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  • 351.
    Blomstrand, Niklas
    Linköping University, Department of Computer and Information Science.
    Ett gränssnitt för anonymisering2017Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [sv]

    Arbetets museum samlar in personliga berättelser om arbetsliv, dessa berättelser innehåller ofta personlig information om informanten samt dennes kollegor, familj, med mera. Arbetets museum skulle vilja göra dessa berättelser tillgängliga via internet så att allmänheten och forskare skall kunna ta del av dem. För att göra detta måste den personliga informationen tas bort i en anonymiseringsprocess. Detta steg har visat sig vara väldigt tidskrävande. I ett samarbete med Swe-Clarin har Arbetets museum påbörjat arbete med att ta fram ett verktyg för att underlätta denna process. Genom intervjuer har en kravspecifikation om vad ett sådant verktyg behöver innehålla tagits fram. Designlösningar för specificerade krav har utvecklats och utvärderats. Utvärderingarna visade på bättre användarupplevelse i verktyget jämfört med tidigare metoder.

  • 352.
    Blusi, Madeleine
    et al.
    Umeå University, Faculty of Science and Technology, Department of Computing Science. Umeå University, Faculty of Medicine, Department of Community Medicine and Rehabilitation, Occupational Therapy.
    Nilsson, Ingeborg
    Umeå University, Faculty of Medicine, Department of Community Medicine and Rehabilitation, Occupational Therapy.
    Lindgren, Helena
    Umeå University, Faculty of Science and Technology, Department of Computing Science.
    Older adults co-creating meaningful individualized social activities online for healthy ageing2018In: Building continents of knowledge in oceans of data: The future of co-created eHealth / [ed] Adrien Ugon, Daniel Karlsson, Gunnar O. Klein, Anne Moen, IOS Press, 2018, Vol. 247, p. 775-779Chapter in book (Refereed)
    Abstract [en]

    Social isolation and loneliness among older people is a growing problem with negative effects on physical and mental health. In co-creation with older adults individualized social activities were designed where older adults through computer mediated communication were able to participate in social activities without leaving their homes. Four types of activities were designed; outdoor activity, music event, visiting a friend and leisure activity. A participatory action research design was applied, where end users together with scientists from two research fields developed, tested and evaluated online participation in the activities. Usability and safety of the systems were major concerns among older adults. The evaluation pointed out that level of simplicity, usability and audio-video quality determined the level of satisfaction with the human interaction during the activity, thereby affecting the meaningfulness of the activity. The research presented in this paper constitutes the first step in a long-term research process aiming at developing a digital coaching system that gives older adults personalized support for increasing participation in meaningful social activities.

  • 353. Blythe, Mark
    et al.
    Andersen, Kristina
    Clarke, Rachel
    Wright, Peter
    Anti-Solutionist Strategies: Seriously Silly Design Fiction2016In: Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (CHI '16), New York, USA: ACM Press, 2016Conference paper (Refereed)
    Abstract [en]

    Much of the academic and commercial work that seeks toinnovate around technology has been dismissed as“solutionist” because it solves problems that don’t exist orignores the complexity of personal, political andenvironmental issues. This paper traces the “solutionism”critique to its origins in city planning and highlights theoriginal concern with imaging and representation in thedesign process. It is increasingly cheap and easy to createcompelling and seductive images of concept designs, whichsell solutions and presume problems. We consider a rangeof strategies, which explicitly reject the search for“solutions”. These include design fiction and critical designbut also less well-known techniques, which aim forunuseless, questionable and silly designs. We present twoexamples of “magic machine” workshops whereparticipants are encouraged to reject realistic premises forpossible technological interventions and create absurdpropositions from lo-fi materials. We argue that suchpractices may help researchers resist the impulse towardssolutionism and suggest that attention to representationduring the ideation process is a key strategy for this.

  • 354.
    Bock, Alexander
    et al.
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, Faculty of Science & Engineering. New York University, USA.
    Axelsson, Emil
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, Faculty of Science & Engineering.
    Bladin, Karl
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, Faculty of Science & Engineering.
    Jonathas, Costa
    New York University, USA.
    Gene, Payne
    University of Utah, USA.
    Matthew, Territo
    University of Utah, USA.
    Kilby, Joakim
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, Faculty of Science & Engineering.
    Masha, Kuznetsova
    Community Coordinated Modeling Center, NASA, USA.
    Emmart, Carter
    American Museum of Natural History, USA.
    Ynnerman, Anders
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, Faculty of Science & Engineering. Linköping University, Center for Medical Image Science and Visualization (CMIV).
    OpenSpace: An open-source astrovisualization framework2017In: The Journal of Open Source Software, ISSN 2475-9066, Vol. 2, no 15, article id 281Article in journal (Refereed)
    Abstract [en]

    OpenSpace (2017; Bock et al. 2017)is an open source interactive data visualization software designed to visualize the entire known universe and portray our ongoing efforts to investigate the cosmos (Bladin, Karl and Axelsson, Emil and Broberg, Erik and Emmart, Carter and Ljung, Patric and Bock, Alexander and Ynnerman, Anders 2017; Bock, Pembroke, et al. 2015). Bringing the latest techniques from data visualization research to the general public and scientists (Bock, Marcinkowski, et al. 2015), OpenSpace supports interactive presentation of dynamic data from observations, simulations, and space mission planning and operations over a large span of sizes (Axelsson, Emil and Costa, Jonathas and Silva, Cláudio T. and Emmart, Carter and Bock, Alexander and Ynnerman, Anders 2017). The software supports multiple operating systems with an extensible architecture powering high resolution tiled displays, planetarium domes, as well as desktop computers. In addition, OpenSpace enables simultaneous connections across the globe creating opportunity for shared experiences among audiences worldwide.

  • 355.
    Bock, Alexander
    et al.
    New York University, USA.
    Doraiswamy,, Harish
    New York University, USA.
    Silva, Claudio
    New York University, USA.
    Summers, Adam
    University of Washington, USA.
    TopoAngler: Interactive Topology-Based Extraction of Fishes2018In: IEEE Transactions on Visualization and Computer Graphics, ISSN 1077-2626, E-ISSN 1941-0506, Vol. 24, no 1, p. 812-821Article in journal (Refereed)
    Abstract [en]

    We present TopoAngler, a visualization framework that enables an interactive user-guided segmentation of fishes contained in a micro-CT scan. The inherent noise in the CT scan coupled with the often disconnected (and sometimes broken) skeletal structure of fishes makes an automatic segmentation of the volume impractical. To overcome this, our framework combines techniques from computational topology with an interactive visual interface, enabling the human-in-the-Ioop to effectively extract fishes from the volume. In the first step, the join tree of the input is used to create a hierarchical segmentation of the volume. Through the use of linked views, the visual interface then allows users to interactively explore this hierarchy, and gather parts of individual fishes into a coherent sub-volume, thus reconstructing entire fishes. Our framework was primarily developed for its application to CT scans of fishes, generated as part of the ScanAllFish project, through close collaboration with their lead scientist. However, we expect it to also be applicable in other biological applications where a single dataset contains multiple specimen; a common routine that is now widely followed in laboratories to increase throughput of expensive CT scanners.

