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  • 1.
    Anderlind, Eva
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI (stängd 20111231).
    Noz, Marilyn E.
    New York University, Department of Radiology.
    Sallnäs Pysander, Eva-Lotta
    KTH, Skolan för datavetenskap och kommunikation (CSC), Numerisk Analys och Datalogi, NADA.
    Lind, Bengt K.
    Karolinska Institute, Department of Medical Radiation Physics.
    Maguire, Gerald Q. Jr.
    KTH, Skolan för informations- och kommunikationsteknik (ICT), Kommunikationssystem, CoS.
    Will haptic feedback speed up medical imaging? An application to radiation treatment planning2008Ingår i: Acta Oncologica, ISSN 0284-186X, E-ISSN 1651-226X, Vol. 47, nr 1, s. 32-37Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Haptic technology enables us to incorporate the sense of touch into computer applications, providing an additional input/output channel. The purpose of this study was to examine if haptic feedback can help physicians and other practitioners to interact with medical imaging and treatment planning systems. A haptic application for outlining target areas (a key task in radiation therapy treatment planning) was implemented and then evaluated via a controlled experiment with ten subjects. Even though the sample size was small, and the application only a prototype, results showed that haptic feedback can significantly increase (p0.05) the speed of outlining target volumes and organs at risk. No significant differences were found regarding precision or perceived usability. This promising result warrants further development of a full haptic application for this task. Improvements to the usability of the application as well as to the forces generated have been implemented and an experiment with more subjects is planned.

  • 2.
    Anderlind, Eva
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI (stängd 20111231).
    Noz, Marilyn E.
    New York University, Department of Radiology.
    Sallnäs Pysander, Eva-Lotta
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI (stängd 20111231).
    Maguire Jr., Gerald Q.
    KTH, Skolan för informations- och kommunikationsteknik (ICT), Kommunikationssystem, CoS.
    Lind, Bengt K.
    Karolinska Institute, Medical Radiation Physics.
    The value of haptic feedback in medical imaging and treatment planning2006Ingår i: Radiotherapy and Oncology, ISSN 0167-8140, E-ISSN 1879-0887, Vol. 81, s. 1277-Artikel i tidskrift (Refereegranskat)
  • 3. Back, J.
    et al.
    Heeffer, Caspar
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Paget, S.
    Rau, Andreas
    KTH.
    Sallnäs Pysander, Eva Lotta
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Waern, A.
    Designing children's digital-physical play in natural outdoors settings2016Ingår i: Conference on Human Factors in Computing Systems - Proceedings, Association for Computing Machinery , 2016, s. 1359-1366Konferensbidrag (Refereegranskat)
    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. 

  • 4. Back, J.
    et al.
    Vidal, L. T.
    Waern, A.
    Paget, S.
    Pysander, Eva-Lotta Sallnäs
    KTH.
    Playing close to home: Interaction and emerging play in outdoor play installations2018Ingår i: CHI '18 Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery (ACM), 2018Konferensbidrag (Refereegranskat)
    Abstract [en]

    Outdoor play is becoming an increasingly marginalised activity in the urban landscape. Even in HCI, research on interactive solutions for outdoor play has largely been limited to special areas and in particular playgrounds. But children play everywhere, and especially play close to home is central in children's play activities. In this article we draw upon knowledge about designing for children's play in interaction design as well as in landscape architecture, to study how interactive play installations can be integrated in outdoor environments of a residential area. We present a field study in which digitally enhanced play installations were installed, in dialogue with the landscape, in between the buildings of a residential area. We focus on how emerging play activities made use of the installations as well as of the surrounding landscape in expected as well as unexpected ways. Based on the observations, we discuss how residential play is special, and how this affects how to design for it.

  • 5.
    Back, Jon
    et al.
    Uppsala University.
    Heeffer, Caspar
    KTH.
    Paget, Susan
    Swedish University of Agricultural Sciences.
    Rau, Andreas
    KTH.
    Sallnäs Pysander, Eva-Lotta
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Waern, Annika
    Uppsala University.
    Designing for Children's Outdoor Play2016Ingår i: Proceedings of the 2016 ACM Conference on Designing Interactive Systems, ACM Digital Library, 2016, s. 28-38Konferensbidrag (Refereegranskat)
    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.

  • 6.
    Forsslund, Jonas
    et al.
    Forsslund Systems AB.
    Flodin, Martin
    Forsslund Systems AB.
    Sallnäs Pysander, Eva-Lotta
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI.
    Lund, Bodil
    Division of Clinical Bacteriology, Huddinge University Hospital, Karolinska Institutet, Stockholm, Sweden.
    Zary, Nabil
    Dept of Learning, Informatics, Management and Ethics, Karolinska Institutet, Stockholm, Sweden.
    Rosén, Annika
    Dept of Odontology, Division of Maxillofacial Surgery, Karolinska Insitutet, Huddinge.
    Adapted and applied simulation for wisdom tooth surgery training2009Konferensbidrag (Refereegranskat)
  • 7.
    Forsslund, Jonas
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI.
    Lund, Bodil
    Division of Clinical Bacteriology, Huddinge University Hospital, Karolinska Institutet, Stockholm, Sweden.
    Sallnäs Pysander, Eva-Lotta
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI.
    Rosén, Annika
    Dept of Odontology, Division of Maxillofacial Surgery, Karolinska Insitutet, Huddinge.
    Towards an Oral Surgery Simulator2008Konferensbidrag (Refereegranskat)
  • 8.
    Forsslund, Jonas
    et al.
    KTH Royal Institute of Technology.
    Sallnäs Pysander, Eva-Lotta
    KTH, Skolan för datavetenskap och kommunikation (CSC).
    Fernaeus, Ylva
    KTH, Skolan för datavetenskap och kommunikation (CSC).
    Designing the Experience of Visuohaptic CarvingManuskript (preprint) (Övrigt vetenskapligt)
    Abstract [en]

