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  • 51.
    Alnebo, Carl
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Information Systems.
    Svensson, Christoffer
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Information Systems.
    Beyond the hype: A study of non-user perspectives2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Today's rapid technological development in relation with social networks create efficient information flows in everyday life. It creates conditions for so-called "hypes" that are described as an exponentially growing trend of testing a new product. What factors lies behind a hype and how does it affect people that choose to refrain from new technology?

     

    The purpose of this paper is to study the so called non-users, with a case study that concerns the Pokémon GO game and its hype in the summer of 2016. This case study has the intention to highlight the positive and negative aspects of non-users and other thoughts about hype. The study also intends to investigate what the non-users can contribute in technological development and if it's possible to distinguish between users and non-users in today's society.

     

    The case study has been carried out on the basis of two group interviews; a group that abstained from playing and a group that played Pokémon GO during the hype. A number of issues are discussed and linked against a theoretical framework which also has been used in the analysis in this paper. Based on the results of the case study it appears that nostalgia was a major factor in the hype, many had prior knowledge of the concept and was triggered by it. Nostalgia was also a factor that lead people to refrain from the hype. The game did not meet up to everyone’s expectations regarding the functionality which existed earlier in Pokémon but not now.  It also emerged that the social environment affects both users and non-users in several ways. The investigation of the case study showed that non-users often had to wait for players due to different reasons. This could be while on walks with the player or that users could completely block roads. To be able completely separating non-users and users is complex as the real world is used as the platform of the game. Both previous studies and this paper demonstrates how important it can be to understand non-users. They have the opportunity to present an overall perspective of a product that users might condone. In summary, the future will become more complex in the area, especially with new technologies that make the real world a game field.

  • 52.
    Alpay, Aylin
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    Untangling Road Trip Experiences with Conected Car: Planning and bringing it to the car2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

  • 53. Alves-Oliveira, Patricia
    et al.
    Sequeira, Pedro
    Melo, Francisco S.
    Castellano, Ginevra
    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.
    Paiva, Ana
    Empathic robot for group learning: A field study2019In: ACM Transactions on Human-Robot Interaction, E-ISSN 2573-9522, Vol. 8, no 1, article id 3Article in journal (Refereed)
  • 54.
    Amdahl, Per
    et al.
    Linköping University, Department of Computer and Information Science.
    Chaikiat, Per
    Linköping University, Department of Computer and Information Science.
    Personas as Drivers: - an alternative approach for creating scenarios for ADAS evaluation2007Independent thesis Advanced level (degree of Magister), 20 points / 30 hpStudent thesis
    Abstract [en]

    Research and development on vehicle safety has lately started to direct its focus towards how to actively support the driver and make it easier for her to drive safely through letting Advanced Driver Assistance Systems (ADAS) have effect on how the driver interacts with the vehicle and the surrounding traffic. This requires research on both how the driver and vehicle perform in different situations, in terms of psychology, cognition and individual differences. In addition, physical limitations and requirements of the driver and the vehicle must be taken into account. Therefore scenarios for evaluation of these systems are required. In the area of user-centered design a rather new method, Personas, is being adopted. This thesis tries to explore if the Persona method is a viable tool for creating scenarios for such evaluations. Experiences after completing this work imply that personas indeed is a viable way to include aspects and raise issues concerning individual variability and situational context in ADAS scenarios.

  • 55.
    Ameri Ekhtiarabadi, Afshin
    Mälardalen University, School of Innovation, Design and Engineering.
    Unified Incremental Multimodal Interface for Human-Robot Interaction2011Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Face-to-face human communication is a multimodal and incremental process. Humans employ  different information channels (modalities) for their communication. Since some of these modalities are more error-prone to specic type of data, a multimodal communication can benefit from strengths of each modality and therefore reduce ambiguities during the interaction. Such interfaces can be applied to intelligent robots who operate in close relation with humans. With this approach, robots can communicate with their human colleagues in the same way they communicate with each other, thus leading to an easier and more robust human-robot interaction (HRI).In this work we suggest a new method for implementing multimodal interfaces in HRI domain and present the method employed on an industrial robot. We show that operating the system is made easier by using this interface.

  • 56.
    Amini, Zenver
    et al.
    Jönköping University, School of Engineering.
    Ruya, Nurcan
    Jönköping University, School of Engineering.
    Studie utav ett larmsystem ur ett signalteoretiskt perspektiv: Study of a detector by a signal detection theory2006Independent thesis Basic level (degree of Bachelor), 10 points / 15 hpStudent thesis
    Abstract [en]

    In present-day situation many libraries use detectors so that they can be able to prevent attempts too take out books without registering them. The university library in Jonkoping is one of the libraries that have such a detector. But unfortunately it doesn’t always work correct and can also react on other things a part from books. This is a big problem since the library staff don’t have time to check all signals that comes from detector. This paper will focus to help the university library in Jonkoping to identify the causes of the false alarms.

    This paper have the purpose to help library staff to decrease the false alarms so they can be able to get more time over to examine the essential signals from the detector. To be able to identify the causes of the false alarms two experiments was implemented. 180 persons participated, they were divided into three subgroups. In the other experiment 400 persons participated, of whom 200 was female and 200 male. Astonishing to see was that the outcome of the experiments showed that the cause of the false alarms wasn’t the detector, instead the results showed that it was two other factors that affected the detector. One factor was the books that were send from other libraries in Sweden, they hadn’t been unimagnetised and the other reason was the self-service machine.

    In the conclusion and discussion two simple recommendations have been given to help the personnel:

    • To inform all other libraries that send books about the problems that the university library in Jonkoping has with books that aren’t unimagnetised. In this way they will be more careful before they send away the books.

    • To write a note with information about the self-service machine so that the students learn how to use this service.

    These simple recommendations will help the library to decrease the false alarm.

  • 57.
    Amino, Robert
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Topographic building pattern recognition with geospatial OpenStreetMap data2018Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This paper aims to explore the perceptual recognition of topographical building patterns from real-world OpenStreetMap data on virtual globes. An implementation was developed in which all geographical and contextual information was layered and, for the purpose of this study, what solely remained were building patterns as viewed from above. This was developed as a module for the planetarium visualization software Uniview. The aim was to determine how cities with different building patterns were perceived by participants in terms of size, scale, and building density. This was measured as the comparative difference between city pairs, that is, how much they differed in the percentage of the area that they covered. Two quantitative studies were conducted, one smaller controlled study with 19 participants and one larger online crowd-sourced study with 72 participants. The results show that participants are generally able to discern building patterns when the comparative difference is greater than a certain critical threshold. This critical threshold was determined to be at approximately 0.5% for both studies and for accuracy levels above 60%. Thus it was concluded that below this critical threshold users should be provided with visual feedback or other means of identifiers in order to allow for definite recognition, depending on what kind of information a certain type of visualization is trying to convey.

  • 58.
    Aminoff, Hedvig
    Linköping University, Department of Computer and Information Science.
    Coordination in Emergency Management from a Joint Cognitive Systems Perspective2007Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Emergency management (EM) can benefit from new information and communication technology (ICT). However, the complexity of the field poses high demands upon prospective system developers. The design of technological support in a field where roles and actions are entwined and never completely predetermined, requires an understanding of interactions in the socio-technical system as a whole.