  • 356.
    Bodin, Ida
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Cognitive work analysis in practice: Adaptation to project scope and industrial context2016Licentiate thesis, comprehensive summary (Other academic)
    Abstract [en]

    The Cognitive Work Analysis (CWA) framework is widely used by researchers for the analysis of complex systems. It, however, lacks the same impact amongst industrial practitioners. This thesis investigates possible adaptations of the framework to project and industrial constraints, and the consequences associated with such adaptations. Long haul heavy vehicle transportation is the application domain for the work presented in the thesis. The CWA framework has been applied within the Methods for Designing Future Autonomous Systems (MODAS) project. Adaptations have been made to fit the framework within the project constraints and the industrial contexts. Interviews with stakeholders in an industrial organization regarding possible use of models from the CWA framework have been made. The CWA was scaled to available resources when applied within the MODAS project. From this we realized that prioritization of work activity can have consequences on the resulting systems ability to handle unforeseen events. Further, a focus on the current system probed a rapid out-dating of the analysis due to technical development. The conclusion is that even if advantages are lost during adaptation due to practical constraints, the CWA framework could add value to practitioners within industry if adapted to the industrial context.

  • 357.
    Bodin, Ida
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Fröjd, Camilla
    Uppsala University, Disciplinary Domain of Medicine and Pharmacy, Faculty of Medicine, Department of Surgical Sciences.
    Arweström Jansson, Anders
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Work domain analysis of an intensive care unit: An Abstraction Hierarchy based on a bed-side approach2016In: Proc. Human Factors and Ergonomics Society Europe Chapter 2015 Annual Conference, 2016Conference paper (Refereed)
    Abstract [en]

    Work in intensive care units requires interaction with several medical devices and interpretation of dynamic information from several sources. The aim of the current study was to gain understanding of the work domain to support the development of a holistic information environment and further analyses of risky situations. A total of 18 hours of bed-side observations at an intensive care unit and interviews with three experienced intensive care unit nurses were conducted in order to receive input data for the modelling of the work domain. The domain was modelled in an abstraction hierarchy, as according to the first phase of the cognitive work analysis framework. The results show that the ultimate purpose of the work carried out in an intensive care unit is keeping patients alive while gaining time for treatment, but also to perform treatment and relieve symptoms. The purpose is represented at the top level of the model, and lower levels include functions as supporting the patients’ vital functions and avoiding secondary complications. With this work domain analysis as a basis, three different design challenges identified can be dealt with systematically.

  • 358.
    Bodin, Ida
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Krupenia, Stas
    Supporting industrial uptake of cognitive work analysis2015In: Proc. Human Factors and Ergonomics Society 59th Annual Meeting, Thousand Oaks, CA: Sage Publications, 2015, p. 170-174Conference paper (Refereed)
    Abstract [en]

    As part of a broader industrial project, the first two stages of a Cognitive Work Analysis (CWA, Work Domain Analysis [WDA] and Control Task Analysis [ConTA]) were completed for Long Haul Commercial Road Transport. To support the potential uptake of CWA by different stakeholders within the industrial organization, parts of the ConTA Contextual Activity Template (CAT) were truncated. The goal of the current, exploratory study, was to identify which stakeholders within the industrial organization could benefit from using the WDA or CAT for either their Strategic (Research) or Product (Development) planning, and over what time horizon. We observed differences in the perceived usefulness of the WDA and the CAT between the different stakeholders. Innovative solutions to the issues raised should significantly enhance the industrial use of Cognitive Work Analysis.

  • 359.
    Bodin, Ida
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Krupenia, Stas S.
    Activity prioritization to focus the control task analysis2016In: Journal of Cognitive Engineering and Decision Making, ISSN 1555-3434, E-ISSN 2169-5032, Vol. 10, no 1, p. 91-104Article in journal (Refereed)
  • 360.
    Bodin, Ida
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Krupenia, Stas S.
    Rebuttal to Burns and Naikar2016In: Journal of Cognitive Engineering and Decision Making, ISSN 1555-3434, E-ISSN 2169-5032, Vol. 10, no 1, p. 109-110Article in journal (Other academic)
  • 361.
    Bodin, Joakim
    Linköping University, Department of Computer and Information Science. Linköping University, The Institute of Technology.
    Effektivisering av administrativt användargränssnitt2012Independent thesis Basic level (professional degree), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Företaget Lawson använder sig utav ett användargränssnitt baserat på Java Swing till sin plattformLawson Grid för Java-applikationer. Detta användargränssnitt kallas Lawson Grid ManagementPages, och har ett antal problem som har identifierats. Bland annat så upplevs gränssnittet som svårtatt navigera, och att det upplevs även av användare som att det innehåller för mycket information.Genom att diskutera problemen med användare av gränssnittet och kravställare på företaget, så harett antal lösningar tagits fram och implementerats. Lösningarna är även baserade på litteratur sombeskriver bra standarder för design av användargränssnitt.Det nya användargränssnittet presenterar ett antal förslag på lösningar till dom problem som GridManagement Pages har. Ett stort koncept är färgkodning, där färg visar vilket tillstånd systemetbefinner sig i. Grönt representerar att allting är bra, gult representerar en varning och röttrepresenterar ett fel. Färgkodningen syns på individuella applikationer och dess information, så attanvändaren lätt ska kunna identifiera att det finns ett problem och följa färgerna dit problemetkommer ifrån för att då åtgärda detta. För att ytterligare göra det lättare för användaren att få enöverblick av systemet och inte få för mycket information på en gång, så har informationen delatsupp i olika flikar användaren kan välja mellan som minskar hur mycket data som visas igränssnittet. I samma tema att minska den information som är synlig finns även olika lägen att väljamellan, med möjligheten att välja vilka kategorier av data som visas.För att göra det lättare för användaren att navigera gränssnittet har det nya gränssnittet ävenbokmärken. Detta gör att användaren snabbare kan ta sig till en sida som användaren har lagt tillsom bokmärke, istället för att behöva navigera genom hela gränssnittet för att ta sig dit.Ytterligare förbättringar som kan göras i framtiden inkluderar bland annat att kopplaanvändarpreferenser till en specifik användare eller roll, där olika roller kan ha vissa bokmärkengemensamt som leder till sidor som innehåller vanliga operationer som den rollen utför.Detta resultat ger förhoppningsvis beställaren underlag att inspirera delegering av resurser inomföretaget till att utöka det befintliga användargränssnittet, med och utöver dom koncept sompresenteras i det här arbetet.

