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  • 1. Chen, Jingjing
    et al.
    Zhu, Bin
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Bälter, Olle
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Xu, Jianliang
    Zou, Weiwen
    Hedman, Anders
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Chen, Rongchao
    Sang, Mengdie
    FishBuddy: Promoting Student Engagement in Self-Paced Learning through Wearable Sensing2017Inngår i: 2017 IEEE INTERNATIONAL CONFERENCE ON SMART COMPUTING (SMARTCOMP), IEEE , 2017, s. 211-219Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Student engagement is crucial for successful self-paced learning. Feeling isolated during self-paced learning with neither adequate supervision nor intervention by teachers may cause negative emotions such as anxiety. Such emotions may in turn significantly weaken students' motivation to engage in learning activities. In this paper, we develop a self-paced learning environment (FishBuddy) that aims to reduce anxiety and promote student engagement. We construct and implement a physiologically-state-aware performance-evaluation model for identifying potentially fruitful moments of intervention when students show frustration during learning activities using an Apple Watch application that measures heart rate and alerts the student to watch a visualization of his or her own physiological state. We have conducted an experiment with 20 first-year undergraduate students, randomly separated into an experimental group and a control group, who carry out online, self-paced English grammar exercises. The students in the experimental group used FishBuddy and those in the control group did not. The self-reports from both groups show that FishBuddy significantly reduced reported experiences of anxiety and isolation in the experiment. Further to this, students who used FishBuddy were engaged longer with the exercises. The average scores on the exercises between the two groups, however, were not significantly different.

  • 2.
    Cheng, Xiaogang
    et al.
    KTH, Skolan för elektroteknik och datavetenskap (EECS). Nanjing Univ Posts & Telecommun, Coll Telecommun & Informat Engn, Nanjing 210003, Jiangsu, Peoples R China.
    Yang, Bin
    Hedman, Anders
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Olofsson, Thomas
    Li, Haibo
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Van Gool, Luc
    NIDL: A pilot study of contactless measurement of skin temperature for intelligent building2019Inngår i: Energy and Buildings, ISSN 0378-7788, E-ISSN 1872-6178, Vol. 198, s. 340-352Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Human thermal comfort measurement plays a critical role in giving feedback signals for building energy efficiency. A contactless measuring method based on subtleness magnification and deep learning (NIDL) was designed to achieve a comfortable, energy efficient built environment. The method relies on skin feature data, e.g., subtle motion and texture variation, and a 315-layer deep neural network for constructing the relationship between skin features and skin temperature. A physiological experiment was conducted for collecting feature data (1.44 million) and algorithm validation. The contactless measurement algorithm based on a partly-personalized saturation temperature model (NIPST) was used for algorithm performance comparisons. The results show that the mean error and median error of the NIDL are 0.476 degrees C and 0.343 degrees C which is equivalent to accuracy improvements of 39.07% and 38.76%, respectively.

  • 3.
    Cheng, Xiaogang
    et al.
    Nanjing Univ Posts & Telecommun, Coll Telecommun & Informat Engn, Nanjing 210003, Jiangsu, Peoples R China.;Swiss Fed Inst Technol, Comp Vis Lab, CH-8092 Zurich, Switzerland..
    Yang, Bin
    Xian Univ Architecture & Technol, Sch Bldg Serv Sci & Engn, Xian 710055, Shaanxi, Peoples R China.;Umea Univ, Dept Appl Phys & Elect, S-90187 Umea, Sweden..
    Tan, Kaige
    KTH.
    Isaksson, Erik
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Li, Liren
    Nanjing Tech Univ, Sch Comp Sci & Technol, Nanjing 211816, Jiangsu, Peoples R China..
    Hedman, Anders
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Olofsson, Thomas
    Umea Univ, Dept Appl Phys & Elect, S-90187 Umea, Sweden..
    Li, Haibo
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID. Nanjing Univ Posts & Telecommun, Coll Telecommun & Informat Engn, Nanjing 210003, Jiangsu, Peoples R China.
    A Contactless Measuring Method of Skin Temperature based on the Skin Sensitivity Index and Deep Learning2019Inngår i: Applied Sciences, E-ISSN 2076-3417, Vol. 9, nr 7, artikkel-id 1375Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Featured Application The NISDL method proposed in this paper can be used for real time contactless measuring of human skin temperature, which reflects human body thermal comfort status and can be used for control HVAC devices. Abstract In human-centered intelligent building, real-time measurements of human thermal comfort play critical roles and supply feedback control signals for building heating, ventilation, and air conditioning (HVAC) systems. Due to the challenges of intra- and inter-individual differences and skin subtleness variations, there has not been any satisfactory solution for thermal comfort measurements until now. In this paper, a contactless measuring method based on a skin sensitivity index and deep learning (NISDL) was proposed to measure real-time skin temperature. A new evaluating index, named the skin sensitivity index (SSI), was defined to overcome individual differences and skin subtleness variations. To illustrate the effectiveness of SSI proposed, a two multi-layers deep learning framework (NISDL method I and II) was designed and the DenseNet201 was used for extracting features from skin images. The partly personal saturation temperature (NIPST) algorithm was use for algorithm comparisons. Another deep learning algorithm without SSI (DL) was also generated for algorithm comparisons. Finally, a total of 1.44 million image data was used for algorithm validation. The results show that 55.62% and 52.25% error values (NISDL method I, II) are scattered at (0 degrees C, 0.25 degrees C), and the same error intervals distribution of NIPST is 35.39%.