    In this thesis, an attempt is made to work from a Cognitive Systems Engineering stance to identify important characteristics of coordination in intermunicipal EM. Applying perspectives from distributed cognition, joint activity and common ground, Hollnagel’s COCOM and ECOM models have been applied to identify points of entry into work practices. Working with data from a simulated forest-fire in a role-playing exercise, an analysis of dialogues uncovered ambiguity in how functions are handled in a large event, indicating vulnerabilities in face of larger crises. In addition, it became evident that functions moved across roles during the evolving event, and it was possible to uncover recognizable phases of a response. The results underline characteristics that should be supported by future ICT, and occurrences that can be explored in future studies.

  • 59.
    Amundin, Mats
    et al.
    Kolmården Wildlife Park.
    Hållsten, Henrik
    Filosofiska institutionen, Stockholms universitet.
    Eklund, Robert
    Linköping University, Department of Culture and Communication, Language and Culture. Linköping University, Faculty of Arts and Sciences.
    Karlgren, Jussi
    Kungliga Tekniska Högskolan.
    Molinder, Lars
    Carnegie Investment Bank, Swedden.
    A proposal to use distributional models to analyse dolphin vocalisation2017In: Proceedings of the 1st International Workshop on Vocal Interactivity in-and-between Humans, Animals and Robots, VIHAR 2017 / [ed] Angela Dassow, Ricard Marxer & Roger K. Moore, 2017, p. 31-32Conference paper (Refereed)
    Abstract [en]

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

  • 60.
    Anderdahl, Johan
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Darner, Alice
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Particle Systems Using 3D Vector Fields with OpenGL Compute Shaders2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Context. Particle systems and particle effects are used to simulate a realistic and appealing atmosphere in many virtual environments. However, they do occupy a significant amount of computational resources. The demand for more advanced graphics increases by each generation, likewise does particle systems need to become increasingly more detailed. Objectives. This thesis proposes a texture-based 3D vector field particle system, computed on the Graphics Processing Unit, and compares it to an equation-based particle system. Methods. Several tests were conducted comparing different situations and parameters for the methods. All of the tests measured the computational time needed to execute the different methods. Results. We show that the texture-based method was effective in very specific situations where it was expected to outperform the equation-based. Otherwise, the equation-based particle system is still the most efficient. Conclusions. Generally the equation-based method is preferred, except for in very specific cases. The texture-based is most efficient to use for static particle systems and when a huge number of forces is applied to a particle system. Texture-based vector fields is hardly useful otherwise.

  • 61.
    Andersen, Kristina
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Making Magic Machines2017Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    How can we design experiences that explore ideas and notions of the unknown? The aim of the work outlined here is to create short, intense, workshop-like experiences that generate strong commitments, and expose underlying personal desires as drivers for new ideas. I would like to propose a material practice, which uses open-ended making to engage in the imagination of new things. Informed by a concern or a longing, this exploration employs familiar yet mundane materials - such as candy and cardboard - through which several planes collide: the possible, the unknown, the feared and the desired. The process is aimed at allowing a broad range of knowledge to materialise - through ways that are less normative, and less constrained by commercial and technological concerns, and to emerge instead as far-fetched ideas that offer a kind of knowledge, which belongs to no one. The format has evolved over time, from relatively elaborate workshops for technology prototyping, towards the point where they are now focussed on the making of work that is about technology, rather than of technology.

  • 62. Andersen, Kristina
    Making Magic Machines2013In: 10th European Academy of Design Conference  - Crafting the Future, Gothenburg, Sweden, 17 – 19 April 2013: Crafting the Future, 2013Conference paper (Refereed)
    Abstract [en]

    It is becoming increasingly common to include design methodology into innovation processes, but this is still mostly done to problem-solve or user-test technologies that are already at a late stage of innovation. This paper describes an attempt to use a fine art sculptural process to access unspoken desires and fears of the new and unknown: an exploratory children's workshops aimed at uncovering new technological objects and needs using craft and embodied making. The workshop uses the notion of magic and machine as substitute for technology to allow a broader range of response. We ask questions like: How do we design magic? What is magical to you? If you could make anything at all, what would it be? The responses are low-fi objects built from paper, cardboard, wood, string and plastic. These objects are in turn treated as props in a process of enacting a future scenario-of-use. The paper describes the process itself as well as a small selection of the resulting objects and suggests some tentative guidelines for using this type of workshop format.

  • 63. Andersen, Kristina
    The deliberate cargo cult2014In: Proceedings of the 2014 conference on Designing interactive systems (DIS '14), New York, USA: ACM Press, 2014, p. 627-636Conference paper (Refereed)
    Abstract [en]

    Taking it’s origin from the notion of the cargo cult as anelaborate misunderstanding, this paper suggests a series ofexploratory design methods to support users in generatingrequirements and scenarios-of-use for technological objectsthat do not yet exist. Strategies from fields such as art andperformance are used to create experiences of userinvolvementcentered on the making of non-functionalmock-ups. These can then act as props through which theparticipant can express their intuitions and concerns with agiven technological notion. The processes described makesuse of a broad range of cultural drivers to engage users inplayful misunderstandings that facilitate new, out of theordinary, interpretations of objects. The paper outlines thebasis of three projects, discusses the drivers behind eachproject and suggests guidelines for creating these kinds ofexploratory embodied experiences.

  • 64. Andersen, Kristina
    et al.
    Gibson, Dan
    The Instrument as the Source of New in New Music2017In: Design Issues, ISSN 0747-9360, E-ISSN 1531-4790, Vol. 33, no 3, p. 37-55Article in journal (Refereed)
    Abstract [en]

    How can we treat technological matter as yet another material from which our notions of possible future instruments can be constructed, intrinsically intertwined with, and informed by a practice of performance? We strive to develop musical-performance instruments not only by creating technology, but also in developing them as aesthetic and cultural objects. A musical instrument is not an interface and should not be designed as such; instead, new instruments are the source of new in new music. Like any traditional instrument, a new instrument's potential for producing quality musical sound can only be revealed when it is played. We present an instrument-design process conducted by a visionary and an agenda-setting musician. The resulting objects are experimental prototypes of technological matter, which allow analysis and meaning to be specified through physical and tactile interaction with the objects themselves. As the instruments evolve through various stages, their capability is continually enhanced, making them all the more desirable for musicians to play.

  • 65. Andersen, Kristina
    et al.
    Knees, Peter
    Johannes Kepler University.
    The Dial: Exploring Computational Strangeness2016In: Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA '16), New York, USA: ACM Press, 2016Conference paper (Refereed)
    Abstract [en]

    This paper describes the process of a computational ideaemerging from a process of user engagement: algorithmicrecommendations as artistic obstructions in creativework. Through a collaboration between HCI and Music InformationRetrieval, we conducted open-ended interviewswith professional makers of Electronic Dance Music. Wedescribe how the idea emerged from this process, and considerhow algorithmic recommendation systems could bere-considered as tools for artistic inspiration. We proposethe concept of a “Strangeness Dial,” which allows the gradualadjustment of the degree of desired otherness, which istested through the use of a non-functional prop and a seriesof interviews.