  • 362.
    Bodin, Tora
    Umeå University, Faculty of Social Sciences, Department of Psychology.
    Expected later information access invites shorter reading time and possible comprehension loss2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    With the increased use of technology in society, there are concerns about how reading is affected by the constant access to an incessantly increasing amount of information. The present study examined how reading strategies and resulting memory and comprehension is affected by the belief that information to be remembered would continue to be available. In a within- participant experiment, twenty-seven participants were instructed to read six texts, and led to believe that they would have access to some of the texts while later answering comprehension questions. The results showed that participants spent significantly longer time reading texts they believed would not be accessible later, compared to those they believed they would have access to (p= .0007, d = 0.47). The participants did achieve slightly higher scores on the comprehension questions for the texts they believed they would not have access to, compared to the other condition, but the effect was not significant. The findings have implications for potential changes to reading strategies in response to increased use of technology as an external memory and information storage. I discuss how these strategies could have affected the raise of Fake News, inasmuch as increased information load from the Internet leads to a less meticulous reading style.

  • 363.
    Bodén, Johan
    et al.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Wiberg, Charlotte
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    iBalance - a cross-media service platform2007In: CMID'07 / [ed] Wiberg, C. & Wiberg M., 2007Conference paper (Refereed)
  • 364.
    Bohlin, Anna
    University of Skövde, Department of Computer Science.
    Mäns och kvinnors possible selves om framtida arbetsliv2003Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Människors yrkesval och syn på framtida arbetsliv influeras av olika faktorer som i sin tur har formats av evolutionen eller den sociala omgivningen. Människans kognitiva förmågor är ett av elementen som påverkar yrkesvalsprocessen, men är också kanske en bidragande orsak till könssegregeringen på arbetsmarknaden. Hur människor ser sig själva i den framtida yrkesrollen kan också vara en anledning till varför det finns en könsskillnad på arbetsmarknaden. Markus and Nurius (1987) har myntat begreppet ”Possible self”, vilket de definierade som självbilden i framtida situationer. Syftet med det här examensarbetet var att undersöka om det skiljer mellan män och kvinnors possible selves när det gäller deras syn på framtida arbetsliv. Mätinstrumentet som användes i studien var The possible self statement test. Resultatet visade att männens och kvinnornas possible selves om arbetslivet var ganska lika, endast två av 24 jämförelser åskådliggjorde signifikanta värden. Det som visade på signifikans (p<,05) var kategori Position med skalan för hur mycket försöksdeltagaren anser sig kunna påverka att det angivna possible self ska inträffar samt kategori Utveckling och stimulans med skalan för negativa känslor gentemot det angivna possible self.

  • 365.
    Bohné, Gunnar
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Emotions at play: gaining emotional knowledge using a video game2014Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The use of video games for teaching children different subjects is commonly believed to be a good  approach. In  general  has  learning  theme  for  these  games  focused  on  traditionally subject, such as math or biology. Important as they can be for education, other softer aspects can also be considered important for the children and education. One such aspect is emotions and the role it has on a social level. However, it is not much research showing how to use emotions  in  a  learning  game. In  this  thesis, I  examine  how  children  perceive  and  use emotions as they play a game specially designed for teaching emotions. The game utilises emotions  in  a  new  design  that  let  the  player  interact  with  cartoon  animals  in  different scenarios. I report findings based on a sample of thirty-three (33) preschool children, and six (6) parents who took part in the study. Data was collected using a qualitative method in a two step procedure with observation of play and follow up interviews in the first step, followed by video recordings of play and demonstrations using cuddly pets in the second step. Using an ecological framework for analysis and theory from the field of emotional intelligence, I show that children playing this game can perceive emotions expressed in the game. I also show that it is possible to play this particular game without the need to involve emotions. Children do not learn emotions from playing the game. These results carries important implication for the design of learning games as it illuminates that learning can come from possible sources other than the gameplay.

  • 366.
    Bohné, Ulrica
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID. School of Computer Science and Communication (CSC), Centres, KTH, School of Architecture and the Built Environment (ABE), Centres, Centre for Sustainable Communications, CESC.
    Exploring the intersection of design, reflection and sustainable food shopping practices: The case of the EcoPanel2016Licentiate thesis, comprehensive summary (Other academic)
    Abstract [en]

    Food production has been shown to have considerable negative impacts on the environment. A means to reduce this is to choose organic products when shopping for food.

    Through the case of the EcoPanel, a web application prototype that visualises the organic proportion of the household’s food shopping, the thesis explores the intersection between design, reflection and sustainable food shopping practices.

    In order to contextualise the role of the EcoPanel, the text discusses the concept of food shopping practice, both from the perspective of social practice theory (SPT), and the more focused food choice perspective. The studies show that it is fundamental to understand the complexity of choosing food, and the habitual aspect of practice, in order to understand the role of reflection in food shopping practice, and consequently the role of a tool for reflective decision-making, like the EcoPanel.

    We have used a research through design approach to develop the EcoPanel prototype. In an iterative process we probed how the EcoPanel could be designed to be as relevant and accessible for the users as possible. Essential in the process were the iterative user feedback sessions. The way in which the users answered the questions from the sessions formed the guiding principles for the development of the design.

    A central question in the thesis is to explore in what ways the users’ access to their individual sustainable grocery data provided by the EcoPanel affects their food shopping practices. The studies include monitoring sixty-five users of the EcoPanel over five months, a survey regarding aspects of lifestyle and attitudes to food, and interviews with ten of the users.

    The long-term study shows an increased organic purchase level (17%) for the EcoPanel users in comparison to the reference group. We also see that when the users receive feedback on their organic food purchases through the EcoPanel, they can make more reflective decisions. This is shown to be highly relevant and creates meaning for the users in several different ways. From this result, in combination with the result of the long-term study, we can conclude that the EcoPanel contributes with support for more sustainable food practices.

    The last question in the thesis is to understand how SPT can be useful for design practice. SPT shows a view that goes beyond the traditional interaction perspective, and points to the importance of approaching complex issues, such as sustainability challenges, with an awareness that also includes social and cultural aspects of the context. As well as this view being pertinent when approaching sustainability issues, it also provides value to designers in their emerging roles of dealing with more socially embedded concerns, such as social innovation and design for public policies.

