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  • 1.
    Abdelmassih, Christian
    et al.
    KTH, School of Computer Science and Communication (CSC).
    Hultman, Axel
    KTH, School of Computer Science and Communication (CSC).
    Förutspå golfresultat med hjälp av sentimentanalys på Twitter2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In this study we examine the relationship between the sentiment value of golf players’ tweets and their sports results to evaluate the predictive power of the their twitter accounts. Findings on this topic may be of value to bookmakers, gamblers, coaches and fans of sport. Our study is based on two datasets: PGA­tour golf statistics and 112 101 tweets made by 155 profesional golfers over the course of two seasons. The golf players’ sentiment was quantified using the lexical sentiment analysis method AFINN.

    In contrast to other research with similiar methods, our findings suggest that there is low correlation betweet the datasets and that the methods used in our study have low predictive power. Our recommendation is that future studies use additional prediction variables besides sentiment score to better evaluate the predictive power of golf players’ tweets. 

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  • 2.
    Abu Nijmeh, Jonas
    et al.
    KTH, School of Computer Science and Communication (CSC).
    Catalan Canales, Diego
    KTH, School of Computer Science and Communication (CSC).
    Prokrastinering i form av medieanvändning: En jämförelsestudie kring kön och sysselsättning2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Procrastination has long been a problem for many. Whether it is school work, training or something else, most individuals have experienced that they deliberately postpone a task for a later occasion. This phenomenon has in recent time been integrated into our society in a negative way. In our media-centered society we are becoming more connected where nowadays almost all of Sweden's population has access to the internet. Technology has brought many opportunities, but it has also opened up for new ways to procrastinate.

    This study aimed to investigate procrastination in the form of media usage by a large target group. We intended to find out eventual differences in procrastination habits between the sexes, but also between workers and students. Previous research has already shown that procrastination differs with age and occupation. With this in mind we seek to answer the question: Which digital media does people use when they procrastinate and on which technical platforms does this happen? In order to answer this question, we conducted a preliminary study on a smaller group of people to get a better understanding of what matters were relevant in this context. This preliminary study then formed the basis for a survey of 91 participants.

    The results showed clear differences between both men and women and between students and workers. Differences regarding both media usage and procrastination habits were seen where some differences were more notable than others. The result confirms previous studies in several aspects and gives us some insight into how different procrastination habits might look.

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  • 3.
    Adrup, Joakim
    et al.
    KTH, School of Computer Science and Communication (CSC).
    Skogström, Charlotte
    KTH, School of Computer Science and Communication (CSC).
    Effekterna av spelmekanismerna ledartavlor, serier och certifikat på det dagliga stegantalet hos högskolestuderande studenter2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Gamification is becoming a recognized concept, especially in research areas such as HCI (Human Computer Interaction). This paper discusses and compares three different game mechanics through the daily step count. The game mechanisms included are leaderboards, streaks and badges. The study applies quantitative and qualitative methods to investigate how the above named game mechanisms affect the daily step count of students studying at a university level.

    The study shows that gamification is preferable in terms of awareness and pleasure, but that gamification must not interfere with the basic functions of the original product. On the contrary, gaming mechanisms should be used to support the products existing features, not just to make the product more entertaining and motivating. The general conclusion of the collected quantitative data is that gamification does not influence the daily step count.

    Finally, the article discusses what factors should be implemented to make gamification work in a motivating way. The article also discusses how game developers can use game design to create interesting and engaging applications.

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    Effekterna-av-spelmekanismerna
  • 4.
    Afework, Miriam
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Using Magic Machines to Elaborate Menstrual Self-Tracker­s for Women with Endometriosis2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Existing self-tracking tools for women concentrate on one’s general well-being and keeping track of ovulation and periods. With around 10% of women worldwide suffering from endometriosis there is an unmet need to leverage self-tracking for women whose cycles are affected by more variables. The disease is enigmatic with an unknown cause and cure and the ill­ness differs for each individual in symptoms and working treatments. It is therefore critical to understand how women can learn about their bodies and how to treat their condition. In this research I work with two sufferers to identify their secret de­sires through a workshop and a series of interviews. Results suggest that women with endometriosis could benefit from ex­perimenting with different habits and make personalized routines to suit their own needs. Finally I present design implica­tions for an existing menstrual app in the form of an add-on. The steps of the add-on tool included three steps. Firstly, choosing variables of one’s well being to track (mood, energy, pain etc.), choosing activities for one or more cycles (gluten-free diet, exercising etc.), and lastly viewing an analysis of any changes in the body.

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  • 5.
    Ahlenius, Camilla
    et al.
    KTH, School of Computer Science and Communication (CSC).
    Tengvall, Tove
    KTH, School of Computer Science and Communication (CSC).
    Notisers påverkan på mobilanvändning2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The rapid development of portable technology and its integration in our way of living has led to discussions about the negative consequences of technology. Previous research has shown a correlation between major mobile phone usage and a low well-being, and within popular culture new phenomenona regarding technology has arisen, such as digital detox and to downgrade one’s smartphone to a phone with fewer features. Despite this, the trend indicates that smartphone usage is increasing. The smartphone is constantly calling for attention through notifications in form of short texts containing various announcements and information. The purpose of this study is to examine in which way notifications may affect mobile phone usage and if there is a connection between the amount of received notifications and one’s overall mobile phone usage. To investigate this, we implemented structured observations on the users unaffected smartphone usage as well as their usage when notifications were disabled. Surveys were added as a qualitative complement to the observations.

    The result of the study showed that the total amount of unlockings of the screen decreased while the time spent on the smartphone increased, which leads to the conclusion that when the users received fewer notifications the usage sessions became fewer in number but longer in duration. Checking the lock screen, i.e. to wake the smartphone without unlocking it, seemed to have become more frequent. This was due to that the users wanted to ensure they did not miss any important information, and in particular if someone was trying to get in touch with them. An absolute majority experienced the absence of notifications as bothersome, particularly concerning notifications from communication applications. No correlation was found between the users’ attitude to notifications and the way their smartphone usage changed.

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  • 6.
    Ahlgren, Lucas
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Total cost of ownership of electric cars as a tool for the public2020Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Sustainability and the role of battery electric vehicles (BEVs) in the shift to more sustainable transportation are gaining more and more attention in society today. However, only 4.3% of new passenger car registrations in Sweden were BEVs in 2019. High purchase prices are considered a major barrier to BEV purchases. But the purchase price alone does not reflect what the consumer pays for owning a vehicle. Previous research shows that BEVs could be cheaper compared to conventional vehicles such as internal combustion engine vehicles (ICEVs) from a Total Cost of Ownership (TCO) perspective. Lack of knowledge about TCO can lead to uneconomical purchase decisions. Moreover, lower adoption rates of BEVs, although BEVs can be more cost-effective and better for the environment in the long run.

    This paper reports on an exploratory research process including the development and user study of a TCO tool aimed for the public. The purpose is to better understand how a TCO tool influences peoples’ inclination towards purchasing a BEV. Based on an iterative design process, a web application was developed to help car consumers calculate and visualize TCO of new passenger cars. The web application was then used in a user study consisting of think-aloud evaluations and semi-structured interviews with car consumers about the prototype.

    The conclusion point towards an interesting direction for a TCO tool moving forward. This study suggests that a TCO tool can make users aware of the cost benefits of owning a BEV. However, more research is needed to understand if this realisation is enough to have an effect on BEV purchases.

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  • 7.
    Ahlgren, Lucas
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Marin Puentes, Angie Melissa
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Livsmedelshandel i webbutiker: En tillgänglighetsundersökning med WCAG 2.02018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study aims to evaluate the state of web accessibility in online grocery stores in Sweden. This with the aim of informing the food industry about how accessibility is prioritized today, in order to contribute, to the discussion about this subject becoming more active. The survey included seven Swedish grocery stores on the web: Ica, Coop, Mat.se, Mathem.se, Willys, Hemköp and City Gross. In each web store, accessibility was evaluated on three web pages: the start page, the product page for 1 liter of milk of the brand Arla and the checkout page. The starting point for evaluat-ing accessibility on these web pages was the WCAG 2.0 web standard, which is the recommended standard from the W3C to evaluate accessibility on the web. The study was conducted using an evaluation tool AChecker as well as manual evaluations. The result showed that there is a lot of difference between different web stores regarding accessibility according to WCAG 2.0 acces-sibility standards. Common to all online stores was that none of them met the lowest level of WCAG 2.0, Level A. City Gross broke against the most number of guidelines while Willys broke against the fewest number of guidelines in WCAG 2.0. Which indicates that accessibility is not a priority in these online grocery stores.