  • 66.
    Andersson, Adam
    et al.
    Blekinge Institute of Technology, School of Engineering, Department of Systems and Software Engineering.
    Watti, Alan
    Blekinge Institute of Technology, School of Engineering, Department of Systems and Software Engineering.
    Cupsystemet: En kvalitativ fallstudie av en mobil webbtjänst2004Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    The thesis describes the following main question: Will the administrative labour during football tournaments be made easier with the help from a mobile web service or will it convey to unnecessary extra work? To be able to give a good and qualified answer to this question, the thesis will in the beginning describe how the technique for such a system might look like and also describe the existing administrative moments during a football tournament, this is too give the reader a deeper understanding for further reading. The thesis then goes on to describe a concrete system which is tested on three football tournaments. On the basis of the tests, interviews and through analysis of these the thesis will be able to answer our questions. The result which we present in the thesis have unfolded through testing of the system on three chosen football tournaments. The differences in way of labour pre and post the system have been analyzed and through interviews the value of these changes have been assessed. The results achieved in the thesis are as follows, the presented mobile web service does not only decrease the total work effort made by the tournament officials it also speeds up their work. With that information emerged we can conclude that the administrative work which occurs during a football tournament is made easier and it does not lead to any unnecessary extra work.

  • 67.
    Andersson, Anders
    et al.
    Swedish National Road and Transport Research Institute, Traffic and road users, Driving Simulation and Visualization.
    Lidström, Mats
    Peters, Björn
    Swedish National Road and Transport Research Institute, Traffic and road users, Driver and vehicle.
    Rosberg, Tomas
    Swedish National Road and Transport Research Institute, Infrastructure, Pavement Technology.
    Thorslund, Birgitta
    Swedish National Road and Transport Research Institute, Traffic and road users, Driver and vehicle.
    Framtagning av loktågsmodell för VTI:s tågsimulator2017Report (Other academic)
    Abstract [en]

    Allowing higher speeds for freight trains would provide opportunities for a higher prioritization in the traffic flow by rail traffic management, which in itself is a capacity gain and should generate better flows and higher capacity on the Swedish rail network, especially on the major railways. Simulators are an effective and safe way to investigate the effects of changes in both driver behavior and capacity.

    The purpose of this project was to create capacity-enhancing opportunities and actions by developing a freight train simulator and investigating its possible application areas. The aim of the project was to provide a freight train simulator, consisting of a locomotive and a number of wagons, which can be used in studies to increase capacity through, for example, optimized speed, and thus changing braking profiles, for long trains. The project has delivered knowledge of new test methods, a freight train simulator and a software platform for further testing.

    The project was conducted in three successive stages. In the first phase, a pilot study was carried out with drivers, operators and problem owners, who gave the researchers an understanding of the driving environment. In addition, some of the data needed for the development of the freight train simulator was collected. In the second phase, a freight train (software and hardware) model was developed. Stage three was a validation study together with drivers.

    A Traxx model driver console was purchased from a German manufacturer. The vehicle model was developed from a single unit, Regina type (motorcar train), into a combination of several units. The train in the simulator consists of one or more locomotives and a number of wagons with a total length of up to 750 meters. A locomotive of Traxx model is used. For each device, locomotive and wagon, data is required: length, weight, load, brake, roll and air resistance. In addition, information about noise, driving, braking (re-electrical braking and conventional pneumatic brake) (P-brake), cab equipment and more are added. Currently, the track between Falköping - Jönköping - Forserum is modelled and will be used for ATC trains. The model is configurable using combinations of a locomotive (Traxx) and, currently, four different types of wagons. These can be linked in different combinations.

    Some applications that were discussed at the start of the project were, on the one side, those that could naturally be linked to longer and heavier trains, and, on the other, the ideas that arose because of the equipment purchased. At the Transport Administration winter meeting, a workshop was conducted where further uses were discussed. Among these are applications within education, energy efficient driving or design. Education and certain types of studies could be performed with the existing locomotive model, while others require either validation of parameters or some further development of the model.

    The project has provided knowledge of new test methods, this research report and a product in the form of a freight train simulator and software platform for further testing. The project has also delivered a national resource of simulator software. The software provides for cost-effective testing activities in the freight train domain. A freight train simulator has been developed, which will be valuable as a demonstration tool as well as a platform for training,

  • 68.
    Andersson, Arne W.
    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.
    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.
    Sandblad, Bengt
    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.
    Tschirner, Simon
    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.
    Recognizing complexity: Visualization for skilled professionals in complex work situations2013In: Building Bridges: HCI, Visualization, and Cognitive Ergonomics, Springer Berlin/Heidelberg, 2013Conference paper (Refereed)
  • 69.
    Andersson, Ellen
    Linköping University, Department of Computer and Information Science.
    Cognitive Workload, Game Experience, and Intrinsic Motivation2017Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [en]

    When it comes to game design, two features that have been linked to the success of a game are playability and the subjective game experience. This is perhaps not surprising, as the main purpose of a game is to entertain. What cognitive factors that may underlie these features has, however, not been explored. This study examines the relationship between both workload and cognitive workload and player experience. The results suggest that an increase in workload, including cognitive workload, positively affect the player experience of the game as well as the player’s intrinsic motivation.

  • 70.
    Andersson, Helena
    et al.
    Blekinge Institute of Technology, Department of Human Work Science and Media Technology.
    Nilsson, Anna
    Blekinge Institute of Technology, Department of Human Work Science and Media Technology.
    Nilsson, Johan
    Blekinge Institute of Technology, Department of Human Work Science and Media Technology.
    Trouble Ticket "Kommunikationen gav oss vind i seglen"2002Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Rapporten huvudsyfte är att beskriva hur vi genom användning av språk och kommunikation har kunnat tillgodose våra användares krav på ett ärendehanteringssystem, samt på vilket sätt vi har använt artefakter för att kommunicera. Vi kommer att beskriva olika delar av projektet där språk och kommunikation har haft centrala "roller" och visat sig ha olika betydelse beroende på de personer som medverkar och i vilken miljö situationen har utspelat sig. Rapporten behandlar även hur resultatet av ovanstående har lett oss in i en utvecklingsprocess där vi försökt tillgodose användarens krav på bästa sätt. Vi kommer också att beskriva de kända och tidigare okända metoder som vi använt oss av för att uppnå vår målsättning, att överlämna en första prototyp av ett ärendehanteringssystem.

  • 71.
    Andersson, Henrik
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Event scenes in role-playing games: A study about focus during event scenes versus gameplay2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This thesis investigates the level of focus a player is displaying while playing a role-playing game. The thesis tries to answer the questions if the level of focus is different while a player is watching an event scene versus during gameplay and if there is a difference in the level of focus displayed by new players versus experience ones. To answer this question a playtest was performed in the role-playing game Final Fantasy XIII and the player’s reaction was recorded and documented. The result suggests that the level of focus a player is displaying is lower during event scenes than during gameplay.

