivers improved their arrival times i.e. arrive more accurate in relation to the time table. The results suggest that there is great potential for train simulators in the Swedish train driver education, both for training and for evaluating the effects of the training.

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    Mindre energi och rätt tid
  • 4.
    Abadir Guirgis, Georg
    et al.
    Swedish National Road and Transport Research Institute, Traffic and road users, Human-vehicle-transport system interaction.
    Peters, Björn
    Swedish National Road and Transport Research Institute, Traffic and road users, Human-vehicle-transport system interaction.
    Lidström, Mats
    Swedish National Road and Transport Research Institute, Traffic and road users, Vehicle technology and simulation.
    Lokförarutbildning i Sverige: simulatoranvändning och ERTMS2014Report (Other academic)
    Abstract [en]

    This report, which provides an overview of the compulsory basic training for train drivers in Sweden, highlights the occurrence of simulator-based training in education, along with the training efforts being made with regards to the future introduction of ERTMS/ETCS. The report also shows the possibilities and limitations of increased use of simulators in driver training and describes the most important governing documents for train drivers and train driver training. Furthermore, the Swedish Transport Agency curriculum for train driver licenses is presented along with the institutions engaged in basic education, training and examination of train driver’s. Also, the Swedish Transport Administration’s E-learning tool for ERTMS, the ERSA-simulator and company specific ERTMS education at SJ and Green Cargo are described. Moreover, Swedish train companies’ and educators’ current use and future needs of simulators for train driver training were examined. Examples from other domains where simulators are used in a training context are also presented.

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  • 5.
    Abadir Guirgis, Georg
    et al.
    Statens väg- och transportforskningsinstitut, Samspel människa, fordon, transportsystem, MFT.
    Peters, Björn
    Statens väg- och transportforskningsinstitut, Samspel människa, fordon, transportsystem, MFT.
    Lidström, Mats
    Statens väg- och transportforskningsinstitut, Fordonsteknik och simulering, FTS.
    Lokförarutbildning i Sverige: simulatoranvändning och ERTMS2014Report (Other academic)
    Abstract [en]

    This report, which provides an overview of the compulsory basic training for train drivers in Sweden, highlights the occurrence of simulator-based training in education, along with the training efforts being made with regards to the future introduction of ERTMS/ETCS. The report also shows the possibilities and limitations of increased use of simulators in driver training and describes the most important governing documents for train drivers and train driver training. Furthermore, the Swedish Transport Agency curriculum for train driver licenses is presented along with the institutions engaged in basic education, training and examination of train driver’s. Also, the Swedish Transport Administration’s E-learning tool for ERTMS, the ERSA-simulator and company specific ERTMS education at SJ and Green Cargo are described. Moreover, Swedish train companies’ and educators’ current use and future needs of simulators for train driver training were examined. Examples from other domains where simulators are used in a training context are also presented.

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    FULLTEXT01
  • 6.
    Abbas, Muhammad Hassan
    et al.
    Linköping University, Department of Computer and Information Science.
    Khan, Mati-ur-Rehman
    Linköping University, Department of Computer and Information Science.
    Correlational Analysis of Drivers Personality Traits and Styles in a Distributed Simulated Driving Environment2007Independent thesis Basic level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this thesis report we conducted research study on driver's behavior in T-Intersections using simulated environment. This report describes and discusses correlation analysis of driver's personality traits and style while driving at T-Intersections.

    The experiments were performed on multi user driving simulator under controlled settings, at Linköping University. A total of forty-eight people participated in the study and were divided into groups of four, all driving in the same simulated world.

    During the experiments participants were asked to fill a series of well-known self-report questionnaires. We evaluated questionnaires to get the insight in driver's personality traits and driving style. The self-report questionnaires consist of Schwartz's configural model of 10 values types and NEO-five factor inventory. Also driver's behavior was studied with the help of questionnaires based on driver's behavior, style, conflict avoidance, time horizon and tolerance of uncertainty. Then these 10 Schwartz's values are correlated with the other questionnaires to give the detail insight of the driving habits and personality traits of the drivers.

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    FULLTEXT01
  • 7.
    Abbasi, Amir Zaib
    et al.
    IRC for Finance and Digital Economy, KFUPM Business School, King Fahd University of Petroleum & Minerals, Dhahran, Saudi Arabia.
    Azeem, Sundas
    Shaheed Zulfikar Ali Bhutto Institute of Science and Technology, Islamabad, Pakistan.
    Farooq, Muhammad Usman
    Shaheed Zulfikar Ali Bhutto Institute of Science and Technology, Islamabad, Pakistan.
    Hussain, Khalil
    Shaheed Zulfikar Ali Bhutto Institute of Science and Technology, Islamabad, Pakistan.
    Ting, Ding Hooi
    Department of Management and Humanities, Universiti Teknologi PETRONAS, Seri Iskandar, Malaysia.
    Rehman, Umair
    User Experience Design, Wilfrid Laurier University, Waterloo, ON, Canada.
    Griffiths, Mark D.
    International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, UK.
    Pakpour, Amir H.
    Jönköping University, School of Health and Welfare, HHJ, Department of Nursing Science. Jönköping University, School of Health and Welfare, The Jönköping Academy for Improvement of Health and Welfare.
    Engagement in educational games and quality of life in early and middle childhood: evidence from a developing country2023In: Current Psychology, ISSN 1046-1310, E-ISSN 1936-4733, Vol. 42, p. 19386-19400Article in journal (Refereed)
    Abstract [en]

    Serious games (SGs), are gaining prominence as a tool for early education at home as well as in school settings. Given the mixed effects of gamification on various aspects of users' lives, it is pertinent to study its broader effects on a child's pre-school and school years. Given the lack of consensus on a comprehensive measure that encapsulates these effects on an individual's routine functioning, the present study examined whether various engagement states in SGs use influence a relatively broader measure of users' functioning across significant life domains such as Quality of Life (QoL). It is argued that it would serve scholars, teachers, and parents better to understand the broader implications of SGs on children's overall QoL rather than isolated physiological and behavioral effects. Consequently, utilizing structural equation modeling, results from 335 parents of 2-10-year-olds in a developing country showed that cognitive and behavioral engagement in gamified applications appear to influence the child's QoL, but not affective engagement. Results are discussed in terms of the consequences of using game-based technology for a child's development, with far-reaching academic, personal, physical, and social implications not only for the school-going ages, but also for early teenage years. The results are promising in relation to QoL. The findings indicate the role modern technology plays in improving individuals' lives. The findings provide scholars, parents, and creators of SGs important information for their plan of action regarding children's exposure to SGs and making SGs a frequent aspect of the learning experience early in life.

  • 8.
    Abbasi, Bushra Qazi
    et al.
    Jönköping University, School of Engineering, JTH, Department of Computer Science and Informatics.
    Awais, Samrah
    Jönköping University, School of Engineering, JTH, Department of Computer Science and Informatics.
    Playing mind gamification: Theoretical evidence of addictive nature of gamification and identification of addictive game elements used in mobile application design2022Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Gamification is a modern concept that makes physical and digital activities engaging and enjoyable just like games. Game elements are added to mobile applications for user retention and engagement. One of the dark sides of gamification i.e., addiction is explored in this novel study in the context of mobile application design. It uses a mixed-method approach to lay the foundation of the relation between gamification and Smartphone Addiction, which is critically explained in a limited literature review using existing theories and studies on gamification. Interviews with behavioral experts confirm the psychological aspects of the research. The study also identifies game elements that contribute to smartphone addiction by a survey analysis of 269 participants. Results reveal Scrolling and Tapping as most addictive game elements. Some elements also show a statistically significant relationship with daily smartphone usage in hours. There are many effective applications of gamification, and in the context of mobile application design, it indeed helps to increase user engagement, however, there is an ethical need to reflect on what the exaggerated form of this engagement can lead to. As future research, a longitudinal study and experiments are suggested to find out this relationship with the use of empirical data.

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  • 9. Abdelhai, Rehab
    et al.
    Yassin, Sahar
    Ahmad, Mohamad F.
    Fors, Uno
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    An e-learning reproductive health module to support improved student learning and interaction: a prospective interventional study at a medical school in Egypt2012In: BMC Medical Education, E-ISSN 1472-6920, Vol. 12, p. 11-Article in journal (Refereed)
    Abstract [en]

    Background: The Public Health (PH) course at the medical college of Cairo University is based on traditional lectures. Large enrollment limits students' discussions and interactions with instructors. Aim: Evaluate students' learning outcomes as measured by improved knowledge acquisition and opinions of redesigning the Reproductive Health (RH) section of the PH course into e-learning and assessing e-course utilization. Methods: This prospective interventional study started with development of an e-learning course covering the RH section, with visual and interactive emphasis, to satisfy students' diverse learning styles. Two student groups participated in this study. The first group received traditional lecturing, while the second volunteered to enroll in the e-learning course, taking online course quizzes. Both groups answered knowledge and course evaluation questionnaires and were invited to group discussions. Additionally, the first group answered another questionnaire about reasons for non-participation. Results: Students participating in the e-learning course showed significantly better results, than those receiving traditional tutoring. Students who originally shunned the e-course expressed eagerness to access the course before the end of the academic year. Overall, students using the redesigned e-course reported better learning experiences. Conclusions: An online course with interactivities and interaction, can overcome many educational drawbacks of large enrolment classes, enhance student's learning and complement pit-falls of large enrollment traditional tutoring.