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  • 8.
    Ahrsjö, Carl
    KTH, School of Computer Science and Communication (CSC).
    Real-time event based visualization of multivariate abstract datasets: Implementing and evaluating a dashboard visualization prototype2015Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    As datasets in general grow in size and complexity over time while the human cognitive ability to interpret said datasets essentially stays the same, it becomes important to enable intuitive visualization methods for analysis. Based on previous research in the field of information visualization and visual analytics, a dashboard visualization prototype handling real-time event based traffic was implemented and evaluated. The real-time data is collected by a script and sent to a self-implemented web server that opens up a websocket connection with the dashboard client where the data is then visualized. Said data consisted of transactions and related metadata of an ecommerce retail site applied to a real customer scenario.

    The dashboard was developed using an agile method, continuously involving the thesis supervisor in the design and functionality process. The final design also depended on the results of an interview with a representative from one of the two target groups. The two target groups consisted of 5 novice and 5 expert users to the field of information visualization and visual analytics. The intuitiveness of the dashboard visualization prototype was evaluated by conducting two user studies, one for each target group, where the test subjects were asked to interact with the dashboard visualization, answer some questions and lastly solving a predefined set of tasks. The time spent solving said tasks, the amount of serious misinterpretations and the number of wrong answers was recorded and evaluated.

    The results from the user study showed that the use of colors, icons, level on animation, the choice of visualization method and level of interaction were the most important aspects for carrying out an efficient analytical process according to the test subjects. The test subjects desired to zoom in on each component, to filter the contents of the dashboard and to get additional information about the components on-demand. The most important result produced from developing the dashboard was how to handle the scalability of the application. It is highly important that the websocket connection remain stable when scaling out to handle more concurrent HTTP requests. The research also conclude that the dashboard should handle visualization methods that are intuitive for all users, that the real-time data needs to be put into relation to historical data if one wishes to carry out a valid analytical process and that real-time data can be used to discover trends and patterns in an early-as-possible stage. Lastly, the research provides a set of guidelines for scalability, modularity, intuitiveness and relations between datasets. 

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  • 9.
    Ahrsjö, Carl
    et al.
    KTH, School of Computer Science and Communication (CSC).
    Roshult, Tommy
    KTH, School of Computer Science and Communication (CSC).
    Vad påverkar medieteknikstudenternas kursval?2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    With many different elective courses to choose between, a lot of students  experience anxiety over deciding which courses to study next semester. The  choice of a specific course can have a big impact on the students future studies  and/or employment. Therefore the anxiety is justified. At the same time the  number of students applying for a course often vary from year to year. This  creates issues for the responsible teachers because of the ever-changing  resource requirements.

    There are several different theories on decision making, addressing the  different time related states as well as the different habitual styles. With  help of theories on these styles and time states, which were investigated with  two surveys and a focus group, and statistical data mining from a database  consisting of former course decision data we have studied how the students  reason when it comes to selecting courses and which aspects that influence their  choice. This gave us a better insight and understanding of the students’ situation and what the varying of applicants to different courses may depend  on.

    The results of this study show that the students at media technology often  have issues choosing between the elective courses. Many students experience that  the available information on the corresponding course homepages is brief and  therefore they call for a clarification of the course information. Because of  this, the majority of the students in the lower grades often rely on the advice  that the students in the higher grades provide. The database analysis shows that  the grades in the mathematics courses have an effect on which track (and its  corresponding elective courses) a student will choose.

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    ahrsjo_carl_OCH_roshult_tommy_K13001.pdf
  • 10.
    Ahsan, Ayesha
    KTH, School of Computer Science and Communication (CSC).
    Consumer ratings-reviews and its impact on consumer purchasing behavior2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Storytelling is one of the most creative, powerful and effective tools of modern marketing strategies and communication. Due to the expansion of social media, storytelling has become a popular marketing and sales tool that may affect consumer behavior. This research has been conducted from a storytelling perspective with the purpose of finding the correlation between consumer reviews and consumer purchasing behavior. This study focuses on consumer stories which are reflected in terms of product reviews and ratings. Where the correlation between these reviews and ratings and their effects on overall product sales are investigated. The study answers the question, “If reviews & rating have a correlation with consumer purchasing behavior in digital marketing, and if so then how this correlation could be defined?”

    The data collection and tests have been conducted in a practical environment. The German online stores have been used as the main mode of data collection. Depending on the nature of the data, the quantitative analysis approach has been adopted. By conducting real-time sales data tests, this study fills the gap in previous consumer research studies. The in-depth analysis of results show the correlation between consumer reviews and product sales. The results have revealed that consumer reviews may influence overall product sales and help a consumer in purchasing decision.

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  • 11.
    Aikaterini, Micheli
    KTH, School of Computer Science and Communication (CSC).
    Impact of IoT Enabled Service Solutions in the Downstream Automotive Supply Chain2014Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The automotive industry has been an integral element of global economy for many decades and has withstood economic downturns by being able to shift their processes along with market needs. With the addition of new innovations in the field of ICT, the automotive industry has addressed the need to restructure to stay afront of customers‘ expectation. Internet of Things and Big Data have advanced to where connected solutions are possible to provide value opportunities in many industries including automotives with the entrance of connected vehicles.

    This thesis aims to investigate the extent that connected services could be applied to the downstream automotive supply chain as a viable long-term business solution. A door-to-door perspective was applied in order to identify the challenges and opportunities towards different stakeholders within this supply chain. Qualitative interviews were conducted with leading OEMs, Logistics Providers, NSC, and car dealers as well as quantitative analysis performed on car buying customers to gauge their opinions of connected vehicles and services.

    There are many opportunities for a viable connected service solution to offer additional value to each stakeholder including efficient supply chain management due to increased visibility, improved lead times, and operational effectiveness. However, with the complexity and variations in the supply chain it cannot be applied rapidly and requires all actors to agree to participation in a network that supports the IT infrastructures and fortifies information flow.

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  • 12.
    Ajami, Sam
    et al.
    KTH, School of Computer Science and Communication (CSC).
    Maupin, Lucas
    KTH, School of Computer Science and Communication (CSC).
    The effects of video gaming on university grades2014Independent thesis Basic level (university diploma), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In this 21st century IT-world, the use of video gaming has dramatically grown and taken a firm place in many young peoples’ busy day-to-day schedule. As a result, many are growing worried that video gaming will affect people in a negative way, especially when it comes to students’ academic performance.

     

    This thesis is an investigation of the correlation between games and university grades amongst students.

     

    Our results show that students, who played more, had more problems with their grades than the ones who played less. However, the results also show that gaming itself is not the problem, as the correlation between hours spent gaming and grades, is similar to the correlation between hours spent on other hobbies and grades. In essence, two hours of video gaming affects the grades just as much as two hours of physical exercise.

     

    The conclusion from our research is that it is the time spent on other activities than studying, that affects the grades. Video gaming is however amongst the easiest activities to be engaged in for an extended period of time, and can therefore be indirectly harmful to students’ grades.

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  • 13.
    Al Moubayed, Samer
    et al.
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH.
    Heylen, D.
    Bohus, D.
    Koutsombogera, Maria
    Papageorgiou, H.
    Esposito, A.
    Skantze, Gabriel
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH.
    UM3I 2014: International workshop on understanding and modeling multiparty, multimodal interactions2014In: ICMI 2014 - Proceedings of the 2014 International Conference on Multimodal Interaction, Association for Computing Machinery (ACM), 2014, p. 537-538Conference paper (Refereed)
    Abstract [en]

    In this paper, we present a brief summary of the international workshop on Modeling Multiparty, Multimodal Interactions. The UM3I 2014 workshop is held in conjunction with the ICMI 2014 conference. The workshop will highlight recent developments and adopted methodologies in the analysis and modeling of multiparty and multimodal interactions, the design and implementation principles of related human-machine interfaces, as well as the identification of potential limitations and ways of overcoming them.

  • 14.
    Albertsson, Mimmi
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    TILLGÄNGLIGHET PÅ SVENSKA KOMMUNERS WEBBPLATSER: En kartläggning av kommuners arbete med att göra deras webbplats tillgänglig för personer med funktionsnedsättning.2015Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Swedish municipalities' websites contain vast amounts of information that caters to a broad audience. For users to be able to access this information, it is important that the website is accessible, to everyone. 74 percent of people with disabilities states in a survey conducted by the Swedish Agency for Participation (2015a) that they use the internet to make contact with local municipalities, but simultaneously more than 1 out of 10 experiences difficulties associated with the use of computers and the Internet, according to Statistics Sweden (2014). The purpose of this study was to identify how Swedish municipalities are working to make their website available for people with disabilities. The study also examined what municipalities should do to make available their website and what difficulties are in the process of making a municipal website available.