  • 72.
    Andersson, Jennie
    et al.
    Mälardalen University, School of Innovation, Design and Engineering, Innovation and Product Realisation.
    Palmgren, Marianne
    Mälardalen University, School of Innovation, Design and Engineering, Innovation and Product Realisation.
    Visionary Expectations and Novice Designers: Prototyping in Design Education2017In: Design and Technology Education: An International Journal, ISSN 1360-1431, E-ISSN 2040-8633, Vol. 22, no 1, p. 1-16Article in journal (Refereed)
    Abstract [en]

    In information design education, we strive to find methods that provide students with opportunities to explore different ways of learning and designing. We seek to support development of contextual competences that will be helpful in navigating an unknown future of design in society. A challenge in today's design education is to formulate and use methods that support design students in developing competencies in the space between basic form training and context-rich training. The aim of this study was to evaluate prototyping exercises in design education where the focus was in that in-between space. The study is based on 33 prototyping workshops done between 2008 and 2015 and involving 160 students and two design teachers. Four different approaches to prototyping exercises are described, examined and evaluated: "spatial prototyping," "multi-material prototyping," "physical prototyping," and a mix between the latter two, "physical multi-material prototyping." The results show that the prototyping exercises did support the learning of diverse competencies in the in-between space of basic form training and context training. However, the exercises were also counterproductive and met with different kinds of resistance. The results of the study invite to a dialogue on how different prototyping techniques can stimulate learning in relation to future design competences.

  • 73.
    Andersson, Jim
    Dalarna University, School of Technology and Business Studies, Information Systems.
    Hur viktigt är det att följariktlinjer för användbarhet vidutveckling av en webbplatsmed ett bokningssystem?2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Usability is a concept that exists to make it easier for visitors to find the right information efficiently, with goodsatisfaction and widely used. There are various guidelines to achieve good usability on websites that have theirown criteria that need to be met before the site can develop to be seen as useful. I have explored andevaluated a web site that contains an online system, based on previous research on usability of web sites anddata collection of user testing and surveys. I have tried to analyze the results I have gathered to try to answerHow important is it to follow the utility in the development of a website with a reservation system? My researchhas shown that guidelines are something that one should follow to the best of our ability, but only if theguidelines are relevant to the product objectives and one can speculate for the need for guidelines for usabilitytargeting sites with specific purposes.

  • 74.
    Andersson, Johan
    University of Skövde, Department of Computer Science.
    Expertkunskap och metakognition: experters förmåga till metakognitiv övervakning2001Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Metakognitiva processer och förmågor innefattar bland annat människans förmåga att reflektera över sin egen kunskapsnivå och minneskapacitet, och att utifrån detta till exempel kunna reglera tid och inlärningsstrategier vid inlärningssituationer. Kännetecknande för en person som räknas till att vara expert inom en viss domän är bland annat att denne anses kunna övervaka sin kunskapsnivå på ett korrekt sätt. Denna studie undersöker om personer med stor domänkunskap uppvisar en större förmåga till metakognitiv övervakning än vad personer med sämre domänkunskap gör. Aktuell kunskapsdomän i denna studie är deklarativ kunskap kring fotboll, och fotbollsspelare och ledare rekryterades som försöksdeltagare. Förmågan till metakognitiv övervakning mättes med hjälp av mätteknikerna Assessment of Cognitive Monitoring Effectiveness (ACME) och Metacognitive Knowledge Monitoring Assessment (KMA), där försöksdeltagarna i samband med att ett kunskapstest genomförs får avgöra vilka frågor de tror sig kunna eller inte kunna svaret på. Resultatet visar att personer med expertkunskap uppvisar en signifikant bättre förmåga till metakognitiv övervakning än personer med sämre domänkunskap.

  • 75.
    Andersson, Johanna
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    The Heart Companion:: Designing an empowering application for heart failure patients2015Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Healthcare practices are changing as focus shifts fromtreating acute illnesses to chronic diseases. Theresponsibility of managing the treatment has shifted fromhealthcare providers to the individual in a higher degree. Toachieve good treatment the patients need to be empoweredso that they understand their condition and can makeinformed choices throughout their self-care. A researchthrough design approach was used to investigate how todesign a personalized empowering application for heartfailure patients. Aside from information relating to thecondition, the themes of physical activity, dieting and socialconnectedness were identified as central to address for theempowerment of this group. Patients, partners andhealthcare providers contributed with different perspectivesthroughout the design process. As a result five personas,representing potential users, were developed. Based on thepersonas and knowledge of the domain, user scenarios incurrent- and preferred state were constructed in order toguide the design of the empowering application called ‘TheHeart Companion’. It is a tablet application catering to thedifferent needs of the personas that also addresses the threethemes relevant for empowerment. The purpose of theapplication is to facilitate better understanding, a feeling ofsafety and a more active empowered life for the patient.The application enables personalization of the content byproviding bookmarking and addresses empowerment ofphysical activity by enabling various guided exercisesessions, personalized feedback, the possibility of reflectionand construction of personalized exercise sessions.

  • 76.
    Andersson, Jonas E.
    KTH.
    Standardizing Human Abilities and Capabilities Swedish Standardization with a Design for All Approach2019In: Proceedings of the 20th Congress of the International Ergonomics Association (IEA 2018), Springer, 2019, Vol. 825, p. 459-468Conference paper (Refereed)
    Abstract [en]

    Several standard works in Sweden from the period 2000–2017 have been focused on converting visionary welfare political goals into down-to-earth-oriented guidelines for subsequent realization and implementation. The present paper is focused on the conversion of general welfare goals into standards that apply to areas that require a trans-disciplinary approach to address accessibility issues in built environment, services and transportation. The study suggests that standardization with a design for all perspective becomes an interpretive work in which words and phrases are contemplated in relation to the ethical stance of the national disability policy. This framework is situated at the very interface between real-life settings and visionary thinking. Consequently, participants in standardization works revolving around design for all activate several individual knowledge fields of ethical, ideological, practical and theoretical nature. In communal discussions between the participants, the development of standards proceeds through an analytical work that is like an iterative creative process that uses concepts, phrases and words as instruments. The overall conclusion is that standardization with a design for all approach has left the strict focus on products and started to target the design process in view of a built environment, products or services that are centered on the fit between the design and a wide range of human abilities.

  • 77.
    Andersson, Jonatan
    Linköping University, Department of Computer and Information Science, Human-Centered systems.
    Assessment and Improvement of Initial Learnability in Complex Systems: A Qualitative Study to Promote Intuitive Software Development2016Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This Master’s Thesis aimed to assess and propose improvements for initial learnability in Sectra AB’s Picture Archiving Communication System (PACS) by integrating usability engineering and agile software development. Assessing initial learnability and re-designing complex systems is difficult as they have a high skill cap and take longer time to learn in comparison to simpler ones. Further, companies that use agile methodologies often focus on completing small items which might hide the overarching vision of a product that can lead to usability problems. While there are several methods for assessing usability, no research has specifically focused on assessing initial learnability in complex systems. This study however investigates how this may be achieved by combining current methodologies for measuring learnability with usability engineering and agile software development. Initial learnability issues and needs were assessed after evaluating Sectra PACS using 5 participants and analysed using impact mapping as well as conducting a focus group within the organisation that owns the product.

