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  • 1.
    Ahammed, Riday
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Osheko, Yannick
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Vad ska vägleda dig i en 3D-labyrint?: En kvalitativ studie av spår, ljud och markeringar som vägledningshjälpmedel2022Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Det finns olika variationer av vägledningshjälpmedel som hjälper spelaren att navigera sig i en 3D-omgivning. I denna kvalitativa studie kommer det undersökas hur spår, ljud och markeringar som vägledningshjälpmedel kan stödja en spelare i en 3D-labyrint. Genom att undersöka de tre vägledningshjälpmedlen skapades en prototyp där de tre vägledningshjälpmedlen separerades i tre olika labyrinter. Respondenterna som deltog i studien spelade igenom de tre labyrinterna med och utan vägledningshjälpmedel för att kunna undersöka hur de stödjer respondenterna under spelsessionen. Data samlades in med hjälp av stimulated recall metoden och semi-strukturerade intervjuer. Insamlad data analyserades med hjälp av Empirisk fenomenologisk psykologi (EPP) metoden. Resultatet som uppstod från analysen presenterade respondenternas individuella upplevelse samt de fyra övergripande teman som sammanställdes från data. Sammanfattningsvis indikerade resultaten att spåret var den optimalaste vägledningshjälpmedlet, däremot delade både ljud och markeringar samma egenskaper som vägledningsshjälpmedel. Dessutom bildade respondenterna spatialt minne med hjälp av unika landmärken, samt utgick respondenterna från egna vägledningsstrategier när de tre hjälpmedlen inte var tillgängliga.

    Fulltekst (pdf)
    fulltext
  • 2. Avatare, Anneli
    et al.
    Jää-Aro, Kai-Mikael
    The APS/AMID Project1991Konferansepaper (Annet vitenskapelig)
  • 3.
    Balan, Elena
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Integrating community values in the design of a mobile application for parkour practitioners2013Independent thesis Advanced level (degree of Master (One Year)), 10 poäng / 15 hpOppgave
    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.

    Fulltekst (pdf)
    Integrating community values in the design of a mobile application for parkour practitioners
  • 4.
    Barbara, J.
    et al.
    St. Martin’s Institute of Higher Education, Malta.
    Koenitz, Hartmut
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Bakk, Á. K.
    Moholy-Nagy University of Art and Design Budapest, Hungary.
    The Ethics of Virtual Reality Interactive Digital Narratives in Cultural Heritage2021Inngår i: Interactive Storytelling: 14th International Conference on Interactive Digital Storytelling, ICIDS 2021, Tallinn, Estonia, December 7–10, 2021, Proceedings / [ed] Alex Mitchell; Mirjam Vosmeer, Cham: Springer, 2021, s. 288-292Konferansepaper (Fagfellevurdert)
    Abstract [en]

    As IDNs are used to represent complex phenomena, we are bound to assess the ethical dimension of these representations in order to help IDN mature as a practice and a discipline. In this paper, we consider ethical aspects arising from applications of IDN in VR for Cultural Heritage experiences. Using a discussion of ethical aspects of cultural heritage and virtual reality as a foundation, and considering a range of IDN VR cultural heritage experiences, we derive a set of ethical questions for IDN design in general and for cultural heritage specifically as the basis for the development of standard ethics guidelines and help start a conversation on the topic in the community.