  • 10.
    Abdi, Mohamed
    et al.
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering.
    Ali, Mahammed
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering.
    Hur prototyper kan användas i arbetet med applikationer riktade till ungdomar2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Abstract Using prototypes when developing IT artifacts is not something new. With the help of prototypes, developers get a chance to show what the IT artifact can look like without investing too much time or money. The end user also gets the chance to see the IT artifact before it has been developed and gets a chance to add or remove features and requirements. This study examines how to use prototypes and how the use of prototypes improves the experience of mobile application interfaces for young people. In the study, young people from a leisure center were interviewed regarding the development of a mobile application. Three different prototypes have been presented and data has been collected on those prototypes to then see how the different prototypes can be used in a development process. After data collection, it turned out that the Lo-fi prototype did not contribute as much as the Hi-fi prototypes, so there is no need to develop Lo-fi prototypes in order to obtain data on user experience.

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  • 11.
    Abouei, Mina
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Enhancing emotional communication between autistic and non-autistic individuals through assistive Information Technology2021Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Recognising people’s emotions is a promising research area in human-computer interaction as emotional communication plays a crucial role in humans’ lives. One of the main reasons for ineffective emotional communication is a deficit in understanding emotional signals such as facial expressions and body posture. There is a bidirectional challenge between autistic and non-autistic individuals since they display their emotional signals differently. This thesis discovers differences in emotional signals, in particular facial expressions, body posture, and physiological signals. Based on the interviews and questionnaires conducted in this thesis, the need to design an aid tool to assist autistic and non-autistic participants during their emotional communication is identified. Therefore, Emognition, a smartwatch, and its mobile application is designed to blur these differences and enhance the emotional communication between them. Furthermore, Emognition’s user evaluation indicates that the smartwatch could successfully detect nonautistic participants’ sadness and happiness. Also, they found the mobile application useful and aesthetically motivating to interact with. Even though we could not evaluate how well the Emognition recognises autistic participants’ sadness and happiness, it is promising to measure their emotions successfully by accurate sensors and, more importantly, by finding their autonomic response patterns to different emotions and enhance emotional communication between autistic and nonautistic people by Emognition.

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  • 12.
    Abraham, Johannes
    et al.
    KTH, School of Engineering Sciences in Chemistry, Biotechnology and Health (CBH), Biomedical Engineering and Health Systems, Health Informatics and Logistics.
    Romano, Robin
    KTH, School of Engineering Sciences in Chemistry, Biotechnology and Health (CBH), Biomedical Engineering and Health Systems, Health Informatics and Logistics.
    Automatisk kvalitetssäkring av information för järnvägsanläggningar: Automatic quality assurance of information for railway infrastructure2019Independent thesis Basic level (university diploma), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    With increased expectations for the expansion of the future railway, this entails an increased load on the current railway network. The result of the expansion can be an increasing number of cancellations and delays. By taking advantage of technological innovations such as digitalization and automation, the existing system and work  processes can be developed for more efficient management.   The Swedish Transport Administration sets requirements for Building Information Modeling (BIM) in procurements. The planning of signal installations within the railway takes place in Sweco using the CAD program Promis.e. From the program, lists containing the information of the objects (BIS-lists) can be retrieved. The  Swedish Transport Administration requires that the attributes must consist of a  certain format or have specific values. In this thesis project, methods for automatic quality assurance of infrastructure information and the implementation of the method for rail projects were examined. The investigated methods include the  calculation program Excel, the query programming language SQL and the process of ETL.  After analyzing the methods, the ETL process was chosen. The result was that a  program was created to automatically select the type of BIS list that would be  reviewed and to verify that the examined attributes contained allowed values. In  order to investigate whether the cost of the programs would benefit the company in addition to the quality assurance, an economic analysis was carried out. According to the calculations, the choice of method could also be justified from an economic  perspective.

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    Examensarbete
  • 13.
    Adnan, Muhammad
    Linköping University, Department of Computer and Information Science, Human-Centered systems. Linköping University, The Institute of Technology.
    Usability Evaluation of Smart Phone Application Store2015Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this study, the usability of smart phone application store app is evaluated. The study was performed on different smart phone operating systems. Data about usability was gathered through surveys and think aloud based experiment. Anova analysis was also performed on data to identify significant issues. A lot of smartphone users reported issues with installing, locating and searching about apps. Many users had issues with uninstalling of apps and navigating the search results when looking for apps. The smartphone operating system and the app store does not provide seamless navigation and alot of content is not tailored for smart phone users.

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    Master Thesis_Muhammad Adnan
  • 14.
    Adolfsson, Sofie
    Linköping University, Department of Computer and Information Science.
    ’The Big Five of Teamwork’ i en flygtrafikledningsdomän: En observationsstudie på Arlanda ATCC2018Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [en]

    Today, many industries are dependent on a solid teamwork. However, there is a need for objective measurement assessment for teamwork and therefore this project aims to create and test an observation protocol based on the theoretical model ’The Big Five of Teamwork’ compiled by Salas, Sims & Burke (2005). The observation protocol was used to observe teamwork between two air traffic controllers at Arlanda ATCC. After the observations the air traffic controllers answered a survey to receive subjective aspects from the model. A total of 15 structured observations were conducted. The results revealed that it’s possible to estimate teamwork on air traffic controllers using an observation protocol based on six of eight components, where team orientation and shared mental model were not included. The components appeared to be more than just an observable behavior, thus only observations does not give a fair picture of the component. The result also showed that air traffic controllers themselves perceive all components as a part of the work. The observations showed that the cooperation could look different and differ from team to team, and that air traffic controllers adapt to each other’s needs. 

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    fulltext
  • 15.
    Adrup, Joakim
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Visualization and Interaction with Temporal Data using Data Cubes in the Global Earth Observation System of Systems2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The purpose of this study was to explore the usage of data cubes in the context of the Global Earth Observation System of Systems (GEOSS). This study investigated what added benefit could be provided to users of the GEOSS platform by utilizing the capabilities of data cubes. Data cubes in earth observation is a concept for how data should be handled and provided by a data server. It includes aspects such as flexible extraction of subsets and processing capabilities. In this study it was found that the most frequent use case for data cubes was time analysis. One of the main services provided by the GEOSS portal was the discovery and inspection of datasets. In the study a timeline interface was constructed to facilitate the exploration and inspection of datasets with a temporal dimension. The datasets were provided by a data cube, and made use of the data cubes capabilities in retrieving subsets of data along any arbitrary axis. A usability evaluation was conducted on the timeline interface to gain insight into the users requirements and user satisfaction. The results showed that the design worked well in many regards, ranking high in user satisfaction. On a number of points the study highlighted areas of improvement. Providing insight into important design limitations and challenges together with suggestions on how these could be approached in different ways.

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  • 16.
    Agrawal, Vikas
    et al.
    IBM Research, , India.
    Archibald, Christopher
    Mississippi State University, Starkville, United States.
    Bhatt, Mehul
    University of Bremen, Bremen, Germany.
    Bui, Hung Hai
    Laboratory for Natural Language Understanding, Sunnyvale CA, United States.
    Cook, Diane J.
    Washington State University, Pullman WA, United States.
    Cortés, Juan
    University of Toulouse, Toulouse, France.
    Geib, Christopher W.
    Drexel University, Philadelphia PA, United States.
    Gogate, Vibhav
    Department of Computer Science, University of Texas, Dallas, United States.
    Guesgen, Hans W.
    Massey University, Palmerston North, New Zealand.
    Jannach, Dietmar
    Technical university Dortmund, Dortmund, Germany.
    Johanson, Michael
    University of Alberta, Edmonton, Canada.
    Kersting, Kristian
    Fraunhofer-Institut für Intelligente Analyse- und Informationssysteme (IAIS), Sankt Augustin, Germany; The University of Bonn, Bonn, Germany.
    Konidaris, George
    Massachusetts Institute of Technology (MIT), Cambridge MA, United States.
    Kotthoff, Lars
    INSIGHT Centre for Data Analytics, University College Cork, Cork, Ireland.
    Michalowski, Martin
    Adventium Labs, Minneapolis MN, United States.
    Natarajan, Sriraam
    Indiana University, Bloomington IN, United States.
    O’Sullivan, Barry
    INSIGHT Centre for Data Analytics, University College Cork, Cork, Ireland.
    Pickett, Marc
    Naval Research Laboratory, Washington DC, United States.
    Podobnik, Vedran
    Telecommunication Department of the Faculty of Electrical Engineering and Computing, University of University of Zagreb, Zagreb, Croatia.
    Poole, David
    Department of Computer Science, University of British Columbia, Vancouver, Canada.
    Shastri, Lokendra
    Infosys, , India.
    Shehu, Amarda
    George Mason University, Washington, United States.
    Sukthankar, Gita
    University of Central Florida, Orlando FL, United States.
    The AAAI-13 Conference Workshops2013In: The AI Magazine, ISSN 0738-4602, Vol. 34, no 4, p. 108-115Article in journal (Refereed)
    Abstract [en]

