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  • 1.
    Askvall, Cornelia
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Westerberg, Catrin
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    “Utan onlinevänner hade jag antagligen varit död”: En studie om via vilka plattformar och aktiviteter nya vänner möts på nätet2016Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Vänner möts inte längre bara på fysiska platser utan även online på olika typer av plattformar. Denna studie utforskar var onlinevänner träffas, i vilka aktiviteter de umgås, hur frekvent onlinevännerna umgås samt hur många onlinevänner som även träffas offline. Syftet med studien är att få en större förståelse för var och hur människor möter vänner online. Studien genomfördes med hjälp av en enkätundersökning med 1000 deltagare som spreds via sociala nätverkstjänster och offline, samt genom att analysera tidigare forskning inom relaterade ämnen. Resultatet av studien pekar på att det finns ett stort antal olika plattformar där onlinevänner kan skapas. De vanligaste av dessa är Facebook och World of Warcraft. Främst umgås onlinevänner via textchatt, röstchatt och genom att spela tillsammans. De flesta onlinevänner umgås dagligen och majoriteten av deltagarna träffade 2-5 onlinevänner offline. Studien väckte stort engagemang på sociala medier och kan förhoppningsvis komplettera redan existerande forskning samt bidra med inspiration till framtida studier.

  • 2.
    Asplund, Ingeborg
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Songs of Transistor: A study of sound design in video games2017Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    While there is a lot of research about other aspects of game design, there are fairly few studies about music and sound in video games. Since music and sound are components of next to all games, it is interesting to investigate how this aspect affects the perceived immersion of gamers. The aim of this study is to investigate how sound and music affect player sense of presence in a video game, Transistor [19], which was chosen due to its distinct and strongly emotional music and sound. Five video prototypes were made using gameplay and sound from the game. The videos presented different variations of the soundscape. These were tested by a web survey with questions from the PENS questionnaire [15], providing the users a seven point Likert scale by which they could rate their experience. The answers were analyzed with a mixed model regression and compared with an estimated image of which degree of immersion would be experience for each of the videos. The result of the study showed that the complete soundscape was significantly more immersive than all the other soundscapes, while silence was significantly less immersive than the other soundscapes. The conclusions were the more complete the soundscape is, the more immersive it is, and that even a small part of the total soundscape is more immersive than complete silence.

  • 3.
    Barton, Julia
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Flygare, Sandra
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    När informationssystemen leder till dubbelarbete: En fallstudie av ärendehanteringen inom Huddinge kommun2017Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Idag sker organisatoriskt administrationsarbete till stor del med hjälp av datoriserad teknik. Det finns dock en ineffektivitet i hur detta administrationsarbete går till i olika datasystem vilket lett till högre kostnad för mindre genererad nytta åt kunderna. Inom den offentliga sektorn är dessa kunder invånarna. Denna studie undersöker hur Huddinge kommun arbetar med ärendehantering i olika medieformer, vad som påverkar ärendehanteringen i och mellan medieformerna, samt vilka problem som uppstår i ärendeprocessen till följd av dessa. Studien tar upp hur socioteknik och människa-dator interaktion samverkar inom ramen för informationssystem och datahantering i förhållande till användarna och ärendehantering. Observationer och intervjuer har genomförts vid tre förvaltningar, samt Servicecenter på Huddinge kommun. Resultatet visar att ärendehanteringen inom kommunen är beroende av flera olika medieformer där informationssystemens användbarhet och funktionalitet påverkar hur säkert, konsekvent och tillförlitligt ärendehanteringen sker. Återkommande problem gällande dubbelarbete, oavslutade ärenden och inkonsekvent datainsamling och registrering av data kopplat till ärenden kan identifieras. Resultaten kan användas av Huddinge kommun vid kravställning och inköp av informationssystem ämnade för ärendehantering. Avgränsningar har gjorts gällande antalet representerade förvaltningsenheter inom kommunen. Övriga förvaltningsenheter kan använda sig av andra medieformer och ha andra erfarenheter gällande användning av dessa vid ärendehantering.

  • 4.
    Bergström, Emma
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Den mobilanpassade jobbrekryteringsprocessen: En kvalitativ undersökning om två intressentgruppers användarupplevelse av tjänsten Uptrail2017Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    This study aims to examine two user groups experience and usage of the mobile job advertising service Uptrail. The two groups that are the focus of this work are the companies that use the service for job recruitment and job-seekers that have applied for work through Uptrail. In which context job-seekers apply for work through the service and why is also examined in this study. This is to give an understanding of how the mobile interface might influence users behaviour during the job recruitment process. The study is based on a qualitative research method where individual in-depth interviews with representatives from the different groups are used for gathering data. Also a shorter observation has been applied during the interviews with the job seekers. Collected data were then analyzed through an inductive interpretation method and combined with previous research and theories regarding mobile usage, context, digital recruitment (e-recruitment) and user experience (UX).

    The result of the study implies that Uptrail has impacted the motives behind job advertising by affecting the user experience of the recruitment process. Job applicants experienced that the mobile format and the process of the service changed their habits on applying for work through digital application. In line with previous research results from this study also suggest that the usage of mobile services largely takes place in “home like” environments. This is explained as a consequence of existing attitudes and thoughts regarding the job search process. 

  • 5.
    Bergström, I.
    et al.
    KTH.
    Jonsson, Martin
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Sarka: Sonification and somaesthetic appreciation design2016Inngår i: MOCO '16: Proceedings of the 3rd International Symposium on Movement and Computing, New York: Association for Computing Machinery (ACM), 2016, 1Konferansepaper (Fagfellevurdert)
    Abstract [en]

    We often take for granted that we have immediate access to our perception and experience of and through our bodies. But inward listening is a demanding activity and thus not easy to learn to perform or design for. With the Sarka mat we want to support the ability to direct attention by providing sound feedback linked to the weight distribution and motion intensity of different parts of the body, and to provide an exemplar for how such design may be conducted. The process of Sarka's creation is informed by Somaesthetic Appreciation Design. We discuss how a sonic feedback signal can influence listeners, followed by how we, in this design, worked to navigate the complex design space presented to us. We detail the design process involved, and the very particular set of limitations which this interactive sonification presented.