  • 5.
    Barbara, Jonathan
    et al.
    Saint Martin’s Institute of Higher Education, Malta.
    Bellini, Mattia
    University of Tartu, Estonia.
    Makai, Peter Kristof
    Ludwig-Maximilians-Universität, Germany.
    Sampatakou, Despoina
    University of York, United Kingdom.
    Irshad, Shafaq
    NTNU, Norway.
    Koenitz, Hartmut
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    The Sacra Infermeria — a focus group evaluation of an augmented reality cultural heritage experience2022Inngår i: New Review of Hypermedia and Multimedia, ISSN 1361-4568, E-ISSN 1740-7842, Vol. 28, nr 3-4, s. 143-171Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    The digital representation of our past has long been an important tool in the interpretation of cultural heritage in museums. The recent rise in the use of Augmented Reality (AR) has seen various approaches to adding dynamic information to existent artefacts. The challenge is even greater when uncertainty further complexifies the represented history. This paper presents a critical analysis of an AR installation in the Sacra Infermeria museum in Valletta, Malta. After a description of the AR configuration of the installation, we present a thematic analysis carried out from a multidisciplinary focus group of 11 researchers in the field of Interactive Digital Narratives (IDN), from three perspectives: the technological implementation of the AR experience, the historical accuracy, gamification and the influence of social media-centred design, and the representation of the complexity arising from the uncertainty of history. In the light of the results of the multidisciplinary focus group, we provide a list of recommendations and heuristics at the end of the article. 

  • 6.
    Berger, Tony
    et al.
    Södertörns högskola, Institutionen för kommunikation, medier och it.
    Törnqvist, Carl
    Södertörns högskola, Institutionen för kommunikation, medier och it.
    EmoWheel: En metodutveckling för utvärdering av emotionellt engagemang2009Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    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.

    Fulltekst (pdf)
    EmoWheel
  • 7.
    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 Environments1998Inngår i: Constructing and Manipulating the Virtual: Gesture Transformation, Soundscaping and Dynamic Environments for Extended Artistic Performance, Stockholm: NADA, Tekniska högskolan , 1998, , s. 14s. 5-19Kapittel i bok, del av antologi (Annet vitenskapelig)
  • 8.
    Bowers, John
    et al.
    KTH.
    Hellström, Sten-Olof
    KTH.
    Jää-Aro, Kai-Mikael
    KTH.
    Supporting Event Management by Sonifying Participant Activity1999Inngår i: Production Tools for Electronic Arenas: Event Management and Content Production : eRENA : Deliverable D4.3/4.4, 1999, s. 80-98Kapittel i bok, del av antologi (Annet vitenskapelig)
  • 9.
    Bowers, John
    et al.
    KTH.
    Jää-Aro, Kai-Mikael
    KTH.
    Blink: Exploring and Generating Content for Electronic Arenas1999Inngår i: Production Tools for Electronic Arenas: Event Management and Content Production : eRENA : Deliverable D4.3/4.4, 1999, s. 109-128Kapittel i bok, del av antologi (Annet vitenskapelig)
  • 10.
    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 Deployment1999Inngår i: Production Tools for Electronic Arenas:: Event Management and Content Production : eRENA : Deliverable D4.3/4.4, 1999, , s. 22s. 58-79Kapittel i bok, del av antologi (Annet vitenskapelig)
  • 11.
    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 Editing2000Inngår i: Production and Management of Events in Electronic Arenas: eRENA ESPRIT Project 25379 Workpackage 4 Deliverable D4.5, Stockholm: NADA, Tekniska högskolan , 2000, , s. 29s. 41-69Kapittel i bok, del av antologi (Annet vitenskapelig)
  • 12. Carlsson, Christer
    et al.
    Jää-Aro, Kai-Mikael
    The DIVE Laboratory1995Inngår i: Presence - Teleoperators and Virtual Environments, ISSN 1054-7460, E-ISSN 1531-3263, Vol. 4, nr 4, s. 431-440Artikkel i tidsskrift (Fagfellevurdert)
  • 13. 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 worlds2001Inngår i: CHI '01 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, New York: ACM Press, 2001, s. 30-37Konferansepaper (Fagfellevurdert)
  • 14.
    Dew, K. N.
    et al.
    University of Washington, USA.
    Landwehr Sydow, Sophie
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik. Stockholm University.
    Rosner, D. K.
    University of Washington, USA.
    Thayer, A.
    Immersive Experiences Lab of HP Labs.
    Jonsson, Martin
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Producing Printability: Articulation Work and Alignment in 3D Printing2019Inngår i: Human-Computer Interaction, ISSN 0737-0024, E-ISSN 1532-7051, Vol. 34, nr 5-6, s. 433-469Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Three-dimensional printing is widely celebrated as enabling open design and manufacturing practice. With easy-to-use techniques such as automated modeling, fabrication machines ostensibly help designers turn ideas into fully fledged objects. Prior HCI literature focuses on improving printing through optimization and by developing printer and material capabilities. This paper expands such considerations by asking, how do 3D printing practitioners understand and create “printability?” And how might HCI better support the work that holds together printing workflows and changing ecosystems of materials and techniques? We conducted studies in two sites of open design: a technology firm in Silicon Valley, California and a makerspace in Stockholm, Sweden. Deploying workshops and interviews, we examine how practitioners negotiate the print experience, revealing a contingent process held together by trial and error exploration and careful interventions. These insights point to the value of tools and processes to support articulation work, what Strauss and colleagues have called the acts of fitting together people, tasks, and their ordering to accomplish an overarching project. We show that despite the sought-after efficiencies of such manufacturing, 3D printing entails articulation work, particularly acts of alignment, exposing messy modes of production carried out by a varied cast of practitioners, machines, and materials.