  • 78.
    Andersson, Jonatan
    Linköping University, Department of Computer and Information Science. Linköping University, Faculty of Arts and Sciences.
    Design och utkast av ett informationssystem för akutkliniken vid Karolinska Sjukhuset: Design samt utvärdering av prototyp för akutpatienter i väntan på vård2014Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [sv]

    På Karolinska Sjukhusets akutklinik i Solna har man upplevt problem med att personalen får lägga mycket tid på att besvara på patienters frågor som man många gånger tror beror på brist av information. Syftet med studien var att visa på hur ett informationssystem skulle kunna öka den s.k. informationssystems-framgången för Karolinska Sjukhuset med fokus på kopplingen mellan organisationen och patienterna. Detta gjordes genom att skapa två prototyper med hjälp av Adobe Photoshop, Illustrator samt Axure RP som sedan kördes via          en iPhone. Studien ämnade även utvärdera dessa produkter för att hitta eventuella användbarhetsproblem som kan komma att sänka en potentiell användarens nöjdhet. Detta gjorde med hjälp av ett tänka-högt-protokoll som kompletterades av en SUS-enkät.

     

    Studien resulterade i en klargörande analys om vad som var bra- respektive dåligt med de olika prototyperna samt hur de bör tillämpas och vilka resultat det kan få för patienterna, personalen samt Karolinska Sjukhuset som organisation. Det visade sig att en mobilapplikation var något som försöksdeltagarna uppskattade samt tyckte var nödvändigt för att bidra till ett förbättrat informationsflöde på akutkliniken. Vidare bör man dock fortsätta att användbarhetstesta produkten samt experimentera med olika typer med informationspresentation för att optimera gränssnittet samt göra produkten uppdaterad och intressant. 

  • 79.
    Andersson, Karl
    KTH, School of Computer Science and Communication (CSC).
    Manipulating Control-Display Ratios in Room-Scale Virtual Reality2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This study examined how reduced control-display ratios on motion-tracked handheld controllers in virtual reality affected user immersion and sense of control. 24 participants played a puzzle game in virtual reality using one of three control-display ratios: one normal, and two that were reduced using the “Go-Go” technique. Results indicate that the control-display ratio can be reduced drastically while retaining user immersion and sense of control, but that the effectiveness of this seems to differ between individuals and is heavily influenced by previous experiences. Even so, these results could be of use for future virtual reality interaction designers as well as researchers studying the senses of vision and proprioception. 

  • 80.
    Andersson, Karl
    et al.
    Blekinge Institute of Technology, Department of Human Work Science and Media Technology.
    Dackemyr, Elisabeth
    Blekinge Institute of Technology, Department of Human Work Science and Media Technology.
    Teknikens Under: En problemrapport över arbetet på diariet, Regionens Hus i Mariestad2002Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Att en dator hänger sig, inte gör som man vill eller bara är obegriplig är inget nytt fenomen. Dock är detta en del av vardagen på diariet i Regionens Hus i Mariestad, där de tre registratorernas arbetsprocesser innehåller ett antal problem som bland annat är datorrelaterade. Rapporten beskriver arbetet på diariet, de problem som finns, vem som äger problemen, och innehåller också en diskussion runt de befintliga problemen. Rapporten tar upp allt från postöppning till sökfel i programmet Diabas och mycket annat som ingår i arbetet som registrator. De problem som finns i arbetet på diariet har hopat sig över registratorerna som känner att det inte finns någon självklar part som de kan vända sig till för att få hjälp. Känslan av maktlöshet är alltid närvarande i arbetet när registratorernas datoriserade hjälpmedel inte gör som de vill. Rapporten är ett steg i att kartlägga problemen och vem som äger dem, och avsedd att bli en hjälp för registratorerna.

  • 81.
    Andersson, Lisa
    KTH, School of Computer Science and Communication (CSC).
    EquumTemp: A palpation aid that document and detect temperature changes on the surface of horse’s forelimbs2016Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    At the moment, in the daily health care for horses there is a lack of technical aids for private use. As a horse owner you need to physically palpate the horse’s limbs to detect signs of injury and lameness. It is difficult and the signs are usually vague and hard to distinguish. Technology and interaction design could be the solution to this problem. The related research this paper builds on are: clinical complementary diagnostic methods for lameness diagnosis, wearable health monitor systems for humans and smart textiles on horses. The question this paper tries to answer is:

    How to develop and design a prototype of a product that is an aid for horse owners to document and better understand changes in surface temperature of the horse’s fetlock?

    To answer this question a user-centered design process was used. A survey, expert domain interview, design and development of a prototype, two different user testings’ and a design workshop. The result is a prototype of a palpating aid called EquumTemp. It is used by the horse owner as a second opinion on the status of their horse fetlock temperature. EquumTemp measures, stores and documents surface temperature of the fetlock. The prototype was tested by the author for 2 weeks and by three different potential users. The knowledge gained from the project resulted in defined product requirements.

  • 82.
    Andersson, Maja
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Enhancing content discovery in Video on Demand services for children2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The media landscape is changing and Internet-based streaming services for children are becoming increasingly popular. The concept of online streaming extends freedom and control over content selection but discovering new content is often experienced as troublesome. The objective of this thesis is to identify parameters to make it easier for users of streaming services for children to discover and watch unfamiliar programs. Guidelines are formed based on literature studies, interviews, observations, a survey, a benchmark, data analysis with Adobe Analytics, a workshop and finally user tests with prototypes. These guidelines conclude that content should be categorized, dynamicized, highlighted and socially engaging. Categorization based on age is primarily important but interests and genres can also be used to make children more interested in a title. Content should be dynamic, customizable and personal to each user to give more accurate recommendations based on age and interests. Making one alternative more visually prominent will make this alternative more interesting especially for younger children and social features with information about other users opinions can motivate a decision to discover new content among older children. 

  • 83.
    Andersson, Matilda
    Linköping University, Department of Computer and Information Science. Linköping University, Faculty of Arts and Sciences.
    Vägen mot en guideapplikation: Designförslag till en guide i kulturhistorisk miljö2012Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [sv]

    Detta projekt har skapat en design till en applikation, vars mål är att få människor i närnatur och samtidigt möjliggöra för dem att lära sig mer om den kulturhistoria denna natur har att bjuda.I projektet har designen till en guideapplikation för användning i miljö med kulturhistoriska arv undersökts och tagits fram. Projektet är en fallstudie och använder ramverket Minnesmark som en grund för designen.Designen är framtagen genom att använda en målinriktad designmetod och designprocess av Goodwin(2009). Med detta menas att personor och scenarier har varit de främsta verktygen för att generera krav till designen. Krav baseras även på ramverket Minnesmarks möjligheter och begränsningar. Vidare krav kommer även från intervjuer med två olika guider.En första design; en prototyp, utvärderades av åtta personer för att förbättra designen. Utifrån dessa förbättringar togs den slutgiltiga designen fram som består av fem olika delar vilka tillsammans skapar en applikation att använda i miljö med kulturhistoriska arv.