    This paper introduces an interaction technique called visuohaptic carving, and a strategy for how it can be utilized concretely by designers. Visuohaptic carving is well suited for visualization of multi-layered computer graphics objects where the aim is to illustrate and explore spatial relationships between segments and structures within three-dimensional objects. Possible applications include anatomy exploration, cut-away illustrations and interactive art. Through our work with designing applications that uses visuohaptic carving, we have identified three key requirements as a strategy for making visuohaptic carving an effective design resource: 1) a ready-made but mutable implementation, 2) tools to directly form and tune the implementation in terms of scale, stiffness and carving rate, and 3) formulation of a work-flow practice.

  • 9.
    Forsslund, Jonas
    et al.
    KTH Royal Institute of Technology.
    Sallnäs Pysander, Eva-Lotta
    KTH, Skolan för datavetenskap och kommunikation (CSC).
    Fernaeus, Ylva
    KTH, Skolan för datavetenskap och kommunikation (CSC).
    Designing the Kobra Oral Surgery SimulatorUsing a Practice-Based Understanding of Educational ContextsManuskript (preprint) (Övrigt vetenskapligt)
    Abstract [en]

    Surgery simulation is a core application area of computer haptics and simulation technologies, giving aspiring surgeons theopportunity to practice hands-on using complex manual actions before encountering real patients. The design of the haptic feedback isan important aspect of developing such tools, but the design of a surgery simulator involves also many other aspects. This paperpresents a long-term case of designing and iteratively developing an oral surgery simulator named Kobra. Based on feedback fromsurgeons, students and curriculum developers, as well as through insights from actual design work, particular aspects of the designthat support learning have been identified and articulated. Based on experience of designing simulator exercises originating fromauthentic patient cases it is shown how simulation techniques can be appropriated to support oral surgery teaching, through targetedinteraction design. The study highlights important aspects to consider for further design work in this domain, i.e. the value of realismand surgical relevance, the social setting of teaching surgery, content authenticity, and the physical qualities of the simulator.

  • 10.
    Forsslund, Jonas
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI.
    Sallnäs Pysander, Eva-Lotta
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI.
    Lundin Palmerius, Karljohan
    Norrköping Visualization and Interaction Studio, Linköping University, Norrköping.
    A User Centered Designed FOSS Implementation of Bone Surgery Simulations2009Ingår i: Proceedings - 3rd Joint EuroHaptics Conference and Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems, World Haptics 2009, 2009, s. 391-392Konferensbidrag (Refereegranskat)
    Abstract [en]

    Different aspects of bone surgery simulation has been a popular topic in haptics research field. This demonstration paper has two major results: a free and open source software (FOSS) implementation of a well known algorithm for tool-bone interaction force estimation, and an evaluation conducted as part of a suggested User-centered design approach for creation of a surgery simulator targeting Oral Surgery in particular.

  • 11.
    Forsslund, Jonas
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI (stängd 20111231).
    Sallnäs Pysander, Eva-Lotta
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI (stängd 20111231).
    Lundin Palmerius, Karljohan
    Norrköping Visualization and Interaction Studio, Linköping University, Norrköping.
    Design of Perceptualization Applications in Medicine2011Konferensbidrag (Refereegranskat)
    Abstract [en]

    We are in this position paper presenting the experiences we have from three medical application projects. A user centered design methodology have been applied in order to ground the design in requirements gathered from field studies of professional medical environments. Methods used have been interviews, user observations in the work context and cooperative evaluations of prototypes. With a particular focus on haptic (touch) feedback, we are exploring how novel medical applications can benefit from feedback to more senses than vision and how needs can berevealed and transformed into effective design.

  • 12.
    Forsslund, Jonas
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Yip, Michael
    Stanford University, USA.
    Sallnäs, Eva-Lotta
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    WoodenHaptics: A Starting Kit for Crafting Force-Reflecting Spatial Haptic Devices2015Ingår i: Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction, Stanford: ACM Digital Library, 2015, s. 133-140Konferensbidrag (Refereegranskat)
    Abstract [en]

    Spatial haptic interfaces have been around for 20 years. Yet, few affordable devices have been produced, and the design space in terms of physical workspace and haptic fidelity of devices that have been produced are limited and discrete. In this paper, an open-source, open-hardware module-based kit is presented that allows an interaction designer with little electro-mechanical experience to manufacture and assemble a fully working spatial haptic interface. It also allows for modification in shape and size as well as tuning of parameters to fit a particular task or application. Results from an evaluation showed that the haptic quality of the WoodenHaptics device was on par with a Phantom Desktop and that a novice could assemble it with guidance in a normal office space. This open source starting kit, uploaded free-to-download online, affords sketching in hardware; it “unsticks” the hardware from being a highly-specialized and esoteric craft to being an accessible and user-friendly technology, while maintaining the feel of high-fidelity haptics.