    The AAAI-13 Workshop Program, a part of the 27th AAAI Conference on Artificial Intelligence, was held Sunday and Monday, July 14-15, 2013, at the Hyatt Regency Bellevue Hotel in Bellevue, Washington, USA. The program included 12 workshops covering a wide range of topics in artificial intelligence, including Activity Context-Aware System Architectures (WS-13-05); Artificial Intelligence and Robotics Methods in Computational Biology (WS-13-06); Combining Constraint Solving with Mining and Learning (WS-13-07); Computer Poker and Imperfect Information (WS-13-08); Expanding the Boundaries of Health Informatics Using Artificial Intelligence (WS-13-09); Intelligent Robotic Systems (WS-13-10); Intelligent Techniques for Web Personalization and Recommendation (WS-13-11); Learning Rich Representations from Low-Level Sensors (WS-13-12); Plan, Activity,, and Intent Recognition (WS-13-13); Space, Time, and Ambient Intelligence (WS-13-14); Trading Agent Design and Analysis (WS-13-15); and Statistical Relational Artificial Intelligence (WS-13-16)

  • 17.
    Ahammed, Riday
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Osheko, Yannick
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Vad ska vägleda dig i en 3D-labyrint?: En kvalitativ studie av spår, ljud och markeringar som vägledningshjälpmedel2022Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    There are different types of wayfinding aids that help the player navigate through a 3D environment. This qualitative study investigates how breadcrumb trails, sounds, and markers as wayfinding aids can support a player in a 3D maze. First, the researchers created a prototype to examine the three wayfinding aids and placed them into three different mazes. Then, the respondents who participated in the study played through those three mazes with and without wayfinding aids to investigate how they supported the respondents during the game session. Next, data were collected using the stimulated recall method and semi-structured interviews. Finally, the collected data were analyzed using the Empirical phenomenological psychology (EPP) method. The results that occurred from the analysis showed the respondent's individual experiences and the four overall themes that emerged from the data. In summary, the results indicated that breadcrumb trails were the most optimal wayfinding aid. However, both sound and markers shared the same characteristics as wayfinding aids. In addition, the respondents developed spatial memory with the help of unique landmarks and used other wayfinding strategies when the wayfinding aids were unavailable.

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  • 18.
    Ahlgren, Wilmer
    et al.
    Linnaeus University, Faculty of Technology, Department of Informatics.
    Johansson, Henrik
    Linnaeus University, Faculty of Technology, Department of Informatics.
    Sociala interaktioner i video-slots: En kvalitativ studie om intresset för sociala interaktioner i video-slots och hur det kan utformas för att skapa en bra spelupplevelse samt om det kan bidra till en sundare spelstil2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this study has been to investigate whether there is an interest in social interactions in video-slots and how that can be designed to give users a good user experience. Online casino is the form of gaming that has increased most in popularity in Sweden in recent years and the video-slots gametype are growing the most. Previous studies shows that there is a driving force to do things together and that strengthens and enriches experiences. Studies on social interactions in online games clearly shows that enjoyment is an important element for playing. The purpose is also to investigate if social interactions in video-slots can provide a healthier game for people who have gambling problems. 

    Video-slots is a hedonic motivation system (HMS) and is used to give the user pleasure and joy in a system. The theory on which the study is based on is HMSAM, which is an HMS specific model that has been used to create an understanding of perceived ease of use, perceived usefulness, joy, control and curiosity, which can affect internal motivation. Internal motivation is needed for users to be able to deepen and continue to use an HMS-system.

    The study has a qualitative approach and qualitative semi-structured interviews have been used in the collection of empirical data. The focus has been on the users' experiences, their motivations, driving forces, control and desires regarding social interactions in the playing of video-slots.The questions in the interviews are based on HMSAM, but also on the basis of the Octalysis gamification framework. The results from the data collection were analyzed on the basis of the categories and patterns that were created. The analysis showed a great motivation to play video-slots online together and that it would enhance their gaming experience. Even though it had simplified their gaming sessions and higher community when the majority of the informants already played video-slots today together, but with their own constructed methods. The analysis also showed that the informants play primarily for the pleasure and excitement. Based on the data from the interviews, design proposals were made, in support of the gamification framework. The design proposals resulted in six graphical interface sketches with functions that were considered to create a good user experience.

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  • 19.
    Ahlstrand, Marcus
    Linnaeus University, Faculty of Technology, Department of Informatics.
    Interaktion med en digital tjänst: En kvalitativ studie om hur god interaktion för en samhällstjänst kan utformas för medborgare2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In modern society, our interaction with services is continuous and offers opportunities for a richer everyday life. One example is that state agencies provide their services digitally to simplify and improve community services to citizens. At the same time, interaction with digital services poses a challenge for users. These challenges can be the reason why users of the Swedish Consumer Agency’s service Budgetkalkylen expressed opportunities for improvement. In this thesis, usefulness, usability and cognitive load is used to examine the interaction between users and the service Budgetkalkylen. This is to contribute with proposals for improvement concerning usefulness, usability and cognitive load. The theory describes how the cognitive load on our working memory affects the constituents of the usability of a system. Usability, which is important when interplay with a product is of concern, form together with utility the products usefulness. The usefulness of a system is the reason why a product is used to achieve goals. To investigate this, a study with a qualitative approach has been conducted containing interviews and user testing. The data collection was carried out with students who had no prior experience with the service. The result shows that parts of the interaction that constituted high cognitive load reduced the usability of the service. Splitting up the tasks and information in smaller steps, giving more clear instructions and adapting the instructional design to the users level of knowledge is considered to reduce the cognitive load. The utility was expressed as a means to create a holistic view of their finances. Some wanted more proactivity through being able to set up saving goals and some wanted to use it more reactively. Literature describing that cognitive load affects usability was supported by this study. The method of examining the cognitive load to find definices in the interaction was also supported. 

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    Interaktion med en digital tjänst
  • 20.
    Ahlström, Christer
    et al.
    Linköping University, Department of Biomedical Engineering. Linköping University, Faculty of Science & Engineering. Swedish Natl Rd and Transport Res Inst VTI, S-58195 Linkoping, Sweden.
    Wachtmeister, Jesper
    Mobile Behav, Sweden.
    Nyman, Mattias
    DING Designingenjorerna Sverige AB, Sweden.
    Nordenstrom, Axel
    DING Designingenjorerna Sverige AB, Sweden.
    Kircher, Katja
    Linköping University, Department of Behavioural Sciences and Learning, Psychology. Linköping University, Faculty of Arts and Sciences. Swedish Natl Rd and Transport Res Inst VTI, S-58195 Linkoping, Sweden.
    Using smartphone logging to gain insight about phone use in traffic2020In: Cognition, Technology & Work, ISSN 1435-5558, E-ISSN 1435-5566, Vol. 22, no 1, p. 181-191Article in journal (Refereed)
    Abstract [en]

    The prevalence of mobile phone usage in traffic has been studied by road-side counting, naturalistic driving data, surveillance cameras, smartphone logging, and subjective estimates via surveys. Here, we describe a custom-made smartphone logging application along with suggestions on how future such applications should be designed. The developed application logs start and end times of all phone interactions (mobile phone applications, incoming/outgoing phone calls and text messages, audio output, and screen activations). In addition, all movements are automatically classified into transport, cycling, walking, running, or stationary. The capabilities of the approach are demonstrated in a pilot study with 143 participants. Examples of results that can be gained from smartphone logging include prevalence in different transportation modes (here found to be 12% while driving, 4% while cycling, and 7% while walking), which apps are being used (here found to be 19% navigation, 12% talking, 12% social media, and 10% games) and on which road types (rural, urban, highway etc.). Smartphone logging was found to be an insightful complement to the other methods for assessing phone use in traffic, especially since it allows the analyses of which apps are used and where they are used, split into transportation mode and road type, all at a relatively low cost.

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  • 21.
    Ahlström, Johannes
    Linköping University, Department of Computer and Information Science.
    Permutationer av omskrivningsregler: Egenskaper hos omskrivningsregler till lättläst svenska2013Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [sv]

    Studien ar en analysering av omskrivningsregler framtagna av Decker (2003), dessa omskrivningsregler har implementerats i ett verktyg som heter CogFLUX. Syftet med dessa omskrivningsregler ar att forenkla det svenska spraket och gora det mer lattlast. CogFLUX tar en given text som input och omskrivningsregler valjs ut och appliceras pa texterna med hjalp av verktyget. Detta verktyg returnerar sedan en omskriven text och de tre olika lasbarhetsmatten LIX, OVIX och NR for texten. Syftet med studien har varit att se huruvida olika permutationer av en given uppsattning omskrivningsregler ger olika resultat matt med lasbarhetsmatten samt om det finns kombinationer av omskrivningsregler som fungerar battre an andra. Utvardering har skett pa tre olika texttyper pa vardera ca 5000 ord. Resultaten har visat att olika permutationer av omskrivningsregler inte ger nagon matbar effekt matt med lasbarhetsmatt. Av totalt atta applicerade omskrivningsregler har fyra visat sig vara effektiva och forenkla texter matt med lasbarhetsmatten.