  • 15.
    Ekman, Agnes
    et al.
    Södertörns högskola, Institutionen för kommunikation, medier och it.
    Hägglund, Emma
    Södertörns högskola, Institutionen för kommunikation, medier och 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 poäng / 15 hpOppgave
    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.

    Fulltekst (pdf)
    seniorer_och_e-handel
  • 16.
    Engström, Frida
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    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 poäng / 15 hpOppgave
    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. 

    Fulltekst (pdf)
    fulltext
  • 17.
    Eriksson, Sara
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    "Ska sökmotorn verkligen vara den viktigaste besökaren?": En kvalitativ intervjustudie om företags syn på samspelet mellan sökmotoroptimering och användbarhet på webbsidor2019Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Det stora utbudet av webbsidor på internet har resulterat i ett ökat användande av sökmotorer för att hitta information. Sökmotorer tillåter internetanvändare att snabbt söka, selektera och finna svar på sina frågor. Den digitala utvecklingen har även medfört att användbarhet på webbsidor blivit viktigare än någonsin för att användare ska välja att interagera med en webbsida. Att som företag arbeta aktivt med sökmotoroptimering av sin webbsida och samtidigt upprätthålla en god användbarhet är idag avgörande för att vara med i kampen om användarnas uppmärksamhet. Denna studie fördjupar sig därför i samspelet mellan sökmotoroptimering och användbarhet ur ett företagsperspektiv. Studien ämnar söka svar på hur företag ser på samspelet mellan de båda samt vilka utmaningar de upplever med att arbeta med användbarhet i relation till sökmotoroptimering. Undersökningen bygger på sju stycken kvalitativa djupintervjuer med företag som dagligen hanterar dessa aspekter på sina webbsidor. Resultatet visar att företag ser på samspelet mellan sökmotoroptimering och användbarhet som en kontinuerlig avvägning mellan två perspektiv, där de upplever att de måste balansera användarens behov och arbetet med att möta sökrobotarnas indexeringsstrategier och algoritmer. Den centrala utmaningen är främst kopplad till textinnehåll och sökord och att göra val som både gynnar deras användare samt för indexering på höga positioner i sökmotorernas resultatlista.

    Fulltekst (pdf)
    fulltext
  • 18.
    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, s. -5Konferansepaper (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.

  • 19.
    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, , s. 13s. 215-227Konferansepaper (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.