  • 13.
    Frid, Emma
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Bresin, Roberto
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Moll, Jonas
    Sallnäs Pysander, Eva-Lotta
    Sonification of haptic interaction in a virtual scene2014Ingår i: Sound and Music Computing Sweden 2014, Stockholm, December 4-5, 2014 / [ed] Roberto Bresin, 2014, s. 14-16Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper presents a brief overview of work-in-progress for a study on correlations between visual and haptic spatial attention in a multimodal single-user application comparing different modalities. The aim is to gain insight into how auditory and haptic versus visual representations of temporal events may affect task performance and spatial attention. For this purpose, a 3D application involving one haptic model and two different sound models for interactive sonification are developed.

  • 14.
    Frid, Emma
    et al.
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Bresin, Roberto
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Sallnäs Pysander, Eva-Lotta
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Moll, Jonas
    Uppsala University.
    An Exploratory Study On The Effect Of Auditory Feedback On Gaze Behavior In a Virtual Throwing Task With and Without Haptic Feedback2017Ingår i: Proceedings of the 14th Sound and Music Computing Conference / [ed] Tapio Lokki, Jukka Pätynen, and Vesa Välimäki, Espoo, Finland, 2017, s. 242-249Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper presents findings from an exploratory study on the effect of auditory feedback on gaze behavior. A total of 20 participants took part in an experiment where the task was to throw a virtual ball into a goal in different conditions: visual only, audiovisual, visuohaptic and audio- visuohaptic. Two different sound models were compared in the audio conditions. Analysis of eye tracking metrics indicated large inter-subject variability; difference between subjects was greater than difference between feedback conditions. No significant effect of condition could be observed, but clusters of similar behaviors were identified. Some of the participants’ gaze behaviors appeared to have been affected by the presence of auditory feedback, but the effect of sound model was not consistent across subjects. We discuss individual behaviors and illustrate gaze behavior through sonification of gaze trajectories. Findings from this study raise intriguing questions that motivate future large-scale studies on the effect of auditory feedback on gaze behavior. 

  • 15.
    Frid, Emma
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Moll, Jonas
    Uppsala University.
    Bresin, Roberto
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Sallnäs Pysander, Eva-Lotta
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Haptic feedback combined with movement sonification using a friction sound improves task performance in a virtual throwing task2018Ingår i: Journal on Multimodal User Interfaces, ISSN 1783-7677, E-ISSN 1783-8738Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    In this paper we present a study on the effects of auditory- and haptic feedback in a virtual throwing task performed with a point-based haptic device. The main research objective was to investigate if and how task performance and perceived intuitiveness is affected when interactive sonification and/or haptic feedback is used to provide real-time feedback about a movement performed in a 3D virtual environment. Emphasis was put on task solving efficiency and subjective accounts of participants’ experiences of the multimodal interaction in different conditions. The experiment used a within-subjects design in which the participants solved the same task in different conditions: visual-only, visuohaptic, audiovisual and audiovisuohaptic. Two different sound models were implemented and compared. Significantly lower error rates were obtained in the audiovisuohaptic condition involving movement sonification based on a physical model of friction, compared to the visual-only condition. Moreover, a significant increase in perceived intuitiveness was observed for most conditions involving haptic and/or auditory feedback, compared to the visual-only condition. The main finding of this study is that multimodal feedback can not only improve perceived intuitiveness of an interface but that certain combinations of haptic feedback and movement sonification can also contribute with performance-enhancing properties. This highlights the importance of carefully designing feedback combinations for interactive applications.

  • 16.
    Groth, Kristina
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI.
    Lantz, Ann
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI.
    Sallnäs, Eva-Lotta
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI.
    Frykholm, Oscar
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI.
    Green, Anders
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI.
    Team Meetings within Clinical Domains: Exploring the Use of Routines and Technical Support for Communication2009Ingår i: HUMAN-COMPUTER INTERACTION - INTERACT 2009, PT II, PROCEEDINGS / [ed] Gross T; Gulliksen J; Kotze P; Oestreicher L; Palanque P; Prates RO; Winckler M, 2009, Vol. 5727, s. 975-976Konferensbidrag (Refereegranskat)
    Abstract [en]

    Today, it is common that a team of clinicians, from different disciplines, instead of one single doctor, care for a patient. This is especially true when it concerns more complicated diseases in highly specialised health care. Going from one doctor to a team of doctors raises new dimensions/problems/issues when deciding about the diagnosis and how to treat the patient. Instead of one person deciding, based on the information given from others, a group of people need to agree on a decision. How do the participants during such decision meetings argue for their experience and skill? What kind of technologies are available and how do they support the communication in the meeting? Måseide (2006), for example, focuses on how different forms of evidence influence and regulate the judgements and decisions of medical practitioners during such meetings. Groth et al. (2008), for example, focuses on the technology used during such meetings, with a focus on audio, video, and images.