     

    In working with this survey people who have insights into the subject and seven community representatives were interviewed. To collect quantitative data a questionnaire survey answered by 208 of Sweden's 290 municipalities was conducted.

     

    The study resulted in a survey of how Swedish municipalities work with web accessibility, a study of what actions the municipalities should take and also problematic factors in the process to become accessible. Today, many municipalities are investing in the development of new websites but there are four main factors that affect their work. These factors are lack of knowledge, lack of resources, organizational characteristics, such as unclear division of responsibility and decentralized organizations, and the lack of distinct requirements. The survey also shows that there are significant differences between the small and big municipalities regarding their accessibility initiative.

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  • 15.
    Albiz, Julius
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Comparing Gaze Cues: Avatars versus Humans in Allocating Visual Attention: Eye Tracking Case Study2023Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    When designing websites or applications, being able to allocate visual attention to specific parts of an interface is important. One powerful tool that can be used for this is Gaze Cues, which is a social cue that makes use of gaze direction to allocate visual attention in the same direction. Gaze mechanisms such as gaze cues have been tested on virtual characters, also known as avatars, and show potential. This study aims to compare how gaze cues with avatars allocate visual attention compared to gaze cues with humans. An eye tracking case study with 30 participants was conducted, with gaze cues presented from either avatars or humans, measuring time to first fixations on a certain object. In combination with post-session interviews, results showed that there was no significant difference if the stimulus that presented the gaze cue was human or avatar. These results imply that avatars can make use of gaze cues as effectively as humans, to allocate visual attention in settings where they appear such as video games, animated series and/or animated movies.

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  • 16.
    Albiz, Julius
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Balzar, Lisa
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Dagliga sociala interaktioner för att öka studenters sociala välmående i digitala lärmiljöer2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Research has shown that the covid-19 pandemic has affected students' well-being negatively. Students that have been studying from home during the pandemic are more stressed, feel more anxious and alone, and symptoms of depression have worsened. According to research this can be due to a lack of social interactions, which is a consequence of social distancing. In recent years, research about games' effect on human well-being has focused on the positive effects that gaming can have. Studies have shown that online gaming can reduce stress levels, increase emotional stability, and can be seen as a way to socialize. This study aims to explore how students’ social well-being is affected by daily digital social interactions when studies are conducted online during a pandemic. Specifically, where the social interactions were through an online game where the participants could communicate with each other through a video call. The study had eight participants who are currently studying at The Royal Institute of Technology (KTH) and experience a lack of daily social interactions. The study consisted of a qualitative method divided into three parts. The first part consisted of a questionnaire that was developed to measure social well-being. After all the participants had filled in the questionnaire, they participated in daily video calls where they played the online game Skribbl for 10 minutes. After a week of daily gaming sessions, individual interviews were conducted with each participant. The interviews were transcribed and analyzed with a thematic analysis. The results showed that social interactions via online games can be used as a tool for students to socialize digitally. The study’s participants shared that they appreciated the gaming sessions and looked forward to them. The participants’ answers suggest that there is potential for social interactions of this kind to increase students’ social well-being, but it cannot be shown in this study.

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  • 17.
    Aldén, Marit
    KTH, School of Computer Science and Communication (CSC).
    Utvärdering av ett elektroniskt journalsystem för veterinärer: Identifiering av lämpliga lösningar på ett problem beträffande användbarhet2015Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Objective: According to Swedish law veterinarians must document information about all patient visits. The patient records are useful for gathering data about the health status of treated animals. The purpose of this study was to evaluate and discover usability issues in an existing electronic health record system used by veterinarians.

    Methods: Four different methods were used to help achieve the goals with the study during the time period of 14 weeks. At first, field studies and observations were conducted at two different clinics close to Stockholm. The think aloud method were used to evaluate four tests, representing user flows, in the system to locate usability issues. Five persons participated in the test, three medical secretaries and two person with a technical background. During one and a half week, the heuristic walkthrough was conducted through 90 different tests. At last, a questionnaire consisting of 14 questions was sent out to all veterinarians currently using the electronic health record system.

    Results: The field studies and observations resulted in a storyboard representing a visualized picture of the veterinarians work situation. The think aloud tests resulted in finding problems the participants discovered when conducting the tests. After the heuristic walkthrough 27 bugs and 7 usability issues were found. In total the questionnaire reached approximately 340 veterinarians and 120 resonded, a response ratio of 35 %. The summary of the answers showed that there were issues with too many clicks to complete a task. Users thought it was difficult to get an overview of the system and that it was time consuming to complete their work duties. Solutions for the problems are visualized through paper prototypes.

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  • 18.
    Alexandersson, Jon
    KTH, School of Computer Science and Communication (CSC).
    Klumpigt eller blockerande? Analys av två fotografer på Instagram2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Instagram is a social medium with a large number of users, including several professional and famous photographers. However, the medium has several limitations, which makes it stand out from other more conventional channels. The goal of this study is to answer the question: How do the photographs that two professional photographers publish on Instagram versus on their websites differ?

     

    This essay focuses on the photographers Ira Block and Mattias Klum and analyses photographs that they have published on Instagram and photographs published on their websites. The analyses are performed from a semiotic point of view and with Gert Z Nordströms methods of image analysis, both on a macro and micro level. A total of 120 photographs have been analysed on a macro level and four photographs on a micro level.

     

    The analyses show that both photographers have made differences in what images they choose to publish on Instagram and on their websites – in many cases images that are easier to comprehend are preferred on Instagram. Nevertheless, the photographers have used different methods to accomplish this, for instance by publishing close-ups or making sure that there aren’t too many individuals present in their photographs.

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  • 19.
    Alkvist Cetin, Elias
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Why do we stare at our screens more than we intend?: A case study on awareness of persuasive technology among young Swedes2022Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Social media have gained immense popularity over the years by allowing new ways for people to access, create and share information. Countless hours are spent on the applications however not all of them are intended. Research suggests that social media utilizing persuasive technology, designed to influence user behavior, are causes for addiction and problematic smartphone use. At the same time the awareness of parts of persuasive technology is low. This case study aims to understand in what way young people are aware of persuasive technology in social media applications they frequently use. For this, semi-structured interviews were held with ten young Swedes regarding their awareness and opinions of persuasive technology. A thematic analysis was conducted on the data. The results suggest the awareness to be high, the attitudes towards the utilization of persuasive technology to be negative, the opportunities of becoming aware not to be obvious and the awareness not to have drastic impacts on the social media use among the participants.

  • 20.
    Almqvist Gref, Andreas
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Elblaus, Ludvig
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Falkenberg Hansen, Kjetil
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Sonification as Catalyst in Training Manual Wheelchair Operation for Sports and Everyday Life2016In: Proceedings of the Sound and Music Computing Conference, SMC 2016, Sound and Music Computing , 2016, p. 9-14Conference paper (Refereed)
    Abstract [en]

    In this paper, a study on sonification of manual wheelchair movements is presented. The aim was to contribute to both rehabilitation contexts and in wheelchair sports contexts, by providing meaningful auditory feedback for training of manual wheelchair operation. A mapping approach was used where key parameters of manual wheelchair maneuvering were directly mapped to different sound models. The system was evaluated with a qualitative approach in experiments. The results indicate that there is promise in utilizing sonification for training of manual wheelchair operation but that the approach of direct sonification, as opposed to sonification of the deviation from a predefined goal, was not fully successful. Participants reported that there was a clear connection between their wheelchair operation and the auditory feedback, which indicates the possibility of using the system in some, but not all, wheelchair training contexts.

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  • 21.
    Amoor Pour, Sepehr
    KTH, School of Computer Science and Communication (CSC).
    Designing finger touch gestures for affective and expressive interaction on mobile social networking sites2014Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis project is an interaction design study, which studies how finger touch gestures can be used as expressive alternatives to text comments on social networking sites. In the study qualitative research methods and a user-centred approach are used. The study collects literature on how emotion is modeled in Human-computer Interaction and how emotion can be expressed through touch. The popular social networking site Facebook is used as a case study of user behavior on social networking sites and as a starting point for the design of the interaction. A user study was conducted with two participants with much experience of the mobile Facebook application.

    The results of the study are five design ideas that are based on previous in the research area and from feedback from the participants of the user study. The interaction of two of the design ideas were developed into simple web prototypes to see if the functionality could be implemented. This thesis project is an exploratory beginning on the use of finger touch gestures for expression of emotions social networking sites. These design ideas will have to be developed into usable prototypes and tested with users in future research.