  • 6.
    Betzeki, Christina
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Swedan, Leyla
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Persuasive design som medel för miljövänligt agerande: En studie om hur funktioner i miljöfrämjande mobilapplikationer kan motivera användare att agera miljövänligt2016Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Syftet med denna studie är att undersöka hur en miljöfrämjande mobilapplikation kan motivera användare till att agera mer miljövänligt genom persuasiva designprinciper. I denna studie föreslås en uppsättning designprinciper att ha i åtanke vid utveckling av övertygande mobilapplikationer som syftar till miljövänliga beteendeförändringar. Det utvärderades tre existerande miljöfrämjande mobilapplikationer med hjälp av PSD-modellens designprinciper, varav en valdes ut för användarundersökningen. Totalt sex personer deltog i studien och fick testa den valda mobilapplikationen under en veckas tid, i syfte att bekanta sig med applikationens funktioner. I samband med detta fick deltagarna besvara en enkät med allmänna frågor kring deras miljövänliga vanor. Den slutliga fasen inkluderade intervjun, som innehöll frågor gällande deltagarnas åsikter om funktioner och motivationsfaktorer för att använda miljöfrämjande applikationer. Resultatet visade att designprinciperna belöning, individualisering, simulering, självkontroll, normativt inflytande, samarbete, social jämförelse, konkurrens och påminnelser hade störst inflytande på användarnas motivation att använda applikationen och agera miljövänligt. De utvalda designprinciperna berodde huvudsakligen på individuella, sociala och praktiska faktorer.

  • 7.
    Bonow, Madeleine
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Miljövetenskap.
    Normark, Maria
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Urban Community Gardens’ Contribution to the New Rurality: An Example from Stockholm (Sweden)2016Inngår i: Challenges for the New Rurality in a Changing World: Proceedings from the 7th International Conference on Localized Agri-Food Systems: 8-10 May 2016, Södertörn University, Stockholm, Sweden / [ed] Paulina Rytkönen & Ursula Hård, Huddinge: Södertörns högskola, 2016, 37-38 s.Konferansepaper (Fagfellevurdert)
    Abstract [en]

    In the global North, there has been a considerable renewed interest for urban agriculture (UA) as a means to re-localize food systems by shortening food supply chains. This can be done by local food initiatives, such as community gardens. This paper is iscussing community gardens in Stockholm. We have choose to look at community gardens under the lens of neoliberal governmentality. Material has been gathered through participatory attendants on meetings, interviews and surveys. The results show that in Stockholm one can to some extent see urban gardening practices as agents of counter-neoliberal urban transformation. But also as an expression of the new rurality were the citizens desire to shorten the food chain and re connect with their food and to create new food regimes.

  • 8. Borggren, Clara
    et al.
    Moberg, Åsa
    Räsänen, Minna
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik. KTH.
    Finnveden, Göran
    Business meetings at a distance - decreasing greenhouse gas emissions and cumulative energy demand?2013Inngår i: Journal of Cleaner Production, ISSN 0959-6526, E-ISSN 1879-1786, Vol. 41, 126-139 s.Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Transportation, or rather access, is a major challenge in relation to achieving environmental goals and in striving for sustainable development. One potential means suggested to decrease the environmental impact related to accessibility is mediated meetings. However, few studies have quantified the potential environmental impacts with a life cycle perspective. With inspiration from a project involving four major Swedish media companies experiencing an increasing need for business travel and decreasing resources, this study assessed the potential greenhouse gas (GHG) emissions and cumulative energy demand (CED) related to different types of business meetings, using a life cycle perspective. The potential consequences for emissions of GHG and CED in two hypothetical companies introducing mediated meetings were also assessed. The results indicated that mediated meetings using personal computers can reduce GHG emissions and CED per meeting and that more advanced mediated solutions are preferable to meetings which require travel, if the equipment is frequently used to replace travel. However, advanced technology that is under-used may give similar or higher GHG emissions and CED than meetings traveled to by train. All mediated meeting alternatives studied here had lower GHG emissions and CED than meetings which required travel by plane or car. LCD screen manufacture contributed the main environmental impact of mediated meetings, but the meeting rooms needed, electricity use for equipment and internet use for data transmission were also important in some cases. As LCD screen manufacture and internet energy use were main issues and as the data on these issues are uncertain, they should be further assessed+ and updated in future studies. Introduction of mediated meetings in companies and organizations should involve a thorough consideration of needs and possible solutions to achieve the best possible environmental benefits through efficient use and replacement of travel. (c) 2012 Elsevier Ltd. All rights reserved.

  • 9.
    Cowley, Benjamin
    et al.
    University of Helsinki, Finland / Aalto University, Helsinki, Finland.
    Kosunen, Ilkka
    University of Helsinki, Finland / Helsinki Institute for Information Technology, Finland.
    Lankoski, Petri
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik. Aalto University, Helsinki, Finland.
    Kivikangas, J Matias
    Aalto University, Helsinki, Finland.
    Järvelä, Simo
    Aalto University, Helsinki, Finland.
    Ekman, Inger
    Aalto University, Helsinki, Finland / University of Tampere, Finland.
    Kemppainen, Jaakko
    Aalto University, Helsinki, Finland.
    Ravaja, Niklas
    University of Helsinki, Finland / Aalto University, Helsinki, Finland / Helsinki Institute for Information Technology, Finland.
    Experience Assessment and Design in the Analysis of Gameplay2014Inngår i: Journal Simulation & Gaming, ISSN 1046-8781, E-ISSN 1552-826X, Vol. 45, nr 1, 41-69 s.Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    We report research on player modeling using psychophysiology and machine learning, conducted through interdisciplinary collaboration between researchers of computer science, psychology, and game design at Aalto University, Helsinki. First, we propose the Play Patterns And eXperience (PPAX) framework to connect three levels of game experience that previously had remained largely unconnected: game design patterns, the interplay of game context with player personality or tendencies, and state-of-the-art measures of experience (both subjective and non-subjective). Second, we describe our methodology for using machine learning to categorize game events to reveal corresponding patterns, culminating in an example experiment. We discuss the relation between automatically detected event clusters and game design patterns, and provide indications on how to incorporate personality profiles of players in the analysis. This novel interdisciplinary collaboration combines basic psychophysiology research with game design patterns and machine learning, and generates new knowledge about the interplay between game experience and design.

  • 10.
    Degerstedt, Lars
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Making competitive intelligence “social”: Current practices in four organizations2016Rapport (Annet vitenskapelig)
    Abstract [en]

    The presented research has investigated empirically the current practices of how organizations are using CI today, and in particular what role collaboration and networking plays in such CI work processes. In particular, the investigation has examined what forms of collaborations and organizational networks are currently used in the CI work process. Four organizations have been examined as exploratory case studies. From this, a base model for social CI has been generated by extracting overall CI process characteristics from the investigated cases that relate to collaborative behavior and organizational networking. The study relies on the existing conceptual framework called the social CI framework intended for analysis and design of CI for the (socially) networking organization.