  • 17.
    Huang, Ying Ying
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI.
    Moll, Jonas
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI.
    Sallnäs, Eva-Lotta
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI.
    Sundblad, Yngve
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI.
    Integrating Audio and Haptic Feedback in a Collaborative Virtual Environment2007Ingår i: proceeding of HCI International Conference, 2007Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    An ongoing study is presented here. The purpose is to design and evaluate an experiment comparing an audio/haptic/visual and ahaptic/visual VR environment supporting collaborative work among sighted and blindfolded people. We want to investigate how hapticand audio functions could improve collaboration in a shared workspace. We used a 3D VR environment that supports learning of spatial geometry. The scene is a room containing objects which you can pick up and move around by means of a touch feedback pointing device called Phantom. An experiment was performed with group work in the VR environment comparing an audio/haptic/visual interface with a haptic/visual interface of the application in alaboratory. We investigate if adding audio cues improves awareness, common ground, social presence, perceivedperformance and work efficiency. The aim is also to conduct aquantitative and qualitative analysis of the video-recordedcollaboration in order to obtain information about whether and howthe added audio information changes the work process in the groups.

  • 18.
    Huang, Ying Ying
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Moll, Jonas
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Sallnäs Pysander, Eva-Lotta
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI (stängd 20111231).
    Sundblad, Yngve
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Auditory Feedback in Haptic Collaborative Interfaces2012Ingår i: International journal of human-computer studies, ISSN 1071-5819, E-ISSN 1095-9300, Vol. 70, nr 4, s. 257-270Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    The combined effect of haptic and auditory feedback in shared interfaces, on the cooperation between visually impaired and sighted persons is under-investigated. A central challenge for cooperating group members lies in obtaining a common understanding of the elements of the workspace and maintaining awareness of the other members’, as well as one’s own, actions during the work process. The aim of the experimental study presented here, was to investigate if adding audio cues in a haptic and visual interface makes collaboration between a sighted and a blindfolded person more efficient. Results showed that task performance was significantly faster in the audio, haptic and visual feedback condition compared to the haptic and visual feedback condition. One special focus was also to study how participants utilize the auditory and haptic force feedback in order to obtain a common understanding of the workspace and to maintain an awareness of the group members’ actions. Results from a qualitative analysis showed that the auditory and haptic feedback was used in a number of important ways for the group members’ action awareness and in the participants’ grounding process.

  • 19.
    Jansson, Johan
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Numerisk analys, NA (stängd 2012-06-30).
    Ioakeimidou, Foteini
    KTH, Skolan för datavetenskap och kommunikation (CSC).
    Ericson, Finn
    KTH, Skolan för datavetenskap och kommunikation (CSC).
    Spühler, Jeannette
    KTH, Skolan för datavetenskap och kommunikation (CSC), Numerisk analys, NA (stängd 2012-06-30).
    Hoffman, Johan
    KTH, Skolan för datavetenskap och kommunikation (CSC), Numerisk analys, NA (stängd 2012-06-30).
    Olwal, Alex
    MIT, USA.
    Sallnäs Pysander, Eva-Lotta
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI (stängd 20111231).
    Forsslund, Jonas
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI (stängd 20111231).
    Gestural 3D Interaction with a Beating Heart: Simulation Visualization and Interaction2011Ingår i: Proceedings of SIGRAD 2011: Evaluations of Graphics and Visualization— Efficiency, Usefulness, Accessibility, Usability / [ed] Thomas Larsson, Lars Kjelldahl & Kai-Mikael Jää-Aro, Linköping University Electronic Press, 2011Konferensbidrag (Refereegranskat)
    Abstract [en]

    The KTH School of Computer Science and Communication (CSC) established a strategic platform in Simulation-Visualization-Interaction (SimVisInt) in 2009, focused on the high potential in bringing together CSC core com-petences in simulation technology, visualization and interaction. The main part of the platform takes the form aset of new trans-disciplinary projects across established CSC research groups, within the theme of ComputationalHuman Modeling and Visualization: (i) interactive virtual biomedicine (HEART), (ii) simulation of human mo-tion (MOTION), and (iii) virtual prototyping of human hand prostheses (HAND). In this paper, we present recentresults from the HEART project that focused on gestural and haptic interaction with a heart simulation.

  • 20.
    Lund, Bodil
    et al.
    Karolinska Inst, Dept Dent Med.
    Fors, Uno
    Stockholm Univ, Dept Comp & Syst Sci,.
    Sejersen, Ronny
    Karolinska Institutet, Stockholm.
    Sallnäs Pysander, Eva-Lotta
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI.
    Rosén, Annika
    Karolinska Institutet, Stockholm.
    Student perception of two different simulation techniques in oral and maxillofacial surgery undergraduate training2011Ingår i: BMC Medical Education, ISSN 1472-6920, E-ISSN 1472-6920, Vol. 11, nr 1, s. 82-Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Background: Yearly surveys among the undergraduate students in oral and maxillofacial surgery at Karolinska Institutet have conveyed a wish for increased clinical training, and in particular, in surgical removal of mandibular third molars. Due to lack of resources, this kind of clinical supervision has so far not been possible to implement. One possible solution to this problem might be to introduce simulation into the curriculum. The purpose of this study was to investigate undergraduate students' perception of two different simulation methods for practicing clinical reasoning skills and technical skills in oral and maxillofacial surgery. Methods: Forty-seven students participating in the oral and maxillofacial surgery course at Karolinska Institutet during their final year were included. Three different oral surgery patient cases were created in a Virtual Patient (VP) Simulation system (Web-SP) and used for training clinical reasoning. A mandibular third molar surgery simulator with tactile feedback, providing hands on training in the bone removal and tooth sectioning in third molar surgery, was also tested. A seminar was performed using the combination of these two simulators where students' perception of the two different simulation methods was assessed by means of a questionnaire. Results: The response rate was 91.5% (43/47). The students were positive to the VP cases, although they rated their possible improvement of clinical reasoning skills as moderate. The students' perception of improved technical skills after training in the mandibular third molar surgery simulator was rated high. The majority of the students agreed that both simulation techniques should be included in the curriculum and strongly agreed that it was a good idea to use the two simulators in concert. The importance of feedback from the senior experts during simulator training was emphasised. Conclusions: The two tested simulation methods were well accepted and most students agreed that the future curriculum would benefit from permanent inclusion of these exercises, especially when used in combination. The results also stress the importance of teaching technical skills and clinical reasoning in concert.