  • 4.
    Hedman, Anders
    KTH, Tidigare Institutioner, Numerisk analys och datalogi, NADA.
    Visitor orientation2001Licentiatavhandling, monografi (Annet vitenskapelig)
  • 5.
    Hedman, Anders
    KTH, Tidigare Institutioner, Numerisk analys och datalogi, NADA.
    Visitor orientation in context2004Doktoravhandling, monografi (Annet vitenskapelig)
    Abstract [en]

    Building on a detailed philosophical basis, this thesisoffers visitor orientation as an alternative perspective onhuman-computer interaction with a focus on visitors and places.In our modern world we see that computers are no longerexclusively used as tools, but they also allow for theexperience of being visitors in a large variety of places. Someexamples of such places are online chat sites, web sites,online communities and 3D games. The work builds onVisitor Orientation in Human- Computer Interaction[Hedman‘01]where the visitor oriented perspective wasfirst established and a series of studies were performed in 3Ddigital environments. Here the main task is to further refinevisitor orientation against the background of an extendedexamination of the history of philosophy and an ethnographicstudy of a mixed reality museum exhibition,Re-tracing the Past, which was conducted as part of theSHAPE project funded by the European Community. Against thisbackground, a design philosophy is developed that suggestssensitivities for visitor oriented design in human-computerinteraction. The thesis also provides many discussions oftopics related to human-computer interaction in relation topositions discussed in the history of philosophy, in particularwith respect to questions of place. It serves as a guide foranyone interested in understanding visitors and places withinhuman-computer interaction in a philosophically informedway.

  • 6.
    Hedman, Anders
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Karvonen, N.
    Hallberg, J.
    Merilahti, J.
    Designing ICT for Health and Wellbeing an Allostatic, Behavioral-Change Approach to a Monitoring and Coaching App2014Inngår i: Ambient Assisted Living and Active Aging 6th International Work-conference, Iwaal 2014, Belfast, Uk December 2-5 2014 Proceedings, Springer, 2014, s. 244-251Konferansepaper (Fagfellevurdert)
    Abstract [en]

    We are developing a monitoring and coaching app for health and wellbeing based on (1) an allostatic model of adaption combined with (2) behavioural change theory and (3) user-oriented design. The (1) allostatic model comes from stress research and was introduced to explain how human health and wellbeing can be maintained. It suggests that human health and wellbeing is a complex multidimensional phenomenon that needs to be understood holistically. We have used this model to incorporate the dimensions of human health and wellbeing that are key for stress reduction: physical and social activity and sleep. The allostatic model can allow us to understand human health and wellbeing but it does not tell us how to support the behavioural changes needed in order to reach a healthy state of allostasis. For this we rely on (2) theory of behavioural change. This article describes how we have integrated (1-3) into the system design and reports from an initial workshop with users.