  • 11.
    Degerstedt, Lars
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Social Competitive Intelligence: Socio-technical themes and values for the networking organization2015Inngår i: Journal of Intelligence Studies in Business, ISSN 2001-015X, E-ISSN 2001-015X, Vol. 5, nr 3, 5-34 s.Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

     This article introduces the notion of social competitive intelligence, meaning competitive intelligence (CI) for the networking organization. A novel socio-technical framework called the Social CI Framework (SCIF) is presented, intended for analysis and design of social CI processes, methods and tools. By using a socio-technical perspective, both social and technical aspects are considered together in SCIF. The framework is founded on a theory related to enterprise 2.0 and wikinomics, and is intended to be used to study social CI using principles such as openness, participation, sharing and co-creation. The presented results are based on a literature review and an exploratory study with interviews of CI experts from Swedish organizations. SCIF explicitly distinguishes between task-oriented models and collaboration models, and models of different socio-technical perspectives. Moreover, SCIF uses the mechanisms of socio-technical themes and a socio-technical value map that relate the theoretical and empirical characteristics with the SCIF modeling method.

  • 12.
    Degerstedt, Lars
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Social Competitive Intelligence: Socio-technical themes and values for the networking organization2015Rapport (Annet vitenskapelig)
    Abstract [en]

    This article introduces the notion of social competitive intelligence, meaning competitive intelligence (CI) for the networking organization. A novel socio-technical framework called the Social CI Framework (SCIF) is presented, intended for analysis and design of social CI processes, methods and tools. By using a socio-technical perspective, both social and technical aspects are considered together in SCIF. The framework is founded on theory related to enterprise 2.0 and wikinomics, and is intended to be used to study social CI using principles such as openness, participation, sharing and co-creation. The presented results are based on a literature review and an exploratory study with interviews of CI experts from Swedish organizations. SCIF explicitly distinguishes between task-oriented models and collaboration models, and models of different socio-technical perspectives. Moreover, SCIF uses the mechanisms of socio-technical themes and a socio-technical value map that relate the theoretical and empirical characteristics with the SCIF modeling method.

  • 13.
    Degerstedt, Lars
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Hermansson, Cecilia
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    CoCI: Collaborative support of social competitive intelligence2016Rapport (Annet vitenskapelig)
    Abstract [en]

    The aim of the presented work has been to investigate how the existing concept of social CI can be used to support collaborative CI networks. A novel socio-technical solution CoCI consisting of a work method and tool have been designed for a scenario with an internal network of collaborative competitive intelligence (CI). The CoCI work method suggests using agile, freeform collaboration through an informal organizational network. A distinction is made between the roles of network coordinators, contributors, clients and receivers. The work style follows regular temporal iterative loops, or sprints, each one ending in some form of intelligence outcome. The CoCI tool supports collaborative daily work with reading, commenting and classifying incoming material, where the actions of the network members are visible to each other. Furthermore, the CoCI tool supports having meetings using the tool where incoming material from the sprint is reviewed and a report is created. In the evaluation of the tool, the dimensions engagement, collaboration and community had high scores. In contrast, the dimension simplicity was less satisfactory. Four design patterns for social CI could be extracted based on the strong points of the evaluation: social selection, individual/collective box, real-time engagement and collaborative enhancement. The low score on simplicity will be investigated further, but indicates how crucial it is for social features to be intuitive in order to avoid making the overall solution too complex.

  • 14.
    Degerstedt, Lars
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Rytkönen, Paulina
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Måltidskunskap.
    Rural Wikinomics: Communication, Sharing and Value CoCreating – Social Technologies and Rural Development2016Inngår i: Challenges for the New Rurality in a Changing World / [ed] Paulina Rytkönen and Ursula Hård, Huddinge: Södertörns högskola, 2016, 45-46 s.Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Over the last decades a great effort for rural development policies in Sweden has been to find windows of opportunity for the future, to promote new types of enterprises, to support farm and firm diversification, to identify novel business models and in general promote growth. But while many concrete measures have focused on lowering the entry barriers to the market and support the supply side of the rural economy, a glimpse on the emerging technological paradigm, e.g. internet based development and social technologies, indicates that new solutions are possible. In this article we address the following question: Can Alternative Food Networks (AFNs) in combination with social technologies promote rural entrepreneurship and economic growth?   

  • 15.
    Degerstedt, Lars
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Snickars, Pelle
    Umeå university.
    More Media, More People: On Social & Multimodal Media Intelligence2017Inngår i: Human IT, ISSN 1402-1501, E-ISSN 1402-151X, Vol. 13, nr 3, 54-84 s.Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    The purpose of this article is to address some challenges facing media intelligence in general, and competitive intelligence in particular within an altered information landscape. To understand this new situation, the notion of social and multimodal media intelligence are introduced. With cases taken primarily from the Swedish media intelligence sector, we argue that data driven media intelligence today needs to pay increasing attention to new forms of (A.) crowd-oriented and (B.) multimedia-saturated information. As a subcategory of media intelligence, competitive intelligence refers to the gathering of publicly available information about an organisation or a company’s competitors—using it to gain business advantages. Traditionally such intelligence has implied a set of techniques and tools that transforms numerical or textual data into useful information for business analysis. Today, however, we argue that such techniques need to consider media alterations in both a social and multimodal direction. Our analysis hence offers a conceptual understanding of a rapidly evolving field, were methods used within media intelligence need to change as well. By presenting some findings from the so called CIBAS-project, we describe how Swedish organisations and companies rely on social networking structures and individual decision making as a means to increase rapid response and agile creativity. If competitive intelligence was traditionally based on insights gleaned from statistical methods, contemporary media analytics are currently faced with audiovisual data streams (sound, video, image)—often with a slant of sociality. Yet, machine learning of other media modalities than text poses a number of technical hurdles. In this article we use fashion analytics as a final case in point, taken from a commercial sector where visual big data is presently in vogue.

  • 16.
    Djupfeldt, Sara
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Jansson, Andrea
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Sociala medier på arbetsplatsen: En studie i hur internkommunikationen påverkas av införandet av sociala medier som intranät på arbetsplatsen.2016Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
  • 17.
    Drasler, Polona
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Presence in Absence: Personalization of Tangible Intimate Objects for Long-distance Relationships2017Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    This paper presents a new way of thinking about designing personalized artefacts for dyads (a group of two people) in long-distance relationships, whether they are family members, close friends or romantic couples.

    In this paper I am presenting the idea of a playful, yet useful tangible design for people who are often not able to see their loved ones in person. I strive to ideate a highly personalized and meaningful design through a Do It Yourself (DIY) activity for users, which will give them a chance to personalize the product according to their own needs. For this research, littleBits electronics have been used as a prototyping and DIY material. They allow you to create and connect two devices together and use them for different purposes. User testing with two close friends who live in different countries has been conducted. They received three different half-way done prototypes that they could choose from to build. The results showed that the idea of DIY artefact for presence in absence is worth researching, since the activity creates a meaningful shared experience which adds a bigger value to the device. 

