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  • 1.
    Brown, Barry
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Lampinen, Airi
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    McMillan, Donald
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Rostami, Asreen
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Wang, Jinyi
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    The IKEA Catalogue: Design fiction in academic and industrial collaborations2016Inngår i: Proceedings of the 19th International Conference on Supporting Group Work, Association for Computing Machinery (ACM), 2016, s. 335-344Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper is an introduction to the “Future IKEA Catalogue”, enclosed here as an example of a design fiction produced from a long standing industrial-academic collaboration. We introduce the catalogue here by discussing some of our experiences using design fictionwith companies and public sector bodies, giving some background to the catalogue and the collaboration which produced it.

  • 2. Márquez Segura, Elena
    et al.
    Turmo Vidal, Laia
    Rostami, Asreen
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    BODYSTORMING FOR MOVEMENT-BASED INTERACTION DESIGN2016Inngår i: Human Technology, ISSN 1795-6889, E-ISSN 1795-6889, Vol. 12, nr 2, s. 193-251Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    After a decade of movement-based interaction in human–computer interaction, designing for the moving body still remains a challenge. Research in this field requires methods to help access, articulate, and harness embodied experiences in ways that can inform the design process. To address this challenge, this article appropriates bodystorming, an embodied ideation method for movement-based interaction design. The proposed method allows for early consideration of the physical, collocated, and social aspects of a designed activity as illustrated with two explorative workshops in different application domains: interactive body games and interactive performances. Using a qualitative methods approach, we used video material from the workshops, feedback from participants, and our own experience as participants and facilitators to outline important characteristics of the bodystorming method in the domain of movement-based interaction. The proposed method is compared with previous ones and application implications are discussed.

  • 3. Márquez Segura, Elena
    et al.
    Turmo Vidal, Laia
    Rostami, Asreen
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Waern, Annika
    Embodied Sketching2016Inngår i: Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery (ACM), 2016, s. 6014-6027Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Designing bodily experiences is challenging. In this paper, we propose embodied sketching as a way of practicing design that involves understanding and designing for bodily experiences early in the design process. Embodied sketching encompasses ideation methods that are grounded in, and inspired by, the lived experience and includes the social and spatial settings as design resources in the sketching. Embodied sketching is also based on harnessing play and playfulness as the principal way to elicit creative physical engagement. We present three different ways to implement and use embodied sketching in the application domain of co-located social play. These include bodystorming of ideas, co-designing with users, and sensitizing designers. The latter helps to uncover and articulate significant, as well as novel embodied experiences, whilst the first two are useful for developing a better understanding of possible design resources.

  • 4.
    Rossitto, Chiara
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Rostami, Asreen
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Tholander, Jakob
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    McMillan, Donald
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Barkhuus, Louise
    Fischione, Carlo
    Turchet, Luca
    Musicians' initial encounters with a smart guitar2018Inngår i: Proceedings of the 10th Nordic Conference on Human-Computer Interaction, Association for Computing Machinery (ACM), 2018, s. 13-24Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper presents a case study of a fully working prototype of the Sensus smart guitar. Eleven professional guitar players were interviewed after a prototype test session. The smartness of the guitar was perceived as enabling the integration of a range of equipment into a single device, and the proactive exploration of novel expressions. The results draw attention to the musicians' sense-making of the smart qualities, and to the perceived impact on their artistic practices. The themes highlight how smartness was experienced in relation to the guitar's agency and the skills it requires, the tension between explicit (e.g. playing a string) and implicit (e.g. keeping rhythm) body movements, and to performing and producing music. Understanding this felt sense of smartness is relevant to how contemporary HCI research conceptualizes mundane artefacts enhanced with smart technologies, and to how such discourse can inform related design issues.

  • 5.
    Rostami, Asreen
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Performing with Technology2017Inngår i: Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction, Association for Computing Machinery (ACM), 2017, s. 721-723Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This research explores the use of technology in Mixed-Reality Performance, and how novel interactive technologies (VR, IoT, Bio-Data) can be used in designing such performances. Additionally, I explore the potential of these technologies to increase audience' interaction with the performance. The studies presented in this paper are still under development and mainly focus on three novel technologies within performances; Virtual Reality, Bio-Data and environmental IoT.

