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  • 1. Abedan Kondori, Farid
    et al.
    Yousefi, Shahrouz
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID. Department of Applied Physics and Electronics, Umeå University, Umeå, Sweden.
    Smart Baggage in Aviation2011In: Proceedings - 2011 IEEE International Conferences on Internet of Things and Cyber, Physical and Social Computing, 2011Conference paper (Refereed)
    Abstract [en]

    Nowadays, the Internet has dramatically changed the way people take the normal course of actions. By the recent growth of the Internet, connecting different objects to users through mobile phones and computers is no longer a dream. Aviation industry is one of the areas which have a strong potential to benefit from the Internet of Things. Among many problems related to air travel, delayed and lost luggage are the most common and irritating. Therefore, this paper suggests anew baggage control system, where users can simply track their baggage at the airport to avoid losing them. Attaching a particular pattern on the bag, which can be detected and localized from long distance by an ordinary camera, users are able to track their baggage. The proposed system is much cheaper than previous implementations and does not require sophisticated equipment.

  • 2. Abedan Kondori, Farid
    et al.
    Yousefi, Shahrouz
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Li, Haibo
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Direct Head Pose Estimation Using Kinect-type Sensors2014In: Electronics Letters, ISSN 0013-5194, E-ISSN 1350-911XArticle in journal (Refereed)
  • 3. Abedan Kondori, Farid
    et al.
    Yousefi, Shahrouz
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Liu, Li
    Li, Haibo
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID. Nanjing University of Posts and Telecommunications, Nanjing, China .
    Head Operated Electric Wheelchair2014In: Proceedings of the IEEE Southwest Symposium on Image Analysis and Interpretation, 2014, 53-56 p.Conference paper (Refereed)
    Abstract [en]

    Currently, the most common way to control an electric wheelchair is to use joystick. However, there are some individuals unable to operate joystick-driven electric wheelchairs due to sever physical disabilities, like quadriplegia patients. This paper proposes a novel head pose estimation method to assist such patients. Head motion parameters are employed to control and drive an electric wheelchair. We introduce a direct method for estimating user head motion, based on a sequence of range images captured by Kinect. In this work, we derive new version of the optical flow constraint equation for range images. We show how the new equation can be used to estimate head motion directly. Experimental results reveal that the proposed system works with high accuracy in real-time. We also show simulation results for navigating the electric wheelchair by recovering user head motion.

  • 4.
    Ahlgren, Joel
    et al.
    KTH, School of Computer Science and Communication (CSC), Media technology and interaction design.
    Mikkola, Mattias
    KTH, School of Computer Science and Communication (CSC), Media technology and interaction design.
    Net Voting – Designing an Online Voting System.2011Independent thesis Advanced level (professional degree), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    We are currently in a time where old routines and ways are being converted to more easily accessible, digital ways. You can perform your bank errands and interact with authorities through the Internet. While many of our societies functions already have undergone this transformation, our elections are still very manual. In our report we present what we think are the biggest obstacles to implementing a net voting system in Sweden, how to solve these issues and present a system which we feel would be a good start to designing The Ultimate Net Voting System. We touch upon areas like authenticating voters, protecting their right to anonymous voting in sending and storing votes and ways to protect against attacks against this system. In the end, we present an abstract level of a system design which could begin to fulfill all requirements to make net voting a feasible solution.

  • 5.
    Ajami Gale Rashidi, Sam André
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Designing for sustainable grocery shopping: A conceptual design to encourage sustainable shopping2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Climate change is one of the biggest issues that the world faces today, and one of the biggest contributors to climate change are groceries. This paper aims at using digital artefacts to create a product or design that will encourage the user to shop more environmentally friendly. To achieve this, I have tried to identify the major hindrances today that grocery shoppers are faced with through the user centered method Contextual Inquiry.  I have then presented the results from the inquiry to students at KTH Royal Institute of Technology during workshops. During these workshops, the students have conceptualized ideas and designs for different solutions. Based on their results, I have created a prototype design that I call the SmartCart. This cart consists of a regular shopping cart with a screen similar to an iPad attached to the handlebars. This screen then delivers easily apprehensible information about different grocery products environmental impact in real time. The design has not been tested in a live environment, but initial testing indicates that a live application could give satisfying results in lowering the sales of grocery products with a high environmental impact, while the design also could simultaneously improve the shopping experience for the customers in the grocery store.

  • 6.
    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.

  • 7.
    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, 9-14 p.Conference 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.

  • 8.
    Andersen, Kristina
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Making Magic Machines2017Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

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

  • 9.
    Andersson, Johanna
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    The Heart Companion:: Designing an empowering application for heart failure patients2015Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

  • 10.
    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.

  • 11.
    Artman, Henrik
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Brynielsson, Joel
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Edlund, Lena
    Fallgren, Per
    Forsberg, Lars
    Ghilagaber, Gebrenegus
    Gustavii, Jonathan
    Herzing, Mathias
    Häckner, Jonas
    Jacobsson, Adam
    Jacobsson, Eva-Maria
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Källmén, Håkan
    Lindquist, Sinna
    Lundström, Anders
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Muren, Astri
    Sjöberg, Eric
    Thuresson, Björn
    KTH, School of Computer Science and Communication (CSC), High Performance Computing and Visualization (HPCViz). KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Tjörnhammar, Edward
    Wickström, Hans
    Effektiv miljötillsyn: Slutrapport2013Report (Other academic)
    Abstract [sv]

    Målsättningen har varit att ta fram ny kunskap inom miljötillsynen och därigenom uppnå en effektivare miljötillsyn samt att få in nya vetenskapliga perspektiv på miljötillsyn.

    I rapporten studeras metoder för inspektioner och det kommunikativa samspelet mellan inspektören och företrädare för den verksamhet som inspekteras, hur den institutionella ramen för inspektionsprocessen fungerar samt visar på möjligheter att mäta effekterna av inspektioner och tillsyn.

