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  • 1. Avatare, Anneli
    et al.
    Jää-Aro, Kai-Mikael
    The APS/AMID Project1991Conference paper (Other academic)
  • 2.
    Balan, Elena
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Integrating community values in the design of a mobile application for parkour practitioners2013Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The paper elaborates on the way in which groups understand parkour at a value-based level and the influence that this mentality has on the development of a mobile application. A special attention is given to the conflict which emerges between the parkour practitioners that want to make sure that the activity keeps its structure intact and the fact that the mere introduction of a mobile application will bring changes in the way that parkour trainings take place for the practitioners. The development of a mobile application is mainly done with the purpose of supporting and reinvigorating the practice, but this can also modify its structure. It is the fear for this modification of the activity’s structure that makes parkour practitioners be very critical and reject designs that do not perfectly conform to the standards that they use when defining the activity. The small sizes of the groups makes them especially vulnerable to influences and keeping the original values of parkour intact becomes a priority for them when accepting the involvement of mobile technology in their trainings.

    Conclusions are developed from the research deployed with the purpose of bringing design improvements for the Traveur mobile application targeted towards parkour practitioners. The research includes a wide variety of techniques organized in different steps and layered on different levels of interest. The conflict between keeping parkour values intact and designing for the parkour community came up during the process of gaining knowledge on the phenomenon and finding a design which complies with standards of a commercial launch.

  • 3.
    Berger, Tony
    et al.
    Södertörn University College, School of Communication, Media and it.
    Törnqvist, Carl
    Södertörn University College, School of Communication, Media and it.
    EmoWheel: En metodutveckling för utvärdering av emotionellt engagemang2009Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This is a study of how emotional engagement can be measured and be taken into account in the development of websites. We believe that emotions become relevant only when viewed in correlation to how users experiencing a webpage. In this study, we developed a tool for use together with user tests where the information about the user's emotional engagement can add new value to the evaluation. The tool allows the user to mark, on the website, his/her emotions and level of engagement represented by colored circles, generating quantiative data on how users feel about the website. The tool is part of a method for evaluating the emotional engagement that we have developed which consists of user testing supported by the tool and accompanied by interviews.

  • 4.
    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)
  • 5.
    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)
  • 6.
    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)
  • 7.
    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)
  • 8.
    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)
  • 9. Carlsson, Christer
    et al.
    Jää-Aro, Kai-Mikael
    The DIVE Laboratory1995In: Presence - Teleoperators and Virtual Environments, ISSN 1054-7460, E-ISSN 1531-3263, Vol. 4, no 4, p. 431-440Article in journal (Refereed)
  • 10. Craven, Mike
    et al.
    Taylor, Ian
    Drozd, Adam
    Purbrick, Jim
    Greenhalgh, Chris
    Benford, Steve
    Fraser, Mike
    Bowers, John
    Jää-Aro, Kai-Mikael
    KTH.
    Lintermann, Bernd
    Hoch, Michael
    Exploiting interactivity, influence, space and time to explore non-linear drama in virtual worlds2001In: CHI '01 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, New York: ACM Press, 2001, p. 30-37Conference paper (Refereed)
  • 11.
    Ekman, Agnes
    et al.
    Södertörn University, School of Communication, Media and it.
    Hägglund, Emma
    Södertörn University, School of Communication, Media and it.
    "Jaha, det gick ju bra den här gången också": En kvalitativ undersökning av seniorers förhållande till e-handel2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In this paper we have examined why seniors do not use e-business to the same extent as other age groups. Seniors belong to the age group that, according to statistics from Statistics Sweden (SCB) in 2011, utilizes e-business the least in relation to the number who use the internet. To understand how seniors reason and perceive the possibility to shop on the internet, we have conducted four interviews with people from 65 years and older. We have let the respondents answer questions regarding utility aspects, e-business interfaces, general shopping habits, risks, and whether or not they usually shop online. We also found out how seniors reason when they sell products and services. The results of our study show that seniors must see a benefit in using an e-business, that lack of knowledge can make them opposed to it and that they are characterized by a certain reluctance and aversion towards learning how e-business works. In this study we have used Technology Acceptance and Adoption Model (STAM) by Renaud and van Biljon (2008), to see what constitutes the seniors accepting or rejecting a technology. The model is focused on seniors and technology but not on e-business so we developed our own model, Senior E-Business Adoption & Acceptance Model (SEAM), focusing on seniors and e-business.