  • 367.
    Bohné, Ulrica
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID. School of Computer Science and Communication (CSC), Centres, KTH, School of Architecture and the Built Environment (ABE), Centres, Centre for Sustainable Communications, CESC.
    Zapico, Jorge Luis
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID. School of Computer Science and Communication (CSC), Centres, KTH, School of Architecture and the Built Environment (ABE), Centres, Centre for Sustainable Communications, CESC.
    Katzeff, Cecilia
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID. School of Computer Science and Communication (CSC), Centres, KTH, School of Architecture and the Built Environment (ABE), Centres, Centre for Sustainable Communications, CESC.
    The EcoPanel: Designing for reflection on greener grocery shopping practices2015In: PROCEEDINGS OF ENVIROINFO AND ICT FOR SUSTAINABILITY 2015, Atlantis Press , 2015, p. 221-228Conference paper (Refereed)
    Abstract [en]

    While the purchases of organic food are increasing rapidly, it accounts for only a small fraction of the total consumption, and there is still a big gap between consumer values awareness and the actual consumption. This article explores how detailed personal feedback could help the households to gain insight and reflect on their consumption, the text presents the design process of developing a prototype, the EcoPanel, in collaboration with a major player on the food retail market. Based on the access to detailed tracking of purchase data, the aim of the design was to provide relevant feedback to facilitate for reflection on the user's own food choices. The design prototype is intended to serve as an instrument for insight and reflection and to bring unconscious aspects of grocery shopping to conscious awareness. Following a research through design approach, this article describes the interdependent steps in designing the EcoPanel and design decisions playing a role for users' critical reflection of their food choice practices. It discusses the intention of each module in providing insight. Finally, we discuss how a social practice perspective may be useful for identifying fruitful future research into the design for more sustainable grocery shopping practices

  • 368.
    Boivie, Inger
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Human-Computer Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Human-Computer Interaction.
    Usability and users’ health issues in systems development2003Licentiate thesis, comprehensive summary (Other academic)
    Abstract [en]

    The figures of reported health problems in computer-supported, administrative, work are alarmingly high and increasing. The main health problems are visual discomfort, repetitive strain injuries (RSI) and stress-related disorders. Some important risk factors are poor workstation design, constrained work postures, repetitive work and long hours of computer use every day. Others are high demands, poor control over workload and work pace and poor relations to management and colleagues. There is also evidence that poor design and usability of the computer systems as well as technical problems with the computer add to the pressure perceived by the user, which may in its turn cause stress-related disorders.

    Systems (software) development is often technology-driven and the design and contents of the resulting system shapes the work situation, including factors affecting the users' health and well-being. There are numerous examples in the literature describing how poorly designed systems fail to support the real work practices, introducing new ones that are inadequate and more time-consuming. Thus these, supposedly supporting, computer systems get in the way of efficient and effective work, adding a burden on the workers rather than helping them out.

    This thesis tries to describe some of the relations between the systems development process and users' health complaints, in a work context. I also discuss whether or not the concepts of usability and user experience can be used to address users' health issues in the systems development process. The main results indicate that although usability must be addressed, it is not sufficient. Occupational health issues must be explicitly integrated in systems development, and be given priority. This thesis also describes some potential methods and techniques for doing that.

  • 369.
    Boman, Hanna
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction.
    Utvärdering av innovationsstöd inom eHälsa i Stockholms läns sjukvårdsområde2015Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis investigates how actors within the health care sector work with innovation and development of information technology products, also called eHealth. eHealth services is an expanding area which will play a vital role in tomorrow's health care system. Staffs within health care organizations do have a lot of ideas of how to develop and improve the work process and how to provide better health care.

    The study was performed at Stockholms läns sjukvårdsområde (SLSO) and the purpose of this project is to evaluate the support given by SLSO innovation gateway. Innovation gateway is an approach that has been spread to some of Sweden's county councils, where the aim is to take advantage of the staffs ideas and to develop products and services based on activities that contribute to improving health care. Interviews and observations have been made to understand the innovation environment in Stockholms läns lansting. This gave an understanding for which user-centred aspects that are important to consider when developing eHealth innovations. Aspects like security, usability and availability are essential to consider when creating innovations that create value for patients and employees. The results also showed that staffs need better support from the organization and an understanding and knowledge in information technology, law and project management to be able to manage and develop eHealth innovations. The study has also shown that the client, the project and developers must all be involved in the innovation process and work with the organization to succeed. It requires a reallocation of resources to enable SLSO to provide the demanded support. 

  • 370.
    Bonemark, Oscar
    Umeå University, Faculty of Science and Technology, Department of Computing Science.
    Success factors for e-sport games2013In: Proceedings of Umeå's 16th student conference in computing science: USCCS 2013 / [ed] Suna Bensch & Frank Drewes, Umeå: Umeå universitet , 2013, p. 1-12Conference paper (Other academic)
    Abstract [en]

    Some multiplayer video games rise to become successful inthe field of e-sports. This paper tries to find out why this is the case.We compare a set of seven video game properties with six establishede-sport games in an attempt to find out whether there are propertiesof multiplayer video games that all established e-sport games have incommon.

  • 371.
    Bons, Julia
    et al.
    University of Applied Sciences Ruhr West, Germany.
    Geyer, Cornelia
    University of Applied Sciences Ruhr West, Germany.
    Geisler, Stefan
    University of Applied Sciences Ruhr West, Germany.
    Familienangehörige spielerisch zusammenführen2014In: Mensch und Computer 2014 - Workshopband: 14 Fachübergreifende Konferenz für Interaktive und Kooperative Medien – Interaktiv unterwegs - Freiräume gestalten / [ed] Michael Koch, Andreas Butz, Johann Schlichter, Berlin: Walter de Gruyter, 2014, Vol. 14, p. 95-98Conference paper (Refereed)
    Abstract [de]

    Immer mehr Familienangehörige leben in der heutigen Zeit voneinander getrennt. Durch weite Entfer-nungen zueinander ist die Gefahr besonders hoch, dass der Kontakt zu einem reinen Informations-austausch ohne gemeinsames Erleben abflacht. In diesem Paper wird ein Konzept vorgestellt, das Fa-milienmitglieder durch ein verteiltes Spiel verbindet trotz räumlicher Trennung. Dazu werden über einem Touchtisch und einem Bildschirm auf Seite einer älteren Person und einem normalen PC oder Tablet auf Seite der Angehörigen eine Verbindung mit Videotelefonie aufgebaut und dadurch die Spie-ler gegenübergestellt. Eine Anwendung ermöglicht es beiden Gruppen, ein einfaches Gesellschafts-spiel, wie z. B. Mensch-ärgere-dich-nicht, miteinander zu spielen. Beim Design der beiden grafischen Benutzeroberflächen werden die Bedürfnisse beider Nutzergruppen beachtet.

  • 372.
    Borglund, Erik AM
    Mid Sweden University, Faculty of Science, Technology and Media, Department of Information Technology and Media.
    Recordkeeping in Temporary Command Settings2011In: iPRES 2011 8th International Conference on Preservation of Digital Objects / [ed] José Borbinha, Adam Jatowt, Schubert Foo, Shigeo Sugimoto, Christopher Khoo, Raju Buddharaju, 2011, p. 205-209Conference paper (Refereed)
    Abstract [en]

    This article is about the recordkeeping that takes place during large police operations in different command post settings, and presents the tentative results from a three-year study. The aim is to increase knowledge of the problems related to recordkeeping in this kind of environment. Two police operations have been used as data sources, one large EU ministerial meeting in Sweden, and one regional disaster training exercise. An interpretative case study approach has been applied where observation and interviews were the primary data collection techniques. One problem is that too much important information is recorded in less permanent ways, on whiteboards and on flip charts. Capture, storage, and dissemination of those temporal and analogue records are difficult, and reduce the possibility to use records from large operations as knowledge reservoirs. 