    Fulltekst (pdf)
    Faraon, M., Villavicencio, V., Ramberg, R., & Kaipainen, M. (2013). From mobilization to consensus - Innovating cross-media services to organize crowds into collaborative communities
  • 20.
    Goina, M.
    et al.
    KTH Royal Institute of Technology, Sweden.
    Bresin, R.
    KTH Royal Institute of Technology, Sweden.
    Rodela, Romina
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Miljövetenskap.
    Our Sound Space (OSS): An Installation for Participatory AND Interactive Exploration of Soundscapes2023Inngår i: Proceedings of the Sound and Music Computing Conferences, Sound and Music Computing Network , 2023, s. 255-260Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper describes the development of an interactive tool which allows playing different soundscapes by mixing diverse environmental sounds on demand. This tool is titled Our Sound Space (OSS) and has been developed as part of an ongoing project where we test methods and tools for the participation of young people in spatial planning. As such OSS is meant to offer new opportunities to engage youth in talks about planning, placemaking and more sustainable living environments. In this paper, we describe an implementation of OSS that we are using as an interactive soundscape installation sited in a public place daily visited by people from a diversity of entities (e.g. university, a gymnasium, a restaurant, start-ups). The OSS installation is designed to allow simultaneous activation of several prerecorded sounds broadcast through four loudspeakers. The installation is interactive, meaning that it can be activated and operated by anyone via smartphones and is designed to allow interaction among multiple people at the same time and space. 

  • 21.
    Green, Anders
    et al.
    KTH, Människa-datorinteraktion, MDI.
    Severinson Eklundh, Kerstin
    KTH, Numerisk analys och datalogi, NADA.
    Designing for learnability in human-robot communication2003Inngår i: IEEE Transactions on Industrial Electronics, ISSN 0278-0046, E-ISSN 1557-9948, Vol. 50, nr 4, s. 644-650Artikkel i tidsskrift (Fagfellevurdert)
    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.

  • 22.
    Gunnarson, Karenina
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    En jämförande studie av två platshållare inom interaktionsdesign: Lorem ipsum vs Blokkfont Neue Regular2013Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    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.

    Fulltekst (pdf)
    PEA_Rapport_Gunnarson_Karenina
  • 23.
    Hansen, Kjetil Falkenberg
    KTH Royal Institute of Technology.
    The acoustics and performance of DJ scratching: analysis and modeling2010Doktoravhandling, med artikler (Annet vitenskapelig)
    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.

  • 24.
    Hansson, Karin
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Bardzell, Shaowen
    Georgia Institute of Technology, USA.
    Bhandari, Aparajita
    Cornell University, USA.
    Boulicault, Marion
    University of Edinburgh, UK.
    Doyle, Dylan Thomas
    University of Colorado Boulder, USA.
    Erete, Sheena
    University of Maryland, USA.
    Cerratto Pargman, Teresa
    Stockholm University, Sweden.
    Lazem, Shaimaa
    City for Scientific Research and Technological applications, Egypt.
    Muller, Michael
    IBM Research, USA.
    Normark, Maria
    Uppsala University, Sweden.
    Petterson, Adrian
    University of Toronto, Canada.
    Poikolainen Rosén, Anton
    Aalto University, Finland.
    Taylor, Alex S.
    City, University of London, UK.
    Thomas, Jakita O.
    Auburn University, USA.
    Watson, Julia
    University of Toronto, Canada.
    A Toolbox of Feminist Wonder: Theories and Methods That Can Make a Difference2023Inngår i: CSCW ’23 Companion: Companion Publication of the 2023 Conference on Computer Supported Cooperative Work and Social Computing / [ed] Casey Fiesler; Loren Terveen; Morgan Ames; Susan Fussell; Eric Gilbert; Vera Liao; Xiaojuan Ma; Xinru Page; Mark Rouncefield; Vivek Singh; Pamela Wisniewski, New York: Association for Computing Machinery (ACM), 2023, s. 476-480Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This one-day hybrid workshop builds on previous feminist CSCW workshops to explore feminist theoretical and methodological approaches that have provided us with useful tools to see things differently and make space for change. Since its inception over a decade ago, feminist HCI has progressed from the margins to mainstream HCI, with numerous references in the literature. Feminist HCI has also evolved to incorporate other critical HCI practices such as Queer HCI, participatory design, and speculative design. While feminist approaches have grown in popularity and become mainstream, it is getting more difficult to distinguish the feminist emancipatory core from other attempts of developing and improving society in various ways. In this workshop, we therefore want to revisit our feminist roots, where theory is a liberatory and creative practice, motivated by affect, curiosity, and wonder. From this standpoint, we consider which of our feminist tools can make a significant difference today, in a highly datafied world. The goal of this workshop is to; 1) create an inventory of feminist theories and concepts that have had an impact on our work as designers, educators, researchers, and activists; 2) develop a feminist toolbox for the CSCW community to strengthen our feminist literacy.