  • 12.
    Engström, Frida
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Stress, kreativitet och problemlösning: En kvalitativ studie i hur vi löser problem under stress och vad detta kan innebära för designprocessen2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Problem solving is a big part of design, however a lot of emphasis is put on creativity in research related to the effects of stress. Research has shown that the amount of stress we feel affects idea generation. Stress may also affect the ability to solve problems, however the researchers don’t seem to agree about what the effect of stress actually does.

    The study was made through experimental sessions where the respondents were asked to solve 4 matchstick puzzles of similar difficulty. Depending on their outcome they experienced more or less stress. They all experienced greater amounts of stress in the puzzles that took them longer times to figure out. Along with the experimental sessions, I also interviewed the respondents about their personal relationship with problem solving in their daily and professional life. I found that problem solving is intertwined and compounded with creativity through both problem solving being a part of the creative process, and problem solving needing the creative elements to generate ideas for solutions. But more than anything the study showed that problem solving in fact could be a stress trigger. 

  • 13.
    Faber, Adrian
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Alexandersson, Viktor
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Lundmark, Sofia
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Critical design goggles: Explorative use of critical design perspectives in a video production project2014In: SIDER’14 Royal Institute of Technology, KTH, Stockholm, Sweden, April 11-12, 2014., 2014, p. -5Conference paper (Refereed)
    Abstract [en]

    This paper is built on a study that intends to develop a method by creating a set of tools based on selected parts from critical design and critical design theory. The goals of these tools are to function as instruments enabling practical implementation of critical design in a design and/or production process. In this study we develop the tools for critical design work and test our tools in a specific production process of a music video to explore how to apply critical design practically. Indoing so we used design-oriented research methods. By bringing together critical design perspectives and the practice of video production, this study wishes to contribute to the work of bridging the gap between theory and practice in critical design.

  • 14.
    Faraon, Montathar
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Villavicencio, Victor
    Ramberg, Robert
    Department of Computer and Systems Sciences, Stockholm University.
    Kaipainen, Mauri
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    From mobilization to consensus: Innovating cross-media services to organize crowds into collaborative communities2013In: CeDEM13: Conference for E-Democracy and Open Government / [ed] Peter Parycek, Noella Edelmann, Krems: Edition Donau-Universität Krems , 2013, , p. 13p. 215-227Conference paper (Refereed)
    Abstract [en]

    The purpose of the current paper is to contribute to the field of e-participation by presenting a design concept for mediating technology that incorporates current information technology such as social and collaborative media designed for the purposes of civic engagement in society. Such technology could empower people to mobilize and engage themselves in proactive consensus-seeking and co-creation. Social media are broadly adopted in the reactive mobilization of citizen-initiated participatory activity in society such as protests like the London riots and the Occupy movements. In our view, there is a demand to organize mobilized crowds to collaborate in a consensus-seeking manner. For instance, there does not yet exist online applications that specifically serve the purposes of massive simultaneous co-editing of documents by citizens seeking consensus in societal issues. However, as we argue, there is no reason for such not to be integrated from existing technological components that are commonly accessible.