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  • 22.
    Anagrius, Jimmy
    KTH, School of Computer Science and Communication (CSC).
    Kontextstyrd heuristik: användbarhetsutvärdering av Alfresco2015Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Syftet med detta examensarbete att undersöka om systemsuiten Alfresco uppfyller krav på användbarhet för dokumenthantering och samarbete i interaktiva miljöer. Vidare är syftet att analysera om heuristisk utvärdering en lämplig utvärderingsmetod för konsultbolag att använda sig av vid utvärdering av olika systemalternativ för dokumenthantering då kund och målgrupp är okänd.

    Detta undersöktes genom en heuristisk utvärdering baserad på tre olika ramverk lämpade för utvärdering av användbarhet, samarbete och dokumenthantering i interaktiva miljöer. Utvärderingen utfördes på två av Alfrescos applikationer; Alfresco Explorer och Alfresco Share.

    Resultatet visar att det finns en del brister i Alfresco kopplade till användbarhet, dokumenthantering samt samarbete. 15 av 62 heuristiker bedömdes som ej uppfyllda och 27 av 62 som delvis uppfyllda men inget av dessa beror på allvarliga problem.

    Utvärderingsmetoden som användes har en hel del brister som gör att resultatet måste ifrågasättas och inte ses som definitivt. Även det faktum att utvärderingen endast utförts av en person gör att resultatens reliabilitet minskar. Vad som är viktigt att poängtera är att utvärderingen har påvisat användbarhetsbrister i gränssnitten samt avsaknad av funktioner som påverkar möjligheten för god kollaboration. Bristerna är dock inte så allvarliga vilket gör att bedömningen är att Alfresco uppfyller grundläggande krav för dokumenthantering och samarbete.

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  • 23.
    Ananthakrishnan, Gopal
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH, Speech Communication and Technology.
    From Acoustics to Articulation: Study of the acoustic-articulatory relationship along with methods to normalize and adapt to variations in production across different speakers2011Doctoral thesis, monograph (Other academic)
    Abstract [en]

    The focus of this thesis is the relationship between the articulation ofspeech and the acoustics of produced speech. There are several problems thatare encountered in understanding this relationship, given the non-linearity,variance and non-uniqueness in the mapping, as well as the differences thatexist in the size and shape of the articulators, and consequently the acoustics,for different speakers. The thesis covers mainly four topics pertaining to thearticulation and acoustics of speech.The first part of the thesis deals with variations among different speakersin the articulation of phonemes. While the speakers differ physically in theshape of their articulators and vocal tracts, the study tries to extract articula-tion strategies that are common to different speakers. Using multi-way linearanalysis methods, the study extracts articulatory parameters which can beused to estimate unknown articulations of phonemes made by one speaker;knowing other articulations made by the same speaker and those unknown ar-ticulations made by other speakers of the language. At the same time, a novelmethod to select the number of articulatory model parameters, as well as thearticulations that are representative of a speaker’s articulatory repertoire, issuggested.The second part is devoted to the study of uncertainty in the acoustic-to-articulatory mapping, specifically non-uniqueness in the mapping. Severalstudies in the past have shown that human beings are capable of producing agiven phoneme using non-unique articulatory configurations, when the artic-ulators are constrained. This was also demonstrated by synthesizing soundsusing theoretical articulatory models. The studies in this part of the the-sis investigate the existence of non-uniqueness in unconstrained read speech.This is carried out using a database of acoustic signals recorded synchronouslyalong with the positions of electromagnetic coils placed on selected points onthe lips, jaws, tongue and velum. This part, thus, largely devotes itself todescribing techniques that can be used to study non-uniqueness in the sta-tistical sense, using such a database. The results indicate that the acousticvectors corresponding to some frames in all the phonemes in the databasecan be mapped onto non-unique articulatory distributions. The predictabil-ity of these non-unique frames is investigated, along with verifying whetherapplying continuity constraints can resolve this non-uniqueness.The third part proposes several novel methods of looking at acoustic-articulatory relationships in the context of acoustic-to-articulatory inversion.The proposed methods include explicit modeling of non-uniqueness usingcross-modal Gaussian mixture modeling, as well as modeling the mappingas local regressions. Another innovative approach towards the mapping prob-lem has also been described in the form of relating articulatory and acousticgestures. Definitions and methods to obtain such gestures are presented alongwith an analysis of the gestures for different phoneme types. The relationshipbetween the acoustic and articulatory gestures is also outlined. A method toconduct acoustic-to-articulatory inverse mapping is also suggested, along withva method to evaluate it. An application of acoustic-to-articulatory inversionto improve speech recognition is also described in this part of the thesis.The final part of the thesis deals with problems related to modeling infantsacquiring the ability to speak; the model utilizing an articulatory synthesizeradapted to infant vocal tract sizes. The main problem addressed is related tomodeling how infants acquire acoustic correlates that are normalized betweeninfants and adults. A second problem of how infants decipher the number ofdegrees of articulatory freedom is also partially addressed. The main contri-bution is a realistic model which shows how an infant can learn the mappingbetween the acoustics produced during the babbling phase and the acous-tics heard from the adults. The knowledge required to map correspondingadult-infant speech sounds is shown to be learnt without the total numberof categories or one-one correspondences being specified explicitly. Instead,the model learns these features indirectly based on an overall approval rating,provided by a simulation of adult perception, on the basis of the imitation ofadult utterances by the infant model.Thus, the thesis tries to cover different aspects of the relationship betweenarticulation and acoustics of speech in the context of variations for differentspeakers and ages. Although not providing complete solutions, the thesis pro-poses novel directions for approaching the problem, with pointers to solutionsin some contexts.

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  • 24.
    Andersson, Adam
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Gärde, Mikaela
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Hur studenters sömnkvalitet påverkas av att använda sociala medier med oändliga flöden innan läggdags2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Many young adults use social media before bed. The majority of social media have adopted “infinite scroll”, endless feeds that are designed to prolong the user’s sessions on the platform. Simultaneously, many young adults experience insufficient sleep. This study examined “how sleep quality in students is affected by the use of social media with infinite scroll before bed”. This was examined using three different methods of assessing sleep quality. Previous research in this field found connections between sleep disturbances and the usage of social media before bed. Therefore, this study examined if similar connections exist in specifically social media with infinite scroll. The study was conducted over a two week period and was split into one regular week and one week where social media with infinite scroll was unallowed before bed. The three different methods for assessing sleep quality consisted of the study participants evaluating their sleep on a five-point scale every morning, logging their sleep using the sleep analysis application Sleep Cycle every night, and answering a questionnaire based on the Pittsburgh Sleep Quality Index (PSQI) at the end of each week. The results show that there generally was no extensive usage of social media with infinite scroll among the study participants. Instead, the majority of study participants used video applications more before bed. The three different methods indicated contrasting results. PSQI showed that the sleep quality improved when social media with infinite scroll were excluded before bed. The daily assessments did not show any major differences in sleep quality between the weeks. Sleep Cycle, on the other hand, showed that most study participants experienced worse sleep quality in the second week. The study found that there are several factors affecting sleep which makes it complicated to examine. Additionally, the factors that affect sleep could have differentimpact on themethods that assess sleep quality. The majority of previous research was conducted using self- assessments and estimations, something that this study tried to complement with the use of unconventional methodology. The conflicting results can partly be explained by the reliability of the methods and the study participants' unexpected smartphone habits. Following the results, the question was raised whether it is the type of social media, or rather how social media is used, that impacts the sleep quality. 

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  • 25.
    Andersson, Karl
    KTH, School of Computer Science and Communication (CSC).
    Manipulating Control-Display Ratios in Room-Scale Virtual Reality2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

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  • 26.
    Andersson, Karl
    et al.
    KTH, School of Computer Science and Communication (CSC).
    Eliasson, Fredrik
    KTH, School of Computer Science and Communication (CSC).
    Nyhetens behag: nyhetskonsumtion hos svenska teknologistudenter2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this study was to examine news habits of students of technology in Stockholm, Sweden. In today’s ever-changing news climate, studies quickly lose their relevance. Therefore, continous research is necessary. 40 students responded to a survey and interviews were conducted with 16 of these. The results showed that “modern” news channels, such as websites and social media, were more popular than “traditional” news channels, such as newspapers and TV news. However, the “traditional” channels were perceived as the most credible, and they were the most popular channels for major news events. Generally, the partypants felt that news filled an important role in society, but they didn’t keep up with the news as well as they would have liked.

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  • 27.
    Andersson López, Lisa
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Lallerstedt Blomqvist, Siri
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Källkritik i en värld av ansiktsanimering och talmanipulation2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Recent software innovations have made it easy to manipulate video and voice recordings. Thus the intentions, the software could easily be misused and become a powerful tool for those who deliberately tries to misinform the public through manipulated information. As the manipulated information become more sophisticated, the demands on the journalists’ ability to tell real representations from manipulated will increase.