  • 7.
    Li, Haibo
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Hedman, Anders
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Harnessing Crowds to Avert or Mitigate Acts Terrorism: A Collective Intelligence Call for Action2016Inngår i: 2016 EUROPEAN INTELLIGENCE AND SECURITY INFORMATICS CONFERENCE (EISIC) / [ed] Brynielsson, J Johansson, F, IEEE , 2016, s. 203-203Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Averting acts of terrorism through non-traditional means of surveillance and control: the use of crowd sourcing (collective intelligence) and the development of a new class of anti-terror mobile apps. The proposed class of anti-terrorist apps is based on two dimensions: the individual and the central. By individual, we mean the individual app user and by central we mean a central organizational locus of coordination and control in the fight against terrorism. Such a central locus could be a governmental agency or a national/international security organization active in the fight against terrorism.

  • 8. Muuraiskangas, S.
    et al.
    Merilahti, J.
    Immonen, M.
    Hedman, Anders
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Hallberg, J.
    Motivational strategy for a cognitive endurance mHealth application2015Inngår i: IISA 2015 - 6th International Conference on Information, Intelligence, Systems and Applications, IEEE conference proceedings, 2015, artikkel-id 7388089Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Dementia has become a prevalent problem with our aging population. Dementia is threat to our independence because our independence relies on our cognitive performance. Cognitive performance declines as the years advance but it can and should be nurtured to keep it at sufficient functional level. Even though mobile technology has potential to be the desired low-cost and effective means to healthy living, it requires the driving force, motivation, to actually get the person to the destination. In this paper we present a motivational strategy for mHealth (mobile health) application for cognitive endurance.

  • 9.
    Pargman, Daniel
    et al.
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Människocentrerad teknologi, Medieteknik och interaktionsdesign, MID.
    Eriksson, Elina
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Människocentrerad teknologi, Medieteknik och interaktionsdesign, MID.
    Bates, Oliver
    Univ Lancaster, Sch Comp & Commun, Lancaster LA1 4WA, England..
    Kirman, Ben
    Univ York, Dept Theatre Film & Televis, York YO10 5GB, N Yorkshire, England..
    Comber, Robert
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Människocentrerad teknologi, Medieteknik och interaktionsdesign, MID.
    Hedman, Anders
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Människocentrerad teknologi, Medieteknik och interaktionsdesign, MID.
    van den Broeck, Martijn
    Umea Univ, Umea Inst Design, Fac Sci & Technol, SE-90187 Umea, Sweden..
    The future of computing and wisdom: Insights from Human-Computer Interaction2019Inngår i: Futures: The journal of policy, planning and futures studies, ISSN 0016-3287, E-ISSN 1873-6378, Vol. 113, artikkel-id UNSP 102434Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    In this paper, we present a structured report on a dialogue on the Future of Computing and Wisdom. The dialogue consists of a recorded and transcribed discussion between researchers and practitioners in the field of Human-Computer Interaction that was held at workshop in conjunction with the 10th Nordic Conference on Human-Computer Interaction in September 2018. However, the dialogue also encompasses workshop participants' preparatory work with writing "fictional abstracts" - abstracts of yet-to-be-written research papers that will be published in 2068. The polyvocal dialogue that is reported upon thus includes not just the voices of researchers and practitioners who attended the workshop, but also includes the voices of the future researchers of 2068 who wrote the abstracts in question as well as the voices of the organisms, individuals, intelligent agents and communities who are the subjects, victims, beneficiaries and bystanders of wise (or unwise) future computing systems.