  • 373.
    Borglund, Erik AM
    et al.
    Mid Sweden University, Faculty of Science, Technology and Media, Department of Information Technology and Media.
    Öberg, Lena-Maria
    Mid Sweden University, Faculty of Science, Technology and Media, Department of Information Technology and Media.
    Persson-Slumpi, Thomas
    Mid Sweden University, Faculty of Science, Technology and Media, Department of Information Technology and Media.
    Hybrids acting at the hybrid arena2011In: Proceedings of IRIS 2011 / [ed] Timo Leino, Åbo: University of Turku & ̊bo Akademi University , 2011, p. 56-67Conference paper (Refereed)
    Abstract [en]

    IT has for a long time been viewed as a success factor for police investigation, but now IT has also become an obstacle. Many modern crimes are of a nature where the evidence needed for police investigations is found in both the analogue world and the digital world. We argue that modern criminals act as hybrids, i.e. they are using IT as natural components in their criminal activities. In this paper we analyze the modern criminal as a hybrid and analyze the effect this perspective has on modern police work. The result is that the crime arena should be seen as a hybrid arena, where the criminals and the police both should take the roles as hybrids. Today, there is a division among the police officers, some are acting in the digital world; others in the analogue world. This gives the criminal a bit of an advantage. 

  • 374.
    Borgo, Rita
    et al.
    Kings College London, UK.
    Lee, Bongshin
    Microsoft Research, USA.
    Bach, Benjamin
    Microsoft Research - Inria, France.
    Fabrikant, Sara
    University of Zurich, Switzerland.
    Jianu, Radu
    City University London, UK.
    Kerren, Andreas
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM), Department of Computer Science.
    Kobourov, Stephen
    University of Arizona, USA.
    McGee, Fintan
    Luxembourg Institute of Science and Technology, Luxembourg.
    Micallef, Luana
    Helsinki Institute for Information Technology, Finland.
    von Landesberger, Tatiana
    Darmstadt University, Germany.
    Ballweg, Katrin
    Darmstadt University, Germany.
    Diehl, Stephan
    University Trier, Germany.
    Simonetto, Paolo
    Swansea University, UK.
    Zhou, Michelle
    Juji, USA.
    Crowdsourcing for Information Visualization: Promises and Pitfalls2017In: Evaluation in the Crowd: Crowdsourcing and Human-Centered Experiments / [ed] Daniel Archambault, Helen Purchase, and Tobias Hoßfeld, Springer Publishing Company, 2017, p. 96-138Chapter in book (Refereed)
    Abstract [en]

    Crowdsourcing offers great potential to overcome the limitations of controlled lab studies. To guide future designs of crowdsourcing-based studies for visualization, we review visualization research that has attempted to leverage crowdsourcing for empirical evaluations of visualizations. We discuss six core aspects for successful employment of crowdsourcing in empirical studies for visualization – participants, study design, study procedure, data, tasks, and metrics & measures. We then present four case studies, discussing potential mechanisms to overcome common pitfalls. This chapter will help the visualization community understand how to effectively and efficiently take advantage of the exciting potential crowdsourcing has to offer to support empirical visualization research.

  • 375.
    Borgstrand, Richard
    et al.
    Blekinge Institute of Technology, School of Computing.
    Servin, Patrik
    Blekinge Institute of Technology, School of Computing.
    Reinforcement Learning AI till Fightingspel2012Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Utförandet av projektet har varit att implementera två stycken fightingspels Artificiell Intelligens (kommer att förkortas AI). En oadaptiv och mer deterministisk AI och en adaptiv dynamisk AI som använder reinforcement learning. Detta har utförts med att skripta beteendet av AI:n i en gratis 2D fightingsspels motor som heter ”MUGEN”. AI:n använder sig utav skriptade sekvenser som utförs med MUGEN’s egna trigger och state system. Detta system kollar om de skriptade specifierade kraven är uppfyllda för AI:n att ska ”trigga”, utföra den bestämda handlingen. Den mer statiska AI:n har blivit uppbyggd med egen skapade sekvenser och regler som utförs delvis situationsmässigt och delvis slumpmässigt. För att försöka uppnå en reinforcement learning AI så har sekvenserna tilldelats en variabel som procentuellt ökar chansen för utförandet av handlingen när handlingen har givit något positivt och det motsatta minskar när handlingen har orsakat något negativt.

  • 376.
    Borgström, Alexander
    et al.
    Blekinge Institute of Technology, School of Planning and Media Design.
    Axelsson, Markus Lok
    Blekinge Institute of Technology, School of Planning and Media Design.
    Genreblandning i digitala spel2012Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Genreblandning har de senaste fem åren blivit en allt större del i hur datorspel designas. Den här uppsatsen är en studie i hur genreblandning kan appliceras i en spelproduktion och hur denna produktion och dess genreblandning uppfattas av en grupp utomstående som sedan spelar spelet. Den blandning som studeras är den mellan genrerna role-playing game, dual-joystick shooter och minigolf. Resultaten från den enkät denna grupp sedan svarar på visar att genreblandning mellan de valda genrerna fungerar trots deras olikheter sinsemellan, men att det är mycket viktigt att spelets övriga element inte försummas till förmån för genreblandningen. Det framgår även att den grad till vilken de tre genrerna blandas i spelet respondenterna testar inte är den maximala.

  • 377.
    Borälv, Erik
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Human-Computer Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Human-Computer Interaction.
    Design and usability in telemedicine2001Licentiate thesis, comprehensive summary (Other academic)
    Abstract [en]

    A design of computer systems, that effectively supports the user, is a major goal within human-computer interaction. To achieve this, we must understand and master several tasks. These tasks concern firstly what to develop and secondly how to develop the system.

    The design and implementation of effective and efficient user interfaces is a prerequisite for the successful introduction of computer support in the medical domain. We base our work on a fundamental understanding of cognitive aspects of human-computer interaction, as well as on detailed analysis of the specific needs and requirements of the end users, i.e., the medical professionals.

    This thesis presents several approaches for development of systems for computer-supported work in health care. The solutions described concern vital problem areas: (1) the focus on the work tasks to be performed, (2) the cost of software and the way competition works in a networked world. Solutions to these problems can lead to more usable systems from a user's perspective but may also change the nature of computer applications.

  • 378.
    Bossuyt, Thor
    et al.
    Linköping University, Department of Computer and Information Science, Human-Centered systems. Linköping University, The Institute of Technology.
    Hillgren, Niklas
    Linköping University, Department of Computer and Information Science, Human-Centered systems. Linköping University, The Institute of Technology.
    Combining touch & mid-air gestures on public displays2012Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis investigates the impact of different factors on public displays that use touch and mid-air gestures. We present a novel application for public displays: MirrorTouch — a game combining touch interaction with mid-air gesturing through depth sense. We studied the impact of these factors through a series field studies. We show that clear affordances are important to communicate both modalities clearly and also how to improve the conversion rate of passers-by. We present our findings of how social situations around such a display varied with the location where the display was placed. We also present quantitative data on group behavior around our public display, such as a measuring of the honeypot effect and how people made transitions between the different modalities. Our results can be of great value to designers and researchers of public displays that want to deploy displays with similar techniques. 