  • 18.
    Dymek, Mikolaj
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Expanding the magic circle – gamification as a marketplace icon2017Inngår i: Consumption, markets & culture, ISSN 1025-3866, E-ISSN 1477-223X, 1-13 s.Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    This article explores the gamification trend sweeping the globe promising increased engagement and motivation, in practically any industry, context and culture, based on a stratagem of “game design elements in non-game contexts,” which is its most quoted definition [Deterding, Sebastian, Miguel Sicart, Lennart Nacke, Kenton O'Hara, and Dan Dixon. 2011. “Gamification – Using Game-Design Elements in Non-Gaming Contexts.” Paper presented at the CHI EA “11 proceedings of the 2011 annual conference extended abstracts on Human Factors in Computing Systems, Vancouver, BC, May 7–12.]. The rise of gamification as marketplace icon is examined and particularly claims that position gamification as the manifestation of a wider societal transformation into playful societies – a “ludic turn.” Many of these grandiose statements are the result of ahistoricity and ambiguity regarding the definition of gamification. Based on game philosophy, game studies and gamification research this article posits gamification as an emergent perspective, as distinct conceptualisation, on the rule-driven organisation of sociotechnical management systems that reference “games.” Of particular importance is the role of rules. Examples such as Frequent Flyer Programmes and Foursquare are analysed according to the player/consumer positions they bestow, which are explored from participatory, co-creational, critical and game philosophical perspectives. Conclusively, a “gameful” perspective of rule-generated goal-oriented behaviour, or “playful” perspective of instinctive and limitless fun, shed two challenging perspectives on the interpretation of gamification in the marketplace.

  • 19.
    Ehrnberger, K.
    et al.
    KTH.
    Räsänen, Minna
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Börjesson, E.
    Högskolan i Halmstad.
    Hertz, A. -C
    Högskolan i Halmstad.
    Sundbom, C.
    Högskolan i Halmstad.
    The Androchair: Performing Gynaecology through the Practice of Gender Critical Design2017Inngår i: Design journal, ISSN 1460-6925, E-ISSN 1756-3062, Vol. 20, nr 2, 181-198 s.Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    This paper highlights the important role that design plays when it comes to women’s overall experiences of ther gynaecological examination. It exemplifies how the examination can become renegotiable through the practice of a critical design. We will reflect this in the design of the contemporary gynaecological examination chair (GEC). We used women’s experiences as a starting point for the design of an Androchair (a conceptual male equivalent of the GEC), in order to make the experiences critically visible. Inspired by the view of the gynaecological examination as a performance where the Androchair is represented as a prop and was placed on a stage as a discussion object during a public seminar. The Androchair allowed for both critical and multiple readings of the GEC and through that, the gynaecology examination at large. Moreover, it stimulated a discussion about alternative ideas towards achieving a more positive experience.

  • 20.
    El Ghazouani, Anas
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Spatial Immersion Dimensions in 360º Videos2017Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    360º videos have emerged as a technology that providesnew possibilities for filmmakers and users alike. Thisresearch study will look at 360º videos and the level ofspatial immersion that users can achieve while viewingthem in different contexts. A number of studies havelooked at immersion in virtual environment. However, thesame does not apply to 360º videos. The paper willintroduce related work in the areas of 360º as well asimmersion and spatial immersion in virtual realityenvironments in order to provide a background for theresearch question. The process of answering this researchquestion is conducted through showing test subjects fivedifferent videos in set in different locations andinterviewing them as well as asking them to take part in aquestionnaire. The study analyses the findings that emergefrom the interviews and questionnaire in relation to thespatial immersion dimensions that are presented in background literature. Among the study's findings is that the potential movements and actions that users feel theycan perform in the virtual environment is a significantfactor when it comes to achieving spatial immersion. Thestudy also concludes that movement is another factor thathelp users achieve spatial immersion.

  • 21.
    Engskär, Camilla
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Vacari, Marina
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    "Jag kände igen mig på platser och det gav mig en starkare upplevelse": En studie om verklighetsbaserade spels påverkan på turism2016Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    Game industry is increasing and developing its possibilities by creating new trends, making it more attractive for users and offering way more than just a spending-time activity. 

    This bachelor thesis presents a brief study about games which are designed and based on real geographical places. This study argues the question about playing games created after real cities and if this can attract gamers to the real destination which a particular game is based on. The aim of this paper is to see if there is a link between tourism and game industry. The methods used for this study are qualitative, in form of interviews, as well as quantitative. The quantitative study is performed with a survey answered by players, and what effect that has on the user experience, both in the game, but also in visiting real destinations. To find out this particular issue, questions about user experience were asked in aim to find out what provokes the desire to visit the physical location. By analyzing collected data, it has come to a conclusion that players are positively affected by the fact that the game they are playing is based on real geographical places. 

    This conclusion is based on players answers which are reflected by the fact that game felt more real, but also that players took different decision for visiting places during their stay at the destination, which they probably would not do if they did not play those particular games. 

  • 22.
    Eriksson, E.
    et al.
    KTH.
    Pargman, D.
    KTH.
    Bates, O.
    Lancaster University, UK.
    Normark, Maria
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Gulliksen, J.
    KTH.
    Anneroth, M.
    Ericsson.
    Berndtsson, J.
    InUse.
    HCI and UN's sustainable development goals: Responsibilities, barriers and opportunities2016Inngår i: NordiCHI '16: Proceedings of the 9th Nordic Conference on Human-Computer Interaction, New York: Association for Computing Machinery (ACM), 2016, 140Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Despite increasing interest, Sustainable HCI has been critiqued for doing too little, and perhaps also at times for doing the wrong things. Still, a field like Human-Computer Interaction should aim at being part of transforming our society into a more sustainable one. But how do we do that, and, what are we aiming for? With this workshop, we propose that HCI should start working with the new global Sustainable Development Goals (SDG) that were formally adopted by the UN in September 2015. How can Sustainable HCI be inspired by, and contribute to these goals? What should we in the field of HCI do more of, and what should we perhaps do less of? In what areas should we form partnerships in order to reach the Sustainable Development Goals and with whom should we partner?

  • 23.
    Faber, Adrian
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Alexandersson, Viktor
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Lundmark, Sofia
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Critical design goggles: Explorative use of critical design perspectives in a video production project2014Inngår i: SIDER’14 Royal Institute of Technology, KTH, Stockholm, Sweden, April 11-12, 2014., 2014, -5 s.Konferansepaper (Fagfellevurdert)
    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.