    This study explores how prepared some of the leading Swedish news outlets are for the advancing technology. Through semi structured interviews have experts in the field expressed what kind of resources the journalists need to detect manipulated sources, and then have three editorial offices responded whether they possess or are prepared to acquire such tools and competence. The conclusion is that the targeted news outlets did not have the full capability to detect both manipulated video and voice recordings in-house at the time the study was made.

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  • 28.
    Andersson, My
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Erkhammar, Fanny
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Visualisering av flygdata för avdelningschefer: Ett verktyg för minskat akademiskt flygande2022Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Countries around the world have signed the Paris Agreement in order to make a collective effort for the environment and many have also introduced their own policies and sustainability goals to strive for. Goals to reduce emissions from traveling are often included in these guidelines, and it is something that KTH Royal Institute of Technology has included in their sustainability goals. It is highly relevant that KTH reduces their flight related emissions since universities are one of the types of governmental institutions in Sweden that have the highest recorded carbon emissions from air travel. There is a research project at KTH that aims to support the reduction of the flight related emissions at the university. In collaboration with the research project, a prototype of a visualization tool was developed in this study. The aim of the visualization tool was to help heads of departments at KTH get an overview of their departments flying habits, as well as to lay the foundation for decision making around air travel with the purpose of reducing the emissions from it. More specifically, this study examined the following research question: How can we help heads of departments at KTH to get an overview of the department’s air traveling, with the purpose of making decisions to reduce the carbon emissions, by visualizing flight data? To find out what heads of departments would need in a tool like the one that was developed in this study, initial interviews were held with participants from the target group. After that, a prototype was developed and tested on the target group in user tests. During the course of the study the participants showed interest in the tool, and came with suggestions about additional functions they would have liked to have if they were to use the tool in their work. However, the study also showed that the implementation and use of this type of tool is not currently relevant because there is a lack in clear guidelines from KTH around emissions on a department and individual level, which means that department heads do not have the foundation they need to base their decisions on.

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  • 29.
    Andersson, Vivi
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Sundin, Gustav
    KTH, School of Electrical Engineering and Computer Science (EECS).
    KTH:s snabbaste professor: En analys av akademiskt flygande2022Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper is an analysis of 2019 flight data from employees at KTH Royal Institute of Technology in Stockholm. The work is inspired by KTH professor Metsola van der Wijngaart's proposed guidelines regarding academic flying, suggesting that the emissions of a trip should not exceed a maximum of 100 kg carbon dioxide equivalents (CO2e) per travel day [1]. This perspective differs from a more traditional analysis of looking at an individual's summed emissions, and instead views flying through an efficiency perspective, focusing on emissions per unit of time. Based on this, emission speed, measured in CO2e per travel day, was defined and evaluated as a means of analysing academic flying. The research question investigated in the study is whether the individuals who fly the most are the same individuals who have the highest emission speed. And, if these groups differ, which travel patterns underlie the difference. Through a merge of KTH's HR data and travel booking system, the year's trips booked through the university were linked to anonymised individuals. The total amount of CO2e-emissions, as well as the emission speeds for all travellers at KTH were calculated, which gave rise to two separate top lists: the individuals with the highest emission speeds and the individuals with the highest emission totals. The analysis showed that these top lists differ, with few individuals having a top ranking in both lists. Those with high emission speeds often had a small number of trips which often were long distance, in business class, and of short duration. This travel pattern was also found when analysing the greatest emitters, but these individuals had a larger number of trips during the year. Among these trips there were often a few ones of relatively long duration over short distances, weighing down the summed emission speed of the individual. We found that individuals who make few trips in total, which consistently are of short duration and over long distances, receive high emission speeds, whereas individuals who also make trips that are of long duration and over short distances tend to get lower values. The conclusion of the study was that emission speed can give another perspective than looking at total emissions when analysing flying habits, which can be used in analysing individual trips.

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  • 30.
    Andreasson, Mimmi
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Borojevic, Peter
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Hur personer inom en vänskapskrets påverkas av att dela och jämföra skärmtid2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Smartphones are increasingly becoming an integral part of people's lives by offering functions that for example satisfies our social needs. At the same time, these functions have also become a source of smartphone addiction. This has contributed to the development of digital detox-applications which help to reduce one's smartphone usage. In some of these digital detox- applications, a function exists where you can share and compare screen time with other people. A reason for this can be to motivate each other to decrease smartphone usage.  That people tend to compare themselves with others to evaluate themselves from a certain aspect and thereby develop a new behaviour, can be connected to the Social Comparison Theory and the Self-evaluation maintenance model (SEM-model). The SEM- model argues, among other things, for the fact that people who are psychologically close to a person, have a greater tendency to motivate that person to self-improvement. This happens if they perform better within an area relevant for the person's self-definition. The study has therefore investigated how sharing and comparing screen time affects persons within a friend group and if it can result in decreased screen time. This has been investigated using the application Timedown, where 5 friends have shared and com- pared their screen time with each other during 12 days. Finally, a semi-structured interview was carried out with every single participant. The interviews aimed to find out how the participants experienced using the feature and if it affected their smartphone usage.  The result of the study shows that people are differently affected by sharing and comparing screen time with friends, and that it depends on your screen time in relation to the others. A person with a relatively high screen time compared to one's friends tends to have a greater inclination to decrease their screen time than a person with a lower screen time. The result should not be generalized for all friend groups using this type of feature. Instead, it could contribute to new perspectives on how the comparison of screen time can be used in contexts of digital detox.  

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  • 31.
    André, Albin
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Andrén, Karl
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Blockkedjor för återvinning2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Electronic devices rapidly advance technologically, and the length of their lifespans decrease. A large amount of the e-waste this generates is never recycled. A significant portion of it is handled in a way that is harmful to the environment, and unsustainable in many regards. Electronics, specifically mobile phones, contain precious, and hazardous metals. When old mobile phones aren’t turned in, and thus never cycled back, we lose the opportunity to reuse these precious metals. If the waste is not disposed of, it can end up in places where they cause harm to the environment. This paper explores the possibility of using blockchain technology to develop a reliable waste management system for electronics, foremost mobile phones. The purpose is to increase reuse, and recycling, to make use of finite resources, and decrease environmental impact. In order to demonstrate the viability of the idea, a prototype for this technology was developed for this study. With the help of blockchain technology, smart contracts, and RFID it is possible to create a decentralised, and transparent tracking system for products. A system such as this is resistant to cheating, and corruption of data, and it forms a reliable way for anyone to track a product’s life cycle. This means when and where the product is manufactured, who owns it, and to what places and entities it arrives when it is recycled. This also means that the ID or RFID of the product is stored in the blockchain, and is unique. With this, smart contracts can be tied to specific products. Under these conditions, it is possible to develop a deposit-refund system which can increase reuse, and recycling of mobile phones.

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  • 32.
    Ardal, Dui
    KTH, School of Electrical Engineering and Computer Science (EECS).
    A Collaborative Previsualization Tool for Filmmaking in Virtual Reality2019Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Previsualization is a process within pre-production of filmmaking where filmmakers can visually plan specific scenes with camera works, lighting, character movements, etc. We developed and assess a prototype for previsualization in virtual reality for collaborative purposes where multiple filmmakers can be present in a virtual environment to share a creative work experience, remotely. The costs of computer graphics-based effects are substantial within film production, using previsualization, these scenes can be planned in detail to reduce the amount of work put on effects in the later production phase. By performing a within-group study on 20 filmmakers, our findings show that the use of virtual reality for distributed, collaborative previsualization processes is useful for real-life pre-production purposes. These results provide insights on how to best design collaborative, virtual reality-applications used for remote work, and highlights the pitfalls of certain design choices.