  • 379. Bostan, I.
    et al.
    Buruk, O. T.
    Canat, Mert
    KTH, School of Electrical Engineering (EES).
    Tezcan, M. O.
    Yurdakul, C.
    Göksun, T.
    Özcan, O.
    Hands as a controller: User preferences for hand specific on-skin gestures2017In: DIS 2017 - Proceedings of the 2017 ACM Conference on Designing Interactive Systems, Association for Computing Machinery (ACM), 2017, p. 1123-1134Conference paper (Refereed)
    Abstract [en]

    Hand-specific on-skin (HSoS) gestures are a trending interaction modality yet there is a gap in the field regarding users' preferences about these gestures. Thus, we conducted a user-elicitation study collecting 957 gestures from 19 participants for 26 commands. Results indicate that (1) users use one hand as a reference object, (2) load different meanings to different parts of the hand, (3) give importance to hand-properties rather than the skin properties and (4) hands can turn into self-interfaces. Moreover, according to users' subjective evaluations, (5) exclusive gestures are less tiring than the intuitive ones. We present users' subjective evaluations regarding these and present a 33-element taxonomy to categorize them. Furthermore, we present two user-defined gesture sets; the intuitive set including users' first choices and natural-feeling gestures, and the exclusive set which includes more creative gestures indigenous to this modality. Our findings can inspire and guide designers and developers of HSoS.

  • 380.
    Boustedt, Tova
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction.
    Klinikintern statistik: en fallstudie kring behov av och möjligheter till framtagandet av ett statistikverktyg2014Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The health care sector is one of the most information-intensive institutions in Sweden. Big investments in information technology have been made to ensure efficiency and quality within organisations in health care. This has led to high requirements in documentation and resulted in an increase in administration which gradually more often is done by nurses and doctors. A major problem is that it is difficult to gain access to the information recorded in all the different systems, which is their objective. This causes double documentation instead of being a support in follow-up performance.  

    This study investigates the use of a central warehouse to enhance how people work with statistics at a clinic. The purpose of the project was to identify need and issues surrounding the clinical internal statistic of the Department of Neurosurgery and then give an improvement proposal in the form of a prototype software tool. During the project a requirement analysis in the form of interviews and observations in the clinic was carried out and the project team could identify users, systems, artefacts and information needs were identified.

    The result of this work is a prototype which was developed in a user-centered process, where contact with the IT-department (e-Hälsa) provided opportunities for access to data. The project has contributed a survey of the clinic where information- and functional needs about administrative statistics have been compiled and are the basis for a prototype that demonstrates a possible concept for recording and monitoring.

  • 381.
    Bowers, John
    et al.
    KTH / University of Manchester , U.K.
    Hellström, Sten-Olof
    KTH.
    Jää-Aro, Kai-Mikael
    KTH.
    Making Lightwork: The Algorithmic Performance of Virtual Environments1998In: Constructing and Manipulating the Virtual: Gesture Transformation, Soundscaping and Dynamic Environments for Extended Artistic Performance, Stockholm: NADA, Tekniska högskolan , 1998, , p. 14p. 5-19Chapter in book (Other academic)
  • 382.
    Bowers, John
    et al.
    KTH.
    Hellström, Sten-Olof
    KTH.
    Jää-Aro, Kai-Mikael
    KTH.
    Supporting Event Management by Sonifying Participant Activity1999In: Production Tools for Electronic Arenas: Event Management and Content Production : eRENA : Deliverable D4.3/4.4, 1999, p. 80-98Chapter in book (Other academic)
  • 383.
    Bowers, John
    et al.
    KTH.
    Jää-Aro, Kai-Mikael
    KTH.
    Blink: Exploring and Generating Content for Electronic Arenas1999In: Production Tools for Electronic Arenas: Event Management and Content Production : eRENA : Deliverable D4.3/4.4, 1999, p. 109-128Chapter in book (Other academic)
  • 384.
    Bowers, John
    et al.
    KTH.
    Jää-Aro, Kai-Mikael
    KTH.
    Hellström, Sten-Olof
    KTH.
    Carlzon, Malin
    KTH.
    Event Management in Electronic Arenas by Visualising Participant Activity and Supporting Virtual Camera Deployment1999In: Production Tools for Electronic Arenas:: Event Management and Content Production : eRENA : Deliverable D4.3/4.4, 1999, , p. 22p. 58-79Chapter in book (Other academic)
  • 385.
    Bowers, John
    et al.
    KTH.
    Jää-Aro, Kai-Mikael
    KTH.
    Hellström, Sten-Olof
    KTH.
    Hoch, Michael
    ZKM, Karlsruhe, Germany.
    Whitfield, Greg
    University of Nottingham, Nottingham, UK.
    Production Support Tools for Electronic Arenas: Using Tangible Interfaces for Media Editing2000In: Production and Management of Events in Electronic Arenas: eRENA ESPRIT Project 25379 Workpackage 4 Deliverable D4.5, Stockholm: NADA, Tekniska högskolan , 2000, , p. 29p. 41-69Chapter in book (Other academic)
  • 386.
    Bradley, Gunilla
    KTH, School of Information and Communication Technology (ICT), Communication: Services and Infrastucture, Software and Computer Systems, SCS.
    Collaboration between people for sustainability in the ICT society2007In: Human Interface and the Management of Information: Interacting in Information Environments, Pt 2, Proceedings / [ed] Smith, MJ; Salvendy, G, BERLIN: SPRINGER-VERLAG BERLIN , 2007, Vol. 4558, p. 703-712Conference paper (Refereed)
    Abstract [en]

    At the present Net Work Period of the IT history deep changes are taken place in collaboration between people and human communication, its structure, quantity, and quality. A dominating steering factor for the design and structure of work life as well as private life is the convergence of three technologies, computer technology, tele technology and media technology (ICT). Telecommunication technology has come to play a more a more dominant role in this convergence, especially internet and web technology. Embedded (ubiquitous) computer technology is making the process invisible, and media technology converges within itself (multimedia or cross media). Well functioning organizational and psychosocial communication are an important prerequisite for successful industrial and social change in the ICT society. Managing and working in an organization organized as a network, involves communication between people, groups, units, other organisations, and various combinations of these entities. ICT applications together with deep knowledge and insights in organisational design and management (ODAM) are the keys to social change. The author describes her convergence theory on ICT and Psychosocial Life Environment with special emphasis on psychosocial communication and sustainability in the Net Era of the ICT society.