    Naturvårdsverket kommer att ha resultatet som ett kunskapsunderlag i fortsatt arbete med tillsynsvägledning och utveckling av hur tillsyn och tillsynsvägledning kan följas upp och utvärderas.

  • 12.
    Artman, Henrik
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    House, David
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH.
    Hulten, Magnus
    Linköpings universitet.
    Designed by Engineers: An analysis of interactionaries with engineering students2015In: Designs for Learning, ISSN 1654-7608, Vol. 7, no 2, 28-56 p., 10.2478/dfl-2014-0062Article in journal (Refereed)
    Abstract [en]

    The aim of this study is to describe and analyze learning taking place in a collaborative design exercise involving engineering students. The students perform a time-constrained, open-ended, complex interaction design task, an “interactionary”. A multimodal learning perspective is used. We have performed detailed analyses of video recordings of the engineering students, including classifying aspects of interaction. Our results show that the engineering students carry out and articulate their design work using a technology-centred approach and focus more on the function of their designs than on aspects of interaction. The engineering students mainly make use of ephemeral communication strategies (gestures and speech) rather than sketching in physical materials. We conclude that the interactionary may be an educational format that can help engineering students learn the messiness of design work. We further identify several constraints to the engineering students’ design learning and propose useful interventions that a teacher could make during an interactionary. We especially emphasize interventions that help engineering students retain aspects of human-centered design throughout the design process. This study partially replicates a previous study which involved interaction design students.

  • 13.
    Artman, Henrik
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    House, David
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH, Speech Communication and Technology.
    Hultén, Magnus
    Linköpings universitet.
    Design Learning Opportunities in Engineering Education: A case study of students solving an interaction–design task2014In: Proc. 4th International Designs for Learning Conference, 2014Conference paper (Refereed)
    Abstract [en]

    How do engineering students embrace interaction design? We presented two groups of chemical engineering students with an interaction design brief with the task of producing a concept prototype of an interactive artefact. Through interaction analysis of video material we analyse how the students gesture and use concepts adhering to interaction. The students frequently use gestures to enhance idea-generation. Sketches are used sparsely and other design materials were almost not used at all.

  • 14.
    Artman, Henrik
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Hulten, Magnus
    Linköpings universitet.
    House, David
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH.
    A model to analyse students’ cooperative ideageneration in conceptual design2016In: International journal of technology and design education, ISSN 0957-7572, E-ISSN 1573-1804Article in journal (Refereed)
    Abstract [en]

    In this article we focus on the co-creation of ideas. Through the use of conceptsfrom collaborative learning and communication theory we suggest a model that will enablethe cooperative nature of creative design tasks to emerge. Four objectives of the model arestated and elaborated on in the paper: that the model should be anchored in previousresearch; that it should allow for collaborative aspects of creative design to be accountedfor; that it should address the mechanisms by which new ideas are generated, embracedand cultivated during actual design; and that it should have a firm theoretical grounding.The model is also exemplified by two test sessions where two student pairs perform a time-constrained design task. We hope that the model can play a role both as an educational toolto be used by students and a teacher in design education, but primarily as a model toanalyse students’ cooperative idea generation in conceptual design.

  • 15.
    Artman, Henrik
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Karlgren, Klas
    Ramberg, Robert
    Strååt, Björn
    Designing Interaction in Interaction Design: Using interactionarires in order to understand student use of interaction design concepts2012In: Designs for Learning 2012: Conference Proceedings, Copenhagen, Denmark: Aalborg University , 2012, 14-16 p.Conference paper (Refereed)
    Abstract [en]

    Interaction design is about designing interaction. But how do first year students of interaction design understand and use concepts of interaction in their design processes? By interaction analysis of video material we analyse how students used concepts adhering to interaction. The aspect most frequently used was interactivity. Interaction was mainly handled by using spoken language. While working with physical materials, talk about interaction decreased

  • 16.
    Artman, Henrik
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID. FOI.
    Ramberg, Robert
    Jander, Hans
    Lindquist, Sinna
    Castor, Martin
    Borgvall, Jonathan
    Towards the Learning Organisation: Frameworks, Methods, and Tools for Resource-Efficient and Effective Training2013Report (Other academic)
    Abstract [en]

    The purpose of this report is to describe models for operational training of military personnel and frameworks, methodologies, and tools that support the analysis, planning, monitoring, and evaluation of such training. The primary example used is simulator-based training and exercises, and in particular the operations at FOI/FLSC (Swedish Defence Research Agency/Swedish Air Force Combat Simulation Centre). The report also includes specific recommendations on how frameworks, methodologies, and data from assessment tools can be used by an organization for effective training, and suggests a number of research and development activities that strive towards a learning organization. 

  • 17.
    Artman, Henrik
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Ramberg, Robert
    Tholander, Jakob
    Klas, Karlgren
    Rollen hos representationer och agerande inom interaktionsdesign2014In: Resultatdialog, Vetenskapsrådet , 2014, , 8 p.156-163 p.Conference paper (Other (popular science, discussion, etc.))
  • 18.
    Askenfelt, Anders
    et al.
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH, Music Acoustics.
    Hansen, Kjetil Falkenberg
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID. KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH, Music Acoustics.
    Granqvist, Svante
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH, Music Acoustics.
    Hellmer, Kahl
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH, Speech Communication and Technology.
    Orlarey, Y.
    Fober, D.
    Perifanos, K.
    Tambouratzis, G.
    Makropoulo, E.
    Chryssafidou, E.
    Arnaikos, L.
    Rattasepp, K.
    Dima, G.
    VEMUS, Virtual European Music School or A young person's interactive guide to making music2008In: Proceedings of the 28th ISME World Conference, 2008, 218- p.Conference paper (Refereed)
  • 19.
    Asp, Philip
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Videomaterial från kvalitativa studier - ett kommunikationsstöd inom multidisciplinära användarcentrerade mjukvaruprojekt2015Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    För att lyckas med IT projekt är det av stor vikt att kommunikationen inom den multidisciplinära projektgruppen är väl fungerande. Inte bara för att man ska kunna behålla en gemensam målbild inom gruppen, utan även för att man ska förstå de olika disciplinernas problem och arbetsmetoder.