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  • 33.
    Armstrong, Beau Brown
    KTH, School of Computer Science and Communication (CSC).
    A Qualitative Study of How ICT Can Assist in theCreation of Patient Centered Healthcare Systems in Regard to Chronic Diseases and its Effect on Caregiver Roles2014Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Current medical systems are facing serious challenges due to increasing lifestyle-based illnesses and aging populations. As healthcare becomes one of the world’s largest industries and employers, healthcare spending continues to climb. Recent theories of healthcare transformation favor movement toward patient centered care, thus reorganizing medical procedures to favor patient requirements in addition to improvements in efficiency and quality. Perhaps the most effective enabler of such transformation is Information and Communication Technology (ICT). Through appropriate use of ICT many of the major problems afflicting modern care may be mitigated if not overcome, as well as providing promising tools to assist in chronic disease treatment and prevention. This paper seeks to investigate these possibilities in regard to cardiovascular disease and diabetes patients as well as assessing what effect such ICT would have on the role of the caregiver. The core source of data analyzed in this thesis comes from in-depth qualitative interviews with experts in the field of medicine and medical research/support. This work begins with a global overview of the serious challenges currently facing health care, and some current examples of ICT systems. Following this the research limitations and scope is described as well as the methods of data gathering through an initial literature review and qualitative interviews. Important theory is next discussed and a framework for analysis using models of patient centered care and the cycle of care are detailed. Using these theoretical models the accomplished qualitative interviews are described as well as how they iteratively developed the concepts of patient centered care and ICT applications detailed in this work.The analysis of these problem areas as well as the generation of ICT solutions can be of great importance to the healthcare field as the problems outlined represent endemic issues for global health care regardless of region and potentially threaten national budgets with enormous cost overruns. In addition to this the ICT technology industry represents an immense market that is likely to expand in the future. These services include Electronic Health Records which are currently seeing wide implementation, Remote Patient Monitoring which continues to gain wider acceptance, data collection systems for analysis within and without hospitals as well as the explosion of mobile applications assisting in health measurements and lifestyle decision support. This report reaches conclusions outlining methods of ICT implementation, methods of overcoming problem areas as well as implications for caregivers working with ICT technology in patient centered processes. This thesis project was undertaken through a research initiative of Ericsson and under Ericsson supervision and support.

  • 34.
    Arningsmark, Isabella
    KTH, School of Computer Science and Communication (CSC).
    DRIVING GENDER EQUALITY IN THE IT INDUSTRY: A case study of how an IT consultant company has worked to become more gender equal.2014Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The    IT    industry    in    Sweden    is    today gender    segregated.    Only    20    per    cent of    peopleworking    with    IT    are    women,    and    the    same    statistics    applies    for    the    segregation    of    women    studying    IT    at    technical    universities.    The    problem    has    existed    for    decades    andtoday    many    companies    have    chosen    to    take    actions    to change    the    segregation and    work    to    become    more    gender    equal.    But    how    can    a    company    within    the    IT    industry    work    to    become    more    gender    equal?    What    strategies    and    methods    can    be    used and    what    are    the    advantages    and    disadvantages of    using them?    And    how    can companies make    use    of    media    technology and    social    media    to    impact, not    only    the    internal    organization but    alsothe    entire    industry?        The    aim    of    this    thesis    is to    discover    and    discuss    which    methods    and    strategies    companies    in    the    IT    industry    can    apply    to    become    more    gender    equal,    and    how social    media technologies can    support    gender    equality    work.    Through    a    case    study    of    a    company    within    the    IT    industry,    together    with    a    theoretical    background, different    methods    have    been    identified and    discussed.    Gender    equality    work    in    many    cases    becomes    a    work    of    organizational    change.    The    knowledge    of    gender    equality and    the    perception of    the    problem have    affect    on    what    type of    actions    that    are    taken    and    the    output    of    those    actions.    What    generally    was found    to    be    of    importance    was    the    support    from    top    management,    together    with    making    gender    equality    the    business of    the    entire    organization.    Internal    ambassadors and    extensive    communication    has helped    generating    change    of    cultural    values    and    implement    knowledge    into    the    organization.    Targeted    initiatives    in    the    recruitment    process    together    with    statistical    follow    up    and    set    goals have    affected    the    employment    of    women.    technologies have    facilitated    the    communication    and    helped    the    initiative    and    information    to spread    quickly,    as    well    as    it    has served    as    a    platform    for    discussion    for    the    employees.    Keywords:    gender    equality,    organization    theory,    communication,    social    technologies

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  • 35.
    Arnkvist, Joel
    KTH, School of Computer Science and Communication (CSC).
    The smartphone revolution and importance of mobilecomputing to stay relevant on smart device market:: An analysis of user priorities when choosing a new smartphone and prototyping of an online performance comparison service2014Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This master thesis in media technology depicts the development on the smartphone market globally but with focus on Swedish users. It underlines the importance of performance and processing power of smartphones on the Swedish market. In this study, user priorities when choosing a new smartphone are examined as well as user habits and user experience.

    The study proves that users value performance as the second most important factor, after the operating system when choosing a new smartphone and that the majority are comparing prices of smartphones before purchase, which is why this thesis proposes an online service presenting smartphone performance comparisons. For this, a web prototype is developed incorporating already documented performance benchmark results for the majority of smartphones on the Swedish market. The way of measuring performance through benchmark applications is discussed in this thesis but the specific test procedures for the documented results are not. Recommendations on functionality and approach for further development and implementation of the online service are made in this thesis.

    Keywords:

    Smartphone usage, Benchmarking, Mobile computing, User experience, User habits, Web prototyping, CMS, Performance comparison, SOC

     

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  • 36.
    Arnmark, Kevin
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Lundin, Mattias
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Energimedvetenhet genom djur i Augmented Reality2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    How can we visualize energy footprints in a way that moves the recipient and evokes an emotional response? For this thesis we have explored alternative ways of representing energy usage through Augmented Reality (AR). By research through design we have used concepts such as defamiliarization to explore how the energy usage of household appliances can be represented in expressive ways. Our design process led us to develop an app where a negative impact on the environment affects animals in an AR world. Specifically, we have been interested in how our design choices affect the observer and what feelings they evoke. These design choices include the types of animals, their textures and animations, and more. In this process we have gotten input from a work group at KTH and evaluated our designs in peer reviews. Different scenarios have been presented to the users where the energy consumption have affected the animal designs. Through using unconventional designs, we hope to have made the representation of energy unfamiliar to the user, thereby invoking new perspectives and thoughts. Our conclusion is that AR is a potent medium for conveying emotions in this context. We achieved our intentions related to affecting the user positively and negatively depending on the scenario. The biggest factor in affecting the users was the animation of the animals. Because of AR objects being placed in the real world, the detail and fidelity of the objects should be considered carefully, or it might leave room for interpretation. This thesis work has been done during the ongoing Corona pandemic, which has influenced our work. The biggest change we have made is on our user testing, which had to be done by video conference where the application was presented to the users instead of letting them try it themselves.

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  • 37.
    Aronsson, Hannes
    et al.
    KTH, School of Computer Science and Communication (CSC).
    Björklund, Linnéa
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Spelifiering som hjälpmedel i klassrumsundervisning2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The games industry is a growing market worldwide, and an increasing part of the population report that they

    regularly take part in gaming. In the last few years it has become increasingly popular to implement some of

    the elements which make games so engaging and addicting into other parts of life. This is what is known as

    gamification.

    Gamification has become something of a buzzword lately. Countless smartphone applications use it in order to

    help the users keep their motivation up regarding for example physical exercise or the learning of a new

    language. However, within Swedish school education, gamification has not yet been utilized to its full potential.

    The purpose of this report is to investigate what the use of gamification within the Swedish school system is

    currently like, if it is field worthy of further investment and what is required to make its usage more wide

    spread. We have chosen to focus primarily on education in grades 7 to 9. To do this we contacted teachers who

    educate on this level and performed interviews with them. We have also carried out a literary analysis on

    related topics and applied information gathered to the answers provided by the teachers.

    Our results show that the current use of gamification in Swedish schools is very limited. Research made on the

    topic as well as observations of how gamification has been applied in other areas imply that there is great

    potential to increase motivation of students by using gamification properly. However, there are many obstacles

    that have to be overcome before this can be a reality. Today, the initiative to use gamification lies almost solely

    with the individual teachers, and the number of tools they have available to help them is limited. Our

    perception is that for gamification to get increased usage within education, a larger effort is required by school-related organizations.

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  • 38.
    Arozin, Alexander
    KTH, School of Computer Science and Communication (CSC).
    How to optimize brand awareness through non-administrated social channels in a two-sided network2016Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The effects of social media on digital branding is analysed in this paper, to establish how to optimize brand awareness through non-administrated social media channels in a two-sided network. This is a relatively unexplored field which may prove to be important for future businesses.

    Different levels of cooperation between brands are increasing and the implementation of two-sided networks are becoming standardized. A new way of differentiation is needed for the ever changing field of social media. Social media changed the field of communications when its use in business started to grow exponentially in 2010. It has affected several digital business fields, as well as changing how companies interact with and appeal customers. Social media users have at the same time become more reluctant to following brands online since 2011, and their interaction patterns and behaviours have changed dramatically. Brands conducting businesses in the digital age are using social media as a standardized communications tool, but are not adapting as fast as their followers are to the rapidly ever changing digital environment.