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    permutationer av omskrivningsregler
  • 22.
    Ahlström, Marcus
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Broadening the Reading Experience on Mobile Devices using Tilt-based Input: An Explorative Design Study2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis is an explorative study aimed at the possibility of integrating tilt-based input to improve the reading experience on smartphones. Previous works from the early 2000s have been skeptical towards tilt-based navigation, deeming it unruly and imprecise. To investigate if today’s technology has unlocked new possibilities; two experimental reading methods were designed, created and tested iteratively on 20, respectively 18 participants. The first method is a reassessment of tilt-based auto-scrolling and the second is a novel approach comparable to tilt-based paging. Data from the reading sessions were collected quantitatively in tandem with qualitative data from post-session interviews. The results indicate good potential and a reading performance similar to the standard navigation method. The importance of accommodating people with different reading behaviours was also discussed.

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  • 23.
    Ahlén, Björn
    University of Skövde, School of Humanities and Informatics.
    Äldre och teknologiska hjälpmedel: interaktionsmönster som metod för att studera hur teknik i framtiden kan användas inom äldreomsorgen.2005Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Ny teknologi har skapat nya möjligheter inom utvecklingen av teknologi för äldre. Kunskap behövs om de äldres behov och vilka situationer i vardagen som skulle kunna underlättas av teknik för att minska de äldres beroende av andra människor. I utvecklingen av ett interaktivt teknologiskt hjälpmedel en så kallad virtual companion har en etnografisk studie gjorts för att kartlägga vardagen på ett äldreboende och interaktionen mellan vårdgivare och vårdtagare. Dessa har strukturerats upp i interaktionsmönster för att bli ett underlag till funktioner som skall implementeras i hjälpmedlet.

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  • 24.
    Ahlén, Niclas
    University of Skövde, Department of Computer Science.
    En situerad ansats för utvecklingen av en räknande robot2003Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Den situerade ansatsen inom artificiell intelligens har i tidigare experiment visat på stora möjligheter vid utvecklingen av enkla beteenden. Ansatsens framgångar är dock inte lika tydliga när det kommer till utvecklingen av mer komplexa beteenden som i högre grad påminner om de experiment som gjorts inom traditionell artificiell intelligens. I studien utvecklas en agent med ett ”Extended Sequential Cascaded Network” som kontrollarkitektur för att lösa en uppgift som kräver ett ”räkneliknande beteende”. Utvecklingen av nätverket grundas på en situerad syn på kognition, däribland att designern i så liten grad som möjligt skall styra utvecklingen. Experimentets resultat visar på en agent som inte ens löser den enklaste versionen av uppgiften. I diskussionen härleds misslyckandet till svårigheterna med en designeroberoende utveckling.

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  • 25.
    Ahmad, Awais
    et al.
    Mid Sweden University, Faculty of Science, Technology and Media, Department of Communication, Quality Management, and Information Systems (2023-).
    Ahlin, Karin
    Karlstad University.
    Mozelius, Peter
    Mid Sweden University, Faculty of Science, Technology and Media, Department of Communication, Quality Management, and Information Systems (2023-).
    Sodhro, Ali Hassan
    Kristianstad University.
    Exploring the Medical Caregivers' Perceptions of Technology Acceptance for an Online Speech and Language Assessment Application Among Stroke Patients2023In: International Journal On Advances in Life Sciences, ISSN 1942-2660, E-ISSN 1942-2660, Vol. 15, no 1&2, p. 1-10Article in journal (Refereed)
    Abstract [en]

    Stroke is a globally increasing disease and speech and language deficiencies are common in stroke survivors. To facilitate medical caregivers in their professional work and to improve patients’ quality of life, technology can play an important role. However, the use and acceptance of technology are uncertain and more research is needed in this direction. This study evaluates the technology acceptance and adoption of an online speech and language assessment application. The evaluation-focused Design Science Research strategy was adopted for that purpose. Two physiotherapists, one occupational therapist and three speech therapists participated in the study. The Unified Theory of Acceptance and Use of Technology (UTAUT) was used as the theoretical base for interview questions formation and data analysis. The study findings show that the suggested application is useful and easyto use; however, it should be better synchronised with speech therapists’ daily work routines. The speech therapists stressed that the functionalities of the application should be designed in close collaboration with them, and it should be compatible with the already existing systems and services in place. Due to impairments after stroke, the patients have some specific preferences for software and hardware; such as a tablet with a touch pen is the preferred hardware. Additionally, the interface should have bigger text fonts and pictures, and highly contrastive colours in the graphics should be used for patients’convenience. The user’s privacy and security, the patient’s current health, and their previous knowledge and experience with technology were also found important determinants for the intention to use the given technology.

  • 26.
    Ahmad, Awais
    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.
    Cajander, Åsa
    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.
    Johansson, Birgitta
    Uppsala University, Disciplinary Domain of Medicine and Pharmacy, Faculty of Medicine, Department of Immunology, Genetics and Pathology, Experimental and Clinical Oncology.
    Ehrsson, Ylva Tiblom
    Uppsala University, Disciplinary Domain of Medicine and Pharmacy, Faculty of Medicine, Department of Surgical Sciences, Otolaryngology and Head and Neck Surgery.
    Langegård, Ulrica
    Uppsala University, Disciplinary Domain of Medicine and Pharmacy, Faculty of Medicine, Department of Immunology, Genetics and Pathology, Experimental and Clinical Oncology.
    Designing for Human Well-Being: A Case Study with Informal Caregivers of Individuals with Cancer2022In: Studies in Health Technology and Informatics, ISSN 0926-9630, E-ISSN 1879-8365, Vol. 294, p. 214-218Article in journal (Refereed)
    Abstract [en]

    Informal Caregivers such as a spouse, other close relatives or friends of cancer patients can play an essential role in home-based treatment and care. However, the informal caregivers might not be prepared for this responsibility, and they might have several unmet requirements for taking care of patients in the home environment. The informal caregivers’ physical, social and psychological health is also profoundly affected due to the health conditions of their relatives. We propose a User-centred Positive Design as a hybrid framework by merging the traditional User-cantered design and positive design frameworks to enhance the informal caregivers’ subjective well-being. Our ongoing project (Carer-eSupport) will be used as a case study, and its main objective is to co-create and evaluate a web-based support system for informal caregivers of people with cancer. The proposed framework can be used for the design and development of health information systems with a special focus on users’ wellbeing and positive emotions.

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  • 27.
    Ahmad, Awais
    et al.
    Uppsala universitet.
    Mozelius, Peter
    Mid Sweden University, Faculty of Science, Technology and Media, Department of Computer and System Science.
    Human-Computer Interaction for Older Adults: a Literature Review on Technology Acceptance of eHealth Systems2022In: Journal of Engineering Research and Sciences (JENRS), ISSN 2831-4085, Vol. 1, no 4, p. 119-126Article in journal (Refereed)
    Abstract [en]

    The population of older adults globally increased during the last couple of decades. Due to these demographic changes, the need for medical care has also significantly increased. Despite the age-related disabilities and chronic diseases, most older adults prefer independent living in their home environment. Technology-enhanced systems and eHealth applications seem to provide some promising solutions for older adults’ well-being and independent living. However, the adoption and acceptance of these applications for older adults are unclear and further research is needed in this area. This study was carried out as a literature review, to meet the aim of identifying and discussing important factors in the Human-computer interaction of eHealth for older adults. The overall research question for this study was: What are the critical factors to consider for an improved human-computer interaction in technology-enhanced health care systems for older adults? Findings indicate some important factors to address: personal integrity, trust, technology acceptance, accessibility of ICT and eHealth literacy. If the presented factors are considered and addressed, it would be easier to achieve the desired aim of independent living. The authors recommend a human-computer interaction that is older adults centred, with the involvement of older adults users in the design process. Proper education and training on the use of eHealth services are also of great importance. Finally, the technology-enhanced system should also provide good social and technological support to the users.

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  • 28.
    Ahmad, Awais
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division Vi3.
    Premanandan, Shweta
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Langegård, Ulrica
    Uppsala University, Disciplinary Domain of Medicine and Pharmacy, Faculty of Medicine, Department of Immunology, Genetics and Pathology, Cancer precision medicine.
    Cajander, Åsa
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division Vi3.
    Johansson, Birgitta
    Uppsala University, Disciplinary Domain of Medicine and Pharmacy, Faculty of Medicine, Department of Immunology, Genetics and Pathology, Cancer precision medicine. Uppsala University, Disciplinary Domain of Medicine and Pharmacy, Faculty of Medicine, Department of Women's and Children's Health, Healthcare Sciences and e-Health.
    Carlsson, Maria E.
    Uppsala University, Disciplinary Domain of Medicine and Pharmacy, Faculty of Medicine, Department of Public Health and Caring Sciences, Lifestyle and rehabilitation in long term illness.
    Ehrsson, Ylva Tiblom
    Uppsala University, Disciplinary Domain of Medicine and Pharmacy, Faculty of Medicine, Department of Surgical Sciences, Otolaryngology and Head and Neck Surgery.
    Positive Design Framework for Carer-eSupport: A Qualitative Study to Support Informal Caregivers of Patients with Head and Neck Cancer in Sweden2023In: JMIR Cancer, E-ISSN 2369-1999, Vol. 9, article id e45748Article in journal (Refereed)
    Abstract [en]

    Background: Informal caregivers of patients with head and neck cancer (HNC), such as the patient’s spouse, other close relatives, or friends, can play an important role in home-based treatment and health care. Research shows that informal caregivers are usually unprepared for this responsibility and need support with taking care of patients and other daily life activities. These circumstances place them in a vulnerable position, and their well-being may be compromised. This study is part of our ongoing project Carer eSupport, which aims to develop a web-based intervention to facilitate informal caregivers in the home environment.