  • 6.
    Rostami, Asreen
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Bexell, Emma
    Stanisic, Stefan
    The Shared Individual2018Inngår i: Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction, Association for Computing Machinery (ACM), 2018, s. 511-516Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The Shared Individual is a live collaborative Mixed-Reality Performance in which a group of audience members can observe themselves from an individual's point of view. In this performance, a performer shares her view with audience members by wearing a head-mounted camera and steaming live video. By wearing a head-mounted display audience members can see themselves and follow performer's instruction to 'occupy' her body and become her. This instruction, in the form of performance, is designed to help the audience to sync with the performer in three different stages: visual synchronization, physical synchronization and emotional synchronization.

  • 7.
    Rostami, Asreen
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Cialec, Christoffer
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Werlinder, Gabriel
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Understanding Modern Audience in Traditional Settings2017Inngår i: HCI International 2017 – Posters' Extended Abstracts: Proceedings, Part II / [ed] Constantine Stephanidis, Cham: Springer, 2017Konferansepaper (Fagfellevurdert)
    Abstract [en]

    While audience members of theatre productions are generally discouraged from using their mobile devices, as mobile technology is interwoven into our daily lives use in theatres still goes on. Some of this use is encouraged by the artists and built into the performance, however the furtive use by audience members during non-interactive performances has not been studied. In this poster we report on our work-in-progress consisting of preliminary analysis of in-situ observation and video analysis of four out of seven performances currently recorded to understand when and how mobile devices are used. This analysis is supported by interviews of selected audience members to better understand why and for what purpose these devices are used in this setting. These preliminary results draw attention to the correlations between (i) the audience’s distance from the stage, (ii) the engagement of the current scene, and (iii) the audience’s personal connection to the art work or the performers, and frequency of mobile phone use.

  • 8.
    Rostami, Asreen
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    McMillan, Donald
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Márquez Segura, Elena
    Rossitto, Chiara
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Barkhuus, Louise
    Bio-Sensed and Embodied Participation in Interactive Performance2017Inngår i: Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction, Association for Computing Machinery (ACM), 2017, s. 197-208Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Designing for interactive performances is challenging both in terms of technology design, and of understanding the interplay between technology, narration, and audience interactions. Bio-sensors and bodily tracking technologies afford new ways for artists to engage with audiences, and for audiences to become part of the artwork. Their deployment raises a number of issues for designers of interactive performances. This paper explores such issues by presenting five design ideas for interactive performance afforded by bio-sensing and bodily tracking (i.e. Microsoft Kinect) developed during two design workshops. We use these ideas, and the related scenarios to discuss three emerging issues namely: temporality of input, autonomy and control, and visibility of input in relation to the deployment of bio-sensors and bodily tracking technologies in the context of interactive performances.

  • 9.
    Rostami, Asreen
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Rossitto, Chiara
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Barkhuus, Louise
    Hook, Jonathan
    Taylor, Robyn
    Laaksolahti, Jarmo
    McMillan, Donald
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Spence, Jocelyn
    Williamson, Julie
    Design Fiction for Mixed-Reality Performances2017Inngår i: Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems, Association for Computing Machinery (ACM), 2017, s. 498-505Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Designing for mixed-reality performances is challenging both in terms of technology design, and in terms of understanding the interplay between technology, narration, and (the outcomes of) audience interactions. This complexity also stems from the variety of roles in the creative team often entailing technology designers, artists, directors, producers, set-designers and performers. In this multidisciplinary, one-day workshop, we seek to bring together HCI scholars, designers, artists, and curators to explore the potential provided by Design Fiction as a method to generate ideas for Mixed-Reality Performance (MRP) through various archetypes including scripts, programs, and posters. By drawing attention to novel interactive technologies, such as bio-sensors and environmental IoT, we seek to generate design fiction scenarios capturing the aesthetic and interactive potential for mixed-reality performances, as well as the challenges to gain access to audience members' data -- i.e. physiological states, daily routines, conversations, etc.