    A quantitative method in the form of a case study of Urb-it and its partners’ social media and co-branding activities was conducted. Its purpose was to examine how a case would look like when it came to branding through non-administrated social media channels within a two-sided network. A qualitative method in the form of interviews with representatives from different companies in related business areas was conducted based on the data from the case study. With the purpose to examine why the acquired case data came out as it did. The results show that a higher rate of content interactivity or vividness does not increase the brands engagement rate, with the hypothesis that it is not a sufficient differentiator anymore.

    The results also show that social media have indirectly affected marketing and branding strategies by revolutionizing the field of communications. There are several problems when it comes to conducting a co-branding operation in a two-sided network, which is mainly due to lack of internal communications between the affected parties. They do not adapt their combined content enough to meet the standards and expectations of the combined target groups, and the field is suffering from a non-adaptive traditional approach when it comes to co-branding. Brands have to redevelop their customer approach on social media, and build more personal relationships with more narrow target groups to be able to stay relevant and differentiated against their competitors. Changing content to being more personalized is not the only necessary factor to succeed. Timing is as important as improved content. It is more important than a consistent posting frequency in the purpose too realize when, where and how your target group are receptible to your brands content. It is crucial when it comes to the creation of a sustainable business partnership within a two-sided network.

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  • 39.
    Arozin, Alexander
    et al.
    KTH, School of Computer Science and Communication (CSC).
    Gustavsson, Niklas
    KTH, School of Computer Science and Communication (CSC).
    Studenters medvetenhet om- och inställning till social rekrytering.2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In today s society nearly every student has a Facebook profile, and the majority log into Facebook on a daily basis. Students upload more and more private information on social networks, and today it has evolved into a source of information that businesses can use in a recruitment process.

    What this essay will answer is the attitude of students at KTH towards social recruitment through Facebook and how students adapt. By a quantitative study we examined how  much students know about social recruitment, their attitude towards it and how they adapt. We also had a qualitative study to examine why  the attitude towards social recruitment is the way it is. Furthermore we wanted to answer if students find social recruitment to be an acceptable tool in a recruitment process.

    The results show that the majority of students are aware of the fact that social recruitment takes place, and that they also find it to be an acceptable recruitment tool. However, we found that the majority of students choose to have closed profiles, because they do not want third parties to be able to access their private information. One of the problems that was identified with social recruitment is the problem with interpretations, that it is the recruiter’s subjective opinions that are  applied when screening a candidate’s profile.

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    Arozin & Gustavsson - Social rekrytering
  • 40.
    Arun, Abhilash
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Using design provocations to investigate user engagement in online communities2021Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This paper investigates user engagement in online communities using design provocations. These provocations aimed to stimulate feedback and gather discussion from members of the online community, Upbeater society. The design process consisted of preliminary interviews which gathered user insights, after which five design provocations following a Research through Design methodology were created using the insights and related work, and these provocations were used to provoke discussions and insights from the members. The discussions from the study indicated the possibility to move beyond the online space of the community, a need to examine power dynamics existing in the communities and the potential of the provocations to study attributes that could act as facilitators or constraints of the online communities. This study also suggested that design fictions could be a useful tool for researchers analysing engagement in online communities. 

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  • 41.
    Ascherl, Stefan
    KTH, School of Computer Science and Communication (CSC).
    ACCEPTANCE AND DEVELOPMENT OF MOBILE PAYMENTS: THE IMPORTANCE OF VALUE NETWORKS AND VALUE ADDED SERVICES2013Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Many new mobile payments services have launched especially within Europe since

    2012. Mass adaption of those new ways of payment is still far away though. Former

    research papers focused already on business models in forms of value networks to

    increase success and popularity of such services. However, the highly fragmented

    markets concerning consumer behaviour and the technological conditions were very

    often neglected. Therefore the thesis is directed to mobile payment services to

    improve their current service offering as well as potential partners in a possible value

    network.

    To highlight the importance of human behaviour in regards to consumer needs, a six

    months research period has been undertaken during and before the launch of a

    mobile payment service. The key outcomes of that research have been aligned with

    available literature on this field, to draw conclusions on how to shape and further

    extend a mobile payment service.

    As a final result, mobile payment services have to follow two strategies. First they

    have to maintain their flexibility by adjusting their service to different consumer needs

    and offering value added services. Second, by forming alliances in forms of value

    networks, as partnerships with long-established companies like banks, they will

    contribute to further popularity and further growth of mobile payment services. Due to

    the complexity of the subject, a list of further research can be found at the end for

    more investigations related to the latest topics influencing mobile payments.

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  • 42.
    Aslamy, Benjamin
    KTH, School of Technology and Health (STH), Medical Engineering, Computer and Electronic Engineering.
    Utveckling av ett multisensorsystem för falldetekteringsanordningar2016Independent thesis Basic level (professional degree), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Accidental falls among the elderly is a major public health problem. As a result, a variety of systems have been developed for remote monitoring of the elderly to permit early detection of falls. The majority of the research that has been done so far in fall accidents has focused on developing new more successful algorithms spe- cifically to identify fall from non-fall. Although the statistics show that mortality and injuries caused by falls are increasing every year in conjunction with the in- creasing proportion of older people in the population.

    This thesis is about improving the current fall detection devices by covering the gaps and meet the needs of the current fall detection techniques. The improve- ments that have been identified is to provide a secure assessment of the patient's health and be able to call for aid more quickly when a fall occurs. Another im- provement is the mobility for the elderly to be outdoors and have the ability to per- form daily activities without being limited by the location position.

    In summary it can be said that a multisensor system in form of a prototype has been designed to cover the deficiencies and improvements that have been identi- fied. Apart from detection of falls and body movements through an accelerometer sensor the prototype does also include a sensor for detecting vital signs in form of ECG. It also supports cellular and wireless network communication in form of GPRS and Wi-Fi to enable freedom of movement for the elderly. Furthermore, the prototype includes a sensor for GPS that provides information about location position. 

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  • 43.
    Aslan, Isabella
    KTH, School of Computer Science and Communication (CSC).
    En studie för Melodifestivalens interaktiva applikation2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Melodifestivalen is a Swedish Music Contest where the winner of the contest represents Sweden's contribution in the Eurovision Song Contest. Melodifestivalen had 3,770 million viewers in 2015. Many who watched the Eurovision Song Contest ​​used the application to vote and to follow the program.

        This study was written in order to examine and analyze how media technicians experience the combination of watching the Eurovision Song Contest while, using the Melodifestivalen application. The method used to collect data and information have been qualitative and quantitative interviews. All materials have been developed in order to provide deeper understanding of the questions raised.

        Another important aspect of this study is to investigate how Melodifestivalen`s application is built as well as what is expeced of it. With the help of an Internet interview with Djeiran Amini, the project manager of Melodifestivalen, important information has developed. The answers that emerged were analyzed in relation to selected theories and investigations.

    The results of the study clearly show that participants who belong to the medium committed group felt that they had an enhancedexperience of the Eurovision Song Contest, despite that the application did not work properly during the time of the program. The remaining participants who belonged to the most committed group were more critical of the application and experienced no overall enhanced experience of the program.

    This study is based on experiences and perceptions of 12 media technicians who study at the Royal Institute of Technology. It is therefore impossible to generalize the results of the study as something that could apply to anyone using the Melodifestivalen application in Sweden.

    People's different experiences, in this case an application, can not be generalized because everyone’s experience is unique. The participants from the different groups could sometimes experience the same thing and sometimes not, depending on various factors. For example, the requirements on the functions and user’s experience of the application.