  • 15.
    Green, Anders
    et al.
    KTH, Människa-datorinteraktion, MDI.
    Severinson Eklundh, Kerstin
    KTH, Numerisk analys och datalogi, NADA.
    Designing for learnability in human-robot communication2003In: IEEE transactions on industrial electronics (1982. Print), ISSN 0278-0046, E-ISSN 1557-9948, Vol. 50, no 4, p. 644-650Article in journal (Refereed)
    Abstract [en]

    In a future scenario where many devices can be controlled using the voice, easy and intuitive access will be crucial for avoiding cognitive overload when users are faced with many different systems and interaction models. We propose a model for interaction with spoken language interfaces applied to heterogeneous tasks for service robots, based on the idea of using a family of lifelike characters,, We argue that we can signal important features of the speech interface by using certain visual cues. The aim is to facilitate learning and transfer between interfaces. We discuss challenges for dialogue design affecting learnability in the light of the speech interface constructed for our full-scale robot prototype CERO.

  • 16.
    Gunnarson, Karenina
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    En jämförande studie av två platshållare inom interaktionsdesign: Lorem ipsum vs Blokkfont Neue Regular2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Denna rapport redogör för användandet av två varianter av utfyllnadstext som används inom interaktionsdesign: lorem ipsum samt typsnittet Blokkfont Neue Regular. Syftet är att lyfta fram ett befintligt alternativ till lorem ipsum, redogöra för uppkomst samt användningsområden för dessa två. För att bäst illustrera exempel har jag valt att redovisa detta med wireframes som representerar en textintensiv digital miljö.

    Alternativet till lorem ipsum som jag valt att studera, är ett typsnitt som närmast kan liknas vid en markeringstext i form av enfärgade fält som motsvarar respektive bokstav och som tillsammans bildar en enhet. Dessa alternativ används istället för originalcopytexten av två anledningar: antingen för att originalcopytexten saknas, alternativt för att den anses distrahera testpersonen att fokusera på textens innehåll framför för interaktion.

    I denna rapport kommer jag presentera uppkomst och användande av lorem ipsumtext och typsnittet Blokkfont Neue Regular, och med hjälp av litteraturstudier och stilprover bidra till en större förståelse kring vilken roll dessa platshållare spelar trots att de gör sitt bästa för att inte synas.

  • 17.
    Hansen, Kjetil Falkenberg
    KTH Royal Institute of Technology.
    The acoustics and performance of DJ scratching: analysis and modeling2010Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    This thesis focuses on the analysis and modeling of scratching, in other words, the DJ (disk jockey) practice of using the turntable as a musical instrument. There has been experimental use of turntables as musical instruments since their invention, but the use is now mainly ascribed to the musical genre hip-hop and the playing style known as scratching. Scratching has developed to become a skillful instrument-playing practice with complex musical output performed by DJs. The impact on popular music culture has been significant, and for many, the DJ set-up of turntables and a mixer is now a natural instrument choice for undertaking a creative music activity. Six papers are included in this thesis, where the first three approach the acoustics and performance of scratching, and the second three approach scratch modeling and the DJ interface. Additional studies included here expand on the scope of the papers.

    For the acoustics and performance studies, DJs were recorded playing both demonstrations of standard performance techniques, and expressive performances on sensor-equipped instruments. Analysis of the data revealed that there are both differences and commonalities in playing strategies between musicians, and between expressive intentions. One characteristic feature of scratching is the range of standard playing techniques, but in performances it seems DJs vary the combination of playing techniques more than the rendering of these techniques. The third study describes some of the acoustic parameters of typical scratch improvisations and looks at which musical parameters are typically used for expressive performances. Extracted acoustic and performance parameters from the data show the functional ranges within which DJs normally play.

    Unlike traditional musical instruments, the equipment used for scratching was not intended to be used for creating music. The interface studies focus on traditional as well as new interfaces for DJs, where parameter mappings between input gestures and output signal are described. Standard performance techniques have been modeled in software called Skipproof, based on results from the first papers. Skipproof was used for testing other types of controllers than turntables, where complex DJ gestures could be manipulated using simplified control actions, enabling even non-experts to play expressively within the stylistic boundaries of DJ scratching. The last paper describes an experiment of using an existing hardware platform, the Reactable, to help designing and prototyping the interaction between different sound models and instrument interfaces, including scratching and Skipproof.