  • 24.
    Faraon, Montathar
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Kaipainen, Mauri
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Much more to it: The relation between Facebook usage and self-esteem2014Inngår i: Proceedings of the 2014 IEEE 15th International Conference on Information Reuse and Integration / [ed] James Joshi, Elisa Bertino, Bhavani Thuraisingham, Ling Liu, Piscataway, NJ, USA: IEEE Systems, Man, and Cybernetics Society (SMC) , 2014, 87-92 s.Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The aim of this study was to examine closer the conflicting results from previous studies concerning the relation- ship between Facebook use and self-esteem using the Facebook Intensity Scale and Rosenberg’s Self-Esteem Scale (N = 107). In line with some previous studies, our data confirmed that there is a relationship between Facebook usage and self-esteem, but the applied scales allowed a more refined assessment of it. The results showed, after controlling for demographic variables, that participants with low Facebook intensity reported on average higher self-esteem than those who did not use Facebook or those with high Facebook intensity, while those with medium Facebook intensity had significantly higher self-esteem compared to the participants with high Facebook intensity. Future studies should address the underlying causal relations using a time-bound observation method.

  • 25.
    Faraon, Montathar
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Stenberg, Georg
    Budurushi, Jurlind
    Kaipainen, Mauri
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Positive but skeptical: A study of attitudes towards Internet voting in Sweden2015Inngår i: CeDEM Asia 2014: Proceedings of the International Conference for E-Democracy and Open Government / [ed] Peter Parycek, Michael Sachs, Marko M. Skoric, Münster, 2015, 191-205 s.Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This study explored the attitudes of a broad sample of politically interested Swedish voters towards Internet voting. A total of 5683 participants completed a web-based survey concerning participation and security aspects of Internet voting. Attitudes towards Internet voting were positive on the whole and the acceptance of participation in democratic elections using Internet voting was spearheaded by: women, groups with relatively short education, the unemployed and the self-employed. Unlike previous studies, it was found that age was not a significant factor in determining the attitudes towards participation in elections by means of Internet voting. Concerning the security challenges of Internet voting, men were more optimistic than women and participants’ confidence in security increased with age and education length.

  • 26.
    Faraon, Montathar
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Stenberg, Georg
    Kristianstad University.
    Kaipainen, Mauri
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Political campaigning 2.0: The influence of online news and social networking sites on attitudes and behavior2014Inngår i: eJournal of eDemocracy & Open Government, ISSN 2075-9517, E-ISSN 2075-9517, Vol. 6, nr 3, 231-247 s.Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    This study aimed to examine differences in influence between online news (e.g., New York Times) and social networking sites (e.g., Facebook and Twitter) on attitudes in political campaigns. In a web-based experiment, campaign, polls and election between two fictitious candidates were simulated. Participants’ explicit and implicit attitudes as well as voting behavior were assessed using self-report items and the Implicit Association Test (IAT). The results reveal that information emanating from online news had a significant influence on explicit and implicit attitudes while that of social networking sites did not. Overall, negative items had a stronger impact than positive ones, more so in online news compared to social networking sites. Negative information from either type of media was more likely to change participants’ explicit attitudes in a negative direction and as a consequence also change their vote. Practical implications of the findings and limitations of the study are discussed.

  • 27.
    Faraon, Montathar
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Villavicencio, Victor
    Ramberg, Robert
    Department of Computer and Systems Sciences, Stockholm University.
    Kaipainen, Mauri
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    From mobilization to consensus: Innovating cross-media services to organize crowds into collaborative communities2013Inngår i: CeDEM13: Conference for E-Democracy and Open Government / [ed] Peter Parycek, Noella Edelmann, Krems: Edition Donau-Universität Krems , 2013, , 13 s.215-227 s.Konferansepaper (Fagfellevurdert)
    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.

  • 28.
    Flodén, Alexander
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Tutorials påverkan på inlärning I digitala spel2017Independent thesis Basic level (degree of Bachelor), 20 poäng / 30 hpOppgave
    Abstract [en]

    This paper researches how players with different experiences in games can learn and experience a tutorial. The purpose of this study is to get a better understanding about the practical application of a tutorial and how it needs to be adjusted for different kinds of audiences for them to be able to learn and understand the game. This qualitative study was conducted with 12 participants, six men and six women, who played through a tutorial in a First-Person Puzzle Platform game. The study showed that people with different experiences learn and experience very differently from one another and that the tutorial should be adjusted so that the targeted audience can understand, control and play as they wish.

  • 29.
    Fredriksson, J.
    et al.
    Karolinska University Hospital / Royal Institute of Technology, Stockholm.
    Groth, K.
    Karolinska University Hospital / Royal Institute of Technology, Stockholm.
    Räsänen, Minna
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Bergius, H.
    Karolinska University Hospital.
    Rylander, E.
    Karolinska University Hospital.
    Effects of mobile video-mediated communication for health care professionals in advanced home care of children2014Inngår i: 27th IEEE International Symposium on Computer-Based Medical Systems: 27–29 May 2014 New York, New York : proceedings, Los Alamitos, California: IEEE Computer Society, 2014, 363-368 s.Konferansepaper (Fagfellevurdert)
    Abstract [en]

    In this paper we explore the use of a mobile video-conferencing tool (MVCT) in advanced home care of children. We present the results from a qualitative study where we have evaluated mobile video communication between the patient's home and the hospital unit. Our results show that mobile video enhances communication between home care teams and medical staff at the unit, makes more effective use of practitioners' time and that the equipment have additional values for staff that extend beyond video communication. Challenges identified are related to technical problems, limitations in the MVCT's design and the concern that the inability to handle problems may affect health care professionals' role as an authority. The benefits of the MVCT rely to a great extent on individual users' creativity and the willingness of key actors in the organization's management to find ways of improving the present home care format.

  • 30.
    Fredriksson, Sarah
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Dricka lagom - Tillit och normer i applikationer för att reglera alkoholkonsumtion2016Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    To drink moderately can be hard for many people and there is a lot of norms that will amp up the temptation to drink more. In this essay the focus is to see what effect technology has when it comes to regulate alcohol consumption. The technology reviewed was the application Promillekoll, created by Systembolaget. This application gives the user an estimated value on what blood alcohol level the user had after consuming alcohol.

    By using different methods to collect data it helped to locate what kinds of norms there was when alcohol was being consumed and how they are playing a part in the regulation of alcohol. This essay also helped to figure out what kind of trust the user has for this type of application and what the application need so that the user will continue to use the application. The result indicate that the user can achieving a change in their behavior but they need the right attitude to achieve it. Many wanted an update of the features in the application to make it more appealing for them to use it, because the interaction in the application is not perfect. The main thing that hindering the application was the social norms that comes with drinking alcohol. 