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  • 44.
    Asplund Sjunnesson, Edward
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Shutrick, Agnes
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Att förebygga trakasserier och glåpord i onlinespel2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    More and more people in the world are playing online games, however, the number of players who are being harassed online is also increasing. The reduced restraint one can experience when expressing oneself online compared to physical conversations is called the Online disinhibition effect. This study examines whether it is possible to reduce the negative aspects of the Online disinhibition effect, so called Toxic disinhibition, in online games. Gamers who are influenced by this effect are more prone to utter harassments and swearing in online games chats. The question is of interest for gaming companies that pursue online chat; preventing harassment and profanity would mean that companies need to spend less resources on moderation. In addition, the issue is of interest to individuals who chat online, as their well-being would increase if the social environment in games improved. An interactive pop-up was designed and tested in a quiz application called Primetime. The pop-up aimed to reduce toxic disinhibition among the players. Initially, we focused on reducing the feeling of anonymity, with color choices and emoticons that reinforce a calming message. We then performed an A/B-test where game rounds without pop-up were compared with game rounds with pop-up. The differences were analyzed by measuring the content and quantity of messages in Primetime's blockword function. The blockword function collects the chat messages that consist of flagged content, including harassing messages and profanity. No significant difference was observed with or without the pop-up in the proportion of blockword messages per game round. We could therefore not draw any conclusion that the proportion would have changed by our interactive pop-up. Nevertheless, a statistically significant reduction in the number of chat messages not captured by Primetime's blockword function was observed with a 49% decline. For the aggregate number of blockword messages, these had decreased by 39%, but without statistical significance. Thus, it was concluded that our pop-up has partially reduced the Online disinhibition effect, but not harassing messages and profanity

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  • 45.
    Atilgan, Cem
    KTH, School of Computer Science and Communication (CSC).
    Developing a Guideline for Start-ups and Small Scaled Companies for the Selection and Usage of Social Media: A CASE STUDY ANALYSIS OF CLAIMONY2015Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This study investigates the role of social media on the outreach and customer engagement within start-ups and small scaled companies and presents a guideline on the selection and usage of social media platforms for such companies.Within the last decade rapid development of social media has revolutionized the way of communication and interaction. The effects of such phenomenon has not only altered the conversation between individuals but also between companies and their stakeholders. Now that being online has become a necessity in order to be reached and to reach, people are spending more and more time online than ever. This rapid change in daily life has had a significant impact on customer behavior. The receivers of conventional media have switched into active participants within the two-way communication world of social media. In order to reach out to such an audience companies have started to modify their marketing and PR activities. To leverage this constantly growing and evolving world of social media, companies need to have a structured social media plan to locate, approach and interact with their audience. This can be done via careful selection and management of social platforms. It is important to note that because of the distinct characteristics of start-ups and small scaled companies a specific approach is required on social media. This paper analyzes the social media usage of start-up company Claimony. Together with qualitative interviews and benchmarking, the study aims to find key points within efficient selection and usage of social media.The findings show that there are several decisive factors for the selection and the usage of social media. Even though each and every one of these has a distinct significance, the barriers and limitations of start-ups and small scaled companies do not allow them to take all into consideration.Thus starting with most popular platforms of social media were found to be the most beneficial, convenient and feasible way to enter into social media. Furthermore, with the triangulation of the analysis of the case company's social media usage, the results from benchmarking and the qualitative interviews, suggested way of usage on social media is presented at the end.In the summary, based on the results of this research and relevant literature, a guideline on the selection and usage of social media platforms for start-ups and small scaled companies is provided.

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    AtilganCemThesis
  • 46.
    Attoff, Tove
    KTH, School of Computer Science and Communication (CSC).
    Encouraging knowledge sharing in a web- based platform: A study concerning how to encourage engineers to share knowledge in a web-based platform for knowledge sharing and to use the platform as a tool for measuring the performance of work procedures2013Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    A design department in the company Sandvik AB in Kista, Stockholm, has built a web-based platform for knowledge sharing that allows the employees to share knowledge, regardless of their role and position in the hierarchical structure of the organization. The web-based platform gathers disseminated information and provides a way of finding needed information in an easy way and thus enables increasing productivity and efficiency of the employees.

    The purpose of the research was to find out what the potential users find encouraging and motivating in order to use a web-based platform for knowledge sharing and a functionality for performance measurement. Compared to what technically is possible today, there is lack of transparency in the company. The knowledge that exists within the company is dispersed and difficult to access for the employees in the organization. By gathering the knowledge and information and enabling the employees to share knowledge, they could potentially increase their performance of work assignments. The problem that this report addresses is that currently there are not good enough ways of measuring and keeping track of the performance of work assignments or routines in some departments in the company. The qualitative method of semi-structured interviews has been used for gathering data in this research. The data have been analyzed with the method of content analysis.

    The result of the research is that there are several aspects that need to be considered when encouraging and motivating users to share knowledge in a web-based platform for knowledge sharing and to use it as a tool for performance measurement. The main aspects identified in this research are corporate culture, choice of performance measures, managers’ responsibility, visibility and usage of the performance data and availability of the web-based platform. These aspects concern the attitude of the company and how to encourage and motivate the users to want to use the web-based platform.

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  • 47.
    Augustsson, Malin
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Talking to Everything: Conversational Interfaces and the Internet of Things in an office environment2019Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This paper presents Cyberbot, a conversational user interface (CUI) designed to be used for information retrieval and interaction with smart Internet of Things (IoT) devices (smart objects), in an office environment. Built through the Research Through Design method, tested together with a selection of smart objects, the artifact was used to explore how CUIs can help office workers in their everyday working activities and the impact they can have on the usability in interaction with IoT, as opposed to more commonplace types of interfaces. Cyberbot was evaluated through user tests, surveys and semi-structured interviews. Results show that Cyberbot can be a welcome addition to an office and is useful for getting quick overviews of information from company intranet websites or smart objects that gather data from its environment, at the expense of more in-depth and detailed information. In general, Cyberbot can be said to be a usable and effective interface for IoT interaction.

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  • 48.
    Avén, Sara
    KTH, School of Computer Science and Communication (CSC).
    Continuous learning for health care workers in Tanzania: Design recommendations for an e-learning system within a health portal2014Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Continuous learning for health care workers in Tanzania - Design recommendations for an e-learning system within a health portal

     

    This report describes a Master thesis conducted at the Human-Computer Interaction Department at KTH The Royal Institute of Technology. The project is based on a nine weeks field study in Tanzania during the spring and summer 2013. The field study was conducted as a Minor Field Study (MFS) financed through Swedish International Development Cooperation Agency, SIDA and ÅF. The aim has been to investigate the users interest, needs and expectations on an e-learning system. Specifically designed for the health care workers in Tanzania, to improve and developed their knowledge within their specific work area. The investigation of these questions resulted in design recommendations that can be used as a basis for future development.

    The users and their expectations and needs of the e-learning system were mapped down through observations, interviews and questionnaires. The user group was positive to an e-learning system and is interested in ICT, Information and communication technology. The most important result from the research is that to get a successful project, the involvement of the users is critical. Otherwise there is a risk that the user will not use the product. Another important result is that the user does not have his or hers own computer or Internet connection, they are dependent on the hospitals devices and connection. At the same time their schedule at the hospital is very tight and it will be a challenge to find time and a place were the health care workers can use the system.

    This project is a part of a project called the National Health Portal in Tanzania. It is a co-operation between Sweden and Tanzania about information and communication technologies (ICT) in the health care in Tanzania, in order to facilitate the work.

    Keywords: ICT, user centered design, e-learning, health care, Minor Field Study, Tanzania

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    aven_sara
  • 49.
    Axelsson, Torbjörn.
    KTH, School of Computer Science and Communication (CSC).
    Framtidens VoD-konsumtionsbeteende bland ungdomar: En studie om vad det svenska TV-bolaget TV4-Gruppen bör göra för att tillgodose ungdomars VoD-konsumtionsbeteende, ur ett framtidsperspektiv på fem år2014Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis examines what TV4 Group should do in order to meet today's youth VoDconsumption behaviour, from a five-year perspective. To do so, the thesis consists of (1) a consumer and market analysis, where the Swedish TV market and its industry trends are mappedout and today’s youth consumption behaviour is identified. Insights from the consumer and market analysis lays the foundation for the (2) business impact analysis, performed in order to see how this will affect the market and, respectively, TV4 Group. Based on the business impact analysis, (3) a series of recommendations are formulated to pinpoint how TV4 Group should position its VoD offering in order to be a relevant contender for future VoD consumers. Thethesis presents how a VoD distributor has to relate to its target group’s consumption behaviour in relation to social parameters, devices, service, content, geographic positioning and timing preferences, in an industry that today is much in the hands of its prosumeristic viewers.Keywords: VoD, TV, behaviour, youth, TV4 Group, prosumerism.

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  • 50.
    Aðalsteinsson, Kári Steinn
    KTH, School of Electrical Engineering and Computer Science (EECS).
    The Perception of Weight in Virtual Reality When Combining Velocity Limiting and Control/Display Ratio Modification2023Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This study explored the perception of weight in virtual reality using the combination of limiting the velocity with which an object can be lifted and control/display ratio modification and what affordances and challenges the combination might bring. Both interaction methods have thus far been explored independently, but not together. A virtual reality environment was designed that allowed each interaction method to be tested independently and together. A between-subjects user study was conducted where participants did multiple weight discrimination tasks along with a task involving absolute weight estimation. Results indicated that the combination of the two interaction methods increased the accuracy of weight discrimination considerably while not allowing for absolute weight estimation. It also increased the likelihood of noticing the interaction method with some participants that tested only one interaction method struggling to distinguish between the weights. Future work is required to reduce the frustrations that dropping objects due to the velocity limit caused among participants.

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