  • 25.
    Hansson, Karin
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik. Stockholm University, Sweden.
    Näslund Dahlgren, Anna
    Stockholm University, Sweden.
    Choice, Negotiation, and Pluralism: a Conceptual Framework for Participatory Technologies in Museum Collections2022Inngår i: Computer Supported Cooperative Work: The Journal of Collaborative Computing and Work Practices, ISSN 0925-9724, E-ISSN 1573-7551, Vol. 31, s. 603-631Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    In an era of big data and fake news, museums’ collection practices are particularly important democratic cornerstones. Participatory technologies such as crowdsourcing or wikis have been put forward as a means to make museum collections more open and searchable, motivated by a desire for efficiency but also as a way to engage the public in the development of a more diverse and polyphonic heritage. However, there is a lack of a nuanced vocabulary to describe participatory technologies in terms of democracy. Without a deeper understanding of how technology shapes the overall structures, there is a risk that the tools instead undermine democratic ambitions.

    Addressing the need to conceptualize democracy in these contexts, we therefore develop a framework for participatory technologies with an eye toward the long-term development and preservation of cultural heritage. In this framework different democratic processes intersect with democratic values, from a liberal conception of democracy to a more deliberative democracy, to an agonistic pluralism emphasizing the importance of acknowledging conflict and diversity.

    To firmly ground our vocabulary in museum collection practices, we have investigated two cases from museums in the US that have opposite participatory strategies for enriching images with metadata; the Smithsonian Transcription Center, and the National Gallery of Art collection on Wikimedia Commons. These cases demonstrate how the framework can be used to identify patterns of participation showing the support for different values and processes.

    Furthermore, our conceptual investigation points out a contradiction in Human–Computer Interaction (HCI) research, between the pluralism and conflicts emphasized in more critical and participatory design perspectives used in the development of design, and the features in the actual design of participatory technologies, emphasizing consistency and access.

  • 26. Hellström, Sten-Olof
    et al.
    Jää-Aro, Kai-Mikael
    Laaksonen, Aatto
    Perceptualisation of molecular dynamics data2000Konferansepaper (Annet vitenskapelig)
  • 27.
    Hjorth, Anna-Maria
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Upplev mera, spelifiera! Eller?: En experimentdriven dagboksstudie om hur spelifiering påverkar användarupplevelsen av digitalt medierad sysslohantering2022Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    Since 2013 gamification has been applied in a number of domains, among these task management applications (TMA), to achieve positive effects. However, a discrepancy has been found regarding expected results and those of applying the method to TMA. This study has conducted a field experiment to evaluate the user experience of two instances of a web-based TMA called Att.Göra. One instance was gamified (AG.Play), while the other was not (AG). 14 respondents were asked to evaluate their user experience through diaries over a one week period. Through thematic analysis of the resulting data, this study concludes that gamification can affect the user experience by heightening the experience of hedonic attributes, lowering expectations regarding pragmatic attributes and increasing motivation for continued usage. However, this may not be enough to sustainably satisfy user needs, since the aim of TMA is to aid users in pragmatically oriented activities rather than hedonic.