    In addition to the included papers, studies were conducted of expressivity, description of the emotional contents of scratching, DJ playing activities, and the coupling between playing techniques and sample. The physical affordances of the turntable, mixer and samples, as well as genre conventions of hip-hop, are assumed to explain some of the findings that distinguish scratching from other instrumental sounds or practices.

  • 18. Hellström, Sten-Olof
    et al.
    Jää-Aro, Kai-Mikael
    Laaksonen, Aatto
    Perceptualisation of molecular dynamics data2000Conference paper (Other academic)
  • 19.
    Hoch, Michael
    et al.
    ZKM | Institute for Visual Media, Karlsruhe, Germany .
    Jää-Aro, Kai-Mikael
    KTH.
    Bowers, John
    KTH.
    Round Table: A Physical Interface for Virtual Camera Deployment in Electronic Arenas2001In: Immersive Projection Technology and Virtual Environments 2001: proceedings of the Eurographics Workshop in Stuttgart, Germany, May 16-18, 2001 / [ed] Bernd Fröhlich, Joachim Deisinger & Hans-Jörg Bullinger, New York: Springer, 2001, p. 267-276Conference paper (Refereed)
  • 20.
    Hoch, Michael
    et al.
    ZKM, Karlsruhe, Germany.
    Jää-Aro, Kai-Mikael
    KTH.
    Bowers, John
    KTH.
    Round Table: A Physical Interface for Virtual Camera Deployment in Electronic Arenas1999In: Production Tools for Electronic Arenas: Event Management and Content Production : eRENA : Deliverable D4.3/4.4, 1999, p. 99-108Chapter in book (Other academic)
  • 21. Ihrén, Johan
    et al.
    Jää-Aro, Kai-Mikael
    Westerlund, Assar
    Interactive Visualization of Non-deterministic Discrete Processes1996In: Proceedings of the International Conference of Technical Informatics, 1996, p. 145-150Conference paper (Refereed)
  • 22.
    Jonsson, Fatima
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology. Stockholm University.
    Lundmark, Sofia
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology. Uppsala University.
    An interaction approach for norm-critical design analysis of interface design2014In: CaTaC’14: Culture, Technology, Communication: Celebration, Transformation, New Directions [online proceening], 2014Conference paper (Refereed)
    Abstract [en]

    In this paper we argue for the need of a methodological framework for analysing the design of websites from a norm-critical perspective. Identifying some issues and challenges in previous studies on norms and values in interface design we suggest an approach for analysing norms in websites and user interfaces based on sociological and cultural perspectives on design. Approaching norms in interface design we understand design in terms of resources for interaction, involving four aspects of interaction: cultural representations, technology, interactivity, and context.