  • 387.
    Brage, Johan
    Linköping University, Department of Computer and Information Science. Linköping University, Faculty of Arts and Sciences.
    Speech dysfluency effects on working memory in otherwise fluent adults2014Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [en]

    Using Delayed Auditory Feedback can be used to induce Stutterlike dysfluencies, causing an individual to lose speech fluency. Little is known about the effect of speech dysfluency on working memory and phonological coding. The present study focuses on finding a method that can be used to measure these effects in otherwise fluent adults. 7 adults who normally speak fluently are subjected to Delayed Auditory Feedback during a Reading Span Task. The method proved too weak to induce speech dysfluency in a majority of participants, indicating that the phenomenon is more complex than anticipated.

  • 388.
    Brandao, Ligia C
    et al.
    Blekinge Institute of Technology, Department of Software Engineering and Computer Science.
    Lennartsson, Ewonne
    Blekinge Institute of Technology, Department of Software Engineering and Computer Science.
    Elektroniska signaturer- säker identifiering?2001Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Problem:I dag finns det ett stort behov av säkra identifierings metoder på Internet. Traditionellt sätt är en handskriven namnteckning en form av identifiering och vad som behövs är en elektronisk motsvarighet. Hypotes: "Elektroniska signaturer leder till ökad integritet och säkerhet vid identifiering på Internet" Syfte: Målet och syftet med denna uppsats är att studera och analysera huruvida elektroniska signaturer kommer att bidra till ökad integritet och säkerhet vid identifiering på Internet. Slutsats:Genom att jämföra praktiska erfarenheter (fallstudie) och teoretiska kriterier kunde vi analysera oss fram till att vår hypotes är sann.

  • 389.
    Bratt, Jesper
    KTH, School of Computer Science and Communication (CSC).
    Designing an interactive handlebar infotainment system for light vehicles2016Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis studies what the crucial aspects are when designing and developing an in-vehicle infotainment system for light vehicles that should both extend functionality and improve safety. In order to ground the research, innovations made in automotive infotainment systems are examined and a design for a light vehicle infotainment system that utilizes optical gesture based touch interaction is proposed. This is done with the goal to provide drivers of light vehicles with the same safety and usability improvements that drivers of cars can enjoy. A research through design approach together with heuristics and cognitive walkthrough enabled rapid design iterations to be made in order to produce a prototype to be tested. In the end, a design proposal was presented which showed that there are several similar ways of thinking that can be applied to light vehicle infotainment designs compared to its automotive counterparts. During the design process, the importance of a simple menu; animations to convey spatial connections; and notifications to lower the overall visual clutter were identified as key aspects of a safe and usable infotainment system. 

  • 390.
    Bratteteig, Tone
    et al.
    Design av informasjonssystemer, Universitet i Oslo.
    Wagner, Ina
    Institut für Gestaltungs- und Wirkungsforschung ,Technische Universität Wien.
    Morrison, Andrew
    Intermedia, Universitetet i Oslo.
    Stuedahl, Dagny
    Institutt for medier og kommunikasjon, Universitetet i Oslo.
    Mörtberg, Christina
    Umeå University, Faculty of Social Sciences, Department of Informatics. Design av informasjonssystemer, Universitet i Oslo.
    Research practices in digital design2010In: Exploring digital design: multi-disciplinary design practices / [ed] Wagner, Ina, Bratteteig, Tone, Stuedahl, Dagny, London: Springer London, 2010, p. 17-54Chapter in book (Other academic)
    Abstract [en]

    In the twenty-first century, we are literally surrounded by digital things and things that turn out to be digital – or have some digital parts or are parts of a larger system in which there are digital elements. We carry around mobile phones and watches; many also have additional music players, PDAs or PCs. We live in houses filled with digital networks and artefacts; we depend on infrastructures that are partly digital and have digital systems attached to them; we use public and private services that are digital, are based on digital infrastructures and have other digital systems attached to them; and we experience embedded, ubiquitous computing as we live in digitally enhanced environments that support our activities with or without our conscious control. The digital layer(s) in the world constitute a real world.

  • 391.
    Bresin, Roberto
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH, Music Acoustics.
    Real-time visualization of musical expression2004In: Proceedings of Network of Excellence HUMAINE Workshop "From Signals to Signs of Emotion and Vice Versa", Santorini, Greece, Institute of Communication and Computer Systems, National Technical University of Athens, 2004, p. 19-23Conference paper (Refereed)
    Abstract [en]

    A system for real-time feedback of expressive music performance is presented.The feedback is provided by using a graphical interface where acoustic cues arepresented in an intuitive fashion. The graphical interface presents on the computerscreen a three-dimensional object with continuously changing shape, size,position, and colour. Some of the acoustic cues were associated with the shape ofthe object, others with its position. For instance, articulation was associated withshape, staccato corresponded to an angular shape and legato to a rounded shape.The emotional expression resulting from the combination of cues was mapped interms of the colour of the object (e.g., sadness/blue). To determine which colourswere most suitable for respective emotion, a test was run. Subjects rated how welleach of 8 colours corresponds to each of 12 music performances expressingdifferent emotions.

  • 392.
    Bresin, Roberto
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    SMC Sweden 2014: Sound and Music Computing: Bridging science, art, and industry2014Conference proceedings (editor) (Refereed)
  • 393.
    Bresin, Roberto
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH.
    What is the color of that music performance?2005In: Proceedings of the International Computer Music Conference - ICMC 2005, Barcelona, 2005, p. 367-370Conference paper (Refereed)
    Abstract [en]

    The representation of expressivity in music is still a fairlyunexplored field. Alternative ways of representing musicalinformation are necessary when providing feedback onemotion expression in music such as in real-time tools formusic education, or in the display of large music databases.One possible solution could be a graphical non-verbal representationof expressivity in music performance using coloras index of emotion. To determine which colors aremost suitable for an emotional expression, a test was run.Subjects rated how well each of 8 colors and their 3 nuancescorresponds to each of 12 music performances expressingdifferent emotions. Performances were playedby professional musicians with 3 instruments, saxophone,guitar, and piano. Results show that subjects associateddifferent hues to different emotions. Also, dark colorswere associated to music in minor tonality and light colorsto music in major tonality. Correspondence betweenspectrum energy and color hue are preliminary discussed.

  • 394.
    Bresin, Roberto
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    de Witt, Anna
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH.
    Papetti, Stefano
    University of Verona.
    Civolani, Marco
    University of Verona.
    Fontana, Federico
    University of Verona.
    Expressive sonification of footstep sounds2010In: Proceedings of ISon 2010: 3rd Interactive Sonification Workshop / [ed] Bresin, Roberto; Hermann, Thomas; Hunt, Andy, Stockholm, Sweden: KTH Royal Institute of Technology, 2010, p. 51-54Conference paper (Refereed)
    Abstract [en]

    In this study we present the evaluation of a model for the interactive sonification of footsteps. The sonification is achieved by means of specially designed sensored-shoes which control the expressive parameters of novel sound synthesis models capable of reproducing continuous auditory feedback for walking. In a previousstudy, sounds corresponding to different grounds were associated to different emotions and gender. In this study, we used an interactive sonification actuated by the sensored-shoes for providing auditory feedback to walkers. In an experiment we asked subjects to walk (using the sensored-shoes) with four different emotional intentions (happy, sad, aggressive, tender) and for each emotion we manipulated the ground texture sound four times (wood panels, linoleum, muddy ground, and iced snow). Preliminary results show that walkers used a more active walking style (faster pace) when the sound of the walking surface was characterized by an higher spectral centroid (e.g. iced snow), and a less active style (slower pace) when the spectral centroid was low (e.g. muddy ground). Harder texture sounds lead to more aggressive walking patters while softer ones to more tender and sad walking styles.