    Objective: This study aimed to explore the situation and context of informal caregivers of patients with HNC and their needs for designing and developing a web-based intervention (Carer eSupport). In addition, we proposed a novel framework for the development of a web-based intervention aimed at promoting the well-being of informal caregivers. Methods: Focus groups were conducted with 15 informal caregivers and 13 healthcare professionals. Both informal caregivers and healthcare professionals were recruited from 3 university hospitals in Sweden. We adopted a thematic data analysis process to analyze the data.

    Results: We investigated informal caregivers’ needs, critical factors for adoption, and desired functionalities of Carer eSupport.A total of 4 major themes, including information, web-based forum, virtual meeting place, and chatbot, emerged and were discussed by informal caregivers and health care professionals for Carer eSupport. However, most study participants did not like the idea of a chatbot for asking questions and retrieving information and expressed their concerns such as a lack of trust in robotic technologies and missing human contact while communicating with chatbots. The results from the focus groups were discussed through the lens of positive design research approaches.

    Conclusions: This study provided an in-depth understanding of informal caregivers’ contexts and their preferred functions for a web-based intervention (Carer eSupport). Using the theoretical foundation of designing for well-being and positive design in the informal caregiving context, we proposed a positive design framework to support informal caregivers’ well-being. Our proposed framework might be helpful for human-computer interaction and user experience researchers to design meaningful health interventions with a clear focus on users’ well-being and positive emotions, especially for informal caregivers of patients with HNC.

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  • 29.
    Ahmad, Azeem
    et al.
    Blekinge Institute of Technology, School of Computing.
    Kolla, Sushma Joseph
    Blekinge Institute of Technology, School of Computing.
    Effective Distribution of Roles and Responsibilities in Global Software Development Teams2012Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    Context. Industry is moving from co-located form of development to a distributed development in order to achieve different benefits such as cost reduction, access to skillful labor and around the clock working etc. This transfer requires industry to face different challenges such as communication, coordination and monitoring problems. Risk of project failure can be increased, if industry does not address these problems. This thesis is about providing the solutions of these problems in term of effective roles and responsibilities that may have positive impact on GSD team. Objectives. In this study we have developed framework for suggesting roles and responsibilities for GSD team. This framework consists of problems and casual dependencies between them which are related to team’s ineffectiveness, then suggestions in terms of roles and responsibilities have been presented in order to have an effective team in GSD. This framework, further, has been validated in industry through a survey that determines which are the effective roles and responsibilities in GSD. Methods. We have two research methods in this study 1) systematic literature review and 2) survey. Complete protocol for planning, conducting and reporting the review as well as survey has been described in their respective sections in this thesis. A systematic review is used to develop the framework whereas survey is used for framework validation. We have done static validation of framework. Results. Through SLR, we have identified 30 problems, 33 chains of problems. We have identified 4 different roles and 40 different responsibilities to address these chains of problems. During the validation of the framework, we have validated the links between suggested roles and responsibilities and chains of problems. Addition to this, through survey, we have identified 20 suggestions that represents strong positive impact on chains of problems in GSD in relation to team’s effectiveness. Conclusions. We conclude that implementation of effective roles and responsibilities in GSD team to avoid different problems require considerable attention from researchers and practitioners which can guarantee team’s effectiveness. Implementation of proper roles and responsibilities has been mentioned as one of the successful strategies for increasing team’s effectiveness in the literature, but which particular roles and responsibilities should be implemented still need to be addressed. We also conclude that there must be basic responsibilities associated with any particular role. Moreover, we conclude that there is a need for further development and empirical validation of different frameworks for suggesting roles and responsibilities in full scale industry trials.

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  • 30.
    Ahmad, Muneeb Imtiaz
    et al.
    Swansea Univ, Dept Comp Sci, Kingswood, NSW, Australia.;Western Sydney Univ, MARCS Inst, Kingswood, NSW, Australia..
    Gao, Yuan
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology.
    Alnajjar, Fady
    UAE Univ, Coll Informat Technol, Al Ain, U Arab Emirates..
    Shahid, Suleman
    Lahore Univ Management Sci, Dept Comp Sci, Lahore, Pakistan..
    Mubin, Omar
    Western Sydney Univ, Sch Comp, Kingswood, NSW, Australia..
    Emotion and memory model for social robots: a reinforcement learning based behaviour selection2022In: Behavior and Information Technology, ISSN 0144-929X, E-ISSN 1362-3001, Vol. 41, no 15, p. 3210-3236Article in journal (Refereed)
    Abstract [en]

    In this paper, we propose a reinforcement learning (RL) mechanism for social robots to select an action based on users' learning performance and social engagement. We applied this behavior selection mechanism to extend the emotion and memory model, which allows a robot to create a memory account of the user's emotional events and adapt its behavior based on the developed memory. We evaluated the model in a vocabulary-learning task at a school during a children's game involving robot interaction to see if the model results in maintaining engagement and improving vocabulary learning across the four different interaction sessions. Generally, we observed positive findings based on child vocabulary learning and sustaining social engagement during all sessions. Compared to the trends of a previous study, we observed a higher level of social engagement across sessions in terms of the duration of the user gaze toward the robot. For vocabulary retention, we saw similar trends in general but also showing high vocabulary retention across some sessions. The findings indicate the benefits of applying RL techniques that have a reward system based on multi-modal user signals or cues.

  • 31.
    Ahmed, Nisar
    et al.
    Blekinge Institute of Technology, School of Computing.
    Yousaf, Shahid
    Blekinge Institute of Technology, School of Computing.
    For Improved Energy Economy – How Can Extended Smart Metering Be Displayed?2011Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    Context: A District Heating System (DHS) uses a central heating plant to produce and distribute hot water in a community. Such a plant is connected with consumers’ premises to provide them with hot water and space heating facilities. Variations in the consumption of heat energy depend upon different factors like difference in energy prices, living standards, environmental effects and economical conditions etc. These factors can manage intelligently by advanced tools of Information and Communication Technology (ICT) such as smart metering. That is a new and emerging technology; used normally for metering of District Heating (DH), district cooling, electricity and gas. Traditional meters measures overall consumption of energy, in contrast smart meters have the ability to frequently record and transmit energy consumption statistics to both energy providers and consumers by using their communication networks and network management systems. Objectives: First objective of conducted study was providing energy consumption/saving suggestions on smart metering display for accepted consumer behavior, proposed by the energy providers. Our second objective was analysis of financial benefits for the energy provides, which could be expected through better consumer behavior. Third objective was analysis of energy consumption behavior of the residential consumes that how we can support it. Moreover, forth objective of the study was to use extracted suggestions of consumer behaviors to propose Extended Smart Metering Display for improving energy economy. Methods: In this study a background study was conducted to develop basic understanding about District Heat Energy (DHE), smart meters and their existing display, consumer behaviors and its effects on energy consumption. Moreover, interviews were conducted with representatives of smart heat meters’ manufacturer, energy providers and residential consumers. Interviews’ findings enabled us to propose an Extended Smart Metering Display, that satisfies recommendations received from all the interviewees and background study. Further in this study, a workshop was conducted for the evaluation of the proposed Extended Smart Metering Display which involved representatives of smart heat meters’ manufacture and residential energy consumers. DHE providers also contributed in this workshop through their comments in online conversation, for which an evaluation request was sent to member companies of Swedish District Heating Association. Results: Informants in this research have different levels of experiences. Through a systematic procedure we have obtained and analyzed findings from all the informants. To fulfill the energy demands during peak hours, the informants emphasized on providing efficient energy consumption behavior to be displayed on smart heat meters. According to the informants, efficient energy consumption behavior can be presented through energy consumption/saving suggestions on display of smart meters. These suggestions are related to daily life activities like taking bath and shower, cleaning, washing and heating usage. We analyzed that efficient energy consumption behavior recommended by the energy providers can provide financial improvements both for the energy providers and the residential consumers. On the basis of these findings, we proposed Extended Smart Metering Display to present information in simple and interactive way. Furthermore, the proposed Extended Smart Metering Display can also be helpful in measuring consumers’ energy consumption behavior effectively. Conclusions: After obtaining answers of the research questions, we concluded that extension of existing smart heat meters’ display can effectively help the energy providers and the residential consumers to utilize the resources efficiently. That is, it will not only reduce energy bills for the residential consumers, but it will also help the energy provider to save scarce energy and enable them to serve the consumers better in peak hours. After deployment of the proposed Extended Smart Metering Display the energy providers will able to support the consumers’ behavior in a reliable way and the consumers will find/follow the energy consumption/saving guidelines easily.