     

    Den här rapporten behandlar två olika aspekter kring användningen av videomaterial från kvalitativa användarcentrerade användbarhetsmetoder som ett kommunikationsverktyg inom en projektgrupp. En av aspekterna är hur videomaterialet kan användas för att förmedla det användarcentrerade designkonceptet. Den andra aspekten behandlar hur videomaterialet kan presenteras samt användas för att understödja tagna designbeslut angående systemet och dess gränssnittsdesign. Rapporten presenterar två typer av media som kan användas för att förmedla de två ovannämnda aspekterna genom att kombinera material från de kvalitativa studierna, videomaterial och kravspecifikationer. De problemfrågeställningar och överväganden som bör beaktas behandlas även i rapporten.

     

    En empirisk studie har utförts i form av en jämförelse av två mjukvaror ur ett användbarhetsperspektiv. Studien inkluderade att tillämpa användbarhetsmetoder för att skapa realistiska och typiska arbetsuppgifter till användbarhetstesterna. Videomaterial från de kvalitativa studierna användes sedan under presentationen av resultatet från jämförelsestudien för att ge substans åt resultatet samt förmedla det användarcentrerade designkonceptet. Resultatet av presentationen och det frågeformulär som skickades ut i samband med presentationen visar på att videomaterialet gav understöd och stärkte validiteten för resultaten i samband med jämförelsestudien. Det visar även på att det bidrog till en disskusion kring användbarhet inom projektgruppen samt att det i ett par fall förmedlade och introducerade de användarcentrerade arbetsmetoderna.

  • 20.
    Azad, Soma
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Tillförlitlighet hos information som hanteras av flera användare och genom flera system2015Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
  • 21. Back, J.
    et al.
    Heeffer, Caspar
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Paget, S.
    Rau, Andreas
    KTH.
    Sallnäs Pysander, Eva Lotta
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Waern, A.
    Designing children's digital-physical play in natural outdoors settings2016In: Conference on Human Factors in Computing Systems - Proceedings, Association for Computing Machinery , 2016, 1359-1366 p.Conference paper (Refereed)
    Abstract [en]

    Children's outdoor play is fluent and fluctuating, shaped by environmental features and conditions. The article reports on a project where interaction designers and landscape architects work together to develop solutions for integrating interactive play in outdoor environments. Here we report on a schoolyard trial, where interactive play technology was installed as an integral part of the schoolyard environment, and discuss the interplay between technology and the environment. We highlight in particular how the interactive technology contributed to the versatility of play activities, but also how the nature setting and the availability of natural materials contributed to the play activities around the interactive artefacts. 

  • 22.
    Back, Jon
    et al.
    Uppsala University.
    Heeffer, Caspar
    KTH.
    Paget, Susan
    Swedish University of Agricultural Sciences.
    Rau, Andreas
    KTH.
    Sallnäs Pysander, Eva-Lotta
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Waern, Annika
    Uppsala University.
    Designing for Children's Outdoor Play2016In: Proceedings of the 2016 ACM Conference on Designing Interactive Systems, ACM Digital Library, 2016, 28-38 p.Conference paper (Refereed)
    Abstract [en]

    Children's outdoor play is fluent and fluctuating, shaped by environmental features and conditions. The article reports on a project where interaction designers and landscape architects work together to fuse their knowledge into working solutions for integrating interactive play in outdoor environments. We report on a schoolyard trial, where interactive play technology was installed as an integral part of a schoolyard environment, and discuss the interplay between technology and the environment that was partly natural forest and partly constructed playground. We highlight in particular the importance of the adaptability of the natural environment, how the combination of interactive technology and natural environment can contribute to the versatility of play activities, and how the interactive technology can both be useful for presenting invitations to play in such adaptable places, and enhance the adaptability for play in otherwise impoverished places.

  • 23.
    Battisti, Chiara
    et al.
    Università degli Studi di Verona.
    Dahlberg, Leif
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Focus Law: Law, Fashion and Identities2016In: Pólemos, ISSN 2036-4601, Vol. 10, no 1, 1-12 p.Article in journal (Refereed)
  • 24. Bellander, Mats
    et al.
    Handberg, Leif
    KTH, Superseded Departments, Numerical Analysis and Computer Science, NADA.
    Stenberg, Johan
    KTH, School of Computer Science and Communication (CSC), Media technology and interaction design.
    Workflow analyses in commercial printing: methods and results1997In: Proceedings of the 24th conference of the international association of research institutes of the graphic arts industry / [ed] Bristow, J.A., 1997, 163-176 p.Conference paper (Refereed)
  • 25. Benetos, Emmanouil
    et al.
    Holzapfel, André
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Automatic transcription of Turkish microtonal music2015In: Journal of the Acoustical Society of America, ISSN 0001-4966, Vol. 138, no 4, 2118-2130 p.Article in journal (Refereed)
    Abstract [en]

    Automatic music transcription, a central topic in music signal analysis, is typically limited to equal-tempered music and evaluated on a quartertone tolerance level. A system is proposed to automatically transcribe microtonal and heterophonic music as applied to the makam music of Turkey. Specific traits of this music that deviate from properties targeted by current transcription tools are discussed, and a collection of instrumental and vocal recordings is compiled, along with aligned microtonal reference pitch annotations. An existing multi-pitch detection algorithm is adapted for transcribing music with 20 cent resolution, and a method for converting a multi-pitch heterophonic output into a single melodic line is proposed. Evaluation metrics for transcribing microtonal music are applied, which use various levels of tolerance for inaccuracies with respect to frequency and time. Results show that the system is able to transcribe microtonal instrumental music at 20 cent resolution with an F-measure of 56.7%, outperforming state-of-the-art methods for the same task. Case studies on transcribed recordings are provided, to demonstrate the shortcomings and the strengths of the proposed method.