  • 21.
    Moll, Jonas
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI.
    Huang, Ying Ying
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI.
    Sallnäs, Eva-Lotta
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI.
    Audio makes a difference in haptic collaborative virtual environments2010Ingår i: Interacting with computers, ISSN 0953-5438, E-ISSN 1873-7951, Vol. 22, nr 6, s. 544-555Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    In this paper a study is presented which aimed at exploring the effects of audio feedback in a haptic and visual interface supporting collaboration among sighted and people who cannot see. A between group design was used and the participants worked in pairs with one sighted and one blindfolded in each. The application used was a haptic 3D environment in which participants could build composed objects out of building blocks. The building blocks could be picked up and moved around by means of a touch feedback pointing device. In one version of the application sound cues could be used to tell the other person whereyou were, and to get feedback on your own and the other person’s actions. Results showed that sound cues together with haptic feedback made a difference in the interaction between the collaborators regarding their shared understanding of the workspace and the work process. Especially, sound cues played an important role for maintaining awareness of ongoing work – you knew what was going on, and you got a response on your own actions.

  • 22.
    Moll, Jonas
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Sallnäs Pysander, Eva-Lotta
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    A haptic tool for group work on geometrical concepts engaging blind and sighted pupils2013Ingår i: ACM Transactions on Accessible Computing, ISSN 1936-7228, Vol. 4, nr 4Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    General Terms: Design, Experimentation, Human Factors In the study presented here, two haptic and visual applications for learning geometrical concepts in group work in primary school have been designed and evaluated. The aim was to support collaborative learning among sighted and visually impaired pupils. The first application is a static flattened 3D environment that supports learning to distinguish between angles by means of a 3D haptic device providing touch feedback. The second application is a dynamic 3D environment that supports learning of spatial geometry. The scene is a room with a box containing geometrical objects, which pupils can pick up and move around. The applications were evaluated in four schools with groups of two sighted and one visually impaired pupil. The results showed the support for the visually impaired pupil and for the collaboration to be satisfying. A shared understanding of the workspace could be achieved, as long as the virtual environment did not contain movable objects. Verbal communication was crucial for the work process but haptic guiding to some extent substituted communication about direction. When it comes to joint action between visually impaired and sighted pupils a number of interesting problems were identified when the dynamic and static virtual environments were compared. These problems require further investigation. The study extends prior work in the areas of assistive technology and multimodal communication by evaluating functions for joint haptic manipulation in the unique setting of group work in primary school.

  • 23.
    Moll, Jonas
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI.
    Sallnäs Pysander, Eva-Lotta
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI.
    Communicative Functions of Haptic Feedback2009Ingår i: HAPTIC AND AUDIO INTERACTION DESIGN, PROCEEDINGS, Berlin: SPRINGER-VERLAG BERLIN , 2009, Vol. 5763, s. 1-10Konferensbidrag (Refereegranskat)
    Abstract [en]

    In this paper a number of examples are presented of how haptic and auditory feedback can be used for deictic referencing in collaborative virtual environments. Haptic feedback supports getting a shared frame of reference of a common workspace when one person is not sighted and makes haptic deictic referencing possible during navigation and object exploration. Haptic guiding is a broader concept that implies that not only a single action, like a deictic reference, is made but that a whole sequence of temporally connected events are shared, sometimes including deictic referencing. In the examples presented in this paper haptic guiding is used by participants as a way to navigate while at the same time explore details of objects during joint problem solving. Guiding through haptic feedback is shown to substitute verbal navigational instructions to a considerable extent.

  • 24.
    Moll, Jonas
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Sallnäs Pysander, Eva-Lotta
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Severinsson Eklundh, Kerstin
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Hellström, Sten-Olof
    KTH.
    The Effects of Audio and Haptic Feedback on Collaborative Scanning and Placing2014Ingår i: Interacting with computers, ISSN 0953-5438, E-ISSN 1873-7951, Vol. 26, nr 3, s. 177-195Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    This paper presents a study aimed at exploring the effects of different modality combinations on collaborative task performance and employed joint task-solving strategies in a shared interface. The modality combinations visual/haptic, visual/audio and visual/haptic/audio were compared in an experiment in which users solved a task together, working in pairs in adjacent rooms. The application used contained a flat surface in a 3D interface on which piles of cubes were randomly placed in a grid. The task involved scanning for empty cells and placing continuously falling cubes until all empty cells were filled. The cubes and the flat surface were designed in such a way that they could be felt and heard and thus could be recognized by different kinds of haptic and audio feedback cues. This made it possible to scan the environment and read both absolute and relative positions in the grid. A quantitative analysis of task performance and a qualitative analysis of video recordings and interview data were performed. Results showed that task completion times were significantly faster in the visual/haptic/audio condition compared with the other conditions and that there were also significantly fewer errors, result checks of one's own actions and double checks of the partner's actions in the visual/haptic/audio condition than in the other conditions. Qualitative results show that participants work simultaneously to a larger extent in the visual/haptic/audio condition and that less communication occurred in the visual/haptic/audio condition compared with the other conditions. We argue that more modalities improved the awareness of the environment resulting in the participants feeling more confident with their interaction in the environment in the visual/haptic/audio condition. This resulted in improved task performance. The visual/audio feedback was better suited for solving the task than the visual/haptic feedback even though haptic feedback gave a significant added value in the visual/haptic/audio condition.