  • 10.
    Severinsson Eklundh, Kerstin
    et al.
    KTH, Tidigare Institutioner, Numerisk analys och datalogi, NADA.
    Groth, Kristina
    KTH, Tidigare Institutioner, Numerisk analys och datalogi, NADA.
    Hedman, Anders
    KTH, Tidigare Institutioner, Numerisk analys och datalogi, NADA.
    Rodriguez, Henry
    KTH, Tidigare Institutioner, Numerisk analys och datalogi, NADA.
    Sallnäs Pysander, Eva-Lotta
    KTH, Tidigare Institutioner, Numerisk analys och datalogi, NADA.
    The World Wide Web as a social infrastructure for knowledge-oriented work2002Inngår i: Cognition in a digital world / [ed] Herre van Oostendorp, Lawrence Erlbaum Associates, 2002, s. 91-117Kapittel i bok, del av antologi (Fagfellevurdert)
  • 11.
    Tobiasson, Helena
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Hedman, Anders
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Gulliksen, Jan
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Less Is Too Little – More Is Needed: Body-Motion Experience As A Skill In Design Education2014Inngår i: Design's Big Debates: Pusching the Boundaries of Design Research / [ed] Johan Redström, Erik Stolterman and Anna Valtonen (General Chairs), 2014, s. 1327-1341Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Research shows that lack of physical activity in westernized societies has seriousnegative health consequences. We explore a physically sustainable design approachcentered around joyful physical activity in an effort to remedy this situation in some way.Much technology development has been blind for our basic human need for healthy, joyfulphysical activity. This paper presents our approach as used in an explorative case study.During a college course, thirty students explored how physical movement of their bodiescould be used as creative components in the design process. They engaged in what weintroduce in this paper as "physical movement sketching" - a method for experiencing,sharing and reflecting on designs through body movement. The students used thisapproach to generate, test and discuss new design concepts for outdoor gyms. Engagingin physical movement sketching allowed the students to both enjoy and trust their bodiesas design tools. We discuss how our students used physical movement in design andwhat we learned from the case study.

  • 12.
    Tobiasson, Helena
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Hedman, Anders
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Sundblad, Yngve
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Design space and opportunities for physical movement participation in everyday life2012Inngår i: Proceedings of the 24th Australian Computer-Human Interaction Conference, OzCHI 2012, ACM , 2012, s. 607-615Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper is motivated by our work in the European Culture project "Faust - or dis-inventing the A-bomb". The project explored how to raise consciousness about distressing technology development through dialogue with old and young people. When reviewing our work it struck us that we had overlooked that some of the prototypes designed by the young participants called for embodied participation. We had naively expected to see sheer technology innovations of the future. Here we reflect on sensitivities for the bodily/physical will to interact. We also discuss everyday life situations that could allow for natural physical engagement as a health benefit. Physical aspects are typically of little consideration in design projects, apart from projects that has body-movement as specific focus. We seek ways to adequately include a critical perspective in future design and to consider physical aspects more broadly in ICT projects for a human sustainable future. In many cases, the young participants showed us their concern for sustainability and well-being of both the environment and themselves and demonstrated through their prototypes a willingness to contribute through physical interaction.

  • 13.
    Tobiasson, Helena
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Hedman, Anders
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Sundblad, Yngve
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Intergenerational Participatory Design with Physical Interaction2012Inngår i: Proceedings of World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2012 / [ed] Theo Bastiaens; Gary Marks, 2012, s. 792-801Konferansepaper (Fagfellevurdert)
    Abstract [en]

    In this paper Participatory design experience from several projects, involving people of allages and communication between them, is described and analysed. The projects range from design ofintergenerational communication in families and of school children’s tools for collaborative storytellingto interaction and communication around museum exhibits and ideas for interaction in a futuresustainable world. Special focus is put on approaches and methods used for motivating and encouragingactive participation. From this we conclude factors for success, e.g. selecting participants on motivation,equal footing, making stuff together, interesting technology. Common to the projects are not only usersof several generations but also instances of physical (bodily) interaction. Using not only eye and fingerbut also other senses and movements in the design not only gives resulting interaction ideas but alsostimulates user involvement in the design process, as another factor for success.

  • 14.
    Tobiasson, Helena
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Hedman, Anders
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Yngve, Sundblad
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Still at the Office: Designing for Physical Movement-Inclusion During Office Work2014Konferansepaper (Fagfellevurdert)
    Abstract [en]

    In this paper we describe, analyse and reflect onexperiences and knowledge generated from designing forphysical movement integration during office work. Work intraditional modern office settings provides few physicallydemanding tasks. Evidence from research indicates thatsedentary life styles are increasing our risk for developing ahost of diseases and other medical complications.Together with students and through user-centered design,concepts for inviting the body “back to work” weredeveloped. The concepts inspired the design of threephysical movement probes that were explored by officeworkers. The participants were encouraging to the attemptto transform the sedentary nature of office work into morephysically sustainable work. They described their workenvironments as filled with stuff for enhancing physicalactivity but these were seldom used. Integrating physicalmovements in the design of future office work tools mayhave considerable positive effects on public health.