  • 10.
    Rostami, Asreen
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Rossitto, Chiara
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    McMillan, Donald
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Spence, Jocelyn
    Taylor, Robyn
    Hook, Jonathan
    Williamson, Julie
    Barkhuus, Louise
    Glimpses of the future: designing fictions for mixed-reality performances2018Inngår i: interactions, ISSN 1072-5520, E-ISSN 1558-3449, Vol. 25, nr 1, s. 46-61Artikkel i tidsskrift (Annet vitenskapelig)
  • 11.
    Rostami, Asreen
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Rossitto, Chiara
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Waern, Annika
    Frictional Realities: Enabling Immersion in Mixed-Reality Performances2018Inngår i: Proceedings of the 2018 ACM International Conference on Interactive Experiences for TV and Online Video, Association for Computing Machinery (ACM), 2018, s. 15-27Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper presents a case study of a Mixed-Reality Performance employing 360-degree video for a virtual reality experience. We repurpose the notions of friction to illustrate the different threads at which priming is enacted during the performance to create an immersive audience experience. We look at aspects of friction between the different layers of the Mixed-Reality Performance, namely: temporal friction, friction between the physical and virtual presence of the audience, and friction between realities. We argue that Mixed-Reality Performances that employ immersive technology, do not need to rely on its presumed immersive nature to make the performance an engaging or coherent experience. Immersion, in such performances, emerges from the audience' transition towards a more active role, and the creation of various fictional realities through frictions.

  • 12.
    Rostami, Asreen
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Rossitto, Chiara
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Waern, Annika
    Frictional Realities: Enabling Immersion in Mixed-Reality Performances2018Inngår i: Proceedings of the 2018 ACM International Conference on Interactive Experiences for TV and Online Video, Association for Computing Machinery (ACM), 2018, s. 15-27Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper presents a case study of a Mixed-Reality Performance employing 360-degree video for a virtual reality experience. We repurpose the notions of friction to illustrate the different threads at which priming is enacted during the performance to create an immersive audience experience. We look at aspects of friction between the different layers of the Mixed-Reality Performance, namely: temporal friction, friction between the physical and virtual presence of the audience, and friction between realities. We argue that Mixed-Reality Performances that employ immersive technology, do not need to rely on its presumed immersive nature to make the performance an engaging or coherent experience. Immersion, in such performances, emerges from the audience' transition towards a more active role, and the creation of various fictional realities through frictions.

  • 13.
    Rostami, Asreen
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Rossitto, Chiara
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Waern, Annika
    Frictional Realities in Mixed-Reality Performances2018Konferansepaper (Annet vitenskapelig)
    Abstract [en]

    Mixed-Reality Performances that employ immersive technology, do not need to rely on its presumed immersive nature to make the performance an engaging or coherent experience. Immersion in such performances emerges from the audience’ transition towards a more active role in the performance and by creating different realities through frictions.

  • 14.
    Rostami, Asreen
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Savinov, Valeriy
    Barkhuus, Louise
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Testing in the Field: Voice Based Interaction for Citizen Reporting in Uganda2015Inngår i: Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, Association for Computing Machinery (ACM), 2015, s. 1061-1066Konferansepaper (Fagfellevurdert)
    Abstract [en]

    In developing countries where Internet is not readily accessible and literacy sometimes low, Interactive Voice Response (IVR) systems have been shown to provide opportunities in a variety of civic activities. In this way, such systems can give the opportunity to more easily influence and participate in public affairs. However the lack of an efficient system of administration can delay delivering the collected reports to the relevant organizations or authorities. This paper presents a study of a citizen reporting system that was developed, implemented and tested in Uganda. This was done in collaboration with the Women of Uganda Network an organization to empower women using ICT. We studied an IVR system called U-Call that allows administrators to easily publish and tag audio reports over the Web (reported by citizen) using low generation mobile devices. We highlight a number of issues, including multiple authentication process that needs to be taken into account for future development. We emphasize the importance of field studies in understanding and designing for this user group and understanding the reality of the technical infrastructure available.

  • 15. Taylor, Robyn
    et al.
    Rostami, Asreen
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Šimbelis, Vygandas
    Suk Lee, Young
    Jo, Kazuhiro
    Weisling, Anna
    Xambó, Anna
    McCarthy, Léon
    Demo Hour2018Inngår i: interactions, ISSN 1072-5520, E-ISSN 1558-3449, Vol. 25, nr 5, s. 10-13Artikkel i tidsskrift (Fagfellevurdert)
1 - 15 of 15
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  • de-DE
  • en-GB
  • en-US
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