  • 26. Benetos, Emmanouil
    et al.
    Holzapfel, André
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Incorporating pitch class profiles for improving automatic transcription of Turkish makam music2014In: Proceedings of the 4th Workshop on Folk Music Analysis, Computer Engineering Department, Bogaziçi University , 2014, 15-20 p.Conference paper (Refereed)
    Abstract [en]

    In this paper we evaluate the impact of including knowledge about scale material into a system for the transcription of Turkish makam music. To this end, we extend our previously presented appoach by a refinement iteration that gives preference to note values present in the scale of the mode (i.e. makam). The information about the scalar material is provided in form of pitch class profiles, and they are imposed in form of a Dirichlet prior to our expanded probabilistic latent component analysis (PLCA) transcription system. While the inclusion of such a prior was supposed to focus the transcription system on musically meaningful areas, the obtained results are significantly improved only for recordings of certain instruments. In our discussion we demonstrate the quality of the obtained transcriptions, and discuss the difficulties caused for evaluation in the context of microtonal music.

  • 27. Benetos, Emmanouil
    et al.
    Holzapfel, André
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Automatic Transcription of Turkish Makam Music2013In: Proceedings of ISMIR - International Conference on Music Information Retrieval, International Society for Music Information Retrieval, 2013, 355-360 p.Conference paper (Refereed)
    Abstract [en]

    In this paper we propose an automatic system for transcribing makam music of Turkey. We document the specific traits of this music that deviate from properties that were targeted by transcription tools so far and we compile a dataset of makam recordings along with aligned microtonal ground-truth. An existing multi-pitch detection algorithm is adapted for transcribing music in 20 cent resolution, and the final transcription is centered around the tonic frequency of the recording. Evaluation metrics for transcribing microtonal music are utilized and results show that transcription of Turkish makam music in e.g. an interactive transcription software is feasible using the current state-of-the-art.

  • 28. Benetos, Emmanouil
    et al.
    Holzapfel, André
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Stylianou, Yannis
    Pitched Instrument Onset Detection Based on Auditory Spectra2009In: Proceedings of ISMIR - International Conference on Music Information Retrieval, 2009, 105-110 p.Conference paper (Refereed)
    Abstract [en]

    In this paper, a novel method for onset detection of music signals using auditory spectra is proposed. The auditory spectrogram provides a time-frequency representation that employs a sound processing model resembling the human auditory system. Recent work on onset detection employs DFT-based features, such as the spectral flux and group delay function. The spectral flux and group delay are introduced in the auditory framework and an onset detection algorithm is proposed. Experiments are conducted on a dataset covering 11pitched instrument types, consisting of 1829 onsets in total. Results indicate the superiority of the auditory representations over the DFT-based ones, with the auditory spectral flux exhibiting an onset detection improvement by 2% in terms of F-measure when compared to the DFT-based feature.

  • 29. Bengtsson, Fredrik
    et al.
    Eriksson Lundström, Jenny
    Hrastinski, Stefan
    KTH, School of Computer Science and Communication (CSC), Media technology and interaction design, MID.
    Ozan, Håkan
    Sustainability Impact of Open Innovation Software2012Conference paper (Refereed)
  • 30.
    Berglund, Anders
    et al.
    KTH, School of Industrial Engineering and Management (ITM), Machine Design (Dept.), Integrated Product Development.
    El Gaidi, Khalid
    KTH, School of Education and Communication in Engineering Science (ECE), Learning.
    Havtun, Hans
    KTH, School of Industrial Engineering and Management (ITM), Energy Technology, Applied Thermodynamics and Refrigeration.
    Hedin, Björn
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Kjellgren, Björn
    KTH, School of Education and Communication in Engineering Science (ECE).
    Kommer det på tentan?: Uppfattningar om motivation och demotivation bland studenter på ingenjörsutbildningar2015Conference paper (Other academic)
    Abstract [en]

    Motivation är en av de viktigaste drivkrafterna bakom människors handlingar. Hur en student klarar sina studier beror till stor del på graden av motivation, men också på graden av demotivation. Vi har i den här studien valt att utforska upplevda källor till studenters motivation och demotivation i ingenjörskurser. Dessa har kodats och kategoriserats i termer av kontext, struktur och lärare, och resultatet har jämförts med en liknande omfattande undersökning från USA. Resultaten visar att frågor rörande kurs ens struktur i högre grad anges som viktiga både för motivation och demotivation för våra studentgrupper, jämfört med den andra undersökningen. Vidare förekommer synpunkter kring lärarens förmåga att förklara och lärarens attityd till studenterna i betydligt högre omfattning än lärarens ämneskompetens i sig, vilket kan ses som stöd för att pedagogisk och didaktisk skicklighet bör vara starkt meriterande för undervisande personal. En slutsats är att lärare har mycket stora möjligheter att påverka studenternas motivation både positivt och negativt, och att det är av stor vikt att lärare är både medvetna om, och har verktyg för att hantera, detta.