  • 84.
    Andersson, Niklas
    University of Skövde, School of Humanities and Informatics.
    DAISY-formatets påverkan på läsning: En studie på barn i och utanför läs- och skrivsvårigheter2007Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    I grundskolan skiljer det sig mycket från elev till elev när det gäller konsten att behärska läsning. Då läsning är något som tränas genom övning är det oftast de som tycker det är svårt som håller sig borta från läsandet. DAISY är ett format som erbjuder läsare att, samtidigt som de läser en text, få den uppläst. Genom att presentera text både visuellt och auditivt kan fokus tas bort från själva ordavkodningen, vilket är det som de flesta i läs- och skrivsvårigheter har problem med. I detta arbete undersöktes läshastighet, läsförståelse och läseffektivitet på 18 åttondeklassare, varav sju uppvisade olika grader av läs- och skrivsvårigheter. Resultaten mellan när de läste en text med DAISY och när de läste en text utan DAISY jämfördes. Resultatet visade att deltagarna läste långsammare med DAISY än utan. De i läs- och skrivsvårigheter hade dock både en större läsförståelse och läseffektivitet när de använde DAISY.

  • 85.
    Andersson, Patrik
    et al.
    Blekinge Institute of Technology, School of Computing.
    Johansson, Sakarias
    Blekinge Institute of Technology, School of Computing.
    Rendering with Marching Cubes, looking at Hybrid Solutions2012Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Marching Cubes is a rendering technique that has many advantages for a lot of areas. It is a technique for representing scalar fields as a three-dimensional mesh. It is used for geographical applications as well as scientific ones, mainly in the medical industry to visually render medical data of the human body. But it's also an interesting technique to explore for the usage in computer games or other real-time applications since it can create some really interesting rendering. The main focus in this paper is to present a novel hybrid solution using marching cubes and heightmaps to render terrain; moreover, to find if it’s suitable for real-time applications. The paper will follow a theoretical approach as well as an implementational one on the hybrid solution. The results across several tests for different scenarios show that the hybrid solution works well for today's real-time applications using a modern graphics card and CPU (Central Processing Unit).

  • 86.
    Andersson, Robin
    et al.
    Computer Science and Engineering, Chalmers University of Technology, Gothenburg, Sweden.
    Berglund, Jonas
    Computer Science and Engineering, Chalmers University of Technology, Gothenburg, Sweden.
    Coşkun, Aykut
    KUAR, Media and Visual Arts Department, Koç University, Istanbul, Turkey.
    Fjeld, Morten
    Computer Science and Engineering, Chalmers University of Technology, Gothenburg, Sweden.
    Obaid, Mohammad
    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.
    Defining gestural interactions for large vertical touch displays2017In: Human-Computer Interaction – INTERACT 2017, Springer, 2017, p. 36-55Conference paper (Refereed)
    Abstract [en]

    As new technologies emerge, so do new ways of interacting with the digital domain. In this paper, the touch interaction paradigm is challenged for use on large touch displays of 65 in. in size. We present a gesture elicitation study with 26 participants carried out on twelve actions commonly used on touch displays. The results and analysis of 312 touch gestures revealed agreement rates for each action. We report several findings including the results of a set of ten unique (and a few secondary) gestures, a taxonomy classifying the defined gestures, a pilot study on the defined gestures, and explicit design implications. We discuss the results and include several important factors for future considerations. We aim at helping future designers and engineers to design interactions for large touch displays

  • 87.
    Andersson, Sofie
    Linköping University, Department of Computer and Information Science.
    Kvalitativa skillnader mellan olika grupper av utvärderare i en användbarhetsinspektion.2010Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Denna studie syftar till att undersöka om det framkommer kvalitativa skillnader i de förväntade användbarhetsproblem som kommenteras på av olika grupper av utvärderare i en användbarhetsinspektion. Metoden som används för användbarhetsinspektionen är heuristik utvärdering, dock utan en sedvanlig problembedömning. De olika utvärderargrupperna som har undersökts är användbarhetsexperter och utvecklare. Den heuristiska utvärderingen har utförts på ett system utvecklat för att medborgare i Sverige ska kunna ansöka om tjänster hos socialtjänsten, administrera sina ärenden och kontakta socialtjänsten. Utvärderarna har innan utvärderingen påbörjats informerats om användargrupper, användarscenarion och Nielsens tio heuristiker. Kommentarerna kring användbarhetsproblem har analyserats för att undersöka om de två grupperna av utvärderare fokuserar på olika aspekter i systemet, om de hittar olika slags användbarhetsproblem och om de tar olika användargruppers perspektiv i utvärderingen. Resultatet som har funnits är att utvärderarna till stor del fokuserar på olika delar av systemet. Det finns också en tendens till att grupperna hittar olika slags användbarhetsproblem i form av allvarlighetsgrad och de tar till stor del olika användargruppers perspektiv vid utvärderingen.

  • 88.
    Andersson, Torbjörn
    et al.
    Linköping University, Department of Management and Engineering, Machine Design. Linköping University, The Institute of Technology.
    Warell, Anders
    Division of Industrial Design, Dept of Design Sciences, Lund University,.
    Holmlid, Stefan
    Linköping University, Department of Computer and Information Science, Human-Centered systems. Linköping University, The Institute of Technology.
    Ölvander, Johan
    Linköping University, Department of Management and Engineering, Machine Design. Linköping University, The Institute of Technology.
    Desirability in the development of In-Car Infotainment Systems2011In: Workshop: User Experience in Cars / [ed] David Wilfinger, 2011Conference paper (Other academic)
    Abstract [en]

    This paper describes a workflow for designing experiences whileinteracting with an advanced driver assistant system. Future driver assistancesystems that utilize sensors and Car2X-communication in order to detect threatsin the car environment can help the driver to avoid collisions. To increase theacceptance of such a system, the interaction between the driver and the systemshould be able to generate positive experiences. To generate those experiences,a story-based design workflow was used. Concepts created with this workflowshould be able to address specific psychological needs of the driver. Theimplementation of this workflow revealed different schemes of positiveexperiences during driver interaction in critical situations.

  • 89.
    Andersson, Ulrika
    KTH, School of Computer Science and Communication (CSC).
    Effect of depth cues on visual search in a web-based environment2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In recent years, 3D graphics has become more available for web development with low-level access to graphics hardware and increased power of web browsers. With core browsing tasks for users being to quickly scan a website and find what they are looking for, can 3D graphics – or depth cues – be used to facilitate these tasks? Therefore, the main focus of this work was to examine user performance on websites in terms of visual attention. Previous research on the use of 3D graphics in web design and other graphical interfaces has yielded mixed results, but some suggest depth cues might be used to segment a visual scene and improve visual attention. In this work, the main question asked was:  How do depth cues affect visual search in a web-based environment? To examine the question, a user study was conducted where participants performed a visual search task on four different web-based prototypes with varying depth cues. The findings suggest depth cues might have a negative effect by increasing reaction time, but certain cues can improve task completion (hit rate) in text-rich web environments. It is further elaborated that it might be useful to look at the problem from a more holistic perspective, also emphasizing other factors such as visual complexity and prototypicality of websites.