  • 395.
    Bresin, Roberto
    et al.
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH, Music Acoustics.
    Delle Monache, Stefano
    University of Verona.
    Fontana, Federico
    University of Verona.
    Papetti, Stefano
    University of Verona.
    Polotti, Pietro
    University of Verona.
    Visell, Yon
    McGill University.
    Auditory feedback through continuous control of crumpling sound synthesis2008In: Proceedings of Sonic Interaction Design: Sound, Information and Experience. A CHI 2008 Workshop organized by COST Action IC0601, IUAV University of Venice , 2008, p. 23-28Conference paper (Refereed)
    Abstract [en]

    A realtime model for the synthesis of crumpling sounds ispresented. By capturing the statistics of short sonic transients which give rise to crackling noise, it allows for a consistent description of a broad spectrum of audible physical processes which emerge in several everyday interaction contexts.The model drives a nonlinear impactor that sonifies every transient, and it can be parameterized depending on the physical attributes of the crumpling material. Three different scenarios are described, respectively simulating the foot interaction with aggregate ground materials, augmenting a dining scenario, and affecting the emotional content of a footstep sequence. Taken altogether, they emphasize the potential generalizability of the model to situations in which a precise control of auditory feedback can significantly increase the enactivity and ecological validity of an interface.

  • 396.
    Bresin, Roberto
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Elblaus, Ludvig
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Falkenberg Hansen, Kjetil
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Månsson, Lisa
    Tardat, Bruno
    Musikcyklarna/Music bikes: An installation for enabling children to investigate the relationship between expressive music performance and body motion2014In: Proceedings of the Sound and Music Computing Sweden Conference 2014, KTH Royal Institute of Technology, 2014, p. 1-2Conference paper (Refereed)
  • 397.
    Bresin, Roberto
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Friberg, Anders
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH, Music Acoustics.
    Emotion rendering in music: Range and characteristic values of seven musical variables2011In: Cortex, ISSN 0010-9452, E-ISSN 1973-8102, Vol. 47, no 9, p. 1068-1081Article in journal (Refereed)
    Abstract [en]

    Many studies on the synthesis of emotional expression in music performance have focused on the effect of individual performance variables on perceived emotional quality by making a systematical variation of variables. However, most of the studies have used a predetermined small number of levels for each variable, and the selection of these levels has often been done arbitrarily. The main aim of this research work is to improve upon existing methodologies by taking a synthesis approach. In a production experiment, 20 performers were asked to manipulate values of 7 musical variables simultaneously (tempo, sound level, articulation, phrasing, register, timbre, and attack speed) for communicating 5 different emotional expressions (neutral, happy, scary, peaceful, sad) for each of 4 scores. The scores were compositions communicating four different emotions (happiness, sadness, fear, calmness). Emotional expressions and music scores were presented in combination and in random order for each performer for a total of 5 x 4 stimuli. The experiment allowed for a systematic investigation of the interaction between emotion of each score and intended expressed emotions by performers. A two-way analysis of variance (ANOVA), repeated measures, with factors emotion and score was conducted on the participants' values separately for each of the seven musical factors. There are two main results. The first one is that musical variables were manipulated in the same direction as reported in previous research on emotional expressive music performance. The second one is the identification for each of the five emotions the mean values and ranges of the five musical variables tempo, sound level, articulation, register, and instrument. These values resulted to be independent from the particular score and its emotion. The results presented in this study therefore allow for both the design and control of emotionally expressive computerized musical stimuli that are more ecologically valid than stimuli without performance variations.

  • 398.
    Bresin, Roberto
    et al.
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH, Music Acoustics.
    Friberg, Anders
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH, Music Acoustics.
    Evaluation of computer systems for expressive music performance2013In: Guide to Computing for Expressive Music Performance / [ed] Kirke, Alexis; Miranda, Eduardo R., Springer, 2013, p. 181-203Chapter in book (Refereed)
    Abstract [en]

    In this chapter, we review and summarize different methods for the evaluation of CSEMPs. The main categories of evaluation methods are (1) comparisons with measurements from real performances, (2) listening experiments, and (3) production experiments. Listening experiments can be of different types. For example, in some experiments, subjects may be asked to rate a particular expressive characteristic (such as the emotion conveyed or the overall expression) or to rate the effect of a particular acoustic cue. In production experiments, subjects actively manipulate system parameters to achieve a target performance. Measures for estimating the difference between performances are discussed in relation to the objectives of the model and the objectives of the evaluation. There will be also a section with a presentation and discussion of the Rencon (Performance Rendering Contest). Rencon is a contest for comparing the expressive musical performances of the same score generated by different CSEMPs. Practical examples from previous works are presented, commented on, and analysed.

  • 399.
    Bresin, Roberto
    et al.
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH, Music Acoustics.
    Friberg, Anders
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH, Music Acoustics.
    Influence of Acoustic Cues on the Expressive Performance of Music2008In: Proceedings of the 10th International Conference on Music Perception and Cognition, Sapporo, Japan, 2008Conference paper (Refereed)
  • 400.
    Bresin, Roberto
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Hansen, Kjetil Falkenberg
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID. KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH, Music Acoustics.
    Dahl, Sofia
    The Radio Baton as configurable musical instrument and controller2003In: Proc. Stockholm Music Acoustics Conference, 2003, Vol. 2, p. 689-691Conference paper (Refereed)
    Abstract [en]

    The Max Mathews radio baton (RB) has been produced in about 40 pieces until today. It has usually been applied as an orchestra conducting system, as interactive music composition controller using typical percussionist gestures, and as a controller for sound synthesis models. In the framework of the Sounding Object EU founded project, the RB has found new applications scenarios. Three applications were based on this controller. This was achieved by changing the gesture controls. Instead of the default batons, a new radio sender that fits the fingertips was developed. This new radio sender allows musicians’ interaction based on hand gestures and it can also fit different devices. A Pd model of DJ scratching techniques (submitted to SMAC03) was controlled with the RB and the fingertip radio sender. This controller allows DJs a direct control of sampled sounds maintaining hand gestures similar to those used on vinyl. The sound model of a bodhran (submitted to SMAC03) was controlled with a traditional playing approach. The RB was controlled with a traditional bodhran double beater with one fingertip radio sender at each end. This allowed detection of the beater position on the RB surface, the surfaced corresponding to the membrane in the sound model. In a third application the fingertip controller was used to move a virtual ball rolling along the elastic surface of a box placed over the surface of the RB. The DJ console and the virtual bodhran were played in concerts.

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