  • 23. Jää-Aro, Kai-Mikael
    An overview of virtual environment hardware and software2001Report (Other academic)
  • 24. Jää-Aro, Kai-Mikael
    An Overview of Virtual Reality Research in the Nordic Countries1993In: Vuācharu riaritīzu [Virtual Realities]: An Anthology of Industry and Culture / [ed] Loeffler, Carl Eugene, Gijutsu Hyoron Sha , 1993, p. 254-266Chapter in book (Other academic)
  • 25. Jää-Aro, Kai-Mikael
    An Overview of Virtual Reality Research in the Nordic Countries1994In: The Virtual Reality Casebook / [ed] Loeffler, Carl Eugene AND Anderson, Tim, New York: Van Nostrand Reinhold , 1994, p. 138-151Chapter in book (Other academic)
  • 26.
    Jää-Aro, Kai-Mikael
    KTH.
    Constrained by knowledge: Technology development and avatar design2003Conference paper (Other academic)
  • 27. Jää-Aro, Kai-Mikael
    Forskning om virtuell virkelighet i Sverige1994In: Virtuell virkelighet: Teknologi og kultur : muligheter och utfordringer / [ed] Loeffler, Carl Eugene & Anderson, Tim, Oslo: Spartacus , 1994, p. 129-135Chapter in book (Other academic)
  • 28. Jää-Aro, Kai-Mikael
    Implementing a CFD steering system for immersive environments2003In: CAVE Programming Workshop 2003, 2003Conference paper (Other academic)
  • 29.
    Jää-Aro, Kai-Mikael
    KTH.
    Network monitoring applications in DIVE1995Report (Other academic)
  • 30.
    Jää-Aro, Kai-Mikael
    KTH.
    Reconsidering the avatar: From user mirror to interaction locus2004Doctoral thesis, monograph (Other academic)
  • 31. Jää-Aro, Kai-Mikael
    Retaining body language in subjective environments by using object-centred coordinate systems1995Conference paper (Other academic)
  • 32. Jää-Aro, Kai-Mikael
    Survey of Immersive Visualisation Tools2004Conference paper (Other academic)
  • 33. Jää-Aro, Kai-Mikael
    Tankathon — A Process Plant Simulation1992Report (Other academic)
  • 34. Jää-Aro, Kai-Mikael
    The X-ray Factory—some experiments with three-dimensional, iconic control displays1991In: Proceedings from the 3rd MultiG workshop Stockholm, December 17, 1991, KTH, Royal Institute of Technology / [ed] Yngve Sundblad, Stockholm: Kungliga Tekniska högskolan, 1991Conference paper (Refereed)
  • 35.
    Jää-Aro, Kai-Mikael
    KTH.
    Three-dimensional Interaction and Presentation for Computer-Supported Cooperative Work1996Licentiate thesis, monograph (Other academic)
  • 36.
    Jää-Aro, Kai-Mikael
    KTH.
    Virtual Reality—State of the art1993Report (Other academic)
  • 37. Jää-Aro, Kai-Mikael
    et al.
    Bowers, John M.
    New Ideas on Navigation and View Control Inspired by Cultural Applications2004In: Inhabited Information Spaces: Living with your data / [ed] David N. Snowdon, Elizabeth F. Churchill & Emmanuel Frécon, London: Springer London, 2004, p. 151-180Chapter in book (Other academic)
  • 38.
    Jää-Aro, Kai-Mikael
    et al.
    KTH.
    Bowers, John M.
    KTH.
    Hellström, Sten-Olof
    KTH.
    Activity-Oriented Navigation1999In: Individual and Group Interaction: eRENA : Deliverable 6.3, 1999, , p. 8p. 45-52Chapter in book (Other academic)
  • 39.
    Jää-Aro, Kai-Mikael
    et al.
    KTH.
    Engquist, Erik
    Visualization2005In: Introduction to High-Performance Computing—material for the PDC summerschool 2005 / [ed] Andersson, Ulf, Stockholm: Kungliga Tekniska högskolan, 2005Chapter in book (Other academic)
  • 40. Jää-Aro, Kai-Mikael
    et al.
    Ihrén, Johan
    Zetterling, Fredrik
    Laaksonen, Aatto
    Visual Interactive Molecular Simulation1999In: Proceedings of the High-Performance Computing Symposium - HPC '99: 1999 Advanced Simulation Technologies Conference : San Diego, California, April 11-15, 1999, Hyatt Islandia Hotel / [ed] Adrian Michel Tentner, San Diego: Society for Computer Simulation International , 1999, p. 43-46Conference paper (Refereed)
  • 41.
    Jää-Aro, Kai-Mikael
    et al.
    KTH.
    Kjelldahl, Lars
    KTH.