  • 25. Rosen, A.
    et al.
    Eliassi, S.
    Fors, U.
    Sallnäs Pysander, Eva Lotta
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Forsslund, J.
    Sejersen, R.
    Lund, B.
    A computerised third molar surgery simulator - results of supervision by different professionals2014Ingår i: European journal of dental education, ISSN 1396-5883, E-ISSN 1600-0579, Vol. 18, nr 2, s. 86-90Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    The purpose of the study was to investigate which supervisory approach afforded the most efficient learning method for undergraduate students in oral and maxillofacial surgery (OMS) using a computerised third molar surgery simulator. Fifth year dental students participated voluntarily in a randomised experimental study using the simulator. The amount of time required and the number of trials used by each student were evaluated as a measure of skills development. Students had the opportunity to practise the procedure until no further visible improvements were achieved. The study assessed four different types of supervision to guide the students. The first group was where they were supported by a teacher/specialist in OMS, the second by a teaching assistant, the third group practised without any supervision and the fourth received help from a simulator technician/engineer. A protocol describing assessment criteria was designed for this purpose, and a questionnaire was completed by all participating students after the study. The average number of attempts required to virtually remove a third molar tooth in the simulator was 1.44 times for the group supervised by an OMS teacher; 1.5 times for those supervised by a teaching assistant; 2.8 times for those who had no supervision; and 3.6 times when support was provided only by a simulator technician. The results showed that the most efficient experience of the students was when they were helped by an OMS teacher or a teaching assistant. In a time and cost-effective perspective, supervision by a teaching assistant for a third molar surgery simulator would be the optimal choice.

  • 26.
    Sallnäs, Eva-Lotta
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI.
    Effects of communication mode on social presence, virtual presence, and performance in collaborative virtual environments2005Ingår i: Presence - Teleoperators and Virtual Environments, ISSN 1054-7460, E-ISSN 1531-3263, Vol. 14, nr 4, s. 434-449Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    How does communication mode affect people's experience of social presence, presence, and performance, and how does it affect their actual collaboration in a virtual environment? In a first experiment, subjects communicated by text-chat, audio conference, or video conference in a desk-top collaborative virtual environment (CVE). Both perceived social presence and presence were shown to be lower in the text-chat condition than in the audio- and video-conference conditions. People spent a longer time performing a decision-making task together, spoke fewer words in total, and also spoke fewer words per second in the text-chat environment. Finally, more words per second were spoken in the audio-conference than in the video-conference condition. In a second experiment, collaboration in a CVE audio- and a CVE video condition was compared to collaboration in a Web audioconference and a Web video-conference condition. Results showed that presence was rated higher in the two video than in the two audio conditions and especially in the Web video condition. People spent more time in the video than in the audio conditions and more words per second were spoken in the Web than in the CVE conditions. In conclusion, it was found that both the communication media used and the environment in which collaboration takes place (CVE or Web) make a difference for how subjects experience interaction and for their communication behavior.

  • 27.
    Sallnäs, Eva-Lotta
    KTH, Tidigare Institutioner                               , Numerisk analys och datalogi, NADA.
    Improved precision in mediated collaborative manipulation of objects by haptic force feedback2001Ingår i: Haptic human-computer interaction: proceedings, 2001, Vol. 2058, s. 69-75Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    The extent that haptic force feedback affects people's ability to collaborate in a mediated way has not been investigated much. In this paper an experiment is presented where collaboration in a distributed desktop virtual environment with haptic force feedback was studied. A video analysis of the frequency of failures to lift cubes collaboratively in a haptic condition compared to a condition with no haptic force feedback was conducted. The frequency of failures to lift cubes collaboratively is a measure of precision in task performance. The statistical analysis of the data shows that it is significantly more difficult to lift objects collaboratively in a three-dimensional desktop virtual environment without haptic force feedback.

  • 28.
    Sallnäs, Eva-Lotta
    KTH, Tidigare Institutioner                               , Numerisk analys och datalogi, NADA.
    Passing virtual objects collaboratively withand without haptic feedback: Effects on social presence, virtual presenceand perceived performanceManuskript (preprint) (Övrigt vetenskapligt)
  • 29.
    Sallnäs, Eva-Lotta
    KTH, Tidigare Institutioner                               , Numerisk analys och datalogi, NADA.
    The effect of modality on social presence, presence and performance in collaborative virtual environments2004Doktorsavhandling, sammanläggning (Övrigt vetenskapligt)
    Abstract [en]

    Humans rely on all their senses when interacting with others in order to communicate and collaborate efficiently. In mediated interaction the communication channel is more or less constrained, and humans have to cope with the fact that they cannot get all the information that they get in face-to-face interaction. The particular concern in this thesis is how humans are affected by different multimodal interfaces when they are collaborating with another person in a shared virtual environment. One aspect considered is how different modalities affect social presence, i.e. people’s ability to perceive the other person’s intentions and emotions. Another aspect investigated is how different modalities affect people’s notion of being present in a virtual environment that feels realistic and meaningful. Finally, this thesis attempts to understand how human behavior and efficiency in task performance are affected when using different modalities for collaboration.