  • 15.
    Tobiasson, Helena
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Sundblad, Yngve
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Walldius, Åke
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Hedman, Anders
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Designing for Active Life: Moving and Being Moved Together with Dementia Patients2015Inngår i: International Journal of Design, ISSN 1991-3761, Vol. 9, nr 3, s. 47-62Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Life for older people with dementia tends to be inactive. This paper reports on two case studies in which exercise games (exergames) were introduced in dementia special care units with a focus on patients’ well-being. The first case used a participatory design (PD) approach to engage the patients as users in the process. The results highlight the patients’ enjoyment in playing these games in a socially encouraging environment. We have found that exergames in dementia care provide patients with the well-documented health benefits of physical activity and also result in social and cognitive benefits. The results indicate that the notions of games/competition, social interaction, physical activity and challenges are valuable ingredients when designing for the well-being of older people who suffer from moderate to severe dementia.

  • 16.
    Wennberg, Alex
    et al.
    KTH.
    Ahman, Henrik
    Uppsala Univ, Uppsala, Sweden..
    Hedman, Anders
    KTH.
    The Intuitive in HCI: A Critical Discourse Analysis2018Inngår i: NORDICHI'18: PROCEEDINGS OF THE 10TH NORDIC CONFERENCE ON HUMAN-COMPUTER INTERACTION, Association for Computing Machinery (ACM), 2018, s. 505-514Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The concept of the intuitive has been central to HCI practices for a long time, as is evident in both textbooks and research articles. However, while the notion of the intuitive is so often referred to and used in the literature, relatively little work has been done with respect to what the notion actually means. We carried out a literature analysis of 76 articles published at the CHI conference between 2004 and 2016, all discussing or claiming to design for the intuitive. The articles were approached through the lens of discourse analysis, and an inductive reading was carried out to identify different perspectives on the notion. Six different perspectives on the intuitive were found. With few exceptions, the articles do not contain any discussions of functionally impaired users. We argue that the use of the term in the articles is exclusionary, rendering that which it does not consider (those with functional impairments) invisible.

  • 17.
    Zhong, Yang
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Hedman, Anders
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Li, Haibo
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    How Good Can a Face Identifier Be Without Learning2016Inngår i: Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Constructing discriminative features is an essential issue in developing face recognition algorithms. There are two schools in how features are constructed: hand-crafted features and learned features from data. A clear trend in the face recognition community is to use learned features to replace hand-crafted ones for face recognition, due to the superb performance achieved by learned features through Deep Learning networks. Given the negative aspects of database-dependent solutions, we consider an alternative and demonstrate that, for good generalization performance, developing face recognition algorithms by using handcrafted features is surprisingly promising when the training dataset is small or medium sized. We show how to build such a face identifier with our Block Matching method which leverages the power of the Gabor phase in face images. Although no learning process is involved, empirical results show that the performance of this “designed” identifier is comparable (superior) to state-of-the-art identifiers and even close to Deep Learning approaches.

  • 18.
    Zhong, Yang
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Hedman, Anders
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Li, Haibo
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    How good can a face identifier be without learning?2017Inngår i: 11th Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2016, Springer, 2017, Vol. 693, s. 515-533Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Constructing discriminative features is an essential issue in developing face recognition algorithms. There are two schools in how features are constructed: hand-crafted features and learned features from data. A clear trend in the face recognition community is to use learned features to replace hand-crafted ones for face recognition, due to the superb performance achieved by learned features through Deep Learning networks. Given the negative aspects of database-dependent solutions, we consider an alternative and demonstrate that, for good generalization performance, developing face recognition algorithms by using hand-crafted features is surprisingly promising when the training dataset is small or medium sized. We show how to build such a face identifier with our Block Matching method which leverages the power of the Gabor phase in face images. Although no learning process is involved, empirical results show that the performance of this “designed” identifier is comparable (superior) to state-of-the-art identifiers and even close to Deep Learning approaches.