  • 90.
    Andreasson, Rebecca
    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. School of Informatics, University of Skövde, Skövde, Sweden.
    Alenljung, Beatrice
    School of Informatics, University of Skövde, Skövde, Sweden.
    Billing, Erik
    School of Informatics, University of Skövde, Skövde, Sweden.
    Lowe, Robert
    Department of Applied ITUniversity of Gothenburg, Gothenburg, Sweden.
    Affective touch in human–robot interaction: Conveying emotion to the Nao robot2018In: International Journal of Social Robotics, ISSN 1875-4791, E-ISSN 1875-4805, Vol. 10, p. 473-491Article in journal (Refereed)
    Abstract [en]

    Affective touch has a fundamental role in human development, social bonding, and for providing emotional support in interpersonal relationships. We present, what is to our knowledge, the first HRI study of tactile conveyance of both positive and negative emotions (affective touch) on the Nao robot, and based on an experimental set-up from a study of human–human tactile communication. In the present work, participants conveyed eight emotions to a small humanoid robot via touch. We found that female participants conveyed emotions for a longer time, using more varied interaction and touching more regions on the robot’s body, compared to male participants. Several differences between emotions were found such that emotions could be classified by the valence of the emotion conveyed, by combining touch amount and duration. Overall, these results show high agreement with those reported for human–human affective tactile communication and could also have impact on the design and placement of tactile sensors on humanoid robots.

  • 91.
    Andreasson, Rebecca
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre. Department of Information Technology, Uppsala University, Uppsala, Sweden.
    Alenljung, Beatrice
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Billing, Erik
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Lowe, Robert
    Department of Applied IT, University of Gothenburg, Gothenburg, Sweden.
    Affective Touch in Human–Robot Interaction: Conveying Emotion to the Nao Robot2018In: International Journal of Social Robotics, ISSN 1875-4791, E-ISSN 1875-4805, Vol. 10, no 4, p. 473-491Article in journal (Refereed)
    Abstract [en]

    Affective touch has a fundamental role in human development, social bonding, and for providing emotional support in interpersonal relationships. We present, what is to our knowledge, the first HRI study of tactile conveyance of both positive and negative emotions (affective touch) on the Nao robot, and based on an experimental set-up from a study of human–human tactile communication. In the present work, participants conveyed eight emotions to a small humanoid robot via touch. We found that female participants conveyed emotions for a longer time, using more varied interaction and touching more regions on the robot’s body, compared to male participants. Several differences between emotions were found such that emotions could be classified by the valence of the emotion conveyed, by combining touch amount and duration. Overall, these results show high agreement with those reported for human–human affective tactile communication and could also have impact on the design and placement of tactile sensors on humanoid robots.

  • 92.
    Andreasson, Rebecca
    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.
    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.
    Towards a distributed cognition perspective of the Swedish train traffic system2017In: Proceedings of the 13th SweCog Conference, Högskolan i Skövde , 2017, p. 37-39Conference paper (Refereed)
  • 93.
    Andreasson, Rebecca
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Riveiro, Maria
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Effects of Visualizing Missing Data: An Empirical Evaluation2014In: 18th International Conference on Information Visualisation (IV) / [ed] Ebad Banissi, Mark W. McK. Bannatyne, Francis T. Marchese, Muhammad Sarfraz, Anna Ursyn, Gilles Venturini, Theodor G. Wyeld, Urska Cvek, Marjan Trutschl, Georges Grinstein, Vladimir Geroimenko, Sarah Kenderdine & Fatma Bouali, IEEE conference proceedings, 2014, p. 132-138Conference paper (Refereed)
    Abstract [en]

    This paper presents an empirical study that evaluates the effects of visualizing missing data on decision-making tasks. A comparison between three visualization techniques: (1) emptiness, (2) fuzziness, and (3) emptiness plus explanation, revealed that the latter technique induced significantly higher degree of decision-confidence than the visualization technique fuzziness. Moreover, emptiness plus explanation yield the highest number of risky choices of the three. This result suggests that uncertainty visualization techniques affect the decision-maker and the decisionconfidence. Additionally, the results indicate a possible relation between the degree of decision-confidence and the decision-maker's displayed risk behavior.

  • 94.
    Andreasson, Rebecca
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Riveiro, Maria
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Effects of Visualizing Missing Data: An Empirical Evaluation2014In: 18th International Conference on Information Visualisation (IV) / [ed] Ebad Banissi, Mark W. McK. Bannatyne, Francis T. Marchese, Muhammad Sarfraz, Anna Ursyn, Gilles Venturini, Theodor G. Wyeld, Urska Cvek, Marjan Trutschl, Georges Grinstein, Vladimir Geroimenko, Sarah Kenderdine & Fatma Bouali, IEEE conference proceedings , 2014, p. 132-138Conference paper (Refereed)
    Abstract [en]

    This paper presents an empirical study that evaluates the effects of visualizing missing data on decision-making tasks. A comparison between three visualization techniques: (1) emptiness, (2) fuzziness, and (3) emptiness plus explanation, revealed that the latter technique induced significantly higher degree of decision-confidence than the visualization technique fuzziness. Moreover, emptiness plus explanation yield the highest number of risky choices of the three. This result suggests that uncertainty visualization techniques affect the decision-maker and the decisionconfidence. Additionally, the results indicate a possible relation between the degree of decision-confidence and the decision-maker's displayed risk behavior.

  • 95.
    Andrieux, Alexandre
    KTH, School of Computer Science and Communication (CSC).
    Improving HSL Recognition Skills with a Color Game2016Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Improving color matching skills requires a specifically designed interface as much as well-calculated feedback on the underlying color model. This thesis relates to the production of a game for learning HSL and elaborates on learning patterns with regard to hue and game progression. A quantification of learning based on performance variation is proposed. In an effort to balance data quantity and relevance, several variables of pure analysis interest are defined. Results on learning inhomogeneities are presented through Hue Learning Curves with streamgraphs and detailed bar charts. The consequences of design choices and gameplay on performance and learning are discussed.

  • 96.
    André, Johannes
    Linköping University, Department of Computer and Information Science.
    Mötesplatser och odling i framtidens städer2018Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [sv]