  • 31.
    Gustavsson, Erik
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Hidesten, Daniel
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Vad är drivkraften bakom användningen av tredjepartstjänster till spel?: A case of Pokémon Go2017Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    In addition to the rise of digital games in all their forms, users often engages in existing services or even develops new external services. These external services often comes in forms of forums, mobile applications developed with a certain function in focus and applications dedicated to provide users with certain information. These external services provides the user with a different medium then the game itself, and they therefore work as a complement to the game. This study examines if the use of external services for games is related to lack of information/functions in the game. The study focuses on the case of the recent mobile game Pokémon GO and the external environment surrounding the game.

    As an example the study focused on the game Pokémon GO and did a case study about this game to try the thesis. 

  • 32.
    Hansen, Kjetil Falkenberg
    et al.
    KTH Royal Institute of Technology.
    Normark, Maria
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Tutored academic writing as motivation and a formative assessment for learning2015Inngår i: KTH Scholarship of Teaching and Learning 2015: Abstracts, Stockholm: KTH , 2015, C6- s.Konferansepaper (Fagfellevurdert)
  • 33.
    Hellqvist, Max
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Härjeström, Herman
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Measuring the Impact of Heads-Up Display on Player Experience in FPS Games.2017Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    In this study, we investigate the effect of Heads-Up Display on player experience and performance when playing the first person shooter games Battlefield 1 and Battlefield 4. Participants played a mission twice, once with Heads-Up Display and once without. After each session, the participant answered a PENS questionnaire. The amount of enemies killed and the amount of times the player character died during the session was recorded. No significant differences were found other than that the participants who answered that they only played first person shooter games a few times every month killed more enemies with the Heads-Up Display active, and that the overall amount of kills was generally lower when the Heads-Up Display was active.

  • 34.
    Heriksson, Greger
    et al.
    Kungliga tekniska högskolan, Skolan för arkitektur och samhällsbyggnad (ABE) .
    Kupersmidt, Judith
    Kungliga tekniska högskolan, Skolan för arkitektur och samhällsbyggnad (ABE) .
    Räsänen, Minna
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    A Day at the School of Opera: Less Travel through Distance Education?2013Inngår i: Nachhaltigkeit in der Wirtschaftskommunikation / [ed] Martin Nielsen, Iris Rittenhofer, Marianne Grove Ditlevsen, Sophie Esmann Andersen, Irene Pollach, Wisbaden: Springer, 2013, 191-214 s.Kapittel i bok, del av antologi (Fagfellevurdert)
    Abstract [sv]

    Teaching opera places high demands on audio-visual and physical aspects of the teaching situation and represents a small but internationally widespread and travel-dependent labour and education market. The aim of this study was to evaluate the potential for establishing a video option and thereby reducing travel. A trial with opera master classes at a distance was carried out between Stockholm and Helsinki and the reactions of students and teachers were charted. The trial showed satisfactory lesson quality and keen interest among participants in gaining continuous access to this kind of distance education, mainly because of a strong mutual demand for renowned teachers and talented students. The study also investigated teaching under normal conditions (without an option for teaching at a distance). It was found that under both normal and trial conditions, the personal motivation of participants to participate in master classes was characterized by elements of desire and necessity. The desire component was linked to the aesthetic, creative and cooperative aspects of the art form and learning context, while the necessity component related to livelihood and career paths. A survey of the travel habits of some teachers and students indicated a relatively high frequency of travel by air or car to other regions and countries to participate in teaching etc., especially for the teachers. In light of these findings, introduction of technology for master classes and other similar teaching at a distance, e.g. between two or more Nordic opera colleges, could partially replace travel for teaching, but could also lead to more teaching of this kind, since it is in such a high demand. Overall positive environmental effects as well as positive effects on the quality of education could be expected by supplementing face-to-face with video-mediated teaching.

  • 35.
    Hernwall, Patrik
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Barn som medforskare: ökat medvetande genom deltagande2013Inngår i: Nu vill jag prata!: barns röster i barnkulturen / [ed] Karin Helander, Stockholm: Stockholms universitets förlag, 2013Kapittel i bok, del av antologi (Annet vitenskapelig)
  • 36.
    Herrera, Mikael
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Schierbeck, Georg
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Disadvantages of using non-linear video in shallow learning situations: A critical perspective on current trends2016Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    Video learning material has reported benefits to in-person lectures, and it can improve knowledge transfer (Bishop & Verleger, 2013; Kim, 2013). Modern educational methods such as flipped classroom and MOOCs (MOOC, 2016) depend on implementing video as a learning resource. Furthermore, the traditional linear video has long been challenged by nonlinear video, both in terms of having interactive material (Zhang et al. 2006) and sectioned, indexed contents. In a critical approach (Bardzell, J & Bardzell, S, 2013) we investigated disadvantages to the non-linear way of using video; in particular if non-linear video streamlines the retrieval of information. We conducted an observational experiment to examine the efficiency of non-linear video compared to linear video. Results from the observation experiment conducted in this thesis, shows that the non-linear video group tended to answer less questions, within the same amount of time as the group which used the linear video.

  • 37.
    Håkansson, Maria
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik. Cornell University.
    Sengers, Phoebe
    Cornell University.
    Beyond being green: Simple living families and ICT2013Inngår i: CHI '13 Proceedings of the SIGCHI Conference on Human Factors in Computing Syste, New York: ACM Press, 2013, 2725-2734 s.Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Motivated by a need in sustainable HCI for studies of everyday practices, and a belief that a holistic view on sustainability is crucial to deeper understanding of how to design ICT to support sustainability, we here present a qualitative study of 11 simple living families in the US. Simple living refers to a lifestyle which is voluntarily simple out of concern for both the environment and quality of life. Our goal was to learn about a holistic view on sustainability and the role of ICT in helping and hindering families to live simply. The study contributes new insights about how holistic sustainability could be a valuable lens for HCI, revealing that sustainability is important to a wider range of areas in HCI than previously discussed. We conclude with implications for HCI for how to support sustainable practices beyond being "about" being green.