    In the experiment presented in articles A and B, a shared virtual environment that provided touch feedback was used, making it possible to feel the shape, weight and softness of objects as well as collisions between objects and forces produced by another person. The effects of touch feedback on people’s task performance, perceived social presence, perceived presence and perceived task performance were investigated in tasks where people manipulated objects together. Voice communication was possible during the collaboration. Touch feedback improved task performance significantly, making it both faster and more precise. People reported significantly higher levels of presence and perceived performance, but no difference was found in the perceived social presence between the visual only condition and the condition with touch feedback.

    In article C an experiment is presented, where people performed a decision making task in a collaborative virtual environment (CVE) using avatar representations. They communicated either by text-chat, a telephone connection or a video conference system when collaborating in the CVE. Both perceived social presence and perceived presence were significantly lower in the CVE text-chat condition than in the CVE telephone and CVE video conference conditions. The number of words and the tempo in the dialogue as well as the task completion time differed significantly for persons that collaborated using CVE text-chat compared to those that used a telephone or a video conference in the CVE. The tempo in the dialogue was also found to be significantly higher when people communicated using a telephone compared to a video conference system in CVEs. In a follow-up experiment people performed the same task using a website instead, with no avatar but with the same information content as before. Subjects communicated either by telephone or a video conference iv system. Results from the follow-up experiment showed that people that used a telephone completed tasks significantly faster than those that used a video conference system, and that the tempo in the dialogue was significantly higher in the web environments than in the CVEs. Handing over objects is a common event during collaboration in face-to face interaction. In the experiment presented in article D and E, the effects of providing touch feedback was investigated in a shared virtual environment in which subjects passed a series of cubic objects to each other and tapped them at target areas. Subjects could not communicate verbally during the experiment. The framework of Fitts’ law was applied and it was hypothesized that object hand off constituted a collaboratively performed Fitts’ law task, with target distance to target size ratio as a fundamental performance determinant.

    Results showed that task completion time indeed linearly increased with Fitts’ index of difficulty, both with and without touch feedback. The error rate was significantly lower in the condition with touch feedback than in the condition with only visual feedback. It was also found that touch feedback significantly increased people’s perceived presence, social presence and perceived performance in the virtual environment. The results presented in article A and E analyzed together, suggest that when voice communication is provided the effect of touch feedback on social presence might be overshadowed. However, when verbal communication is not possible, touch proves to be important for social presence.

     

  • 30. Sallnäs, Eva-Lotta
    et al.
    Goldstein, M
    Rassmus-Gröhn, K
    Sjöström, C
     Navigational abilities in audial voice-controlled dialogue structures1999Ingår i: BEHAVIOUR & INFORMATION TECHNOLOGY, Vol. 18, nr 2, s. 83-95Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Four audial navigation structure conditions, designed to support a voice messaging service, each demanding a different degree of cognitive load, were assessed by 40 naive subjects in groups of 10. Three were voice-controlled: Hierarchical, Flexible (direct, no menus) and Guided (Yes/No) and one was keypad-controlled: hierarchical. Voice recognition was simulated by means of a Wizard-of-Oz set-up. The four subject groups were matched regarding spatial ability (High/ Low) as measured by the Duremann-Salde battery. Initial interaction performance was observed over six tasks, without providing the subjects with a conceptual model of the navigation structure or an appropriate command syntax. Neither number of completed tasks (4.6-5.1 out of 6), total completion time (701-849 s), nor subjective attitudes differed significantly across navigation conditions. The simple optimum path measure was significant, favouring the guided (4.1 out of 6) as compared to the flexible structure (2.5 out of 6). A significant interaction effect between total completion time and spatial ability was found. Subjects scoring high on spatial ability obtained shorter task completion time than those scoring low, except for the guided structure, where the opposite effect occurred. The results stress the importance of adapting navigating structure to specific user abilities for user environments such as telephone services. A highly guided navigation style, a structure that maximizes optimum path score, suits users with low spatial ability, especially in the initial learning phase.

  • 31.
    Sallnäs, Eva-Lotta
    et al.
    KTH, Tidigare Institutioner, Numerisk analys och datalogi, NADA.
    Rassmus-Gröhn, Kirsten
    Sjöström, Calle
    Supporting presence in collaborative environments by haptic force feedback2000Ingår i: ACM Transactions on Computer-Human Interaction, ISSN 1073-0516, E-ISSN 1557-7325, Vol. 7, nr 4, s. 461-476Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    An experimental study of interaction in a collaborative desktop virtual environment is described. The aim of the experiment was to investigate if added haptic force feedback in such an environment affects perceived virtual presence, perceived social presence, perceived task performance, and task performance. A between-group design was employed, where seven pairs of subjects used an interface with graphic representation of the environment, audio connection, and haptic force feedback. Seven other pairs of subjects used an interface without haptic force feedback, but with identical features otherwise. The PHANToM, a one-point haptic device, was used for the haptic force feedback, and a program especially developed for the purpose provided the virtual environment. The program enables for two individuals placed in different locations to simultaneously feel and manipulate dynamic objects in a shared desktop virtual environment. Results show that haptic force feedback significantly improves task performance, perceived task performance, and pereceived virtual presence in the collaborative distributed environment. The results suggest that haptic force feedback increases perceived social presence, but the difference is not significant.