    Detta är ett examensarbete av undersökande karaktär för att se i vilken riktning man kan gå när man utformar mötesplatser i det offentliga rummet i nya stadsdelar. Utgångspunkten för detta arbete är den nya stadsdelen Ebbepark som håller på att byggas i Linköping i Östergötland. I Ebbepark kommer människor båda att bo och jobba. I studien undersöks om det finns några gemensamma nämnare mellan dessa två grupper (boende och anställda på företag i Linköping) och hur de idag träffar andra människor i sin närhet. Vad som även undersöks är hur de tänker kring hur dessa mötesplatser skulle kunna utformas och vad man skulle kunna göra på en sådan mötesplats. De två undersökta grupperna får även möjligheten att reflektera över om urbana odlingar skulle kunna vara ett inslag i dessa mötesplatser och vad de tror att urbana odlingar skulle kunna bidra med för dem. Från resultaten av den enkätundersökning som har genomförts har det visat sig att det inte återfinns någon signifikant skillnad på någon av frågorna mellan de två olika grupperna i studien. Att det inte finns någon signifikant skillnad mellan grupperna leder till att man enklare kan se i vilken riktning som mötesplatserna kan utformas. Detta kan man då göra genom att studera medelvärden för respektive kvantitativ fråga i enkäten. Det blir även intressant att studera de identifierade teman från en tematisk analys på den kvalitativa delen av enkäten. Detta för att erhålla en djupare förståelse för hur respektive enskild individ resonerar. Från de kvantitativa resultaten ser man att deltagarna överlag ställer sig positivt till växter i närheten av där de jobbar och bor. Det framkommer även att det redan finns några mötesplatser där deltagarna jobbar respektive bor men att de skulle kunna tänka sig fler. Vidare anser de att det finns en poäng med att boende och de arbetande i samma område beblandas och umgås med varandra. Från den tematiska analysen framkom att en mötesplats för de tillfrågade försöksdeltagarna antingen var en plats där man bara kunde vara, umgås och prata med andra människor. Det andra identifierade temat var att man på en mötesplats samlas kring någon form av aktivitet. Dessa två identifierade teman pekar antingen på lågintensiva eller högintensiva mötesplatser. När man vidare studerar fler av de teman som uppkom i analysen så träffades människor ofta i samband med måltider. När de tillfrågades vad man kunde göra på en mötesplats så menade flera personer att de ville prata med andra människor och ville gärna fika. Detta är mer i linje med de lågintensiva mötesplatserna där man inte behöver träffas kring en given aktivitet. Denna kandidatuppsats är ett examensarbete som har genomförts tillsammans med Vissheim och Sankt Kors Fastighets AB. Vissheim är ett nystartat företag som har tagit fram en lösning för autonom odling. Sankt Kors är det företag som driver byggnationen av den nya stadsdelen Ebbepark i Linköping, Östergötland.

  • 97.
    Andrén, Stina
    Linköping University, Department of Computer and Information Science.
    What is the Lega?: Exploring the use of a movement-based interactive artifact in an art exhibition2011Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis explores the use of an interactive artifact designed to let friends physically share their experiences with each other in an art exhibition. The device, called “the Lega” is a research prototype designed with an interest in bodily interaction and visitors' interactions in museum environments. The Lega is a handheld device which has an ovoid shape that fits in the palm of a user's hand. By moving and touching the Lega in different ways the users can create tactile traces of their experiences that can be received by their friends.The thesis presents results from a qualitative analysis of material from a user observation conducted with the Lega at the Vårsalongen exhibition at Liljevalchs in the spring 2010. The analysis investigates how the visitors used the Lega in experiencing the art and to express themselves as well as their social behavior around the Lega, and how the Lega became a part of their art hall visit. Findings on different ways that users create an understanding of and finds meaning in an ambiguous artifact are presented, as well as different ways users use the body to establish a relationship with the artifact. Among these findings are those of users inventing a language of movements to express themselves with the Lega and users who mimic art pieces with the Lega.

  • 98.
    Andén, Calle
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Moyle, Alexander
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Artem ex Machina: En undersökning av emergence som fenomen och som metod vid skapandet av posthumanistisk konst2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Detta kandidatarbete är en undersökning av begreppet emergence och hur det kan användas i skapandet av digital interaktiv konst. Vi undersöker sambandet mellan designern och datorn, och hur användaren kan interagera med båda dessa för att bidra till och utforma skapandet.

     

    För att demonstrera detta har vi skapat en simulation, som är tänkt att efterlikna tidigt mänskligt beteende på hög nivå: uppståndelsen av civilizationer, interaktion mellan folkgrupper, och utnyttjande av naturliga resurser. Vi diskuterar de etiska och politiska konsekvenserna som följer på skapandet av en sådan simulation, och vilken sorts interaktion vi främjar i vår design.

  • 99.
    Angulo, Julio
    Blekinge Institute of Technology, School of Engineering, Department of Interaction and System Design.
    The Emotional Driver: A Study of the Driving Experience and the Road Context2007Independent thesis Advanced level (degree of Master (One Year))Student thesis
    Abstract [en]

    In modern societies the activity of driving has become almost an essential routine. Vehicles are considered by many as indispensable tools for accomplishing their daily tasks and they are the main form of transportation for millions of people. The average driver spends, voluntarily, considerable amounts of time on the road, using their vehicle to transport himself even for small distances and knowing that its use presents him with some form of comfort and convenience; yet, drivers frequently regard their road experience as tiring and fastidious, but their persistence in using their vehicle at every opportunity serves as proof of a pleasurable experience. So far car manufacturers, traffic authorities and designers of technology have been mainly concerned with aspects of the road that ensure drivers safety, increase power engine, provide more comfort, and maintain better streets, etc; however, the actual feelings of the driver as he travels through the streets has not yet been taken into a great account by the developers of the road environment. For this reason this thesis tries to create awareness on the existence and constant presence of people’s emotions as they drive, which have the mutual power to influence their action on the road and their driving patterns. In order to capture a drivers’ emotional experience this study uses three main methods. One of them is Cultural Probes, consisting of common objects specifically Postcards, Pictures, and Web-logs, to measure unknown factors about the users. The second is the use of Ethnographic studies on the driving activities through the use of observations, the popular talk-aloud-protocol and the shadow method. Finally, the Experience Sampling Method is used, which tries to captures the experience of an individual as it unfolds in its natural context. With the combined used of these three methods some of the main factors of the road’s environment that are commonly able to influence the driver’s emotions in negative or positive ways were discovered, which include the intensity and type of light, the different types and sources of sound, the perceivable landscapes and surrounding architectures and the different kinds of continuously occurring interactions. These are just some of the many factors that can influence emotions on the road, and hopefully this study will open the curiosity for a deeper study of these and other aspects of the emotional driving experience.

  • 100.
    Angulo, Julio
    Karlstad University, Faculty of Economic Sciences, Communication and IT, Department of Information Systems and Project Management. Karlstad University, Faculty of Economic Sciences, Communication and IT, Centre for HumanIT.
    Usable privacy for digital transactions: Exploring the usability aspects of three privacy enhancing mechanisms2012Licentiate thesis, comprehensive summary (Other academic)
    Abstract [en]

    The amount of personal identifiable information that people distribute over different online services has grown rapidly and considerably over the last decades. This has led to increased probabilities for identity theft, profiling and linkability attacks, which can in turn not only result in a threat to people’s personal dignity, finances, and many other aspects of their lives, but also to societies in general. Methods and tools for securing people’s online activities and protecting their privacy on the Internet, so called Privacy Enhancing Technologies (PETs), are being designed and developed. However, these technologies are often seen by ordinary users as complicated and disruptive of their primary tasks.

     

    In this licentiate thesis, I investigate the usability aspects of three main privacy and security enhancing mechanisms. These mechanisms have the goal of helping and encouraging users to protect their privacy on the Internet as they engage in some of the steps necessary to complete a digital transaction. The three mechanisms, which have been investigated within the scope of different research projects, comprise of (1) graphical visualizations of service providers’ privacy policies and user-friendly management and matching of users’ privacy preferences “on the fly”, (2) methods for helping users create appropriate mental models of the data minimization property of anonymous credentials, and (3) employing touch-screen biometrics as a method to authenticate users into mobile devices and verify their identities during a digital transaction.

     

    Results from these investigations suggest that these mechanisms can make digital transactions privacy-friendly and secure while at the same time delivering convenience and usability for ordinary users.

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