    Fulltekst (pdf)
    fulltext
  • 28.
    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 Arenas2001Inngår i: 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, s. 267-276Konferansepaper (Fagfellevurdert)
  • 29.
    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 Arenas1999Inngår i: Production Tools for Electronic Arenas: Event Management and Content Production : eRENA : Deliverable D4.3/4.4, 1999, s. 99-108Kapittel i bok, del av antologi (Annet vitenskapelig)
  • 30.
    Höök, Kristina
    et al.
    KTH.
    Caramiaux, Baptiste
    UMR STMS Ircam CNRS UPMC, Paris, France / McGill University, Montreal, Canada / University Paris Saclay, Gif Sur Yvette, France.
    Erkut, Cumhur
    Aalborg University, Copenhagen, Denmark..
    Forlizzi, Jodi
    Carnegie Mellon University, Pittsburgh, PA, USA.
    Hajinejad, Nassrin
    City University of Applied Sciences, Bremen, Germany.
    Haller, Michael
    Upper Austria University of Applied Sciences, Hagenberg, Austria..
    Hummels, Caroline C. M.
    University of Technology, Eindhoven, Netherlands..
    Isbister, Katherine
    University of California, Santa Cruz, CA, USA..
    Jonsson, Martin
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Khut, George
    University of New South Wales, Sydney, Australia..
    Loke, Lian
    University of Sydney, Sydney, Australia..
    Lottridge, Danielle
    Yahoo Inc, Sunnyvale, CA, USA..
    Marti, Patrizia
    University of Technology, Eindhoven, The Netherlands / Department of Social, Political and Cognitive Science, 53100 Siena, Italy.
    Melcer, Edward
    New York University, Brooklyn, NY, USA.
    Muller, Florian Floyd
    RMIT University, Melbourne, Australia.
    Petersen, Marianne Graves
    Aarhus University, Aarhus, Denmark..
    Schiphorst, Thecla
    Simon Fraser University, Burnaby, Canada..
    Segura, Elena Marquez
    University of California, Santa Cruz, CA, USA.
    Ståhl, Anna
    RISE.
    Svanaes, Dag
    Norwegian University of Science and Technology (NTNU), Trondheim, Norway / IT-University of Copenhagen, Copenhagen, Denmark..
    Tholander, Jakob
    Stockholm University.
    Tobiasson, Helena
    Umea University.
    Embracing First-Person Perspectives in Soma-Based Design2018Inngår i: Informatics, E-ISSN 2227-9709, Vol. 5, nr 1, artikkel-id 8Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    A set of prominent designers embarked on a research journey to explore aesthetics in movement-based design. Here we unpack one of the design sensitivities unique to our practice: a strong first person perspective-where the movements, somatics and aesthetic sensibilities of the designer, design researcher and user are at the forefront. We present an annotated portfolio of design exemplars and a brief introduction to some of the design methods and theory we use, together substantiating and explaining the first-person perspective. At the same time, we show how this felt dimension, despite its subjective nature, is what provides rigor and structure to our design research. Our aim is to assist researchers in soma-based design and designers wanting to consider the multiple facets when designing for the aesthetics of movement. The applications span a large field of designs, including slow introspective, contemplative interactions, arts, dance, health applications, games, work applications and many others.

  • 31. Ihrén, Johan
    et al.
    Jää-Aro, Kai-Mikael
    Westerlund, Assar
    Interactive Visualization of Non-deterministic Discrete Processes1996Inngår i: Proceedings of the International Conference of Technical Informatics, 1996, s. 145-150Konferansepaper (Fagfellevurdert)
  • 32.
    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.