  • 38.
    Höök, K.
    et al.
    KTH.
    Hummels, C.
    Eindhoven University of Technology, Eindhoven, Netherlands.
    Isbister, K.
    University of California, Santa Cruz, Santa Cruz, CA, USA.
    Marti, P.
    University of Siena, Siena, Italy.
    Segura, E. M.
    University of California, Santa Cruz, Santa Cruz, CA, USA.
    Jonsson, Martin
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Mueller, F.
    RMIT University, Melbourne, VIC, Australia.
    Sanches, P. A. N.
    KTH Simon Fraser University, Vancouver, BC, Canada.
    Schiphorst, T.
    Simon Fraser University, Vancouver, BC, Canada.
    Ståhl, A.
    Mobile Life@SICS, Kista.
    Svanaes, D.
    Norwegian University of Science and Technology, Trondheim, Norway.
    Trotto, A.
    Interactive Institute Umeå.
    Petersen, M. G.
    Aarhus University, Aarhus, Denmark.
    Lim, Y. -K
    Korea Advanced Institute of Science and Technology, Daejeon, Republic of Korea.
    Soma-based design theory2017Inngår i: CHI EA '17 Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems, New York: Association for Computing Machinery (ACM), 2017, 550-557 s.Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Movement-based interaction design is increasingly popular, with application domains ranging from dance, sport, gaming to physical rehabilitation. In a workshop at CHI 2016, a set of prominent artists, game designers, and interaction designers embarked on a research journey to explore what we came to refer to as "aesthetics in soma-based design". In this follow-up workshop, we would like to take the next step, shifting from discussing the philosophical underpinnings we draw upon to explain and substantiate our practice, to form our own interaction design theory and conceptualisations. We propose that soma-based design theory needs practical, pragmatic as well as analytical study - otherwise the felt dimension will be missing. We will consider how such tacit knowledge can be articulated, documented and shared. To ground the discussion firmly in the felt experience of our own practice, the workshop is organised as a joint practical design work session, supported by analytical study.

  • 39.
    Jonsson, Fatima
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik. Stockholm University.
    Lundmark, Sofia
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik. Uppsala University.
    An interaction approach for norm-critical design analysis of interface design2014Inngår i: CaTaC’14: Culture, Technology, Communication: Celebration, Transformation, New Directions [online proceening], 2014Konferansepaper (Fagfellevurdert)
    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.

  • 40.
    Jonsson, Martin
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik. Kungliga Tekniska Högskolan.
    Ståhl, Anna
    SICS Swedish ICT.
    Mercurio, Johanna
    SICS Swedish ICT.
    Karlsson, Anna
    BORIS Design, Kowloon, Hong Kong.
    Naveen, Ramani
    SICS Swedish ICT.
    Höök, Kristina
    Kungliga Tekniska Högskolan.
    The aesthetics of heat: Guiding Awareness with Thermal Stimuli2016Inngår i: TEI '16 Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction, New York: Association for Computing Machinery (ACM), 2016, 109-117 s.Konferansepaper (Fagfellevurdert)
    Abstract [en]

    In this paper we discuss the design process and results from a design exploration on the use of thermal stimuli in body awareness exercises. A user-study was performed on an interactive prototype in the form of an interactive heat mat. The paper brings forth an alternative understanding of heat as a design material that extends the common understanding of thermal stimuli in HCI as a communication modality to instead bring the aesthetic and experiential properties to the fore. Findings account for felt body experiences of thermal stimuli and a number of design qualities related to heat as a design material are formulated, pointing to experiential qualities concerning the felt body, subjectivity and subtleness as well as material qualities concerning materiality, inertia and heat transfer.

  • 41.
    Kaipainen, Mauri
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Hautamäki, A.
    University of Helsinki, Helsinki, Finland.
    Analysis and synthesis with a three component inferential system: Augmenting the explanatory scope of conceptual spaces2017Inngår i: Artificial Intelligence and Cognition 2016: Proceedings of the 4th International Workshop on Artificial Intelligence and Cognitionco-located with the Joint Multi-Conference on Human-Level Artificial Intelligence (HLAI 2016) / [ed] Antonio Liet; Mehul Bhatt; Alessandro Oltramari; David Vernon, 2017, 124-137 s.Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The study introduces a model of analysis and synthesis, respective abductive and deductive reasoning, using the three-component inferential system, which is constituted by a perspective-relative augmentation of Gärdenfors's theory of Conceptual Spaces (CS). A general formulation of Perspective, based on our earlier work, corresponds to prioritization among property dimensions. Instead of assuming one conceptual space as in the CS, a distinction is made between the high-dimensional description of the discourse/domain termed Ontospace, and the two-dimensional perspectival space onto which a Perspectiverelative hierarchical conceptualization is projected, referred to as the Perspectival Space. In this setting, deduction is the inference of Perspective-relative conceptualization of the ontospace, while abduction is the reasoning of the Perspective that accounts for a given conceptualization of the ontospace, given in a form of a target cluster This model is articulated on an abstraction level beyond algorithmic implementation.

  • 42.
    Kaipainen, Mauri
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Hautamäki, Antti
    Helsingfors universitet.
    A Perspectivist Approach to Conceptual Spaces2015Inngår i: Applications of Geometric Knowledge Representation: The Case for Geometric Knowledge Representation / [ed] Zenker, F. & Gärdenfors, P., Dordrecht: Springer, 2015, 245-258 s.Kapittel i bok, del av antologi (Fagfellevurdert)
  • 43.
    Karpinska, Justyna
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Designing tangible play objects for toddlers’ open-ended play using multimodal feedback and multisensory stimuli2017Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    Designing tangible objects for children’s development andlearning has been a common theme in the HCI community.However, studies involving designing of tangibles fortoddlers’ hedonic interaction and play experiences havebeen few. This paper explores how toddlers (between oneand three years old) behave when interacting with tangibleplay objects in the context of open-ended play. The aim ofthis study was to explore how the integration ofmultisensory stimuli and multimodal feedback in tangibleobjects can affect toddlers’ play, behaviors and engagementin the context of open-ended play. Furthermore, two playobjects called Sound Cubes were developed and used in aninteraction study conducted at a preschool in Stockholm.The results presented in this paper suggest that the openendedplay objects provided toddlers with opportunity formultiple manipulations that lead to interesting interactions.Moreover, multimodal feedback and multisensory stimulicreated a positive affect on toddlers’ engagement in play.

  • 44.
    Katzeff, Cecilia
    et al.
    Interactive Institute / KTH.
    Broms, Loove
    KTH.
    Jönsson, Li
    Denmark Design School.
    Westholm, Ulrika
    Interactive Institute.
    Räsänen, Minna
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Exploring sustainable practices in workplace settings through visualizing electricity consumption2013Inngår i: ACM Transactions on Computer-Human Interaction, ISSN 1073-0516, E-ISSN 1557-7325, Vol. 20, nr 5, 31- s.Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    People's domestic habits are increasingly being targeted to reduce levels of CO2 emissions. Whereas domestic energy consumption has received a lot of attention with several reported studies on sustainable practices, there are very few studies on workplace practices. Nevertheless, these are considered as having much potential for reducing energy consumption. This article presents the findings from two field studies where two different types of prototypes for visualizing energy use were designed, implemented and evaluated in different types of workplace settings - factories and offices. The studies used design probes to explore how visual feedback for electricity use was interpreted and acted upon by employees in work settings. A striking observation was that it is very difficult to get people to change to more pro-environmental behavior and practices in a workplace environment. The article discusses why this might be the case.