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  • 32.
    Ahmed, Qutub Uddin
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Mujib, Saifullah Bin
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Context Aware Reminder System: Activity Recognition Using Smartphone Accelerometer and Gyroscope Sensors Supporting Context-Based Reminder Systems2014Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    Context. Reminder system offers flexibility in daily life activities and assists to be independent. The reminder system not only helps reminding daily life activities, but also serves to a great extent for the people who deal with health care issues. For example, a health supervisor who monitors people with different health related problems like people with disabilities or mild dementia. Traditional reminders which are based on a set of defined activities are not enough to address the necessity in a wider context. To make the reminder more flexible, the user’s current activities or contexts are needed to be considered. To recognize user’s current activity, different types of sensors can be used. These sensors are available in Smartphone which can assist in building a more contextual reminder system. Objectives. To make a reminder context based, it is important to identify the context and also user’s activities are needed to be recognized in a particular moment. Keeping this notion in mind, this research aims to understand the relevant context and activities, identify an effective way to recognize user’s three different activities (drinking, walking and jogging) using Smartphone sensors (accelerometer and gyroscope) and propose a model to use the properties of the identification of the activity recognition. Methods. This research combined a survey and interview with an exploratory Smartphone sensor experiment to recognize user’s activity. An online survey was conducted with 29 participants and interviews were held in cooperation with the Karlskrona Municipality. Four elderly people participated in the interview. For the experiment, three different user activity data were collected using Smartphone sensors and analyzed to identify the pattern for different activities. Moreover, a model is proposed to exploit the properties of the activity pattern. The performance of the proposed model was evaluated using machine learning tool, WEKA. Results. Survey and interviews helped to understand the important activities of daily living which can be considered to design the reminder system, how and when it should be used. For instance, most of the participants in the survey are used to using some sort of reminder system, most of them use a Smartphone, and one of the most important tasks they forget is to take their medicine. These findings helped in experiment. However, from the experiment, different patterns have been observed for three different activities. For walking and jogging, the pattern is discrete. On the other hand, for drinking activity, the pattern is complex and sometimes can overlap with other activities or can get noisy. Conclusions. Survey, interviews and the background study provided a set of evidences fostering reminder system based on users’ activity is essential in daily life. A large number of Smartphone users promoted this research to select a Smartphone based on sensors to identify users’ activity which aims to develop an activity based reminder system. The study was to identify the data pattern by applying some simple mathematical calculations in recorded Smartphone sensors (accelerometer and gyroscope) data. The approach evaluated with 99% accuracy in the experimental data. However, the study concluded by proposing a model to use the properties of the identification of the activities and developing a prototype of a reminder system. This study performed preliminary tests on the model, but there is a need for further empirical validation and verification of the model.

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  • 33.
    Ahnstedt, Linda
    et al.
    Blekinge Institute of Technology, Department of Software Engineering and Computer Science.
    Johansson, Susanna
    Blekinge Institute of Technology, Department of Software Engineering and Computer Science.
    Basmobilen2003Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Dagens mobiltelefoner får fler och fler funktioner, det är inte längre ovanligt om det går att koppla upp sig mot Internet eller ta kort med mobiltelefonen. Men frågan som ställs i detta arbete är om mobiltelefonanvändarna är intresserade av dessa nya funktioner. Finns det de som är intresserade av vad som i detta arbete kallas basmobilen, vars funktioner är följande: telefonsamtal, SMS, telefonbok, samtalslista, alarm och möjligheten att kunna byta ringsignal. Efter en historisk inblick i mobiltelefonens utveckling ges en beskrivning av vad basmobilen motsvarar. Med hjälp av en enkätundersökning, intervjuer och insamlade dagböcker besvaras frågan vad mobiltelefonanvändarna är intresserade av. Resultatet visar att basmobilen inte är ointressant för enkätbesvararna, men det finns även en del som saknar funktioner. Detta tas sedan upp i diskussionsavsnittet, där det även finns ett förslag på hur mobiltelefoner ska byggas upp för att passa en så bred användargrupp som möjligt.

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  • 34.
    Aho Mathiesen, Hella
    Linköping University, Department of Computer and Information Science.
    Requirements on HRA?: A review of requirements on HRA from international standards, swedish NPP's and interviews with performers in the field.2011Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    HRA (Human Reliability Analysis) is a part of PSA (Probabilistic Risk Assessment) to evaluate if and which human actions that could contribute to a core damage in a NPP (Nuclear Power Plant). This thesis investigates requirements that are put on HRA in connection to requirements that are put on the PSA, both from the view of international standard but also through HRA method descriptions and performed analyses from Swedish NPPs as well as through interviews with performers in the field.

    The results shows that the requirements that are put on the HRA from the international standards are generic (few specific requirements are to be found) and can be said to be reflected in the performed analysis on Swedish NPPs. Another result shows that there isn't much difference between different NPP units on how the HRA is performed; the general requirements from the international standards are most often followed in some sense. There is more a questions of level of detail and/or traceability described in the analysis that can be said to be of difference. The results also shows on the fact that it is very hard to transform the more qualitative results from the HRA into a quantitative value that can work as an input to the PSA. Some of the interviewees expressed a sort of resignation that it felt as if the qualitative parts of the HRA weren't seen in the same light as the quantitative parts, and that there is no consensus on how for example factors that influence the work of the operators (such as stress, the quality of instructions, complexity of the task or available time) in a reliable way can be evaluated quantitatively. This is something that further research could be focused on.

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  • 35.
    Ahrling, Julia
    et al.
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Franzén, Jonna
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
    Exploring Emely: An exploratory case study on the usability and user experience of a conversational agent for L2 learning2023Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study focuses on evaluating and enhancing the user experience of Emely, a conversational agent aimed at improving language skills for second language learners, particularly those who want to increase their chances of securing employment in Sweden. Usability testing was conducted in two test rounds, with the first round providing design implications for the user interface in the second round. However, assessing the effectiveness of the interface improvements was challenging due to low Swedish proficiency among the test groups consisting of potential users of Emely. Although the study did not result in design implications for the user interface, important findings highlight the need to adapt conversational agents, like Emely, for users with low literacy levels and illiteracy, emphasizing the importance of inclusive design for effective language learning support.

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  • 36.
    Ailm, Kajsa
    et al.
    Halmstad University.
    Lindroos, Max
    Halmstad University.
    Vilka utmaningar finns för design av socialt användarengagemang på digitala spelplattformar?2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study aims to investigate social user engagement on digital gaming platforms through the research question: What challenges are there when designing for social engagement on digital gaming platforms? Social user engagement means that user's engagement between each other is facilitated through functions on the digital platform such as Facebook and Twitter. Previous research on user engagement on digital gaming platforms has tried to create user engagement through new social functions. However, there are problems for designers of digital gaming platforms because users choose to interact and communicate on other digital social platforms. The fact that users choose to communicate on other digital platforms than on digital gaming platforms may be linked to the fact that users of digital gaming platforms have a different purpose and need with their interaction. It is therefore important when designing digital gaming platforms to have new functions as an extension of the digital gaming platform's basic functions and that user's game-related goals are prioritized. The study was based on a design-oriented research approach where three design elements have been implemented and evaluated through a probe. The study resulted in four design challenges that are intended to target designers of digital gaming platforms as a support for the development of digital gaming platforms. The identified design challenges are recommended to be considered to improve user's experience on digital gaming platforms.

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  • 37.
    Ajeti, Egzon Ardian
    Mälardalen University, School of Innovation, Design and Engineering.
    Utformning av meny och funktioner för att öka tillgängligheten i en vårdapplikation: Meny och funktioner som avser att förbättra tillgängligheten i en vårdapplikation för personer med åldersrelaterade funktionsnedsättningar2023Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This thesis aims to investigate and enhance the accessibility of a healthcare application, with a specific focus on the design of menus and functions. The work encompasses a comprehensive literature review, needs analysis, market analysis, and user tests. Additionally, theories and prior research on accessibility and cognitive load are discussed, and how these aspects can be integrated into the design process to create a more user-friendly and inclusive healthcare application.

    The study involves a detailed analysis of the design process, from sketches and wireframes to the final Hi-Fidelity prototype. The results from this process, along with insights from the needs analysis, are used to improve the design and usability of the application. Improvements include clearer menus and functions, as well as the introduction of a "readability" feature to make the content more accessible for older users.

    Future research should continue to explore how digital healthcare applications can be designed to reduce cognitive load, especially considering the expected significant increase in the global population over the age of 60 by 2050. With the insights from this work, we can create more effective and inclusive digital healthcare solutions.

    This study is a bachelor thesis in the field of Information design with focus on accessibility.