  • 19.
    Zhu, Bin
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID. China Academy of Art, China.
    Hedman, Anders
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Feng, Shuo
    KTH, Skolan för datavetenskap och kommunikation (CSC).
    Li, Haibo
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Osika, Walter
    Designing, Prototyping and Evaluating Digital Mindfulness Applications: A Case Study of Mindful Breathing for Stress Reduction2017Inngår i: Journal of Medical Internet Research, ISSN 1438-8871, E-ISSN 1438-8871, Vol. 19, nr 6, artikkel-id e197Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Background: During the past decade, there has been a rapid increase of interactive apps designed for health and well-being. Yet, little research has been published on developing frameworks for design and evaluation of digital mindfulness facilitating technologies. Moreover, many existing digital mindfulness applications are purely software based. There is room for further exploration and assessment of designs that make more use of physical qualities of artifacts. Objective: The study aimed to develop and test a new physical digital mindfulness prototype designed for stress reduction. Methods: In this case study, we designed, developed, and evaluated HU, a physical digital mindfulness prototype designed for stress reduction. In the first phase, we used vapor and light to support mindful breathing and invited 25 participants through snowball sampling to test HU. In the second phase, we added sonification. We deployed a package of probes such as photos, diaries, and cards to collect data from users who explored HU in their homes. Thereafter, we evaluated our installation using both self-assessed stress levels and heart rate (HR) and heart rate variability (HRV) measures in a pilot study, in order to measure stress resilience effects. After the experiment, we performed a semistructured interview to reflect on HU and investigate the design of digital mindfulness apps for stress reduction. Results: The results of the first phase showed that 22 of 25 participants (88%) claimed vapor and light could be effective ways of promoting mindful breathing. Vapor could potentially support mindful breathing better than light (especially for mindfulness beginners). In addition, a majority of the participants mentioned sound as an alternative medium. In the second phase, we found that participants thought that HU could work well for stress reduction. We compared the effect of silent HU (using light and vapor without sound) and sonified HU on 5 participants. Subjective stress levels were statistically improved with both silent and sonified HU. The mean value of HR using silent HU was significantly lower than resting baseline and sonified HU. The mean value of root mean square of differences (RMSSD) using silent HU was significantly higher than resting baseline. We found that the differences between our objective and subjective assessments were intriguing and prompted us to investigate them further. Conclusions: Our evaluation of HU indicated that HU could facilitate relaxed breathing and stress reduction. There was a difference in outcome between the physiological measures of stress and the subjective reports of stress, as well as a large intervariability among study participants. Our conclusion is that the use of stress reduction tools should be customized and that the design work of mindfulness technology for stress reduction is a complex process, which requires cooperation of designers, HCI (Human-Computer Interaction) experts and clinicians.

  • 20.
    Zhu, Bin
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Hedman, Anders
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Li, Haibo
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Design digital mindfulness for personal wellbeing2016Inngår i: Proceedings of the 28th Australian Computer-Human Interaction Conference, OzCHI 2016, Association for Computing Machinery, Inc , 2016, s. 626-627Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The digital health and wellbeing movement has led to development of what we here baptize as digital mindfulness applications that allow people to improve psychological wellbeing. The approaches to digital mindfulness vary greatly and as a researcher it can be difficult to gain an overview of the field and what to focus on in one's own research. Here we describe four levels of digital mindfulness with examples and focus on the larger question of how to design for digital mindfulness. We end up with a set of general issues that we hope will generate further discussion and research in the field of digital mindfulness. 

  • 21.
    Zhu, Bin
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID. China Acad Art, Hangzhou, Zhejiang, Peoples R China..
    Hedman, Anders
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Li, Haibo
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Designing Digital Mindfulness: Presence-In and Presence-With versus Presence-Through2017Inngår i: PROCEEDINGS OF THE 2017 ACM SIGCHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS (CHI'17), ASSOC COMPUTING MACHINERY , 2017, s. 2685-2695Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The digital health and wellbeing movement has led to development of digital mindfulness applications that aim to help people to become mindful. In this paper we suggest a broad scheme for classifying and ordering apps intended to support mindfulness. This scheme consists of four levels of what we here term digital mindfulness. One crucial aspect of the fourth level is that artifacts at this level allow for what we term as presence-with and presence-in as opposed to presence-through, which occurs at the first three levels. We articulate our four levels along with specific design qualities through concrete examples of existing mindfulness apps and through research through design (RtD) work conducted with design fiction examples. We then use a working design case prototype to further illustrate the possibilities of presence-with and presence-in. We hope our four levels of digital mindfulness framework will be found useful by other researchers in discussing and planning the design of their own mindfulness apps and digital artifacts.

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