  • 45.
    Kauttonen, Janne
    et al.
    Aalto University School of Arts, Design and Architecture, Finland.
    Kaipainen, Mauri
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Tikka, Pia
    Aalto University School of Arts, Design and Architecture, Finland.
    Model of Narrative Nowness for Neurocinematic Experiments2014Inngår i: 5th Workshop on Computational Models of Narrative : CMN'14, July 31–August 2, 2014 / [ed] Mark A. Finlayson and Jan Christoph Meister and Emile G. Bruneau, Saarbrücken/Wadern: Dagstuhl Publishing , 2014, Vol. 41, 77-87 s.Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Cognitive neurosciences have made significant progress in learning about brain activity in situatedcognition, thanks to adopting stimuli that simulate immersion in naturalistic conditions insteadof isolated artificial stimuli. In particular, the use of films in neuroscientific experiments, aparadigm often referred to as neurocinematics, has contributed to this success. The use ofcinematic stimuli, however, has also revealed a fundamental shortcoming of neuroimaging studies:The lack of conceptual and methodological means to handle the viewers' experience of narrativeevents in their temporally extended contexts in the scale of full cinematic narrative, not tomention life itself. In order to give a conceptual structure to the issue of temporal contexts,we depart from the neurophenomenological approach to time consciousness by neurobiologistFrancisco Varela, which in turn builds on Husserl's phenomenology of time. More specifically, wewill discuss the experience of narrative tension, determined by backward-looking conceptualizingretention, and forward-looking anticipatory protention. Further, this conceptual structure isbuilt into a preliminary mathematical model, simulating the dynamics of decaying and refreshingmemory traces that aggregates a retentive perspective for each moment of nowness, which in turnmay trigger anticipations for coming events, in terms of Varela and Husserl, protentions. Thepresent tentative mathematical model is constructed using simple placeholder functions, with theintention that they would eventually be replaced by models based on empirical observations onthe psychological capabilities that support narrative sensemaking. The final goal is a model thatsuccessfully simulates the way how the memory system maintains narrative tension beyond thetransient nowness window, and thereby allows mappings to observed brain activity with a richtemporal system of narrative contexts.

  • 46.
    Kiltoft, Casandra
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Sevelin, Simona
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Smarta upplevelser inom regional turism och destinationsutveckling: En fallstudie av nuläge och möjligheter kring teknisk mediering och turistupplevelser i Nyköping2016Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Denna uppsats beskriver smart turism, undersöker utvecklingsmöjligheter på tekniskt medierade upplevelser och framställer en fallstudie av Nyköping som turistdestination med ett inbäddat fall Nyköpingshus. Studien baseras på en empirisk forskningsstrategi med kvalitativa undersökningsmetoder. Angreppssättet har en explorativ karaktär med fem olika kvalitativa datainsamlingstekniker. Studiens ramverk tar form i tre kompletterande perspektiv – leverantör, tjänst och konsument.

    Syftet med studien är att bidra med ny kunskap om smart turism och utvecklingsmöjligheter med tekniskt medierade upplevelser. Undersökningen skapar en helhetsbild av Nyköpings och Nyköpingshus nuläget och avslutar med ett nyläge samt identifierar hur smart turism i samband med tekniskt medierade upplevelser kan stödja nytt värdeskapande hos konsumenterna på en turistdestination.

    Undersökningen visar att smart turism beskrivs som ett paraplybegrepp som omfattar alla integrerade insatser på en turistdestination för att samla in, forma och kontrollera data som kommer från fysisk infrastruktur, sociala kontakter, statliga eller verksamhetskällor och mänskliga sinnen. För att utveckla en framgångsrik smart turistdestination krävs det tillgång till nödvändiga resurser och besökarnas engagemang genom tekniskt medierade upplevelser. De värdehöjande faktorerna av smarta turistupplevelser som ökar vinsten och prestige för destinationen är turistattraktioner, tillgänglighet, faciliteter, aktiviteter och tillhörande tjänster som medieras genom teknik.

    Den genomförda studien påvisar att Nyköping och Nyköpingshus har alla förutsättningar att bli ”smartare” i samband med tekniskt medierade turistupplevelser som skulle gynna alla parter – både turister och turistdestinationer.

  • 47.
    Landwehr Sydow, Sophie
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    On Making and Failing2017Inngår i: CHI'17 Workshop positioning paper – Open Design at the Intersection between Making and Manufacturing, 2017Konferansepaper (Annet vitenskapelig)
    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.

  • 48.
    Landwehr Sydow, Sophie
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Jonsson, Martin
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    The Forensics of Transient Computational Materials2016Inngår i: Nordi'CHI 2016 Workshop. Things Fall Apart: Unpacking the Temporalities of Impermanence for HCI, 2016Konferansepaper (Annet vitenskapelig)
    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”.

  • 49.
    Landwehr Sydow, Sophie
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Jonsson, Martin
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    The organization of personal fabrication: Hackathons and makerspaces as semi-professional places for creative making2015Inngår i: On website for workshop "The Future of Making: Where Industrial and Personal Fabrication Meet", 2015Konferansepaper (Annet vitenskapelig)
    Abstract [en]

    Maker and DIY cultures, as well as the trend towards personal fabrication have gained recent visibility in HCI research. While first reflecting on makers as a new user and “social actor”, current rhetoric has shifted towards the maker movement’s potential for empowerment and democratization. By focusing on places and the organization of personal fabrication we are drawing lines between amateur vs. professional, and home vs. work settings as well as leisure vs. educational motivations. Here we discuss and map out the characteristics of semi-professional places for making in the light of a small study from a hackathon event.

  • 50.
    Landwehr Sydow, Sophie
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Tholander, Jakob
    Jonsson, Martin
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    "It's a Bomb!" - Material Literacy and Narratives of Making2017Inngår i: Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, New York: Association for Computing Machinery (ACM), 2017, 121-132 s.Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper analyses a series of events in which a discarded box found in a garbage room is examined and taken apart in the context of a makerspace. The participants' inquiry provided a rich and multifaceted experience in various settings, including puzzle-solving, exploring physical and digital materials, engaging people with different skills. The social engagements with and around the artifacts brought certain interpretative aspects to the fore. Situated acts of interpretation worked as ways of building a coherent narrative and a meaningful experience. In the paper, we highlight the relationship between on the one hand the subjects' skills and motivations to understand and make sense of the technology at hand which we call material literacy, and on the other hand the specific material qualities that encourage or trigger certain interpretations and experiences. The qualities we discuss are: opacity, risk, authenticity, uniqueness, age, and hybridity. This study allows us to reposition the contemporary understanding of makerspaces beyond that of being places for innovation and learning.

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