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  • 38.
    Akalin, Neziha
    et al.
    Örebro University, School of Science and Technology.
    Krakovsky, Maya
    Department of Industrial Engineering and Management, and ABC Robotics Initiative, Ben-Gurion University of the Negev, Beer-Sheva, Israel.
    Avioz-Sarig, Omri
    Department of Industrial Engineering and Management, and ABC Robotics Initiative, Ben-Gurion University of the Negev, Beer-Sheva, Israel.
    Loutfi, Amy
    Örebro University, School of Science and Technology.
    Edan, Yael
    Department of Industrial Engineering and Management, and ABC Robotics Initiative, Ben-Gurion University of the Negev, Beer-Sheva, Israel.
    Robot-Assisted Training with Swedish and Israeli Older Adults2021In: Social Robotics: 13th International Conference, ICSR 2021, Singapore, Singapore, November 10–13, 2021, Proceedings / [ed] Haizhou Li; Shuzhi Sam Ge; Yan Wu; Agnieszka Wykowska; Hongsheng He; Xiaorui Liu; Dongyu Li; Jairo Perez-Osorio, Springer, 2021, p. 487-496Conference paper (Refereed)
    Abstract [en]

    This paper explores robot-assisted training in a cross-cultural context with older adults. We performed user studies with 28 older adults with two different assistive training robots: an adaptive robot, and a non-adaptive robot, in two countries (Sweden and Israel). In the adaptive robot group, the robot suggested playing music and decreased the number of repetitions based on the participant’s level of engagement. We analyzed the facial expressions of the participants in these two groups. Results revealed that older adults in the adaptive robot group showed more varying facial expressions. The adaptive robot created a distraction for the older adults since it talked more than the non-adaptive robot. This result suggests that a robot designed for older adults should utilize the right amount of communication capabilities. The Israeli participants expressed more positive attitudes towards robots and rated the perceived usefulness of the robot higher than the Swedish participants.

  • 39.
    Akbaba, Derya
    et al.
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, Faculty of Science & Engineering.
    Meyer, Miriah
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, Faculty of Science & Engineering.
    “Two Heads are Better than One”: Pair-Interviews for Visualization2023In: 2023 IEEE Visualization and Visual Analytics (VIS), Institute of Electrical and Electronics Engineers (IEEE), 2023Conference paper (Refereed)
    Abstract [en]

    Visualization research methods help us study how visualization systems are used in complex real-world scenarios. One such widely used method is the interview — researchers asking participants specific questions to enrich their understanding. In this work, we introduce the pair-interview technique as a method that relies on two interviewers with specific and delineated roles, instead of one. Pair-interviewing focuses on the mechanics of conducting semi-structured interviews as a pair, and complements other existing visualization interview techniques. Based on a synthesis of the experiences and reflections of researchers in four diverse studies who used pair-interviewing, we outline recommendations for when and how to use pair-interviewing within visualization research studies.

  • 40.
    Akhlaq, Muhammad
    Blekinge Institute of Technology, School of Computing.
    A Smart-Dashboard: Augmenting safe & smooth driving2010Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    Annually, road accidents cause more than 1.2 million deaths, 50 million injuries, and US$ 518 billion of economic cost globally. About 90% of the accidents occur due to human errors such as bad awareness, distraction, drowsiness, low training, fatigue etc. These human errors can be minimized by using advanced driver assistance system (ADAS) which actively monitors the driving environment and alerts a driver to the forthcoming danger, for example adaptive cruise control, blind spot detection, parking assistance, forward collision warning, lane departure warning, driver drowsiness detection, and traffic sign recognition etc. Unfortunately, these systems are provided only with modern luxury cars because they are very expensive due to numerous sensors employed. Therefore, camera-based ADAS are being seen as an alternative because a camera has much lower cost, higher availability, can be used for multiple applications and ability to integrate with other systems. Aiming at developing a camera-based ADAS, we have performed an ethnographic study of drivers in order to find what information about the surroundings could be helpful for drivers to avoid accidents. Our study shows that information on speed, distance, relative position, direction, and size & type of the nearby vehicles & other objects would be useful for drivers, and sufficient for implementing most of the ADAS functions. After considering available technologies such as radar, sonar, lidar, GPS, and video-based analysis, we conclude that video-based analysis is the fittest technology that provides all the essential support required for implementing ADAS functions at very low cost. Finally, we have proposed a Smart-Dashboard system that puts technologies – such as camera, digital image processor, and thin display – into a smart system to offer all advanced driver assistance functions. A basic prototype, demonstrating three functions only, is implemented in order to show that a full-fledged camera-based ADAS can be implemented using MATLAB.

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  • 41.
    Akiskali, Turkan
    et al.
    Akdeniz University, Türkiye.
    Kitapci, Olgun
    Akdeniz University, Türkiye.
    Ozturkcan, Selcen
    Linnaeus University, School of Business and Economics, Department of Marketing.
    Dataset - Literature on service robots in the hospitality industry2022Data set
  • 42.
    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.

  • 43.
    Akkuzu, Beliz
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Behavioural Observations as Objective Measures of Trust in Child-Robot Interaction: Mutual Gaze2023Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Given the subjective nature of trust as a phenomenon and its unified multifaceted contributions for every individual context,the development of a computational model of trust proves to be a difficult endeavour. In this study, we investigate mutual gaze as a behavioural measure of social trust and liking in child-robot interaction. Developing on a prior user study involving 52 children interacting with a robot with variable human-likeness and lexical alignment in two interaction contexts (task-based and dialogue-based), we investigate the effects of human-likeness and lexical alignment on mutual gaze, associations and correlations 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, human-likeness, lexical alignment, scores from social trust and liking metrics, self-disclosure content, age, and time. The main findings of our study support the use of mutual gaze as an objective measure for liking, but there is still not sufficient evidence to supportthe use of mutual gaze as an objective measure to identify and capture social trust as a whole. Furthermore, we found that human-likeness and lexical alignment do not significantly affect mutual gaze in an interaction, but the interaction context does. Moreover, it seems that age plays a role in the amount of mutual gaze in an interaction, where older participants engage in less mutual gaze compared to the younger participants. Alongside this, the amount of mutual gaze the participant engages in is stable across periods when they are not interacting with the robot, changing more towards the first half of the first interaction and the second half of the second interaction. Based on the study, our findings suggest using different objective behavioural measures for social trust compared to its related concepts such as liking. Also, our results have found that there may be other constructs intertwined with liking, such as attention and interest, which may need to be addressed with separate metrics.

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  • 44.
    Akner-Koler, Cheryl
    et al.
    Industridesignprogrammet, Konstfack, Stockholm, Sweden.
    Ranjbar, Parivash
    Örebro University Hospital. Örebro University, School of Health Sciences. Institutionen för naturvetenskap och teknik, School of Science and Technology, Örebro University, Örebro, Sweden.
    Integrating Sensitizing Labs in an Educational Design Process for Haptic Interaction2016In: FORMakademisk, ISSN 1890-9515, E-ISSN 1890-9515, Vol. 9, no 2, p. 1-25Article in journal (Refereed)
    Abstract [en]

    New design methods for educating designers are needed to adapt the attributes of haptic interaction to fit the embodied experience of the users. This paper presents educationally framed aesthetic sensitizing labs: 1) a material-lab exploring the tactile and haptic structures of materials, 2) a vibrotactile-lab exploring actuators directly on the body and 3) a combined materials- and vibrotactile-lab embedded in materials. These labs were integrated in a design course that supports a non-linear design process for embodied explorative and experimental activities that feed into an emerging gestalt. A co-design process was developed in collaboration with researchers and users who developed positioning and communications systems for people with deafblindness. Conclusion: the labs helped to discern attributes of haptic interactions which supported designing scenarios and prototypes showing novel ways to understand and shape haptic interaction.

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  • 45.
    Akoglu, Canan
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    The relationship between industrial design and interaction design in product development activities2012In: Human Factors in Computing Systems (CHI) International Conference, Austin, TX, USA, May 5-10, 2012 (on DVD), Association for Computing Machinery (ACM), 2012Conference paper (Refereed)
  • 46.
    Akram Hassan, Kahin
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, Faculty of Science & Engineering.
    It’s About Time: User-centered Evaluation of Visual Representations for Temporal Data2021Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    The primary goal for collecting and analyzing temporal data differs between individuals and their domain of expertise e.g., forecasting might be the goal in meteorology, anomaly detection might be the goal in finance. While the goal differs, one common denominator is the need for exploratory analysis of the temporal data, as this can aid the search for useful information. However, as temporal data can be challenging to understand and visualize, selecting appropriate visual representations for the domain and data at hand becomes a challenge. Moreover, many visual representations can show a single variable that changes over time, displaying multiple variables in a clear and easily accessible way is much harder, and inference-making and pattern recognition often require visualization of multiple variables. Additionally, as visualization aims to gain insight, it becomes crucial to investigate whether the representations used help users gain this insight. Furthermore, to create effective and efficient visual analysis tools, it is vital to understand the structure of the data, how this data can be represented, and have a clear understanding of the user needs. Developing useful visual representations can be challenging, but through close collaboration and involvement of end-users in the entire process, useful results can be accomplished. 