     

  • 31.
    Berglund, Anders
    et al.
    KTH, School of Industrial Engineering and Management (ITM), Machine Design (Dept.), Integrated Product Development.
    Havtun, Hans
    KTH, Superseded Departments, Energy Technology. KTH, School of Industrial Engineering and Management (ITM), Energy Technology, Applied Thermodynamics and Refrigeration.
    Jerbrant, Anna
    KTH, School of Industrial Engineering and Management (ITM), Industrial Economics and Management (Dept.), Industrial Management.
    Wingård, Lasse
    KTH, School of Industrial Engineering and Management (ITM), Production Engineering.
    Andersson, Magnus
    KTH, Superseded Departments, Microelectronics and Information Technology, IMIT. KTH, Superseded Departments, Physics.
    Hedin, Björn
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Kjellgren, Björn
    KTH, School of Education and Communication in Engineering Science (ECE), Learning, Language and communication.
    THE PEDAGOGICAL DEVELOPERS INITIATIVE: SYSTEMATIC SHIFTS, SERENDIPITIES, AND SETBACKS2017In: 13th International CDIO Conference in Calgary, Canada, June 18-22, 2017, 2017Conference paper (Refereed)
    Abstract [en]

    Pedagogical projects have often, at KTH Royal Institute of Technology, as well as elsewhere, been initiated and managed by individual enthusiasts rather than dedicated teams. This generally decreases the possibility of successful implementation of more ambitious ideas, e.g., changing educational programs, implementing the CDIO syllabus, or strengthening the pedagogical development of larger parts of the faculty. To enable wider and more effective change, KTH top management therefore launched a universityencompassing three-year project in 2014, in which a group of highly motivated teachers from all schools at KTH were appointed part-time pedagogical developers (PDs). The PDs were given the task of promoting pedagogical development and facilitate cooperation and knowledge exchange among faculty members, as described in two previous papers at CDIO conferences. From 2017, the outcomes of this project are supposed to be integrated parts of the KTH line organization. The project has led to numerous actions, which would have been difficult to set in motion unless given the freedom in time to explore and to develop into a collective effort rather than a myriad of individual “stand-alone” examples. By addressing key areas for pedagogical development, our group of dedicated faculty have tried to surpass the suboptimal "lock-in" of strict individual reasoning and to deal with surfaced questions and relevant issues in a broader collective manner. A major insight confirmed by the project and its many sub-projects has indeed been the fundamental importance of collegial discussions and the creation of processes that facilitate and support teacher cooperation. We have also, through discussions with faculty at KTH, confirmed the need for clearly defined, tangible incentives for teachers, motivating them to participate in pedagogical development activities, even if this means less time left for the traditional pathway to rewards within academia, i.e. research. In this paper, we chart changes that have occurred in the educational practices at KTH by describing and discussing the project’s focus on pedagogical development of faculty, actual execution of changes in the engineering educations, lessons learned along the way, and visions yet to be realised.

  • 32.
    Berglund, Anders
    et al.
    KTH, School of Industrial Engineering and Management (ITM), Machine Design (Dept.), Integrated Product Development. KTH.
    Havtun, Hans
    KTH, School of Industrial Engineering and Management (ITM), Energy Technology. KTH.
    Jerbrant, Anna
    KTH, School of Industrial Engineering and Management (ITM), Industrial Economics and Management (Dept.), Industrial Management. KTH.
    Wingård, Lasse
    KTH, School of Industrial Engineering and Management (ITM), Production Engineering. KTH.
    Andersson, Magnus
    KTH, School of Information and Communication Technology (ICT), Materials- and Nano Physics.
    Hedin, Björn
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Soulard, Juliette
    KTH, School of Electrical Engineering (EES).
    Kjellgren, Björn
    KTH, School of Education and Communication in Engineering Science (ECE), Learning, Language and communication.
    The pedagogical developers initiative - development, implementation and lessons learned from a systematic approach to faculty development2016In: Proceedings of the 12th International CDIO Conference, Turku University of Applied Sciences, Turku, Finland, June 12-16, 2016, Turku University , 2016, 497-508 p.Conference paper (Refereed)
    Abstract [en]

    This paper presents a systematic, university--wide approach to creating an encompassing movement towards faculty development. In 2014, KTH Royal Institute of Technology launched the pedagogical developers initiative, appointing part--time pedagogical developers among teachers from all schools of KTH, to implement and strengthen good teaching and learning practices among faculty and students. They are teachers active in different educational programmes, with experience of, and interest in, pedagogical issues. In line with CDIO standard 10, the purpose of the pedagogical developers’ initiative is to facilitate cooperation and knowledge exchange between faculty members, and to establish communities of practice. The paper presents the activities, processes for developing these activities and preliminary results from the initiative’s second year, which focused much on supporting faculty development by putting into place a series of workshops, a format chosen for its combination of active community-building learning and time efficiency. The topics of the workshops emerged to meet faculty needs identified by the pedagogical developers during the first year. The workshops were created by smaller teams of pedagogical developers from different schools of KTH. This enabled a wide array of experiences and perspectives to be incorporated into the workshops. Main focuses of the workshops have been on creating internal discussions in dynamic communities of practice on specific subjects of interest, and on creating forums for exchange of ideas, open to the whole faculty. During Autumn 2015, the workshops have been offered as voluntary add-on parts of the basic course in teaching and learning offered to faculty at KTH. This first round of workshops generated a positive interest from teachers, and participant feedback indicates that they particularly appreciated the opportunity to work directly with their own courses and the opportunity to discuss pedagogical aspects with peers. 