    Effects of image resolution on depth perception in stereo and non-stereo images1997In: Stereoscopic Displays and Applications VIII / [ed] Scott S. Fisher, John O. Merritt & Mark T. Bolas, SPIE - International Society for Optical Engineering, 1997, p. 319-326Conference paper (Refereed)
  • 42. Jää-Aro, Kai-Mikael
    et al.
    Prime, Martin
    Royer, Stephane
    3D Input Device Usability Evaluation in a Virtual Reality Environment1994Conference paper (Other academic)
  • 43. Jää-Aro, Kai-Mikael
    et al.
    Royer, Stephane
    A New Input model for DIVE1994Conference paper (Other academic)
  • 44. Jää-Aro, Kai-Mikael
    et al.
    Snowdon, David
    How not to be objective2001In: Collaborative Virtual Environments: digital places and spaces for interaction / [ed] Elizabeth Churchill, Dave Snowdon & Alan Munro, London: Springer London, 2001, p. 143-159Chapter in book (Other academic)
  • 45.
    Jää-Aro, Kai-Mikael
    et al.
    KTH.
    Snowdon, David
    KTH.
    Retaining Body Language in Subjective Virtual Environments Using Artifact-Centred Coordinate Systems1997In: Proceedings of the Thirtieth Annual Hawai`i International Conference on System Sciences / [ed] Hashem El-Rewini & Yale N. Patt, IEEE Computer Society Digital Library, 1997, p. 646-652Conference paper (Refereed)
  • 46.
    Jää-Aro, Kai-Mikael
    et al.
    KTH.
    Snowdon, David
    University of Nottingham .
    Subjectivity in Populated Information Terrains1997In: ECSCW '97 Video / [ed] Steve Benford, Adrian Bullock & Chris Brown, 1997Conference paper (Refereed)
  • 47.
    Jää-Aro, Kai-Mikael
    et al.
    KTH.
    Weber, Tomas
    Specification of methods of displaying CFD data, Specification of immersive user interface: VIRTUALFIRES : Deliverables 4.1 & 4.22002Report (Other academic)
  • 48. Kaindl, H.
    et al.
    Ertl, D.
    Falb, J.
    Bogdan, Cristian
    KTH, Människa-datorinteraktion, MDI.
    Severinson Eklundh, Kerstin
    KTH, Människa-datorinteraktion, MDI.
    Green, Anders
    KTH, Människa-datorinteraktion, MDI.
    Hüttenrauch, Helge
    KTH, Människa-datorinteraktion, MDI.
    Göller, M.
    Multimodal communication involving 2D-space movement2010In: 4th International Conference on Cognitive Systems, CogSys 2010, 2010Conference paper (Refereed)
  • 49.
    Landwehr Sydow, Sophie
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    On Making and Failing2017In: CHI'17 Workshop positioning paper – Open Design at the Intersection between Making and Manufacturing, 2017Conference paper (Other academic)
    Abstract [en]

    Making is ubiquitous. We all make things. Or maybe we don’t. But we could. The equipment is there, the tools and the skills can be learned. The expertise and the spaces shared. However, despite popularly stated, not everyone is a maker. Who gets to participate in making and what sites and voices are excluded? This short paper provokes questions on the interest in making, the continuous notion of empowerment and demands to #failharder.

  • 50.
    Landwehr Sydow, Sophie
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Jonsson, Martin
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    The Forensics of Transient Computational Materials2016In: Nordi'CHI 2016 Workshop. Things Fall Apart: Unpacking the Temporalities of Impermanence for HCI, 2016Conference paper (Other academic)
    Abstract [en]

    Electronic components and computational artifacts tend to have a short lifespan. When they age, they become obsolete and lose their value and meaning. In a case where members of a makerspace investigate an old artifact with electronic components, we use the notion of forensics to describe how the lost meanings of discarded objects can be revived, and how the acts of inquiry around these objects and materials also bring new meaning to the objects at hand. This points to an alternative perspective on the transiency of electronic materials, where the focus is not on prolonging their lifespan, but rather on how such objects and materials can become meaningful after their “death”.

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