    This thesis aims to investigate the usability of different visual representations for different types of multivariate temporal data, users, and tasks. Five user studies have been conducted to investigate different representation spaces, layouts, and interaction methods for investigating representations’ ability to facilitate users when analyzing and exploring such temporal datasets. The first study investigated and evaluated the experience of different radial design ideas for finding and comparison tasks when presenting hourly data based on an analog clock metaphor. The second study investigated 2D and 3D parallel coordinates for pattern finding. In the third study, the usability of three linear visual representations for presenting indoor climate data was investigated with domain experts. The fourth study continued on the third study and developed and evaluated a visual analytics tool with different visual representations and interaction techniques with domain experts. Finally, in the fifth study, another visual analytics tool presenting visual representations of temporal data was developed and evaluated with domain experts working and conducting experiments in Antarctica. 

    The research conducted within the scope of this thesis concludes that it is vital to understand the characteristics of the temporal data and user needs for selecting the optimal representations. Without this knowledge, it becomes much harder to choose visual representations to help users gain insight from the data. It is also crucial to evaluate the perception and usability of the chosen visual representations. 

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  • 47.
    AKULA, SAI PANKAJ
    Blekinge Institute of Technology, Education Development Unit. Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.
    A critical evaluation on SRK STORE APP by using the Heuristic Principles of Usability2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This thesis aim is to do a critical evaluation on SRK STORE APP (Shopping app for android) by applying the heuristic principles of usability, to obtain the usability issues or problems for the respective mobile application. Another vital element of this thesis is to attain the necessary suggestions for the respective mobile application by accomplishing the principles of the heuristic evaluation required for the mobile application. On the other hand, the outcome should be demonstrated that the mobile application is user flexible by following the principles of heuristic.

    Background: To be aesthetic and attractive, the mobile application should be given an ideal user experience with usability. So we decided to focus on this utility field and while looking through the different articles, we came across one that talks about design principles and their concepts. The current thesis idea has been obtained by the literature survey we have done on the design principles of the heuristic evaluation and its concepts. This thesis is to attain the necessary suggestions and as well as the complemented solutions/recommendations for the specific mobile application by accomplishing the principles of the heuristic evaluation required for the mobile application.

    Objectives: The main objectives of this project are examining the design principles and identifying the usability issues or problems of the respective mobile application and anthologizing a list of necessary suggestions for enhancing the mobile application and providing absolute recommendations to the existing application.

    Methods: To compile a list of necessary suggestions and providing absolute recommendations for the mobile application, we have applied Jakob Neilson’s design principles. This specific method aids in determining the utility of design criteria and aids in the transformation of the interactive system by analyzing factors such as usability. Using this method, we will provide a concise detailed overview of the importance of design principles in an interaction. The key aim of employing design principles of usability is to ensure the performance and reliability of the effective interaction design, to provide meaningful user interaction assistance, and as well as to dispense an acceptable and optimal user experience.

    Results: The results here obtained are the usability issues of the respective mobile application i.e., SRK STORE APP, and the heuristic principles which are not satisfied by the specific mobile application. The severity level of the heuristic principles will have resulted and the list of necessary suggestions for enhancing the mobile application and providing absolute recommendations to the existing application.

    Conclusions: This study was conducted to evaluate the mobile application. Heuristic evaluation methodology was used to evaluate the system. Jakob Neilson’sdesign principles were used to depict the usability issues of the mobile application. The required suggestions and absolute recommendations/solutions are provided to the existing mobile application. 

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    A critical evaluation on SRK STORE APP by using the Heuristic Principles of Usability
  • 48.
    Al Moubayed, Samer
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH, Speech Communication and Technology.
    Bringing the avatar to life: Studies and developments in facial communication for virtual agents and robots2012Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    The work presented in this thesis comes in pursuit of the ultimate goal of building spoken and embodied human-like interfaces that are able to interact with humans under human terms. Such interfaces need to employ the subtle, rich and multidimensional signals of communicative and social value that complement the stream of words – signals humans typically use when interacting with each other.

    The studies presented in the thesis concern facial signals used in spoken communication, and can be divided into two connected groups. The first is targeted towards exploring and verifying models of facial signals that come in synchrony with speech and its intonation. We refer to this as visual-prosody, and as part of visual-prosody, we take prominence as a case study. We show that the use of prosodically relevant gestures in animated faces results in a more expressive and human-like behaviour. We also show that animated faces supported with these gestures result in more intelligible speech which in turn can be used to aid communication, for example in noisy environments.

    The other group of studies targets facial signals that complement speech. As spoken language is a relatively poor system for the communication of spatial information; since such information is visual in nature. Hence, the use of visual movements of spatial value, such as gaze and head movements, is important for an efficient interaction. The use of such signals is especially important when the interaction between the human and the embodied agent is situated – that is when they share the same physical space, and while this space is taken into account in the interaction.

    We study the perception, the modelling, and the interaction effects of gaze and head pose in regulating situated and multiparty spoken dialogues in two conditions. The first is the typical case where the animated face is displayed on flat surfaces, and the second where they are displayed on a physical three-dimensional model of a face. The results from the studies show that projecting the animated face onto a face-shaped mask results in an accurate perception of the direction of gaze that is generated by the avatar, and hence can allow for the use of these movements in multiparty spoken dialogue.

    Driven by these findings, the Furhat back-projected robot head is developed. Furhat employs state-of-the-art facial animation that is projected on a 3D printout of that face, and a neck to allow for head movements. Although the mask in Furhat is static, the fact that the animated face matches the design of the mask results in a physical face that is perceived to “move”.

    We present studies that show how this technique renders a more intelligible, human-like and expressive face. We further present experiments in which Furhat is used as a tool to investigate properties of facial signals in situated interaction.

    Furhat is built to study, implement, and verify models of situated and multiparty, multimodal Human-Machine spoken dialogue, a study that requires that the face is physically situated in the interaction environment rather than in a two-dimensional screen. It also has received much interest from several communities, and been showcased at several venues, including a robot exhibition at the London Science Museum. We present an evaluation study of Furhat at the exhibition where it interacted with several thousand persons in a multiparty conversation. The analysis of the data from the setup further shows that Furhat can accurately regulate multiparty interaction using gaze and head movements.

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  • 49.
    Al Moubayed, Samer
    et al.
    KTH, School of Computer Science and Communication (CSC).
    Beskow, Jonas
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH, Speech Communication and Technology.
    Granström, Björn
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH, Speech Communication and Technology.
    House, David
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH, Speech Communication and Technology.
    Audio-Visual Prosody: Perception, Detection, and Synthesis of Prominence2010In: 3rd COST 2102 International Training School on Toward Autonomous, Adaptive, and Context-Aware Multimodal Interfaces: Theoretical and Practical Issues / [ed] Esposito A; Esposito AM; Martone R; Muller VC; Scarpetta G, 2010, Vol. 6456, p. 55-71Conference paper (Refereed)
    Abstract [en]

    In this chapter, we investigate the effects of facial prominence cues, in terms of gestures, when synthesized on animated talking heads. In the first study a speech intelligibility experiment is conducted, where speech quality is acoustically degraded, then the speech is presented to 12 subjects through a lip synchronized talking head carrying head-nods and eyebrow raising gestures. The experiment shows that perceiving visual prominence as gestures, synchronized with the auditory prominence, significantly increases speech intelligibility compared to when these gestures are randomly added to speech. We also present a study examining the perception of the behavior of the talking heads when gestures are added at pitch movements. Using eye-gaze tracking technology and questionnaires for 10 moderately hearing impaired subjects, the results of the gaze data show that users look at the face in a similar fashion to when they look at a natural face when gestures are coupled with pitch movements opposed to when the face carries no gestures. From the questionnaires, the results also show that these gestures significantly increase the naturalness and helpfulness of the talking head.

  • 50.
    Al Moubayed, Samer
    et al.
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH, Speech Communication and Technology.
    Beskow, Jonas
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH, Speech Communication and Technology.
    Skantze, Gabriel
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH, Speech Communication and Technology.
    Granström, Björn
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH, Speech Communication and Technology.
    Furhat: A Back-projected Human-like Robot Head for Multiparty Human-Machine Interaction2012In: Cognitive Behavioural Systems: COST 2102 International Training School, Dresden, Germany, February 21-26, 2011, Revised Selected Papers / [ed] Anna Esposito, Antonietta M. Esposito, Alessandro Vinciarelli, Rüdiger Hoffmann, Vincent C. Müller, Springer Berlin/Heidelberg, 2012, p. 114-130Conference paper (Refereed)
    Abstract [en]

    In this chapter, we first present a summary of findings from two previous studies on the limitations of using flat displays with embodied conversational agents (ECAs) in the contexts of face-to-face human-agent interaction. We then motivate the need for a three dimensional display of faces to guarantee accurate delivery of gaze and directional movements and present Furhat, a novel, simple, highly effective, and human-like back-projected robot head that utilizes computer animation to deliver facial movements, and is equipped with a pan-tilt neck. After presenting a detailed summary on why and how Furhat was built, we discuss the advantages of using optically projected animated agents for interaction. We discuss using such agents in terms of situatedness, environment, context awareness, and social, human-like face-to-face interaction with robots where subtle nonverbal and social facial signals can be communicated. At the end of the chapter, we present a recent application of Furhat as a multimodal multiparty interaction system that was presented at the London Science Museum as part of a robot festival,. We conclude the paper by discussing future developments, applications and opportunities of this technology.

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