  • 33.
    Berglund, Anders
    et al.
    KTH, School of Industrial Engineering and Management (ITM), Machine Design (Dept.), Integrated Product Development.
    Havtun, Hans
    KTH, School of Industrial Engineering and Management (ITM), Energy Technology, Applied Thermodynamics and Refrigeration.
    Johansson, Hans Bengt
    KTH, School of Industrial Engineering and Management (ITM), Machine Design (Dept.), Mechatronics.
    Jerbrant, Anna
    KTH, School of Industrial Engineering and Management (ITM), Industrial Economics and Management (Dept.), Industrial Management.
    Andersson, Magnus
    KTH, School of Information and Communication Technology (ICT).
    Hedin, Björn
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Soulard, Juliette
    KTH, School of Electrical Engineering (EES), Electrical Energy Conversion.
    Kjellgren, Björn
    KTH, School of Education and Communication in Engineering Science (ECE).
    The Pedagogical Developers Initiative – Changing Educational Practices and Strengthening CDIO skills2015In: Proceedings of the 11th International CDIO Conference, Chengdu, China, June 8-11 2015, 2015Conference paper (Refereed)
    Abstract [en]

    This paper put emphasis on change agents within the universities and how local initiatives can be systematically approached and ramped up. Rooted in the challenges and constraints that have been addressed in past educational program initiatives, the case consists of specific focus areas to leverage impact. Universities continuously strives to provide the best conditions for an inspiring and prosperous learning environment, and to provide educational programs with teaching of excellent educational quality. KTH is no exception and therefore the university management has initiated a pedagogical program starting in 2014. One of the first thing initiated within the framework of this pedagogical program is the creation of a group of 24 pedagogical developers.

    The focus for the pedagogical developers is to facilitate the opportunities for KTHs faculty to work together and create consensus on educational development in different teaching teams. This paper presents the University's pedagogical developers' initiative as a whole and how this has been outlined in detail to reach specific redesign targets. The School of Industrial Engineering and Management pedagogical group consists of five practicing teachers that besides this new role also engage heavily in various courses of the School's departments. Since the pedagogical initiative is aligned with several important CDIO aspects, e.g. the learning environment, formats of formative feedback, assessment and examination there is also importance to reassure this in the existing Master level programs.

    At KTH the five-year comprehensive Master of Science in Engineering programs concern distinct vocational educations in which the CDIO aspects are very important. At the same time the programs has been divided in a basic level (B.Sc. in Engineering) of three years and a advanced level (M.Sc.) of two years. This has for instance made it harder to align the progression between first cycle level and second cycle level regarding for instance the CDIO efforts (e.g. oral and written communication, teamwork). This paper will therefore discuss and enhance how the pedagogical programme, we as pedagogical developers, can support and strengthen the initiation and implementation of the CDIO aspects in the education.

  • 34.
    Bergsmark, Moa
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Fernaeus, Ylva
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    From patchwork to appliqué: Reflections from an interaction design remake2016In: TEI 2016 - Proceedings of the 10th Anniversary Conference on Tangible Embedded and Embodied Interaction, Association for Computing Machinery (ACM), 2016, 236-244 p.Conference paper (Refereed)
    Abstract [en]

    We present a case in which an existing tangible system and its core design values has been used to create a new variation with available standard technology exactly one decade later. We reflect on how the new technological setup fundamentally changed the interaction in terms of electronic media and behavior, as well as regarding perception, physical manipulation, and overall social activity. The new design is discussed in terms of transformations of practice, which shifted our conceptual understanding of the interaction from the metaphor of making a patchwork to that of an appliqué.

  • 35.
    Bergström, Ilias
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Azevedo, Sergio
    Papiotis, Panos
    Saldanha, Nuno
    Slater, Mel
    The Plausibility of a String Quartet Performance in Virtual Reality2017In: IEEE Transactions on Visualization and Computer Graphics, ISSN 1077-2626, E-ISSN 1941-0506, Vol. 23, no 4, 1332-1339 p.Article in journal (Refereed)
    Abstract [en]

    We describe an experiment that explores the contribution of auditory and other features to the illusion of plausibility in a virtual environment that depicts the performance of a string quartet. 'Plausibility' refers to the component of presence that is the illusion that the perceived events in the virtual environment are really happening. The features studied were: Gaze (the musicians ignored the participant, the musicians sometimes looked towards and followed the participant's movements), Sound Spatialization (Mono, Stereo, Spatial), Auralization (no sound reflections, reflections corresponding to a room larger than the one perceived, reflections that exactly matched the virtual room), and Environment (no sound from outside of the room, birdsong and wind corresponding to the outside scene). We adopted the methodology based on color matching theory, where 20 participants were first able to assess their feeling of plausibility in the environment with each of the four features at their highest setting. Then five times participants started from a low setting on all features and were able to make transitions from one system configuration to another until they matched their original feeling of plausibility. From these transitions a Markov transition matrix was constructed, and also probabilities of a match conditional on feature configuration. The results show that Environment and Gaze were individually the most important factors influencing the level of plausibility. The highest probability transitions were to improve Environment and Gaze, and then Auralization and Spatialization. We present this work as both a contribution to the methodology of assessing presence without questionnaires, and showing how various aspects of a musical performance can influence plausibility.

  • 36.
    Bergström, Ilias
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Blackwell, Alan F.
    The Practices of Programming2016In: 2016 IEEE SYMPOSIUM ON VISUAL LANGUAGES AND HUMAN-CENTRIC COMPUTING (VL/HCC), IEEE conference proceedings, 2016, 190-198 p.Conference paper (Refereed)
    Abstract [en]

    How diverse are the ways that programming is done? While a variety of accounts exist, each appears in isolation, neither framed in terms of a distinct practice, nor as one of many such practices. In this work we explore accounts spanning software engineering, bricolage/tinkering, sketching, live coding, code-bending, and hacking. These practices of programming are analyzed in relation to ongoing research, and in particular HCI's 'practice turn', offering connections to accounts of practice in other contexts than programming. The conceptualization of practice helps to interpret recent interest in program code as craft material, and also offers potential to inform programming education, tools and work as well as future research.