  • 33. Jää-Aro, Kai-Mikael
    An overview of virtual environment hardware and software2001Rapport (Annet vitenskapelig)
  • 34. Jää-Aro, Kai-Mikael
    An Overview of Virtual Reality Research in the Nordic Countries1993Inngår i: Vuācharu riaritīzu [Virtual Realities]: An Anthology of Industry and Culture / [ed] Loeffler, Carl Eugene, Gijutsu Hyoron Sha , 1993, s. 254-266Kapittel i bok, del av antologi (Annet vitenskapelig)
  • 35. Jää-Aro, Kai-Mikael
    An Overview of Virtual Reality Research in the Nordic Countries1994Inngår i: The Virtual Reality Casebook / [ed] Loeffler, Carl Eugene AND Anderson, Tim, New York: Van Nostrand Reinhold , 1994, s. 138-151Kapittel i bok, del av antologi (Annet vitenskapelig)
  • 36.
    Jää-Aro, Kai-Mikael
    KTH.
    Constrained by knowledge: Technology development and avatar design2003Konferansepaper (Annet vitenskapelig)
  • 37. Jää-Aro, Kai-Mikael
    Forskning om virtuell virkelighet i Sverige1994Inngår i: Virtuell virkelighet: Teknologi og kultur : muligheter och utfordringer / [ed] Loeffler, Carl Eugene & Anderson, Tim, Oslo: Spartacus , 1994, s. 129-135Kapittel i bok, del av antologi (Annet vitenskapelig)
  • 38. Jää-Aro, Kai-Mikael
    Implementing a CFD steering system for immersive environments2003Inngår i: CAVE Programming Workshop 2003, 2003Konferansepaper (Annet vitenskapelig)
  • 39.
    Jää-Aro, Kai-Mikael
    KTH.
    Network monitoring applications in DIVE1995Rapport (Annet vitenskapelig)
  • 40.
    Jää-Aro, Kai-Mikael
    KTH.
    Reconsidering the avatar: From user mirror to interaction locus2004Doktoravhandling, monografi (Annet vitenskapelig)
  • 41. Jää-Aro, Kai-Mikael
    Retaining body language in subjective environments by using object-centred coordinate systems1995Konferansepaper (Annet vitenskapelig)
  • 42. Jää-Aro, Kai-Mikael
    Survey of Immersive Visualisation Tools2004Konferansepaper (Annet vitenskapelig)
  • 43. Jää-Aro, Kai-Mikael
    Tankathon — A Process Plant Simulation1992Rapport (Annet vitenskapelig)
  • 44. Jää-Aro, Kai-Mikael
    The X-ray Factory—some experiments with three-dimensional, iconic control displays1991Inngår i: Proceedings from the 3rd MultiG workshop Stockholm, December 17, 1991, KTH, Royal Institute of Technology / [ed] Yngve Sundblad, Stockholm: Kungliga Tekniska högskolan, 1991Konferansepaper (Fagfellevurdert)
  • 45.
    Jää-Aro, Kai-Mikael
    KTH.
    Three-dimensional Interaction and Presentation for Computer-Supported Cooperative Work1996Licentiatavhandling, monografi (Annet vitenskapelig)
  • 46.
    Jää-Aro, Kai-Mikael
    KTH.
    Virtual Reality—State of the art1993Rapport (Annet vitenskapelig)
  • 47. Jää-Aro, Kai-Mikael
    et al.
    Bowers, John M.
    New Ideas on Navigation and View Control Inspired by Cultural Applications2004Inngår i: Inhabited Information Spaces: Living with your data / [ed] David N. Snowdon, Elizabeth F. Churchill & Emmanuel Frécon, London: Springer London, 2004, s. 151-180Kapittel i bok, del av antologi (Annet vitenskapelig)
  • 48.
    Jää-Aro, Kai-Mikael
    et al.
    KTH.
    Bowers, John M.
    KTH.
    Hellström, Sten-Olof
    KTH.
    Activity-Oriented Navigation1999Inngår i: Individual and Group Interaction: eRENA : Deliverable 6.3, 1999, , s. 8s. 45-52Kapittel i bok, del av antologi (Annet vitenskapelig)
  • 49.
    Jää-Aro, Kai-Mikael
    et al.
    KTH.
    Engquist, Erik
    Visualization2005Inngår i: Introduction to High-Performance Computing—material for the PDC summerschool 2005 / [ed] Andersson, Ulf, Stockholm: Kungliga Tekniska högskolan, 2005Kapittel i bok, del av antologi (Annet vitenskapelig)
  • 50. Jää-Aro, Kai-Mikael
    et al.
    Ihrén, Johan
    Zetterling, Fredrik
    Laaksonen, Aatto
    Visual Interactive Molecular Simulation1999Inngår i: 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, s. 43-46Konferansepaper (Fagfellevurdert)
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