  • 37.
    Bergström, Ilias
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID. University of Barcelona, Spain.
    Kilteni, Konstantina
    Slater, Mel
    First-Person Perspective Virtual Body Posture Influences Stress: A Virtual Reality Body Ownership Study2016In: PLoS ONE, ISSN 1932-6203, E-ISSN 1932-6203, Vol. 11, no 2, e0148060Article in journal (Refereed)
    Abstract [en]

    In immersive virtual reality (IVR) it is possible to replace a person's real body by a life-sized virtual body that is seen from first person perspective to visually substitute their own. Multisensory feedback from the virtual to the real body (such as the correspondence of touch and also movement) can also be present. Under these conditions participants typically experience a subjective body ownership illusion (BOI) over the virtual body, even though they know that it is not their real one. In most studies and applications the posture of the real and virtual bodies are as similar as possible. Here we were interested in whether the BOI is diminished when there are gross discrepancies between the real and virtual body postures. We also explored whether a comfortable or uncomfortable virtual body posture would induce feelings and physiological responses commensurate with the posture. We carried out an experiment with 31 participants in IVR realized with a wide field-of-view head-mounted display. All participants were comfortably seated. Sixteen of them were embodied in a virtual body designed to be in a comfortable posture, and the remainder in an uncomfortable posture. The results suggest that the uncomfortable body posture led to lesser subjective BOI than the comfortable one, but that participants in the uncomfortable posture experienced greater awareness of their autonomic physiological responses. Moreover their heart rate, heart rate variability, and the number of mistakes in a cognitive task were associated with the strength of their BOI in the uncomfortable posture: greater heart rate, lower heart rate variability and more mistakes were associated with higher levels of the BOI. These findings point in a consistent direction-that the BOI over a body that is in an uncomfortable posture can lead to subjective, physiological and cognitive effects consistent with discomfort that do not occur with the BOI over a body in a comfortable posture.

  • 38. Bernhaupt, R.
    et al.
    Forbrig, P.
    Gulliksen, Jan
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Lárusdóttir, M.
    Human-centred software engineering: Third International Conference, HCSE 2010 Reykjavik, Iceland, October 14-15, 2010 Proceedings2010In: 3rd International Conference on Human-Centred Software Engineering, HCSE 2010, 2010Conference paper (Refereed)
  • 39.
    Björn, Hedin
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Exploring Opportunistic Use of Mobile Devices for Studying in Higher Education2014Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    Students today often feel that they have too much to do and too little time. A common strategy to remedy this is to take advantage of opportunities to use “inter-time”, the time between other activities such as waiting or traveling. The aim of this thesis is to explore how studying using mobile devices in higher education can be designed for such opportunities. I choose to call this Opportunistic Mobile Studying (OMS).

    Using a design-based research approach this thesis discusses and proposes both scientific and practical contributions. A number of iterations of OMS have been designed, instantiated and tested in university courses and then evaluated using mixed methods.

    The first research question is how can OMS be designed to support students in adopting the behavior of studying at opportune moments. The results have been framed and interpreted using the Fogg Behavior Model, where behavior is the product of motivation, simplicity, and triggers. The results suggest that a key factor for motivation is procrastination, and therefore deadlines can be used to predict and suggest what students would likely be interested in studying during OMS moments. Simplicity is increased if OMS is adapted for studying in short fragmented moments, where important aspects are that content should be short, easy to access and easy to navigate. Trigger reminders were particularly appreciated and should be triggered based on time and place. Commuting is identified as a good context to build a routine of studying using OMS.

    The second research question is how can OMS activities and content be designed to support efficient studying in OMS situations. Study- activities identified as especially suitable for OMS situations are those that focus on preparation and repetition. These activities can enhance other learning activities and efficient studying can be accomplished even if only a little time is available. Examples of successful methods for this tested in this thesis include advance organizers and flashcards. Longer and more comprehensive studying material can be used if quick and easy navigation within the material is provided, for example, by using synchronized narrated slides such as enhanced podcasts. 

  • 40.
    Björn, Hedin
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Användning av sociala annoteringssystem för “peer feedback” vid grupphandledning av kandidatuppsatser2013Conference paper (Other academic)
    Abstract [sv]

    Att låta studenter kontinuerligt ge feedback på varandras framväxande uppsatstexter är bra ur flera synvinklar. Studenterna blir insatta i andra problemområden och metodologiska angreppssätt än det egna, förståelsen för kvalitetskriterier ökar och vetskapen om att andra studenter kommer läsa ens egen text ökar ambitionsnivån. På civilingenjörsprogrammet i medieteknik vid KTH har vi använt ett socialt annoteringssystem, Google docs, för att stödja grupphandledning av kandidatuppsatser. Kombinationen av grupphandledning och användning av ett socialt annoteringssystem har visat sig vara mycket lyckosam. Kandidatuppsatskursen som gavs under 2012 kännetecknas av hög ambitionsnivå, hög kvalitet på de färdiga uppsatserna, mycket hög genomströmning och nöjda studenter.

  • 41.
    Björn, Hedin
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Utbildning i prokrastinering: ett sätt att förbättra studenters studieteknik2013Conference paper (Other academic)
    Abstract [sv]

    Prokrastinering, eller att mot bättre vetande skjuta upp aktiviteter, är ett mycket vanligt problem som är särskilt vanligt inom akademiska studier. Gjorda studier visar att mellan 80-95% av studenterna prokrastinerar, att 50% prokrastinerar regelbundet och också ser det som ett stort problem, och att det inte är ovanligt att en tredjedel av den avsatta studietiden i praktiken ägnas åt prokrastinering. Vi har angripit problemet genom att införa en kursmodul som under läsåret 2011-2012 lästes av 230 studenter på programmet och där vi diskuterade fenomenet samt gick igenom strategier för att undvika prokrastinering. Denna presentation tar upp modulens uppbyggnad och en utvärdering av resultaten.

  • 42.
    Björn, Hedin
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Pargman, Daniel
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Nu ska jag plugga! Jag ska bara färgsortera mina böcker först2013Conference paper (Other academic)
    Abstract [sv]

    Prokrastinering, eller att mot bättre vetande skjuta upp något, är ett stort problem i samhället i allmänhet och för studenter i synnerhet. I denna artikel beskriver vi en utbildningsmodul om prokrastinering som vi introducerat på två civilingenjörsprogram på KTH, varav denna rapport behandlar datateknikprogrammet där 466 studenter deltog. Utvärderingen hade 100% svarsfrekvens, och visar att 95% av studenterna hade problem med prokrastinering varav 43% hade stora eller mycket stora problem. 88% ansåg att prokrastinering var ett bra tema att ha med i utbildningen, och 57% ansåg att momentet haft positiva effekter på deras studievanor. Endast 7% ansåg att momentet inte hade gett några märkbara effekter på studierna. Då modulen endast kräver ca 8 timmars arbete från studenternas sida anser vi att fördelarna är så stora att denna eller en liknande modul borde ingå i samtliga utbildningsprogram.

  • 43.
    Björndal, Petra
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID. ABB Corporate Research.
    Eriksson, Elina
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Artman, Henrik
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    From transactions to relationships: Making sense of user-centered perspectives in large technology-intensive companies2015In: 4th IFIP 13.6 Working Conference on Human Work Interaction Design, HWID 2015, Springer-Verlag New York, 2015, 114-124 p.Conference paper (Refereed)
    Abstract [en]

    In this paper we analyze interviews from four technology-intensive companies, focused on service and service development. All companies have during the last two decades introduced interaction design units, and the corporations were selected due to their interest in also expanding the service share of their business. This service shift has been a top-down initiative. However in only two companies, the initiatives have led to the establishment of enterprise wide service development processes, and in the other two companies, the service development is more ad hoc. It is argued that even if interaction design has close theoretical relation to service design such combination has so far been limited. We discuss the shift from product to service view of the offerings within these companies, and relate this to user-centered perspectives. We argue there is a window of opportunity within technology-intensive and engineering focused industries to include user-centered design when formalizing service development.

  • 44.
    Björndal, Petra S.
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID. ABB Corporate Research, Västerås, Sweden .
    Ralph, Maria B.
    ABB Corporate Research, Västerås, Sweden .
    On the handling of impedance factors for establishing apprenticeship relations during field studies in industry domains2014In: Proceedings of the NordiCHI 2014: The 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational, 2014, 1107-1112 p.Conference paper (Refereed)
    Abstract [en]

    The process of trying to understand users' perspectives and their mental model is inherently challenging, as anyone who has been involved in conducting field studies and interviewing users can attest to. At the heart of this process is the need to create trust between the interviewer and the interviewee in order to build bonds which facilitate richer information exchange. Building apprenticeship relations is one approach which sees the interviewee as teacher and the interviewer as student/apprentice. However establishing these relations, particularity within a short time frame and within an industrial domain, can be difficult. This paper therefore addresses some of the challenges associated with building these relationships and how researchers can strengthen their connection with the users they interact with.

  • 45.
    Blomqvist, Ulf
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Eriksson, Lars-Erik
    Findahl, Olle
    Selg, Håkan
    Wallis, Roger
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Broadband technologies transforming business models and challenging regulatory frameworks – lessons from the music industry Report on technology versus usage and effects: Musiclessons - Deliverable 1.   Report on technology versus usage and effects2006Report (Other academic)
  • 46.
    Blomqvist, Ulf
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Eriksson, Lars-Erik
    Findahl, Olle
    Selg, Håkan
    Wallis, Roger
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Broadband technologies transforming business models and challenging regulatory frameworks – lessons from the music industry Overview of relevant policies and their characteristics: Musiclessons - Deliverable 2.  Overview of relevant policies and their characteristics2006Report (Other academic)
  • 47.
    Blomqvist, Ulf
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Eriksson, Lars-Erik
    Findahl, Olle
    Selg, Håkan
    Wallis, Roger
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Broadband technologies transforming business models and challenging regulatory frameworks – lessons from the music industry New embryonic business models and value chains: Musiclessons - Deliverable 3.  New embryonic business models and value chains2006Report (Other academic)
  • 48.
    Blomqvist, Ulf
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Eriksson, Lars-Erik
    Findahl, Olle
    Selg, Håkan
    Wallis, Roger
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Broadband technologies transforming business models and challenging regulatory frameworks – lessons from the music industry: Musiclessons - Deliverable 6. Embedded conflicts in policies, directives and their implementation2006Report (Other academic)
  • 49.
    Blomqvist, Ulf
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Eriksson, Lars-Erik
    Findahl, Olle
    Uppsala universitet.
    Selg, Håkan
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Wallis, Roger
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    File sharing in peer-to-peer networks – actors, motives and effects: Musiclessons - Deliverable 4.  Broadband technologies transforming business models and challenging regulatory frameworks – lessons from the music industry2006Report (Other academic)
  • 50.
    Blomqvist, Ulf
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Fritzell, Michael
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Olofsson, Marcus
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    DRM – Intrusion or Solution?2005In: Innovation and the knowledge economy / [ed] Cunningham, P., Cunningham, M., Amsterdam: IOS Press, 2005, 925-933 p.Conference paper (Refereed)
    Abstract [en]

    DRM could be the solution to the content industry’s P2P dilemma, but content owners’ desire to monitor and control the consumer’s use of content can be perceived as an intrusion of privacy. High control makes consumers less active and low control invites them to experiment and to gain experience. Digital music files can easily be spread. Therefore legal services prefer keeping control over the music. This study reveals that consumers are one step ahead of the content industry, finding ways to circumvent protection and laws, and that the music industry is awaiting the "right" DRM business model. Online Music sellers basically rely on B2C DRM business models, but attempts have been made with C2C models, using consumers as distributors, and ISP models, where ISPs pay to collecting societies for all file trans-fers of copyrighted material in their networks. Future models include licensing mod-els, micro models, and no copyright at all.

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