  • 32.
    Sallnäs, Eva-Lotta
    et al.
    KTH, Tidigare Institutioner                               , Numerisk analys och datalogi, NADA.
    Zhai, Shumin
    Collaboration meets Fitts' law: Passing virtual objects with and without haptic force feedback2003Ingår i: Proceedings of INTERACT 2003, Amsterdam: IOS Press , 2003, s. 97-104Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    Handing over objects is a common event during collaboration in face-to-face interaction. Weinvestigate how such an event can be supported when the interaction takes place in virtual space. In a formalexperiment, subjects passed a series of cubic objects to each other and tapped them at target areas. Theirperformance with and without haptic force feedback was evaluated. Furthermore, we placed our study in theframework of Fitts’ law and hypothesized that object hand off constituted a collaboratively performed Fitts’ lawtask. Our results showed that task completion time indeed linearly increased with Fitts’ index of difficulty, bothwith and without force feedback. The time required for passing objects did not differ significantly between thehaptic and nonhaptic condition. However, the error rate was significantly lower with haptic feedback thanwithout.

  • 33.
    Sallnäs Pysander, Eva-Lotta
    KTH, Skolan för datavetenskap och kommunikation (CSC), Numerisk Analys och Datalogi, NADA.
    Haptic Feedback Increases Perceived Social Presence2010Ingår i: Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349, Vol. 6192, s. 178-185Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Passing an object between two people is a common event that happens in various forms for example when giving someone a cup of coffee. An experimental study is presented where passing objects between two people in a virtual environment with haptic feedback was compared to passing objects in a nonhaptic virtual environment. The aim of the experiment was to investigate if and how added haptic feedback in such an environment affects perceived virtual presence, perceived social presence and perceived task performance. A within subject design was used, were nine pairs of subjects performed a hand off task with six differently sized cubes without audio communication. Results showed that haptic force feedback significantly improved perceived virtual presence, perceived social presence and perceived performance in this experiment.

  • 34.
    Sallnäs Pysander, Eva-Lotta
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI.
    Bjerstedt-Blom, Kajsa
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI.
    Winberg, Fredrik
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI.
    Severinsson Eklundh, Kerstin
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI.
    Navigation and control in haptic applications shared by blind and sighted users2006Ingår i: Haptic And Audio Interaction Design, Proceedings / [ed] McGookin, D; Brewster, S, Glasgow: Springer, 2006, Vol. 4129, s. 68-80Konferensbidrag (Refereegranskat)
    Abstract [en]

    Haptic feedback in shared virtual environments can potentially make it easier for a visit ally impaired person to take part in and contribute to the process of group work. In this paper a task driven explorative evaluation is presented. of collaboration between visually impaired and sighted persons in three applications that provide haptic and visual feedback. The results show that all pairs could perform all the tasks in these applications even though a number of difficulties were identified. The conclusions made can inform design of applications for cooperation between visually impaired and sighted users.

  • 35.
    Sallnäs Pysander, Eva-Lotta
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI.
    Moll, Jonas
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI.
    Frykholm, Oscar
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI.
    Groth, Kristina
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI.
    Forsslund, Jonas
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI.
    Pointing in Multi-Disciplinary Medical Meetings2011Ingår i: 2011 24TH INTERNATIONAL SYMPOSIUM ON COMPUTER-BASED MEDICAL SYSTEMS (CBMS) / [ed] Olive, M; Solomonides, T, NEW YORK, NY: IEEE , 2011Konferensbidrag (Refereegranskat)
    Abstract [en]

    In this paper a field study of using laser-pointing during multi-disciplinary medical meetings is presented. The pointing behaviour adopted by radiologists and surgeons to communicate about and collaboratively analyse patient data such as CT images today is illustrated based on field observations of pre-operative meetings. In a field test, laser-pointers were introduced in pre-operative meetings. How the dialogue and gesturing changed compared to meetings where laser-pointers were not present were investigated. Results from our study show that the multi-disciplinary medical meetings are clearly affected by the introduction of laser-pointer devices and we believe that the participants would benefit from a future gesturing tool if it was carefully designed. The implementation of an application that provides touch feedback in three dimensions of the anatomical structure of blood vessels as well as tumours is described and related to our results.

  • 36.
    Sallnäs Pysander, Eva-Lotta
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI.
    Moll, Jonas
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI.
    Severinson-Eklundh, Kerstin
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI.
    Group work about geometrical concepts among blind and sighted pupils using haptic interfaces2007Ingår i: World Haptics 2007: Second Joint EuroHaptics Conference and Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems, Proceedings, 2007, s. 330-335Konferensbidrag (Refereegranskat)
    Abstract [en]

    In the study presented in this paper two haptic and visual prototypes for learning about geometrical concepts in group work in primary school have been designed and evaluated The aim was for the prototypes to support collaborative learning between sighted and visually impaired pupils. The first prototype was a 3D environment, that supported learning of spatial geometry. The second prototype was a flattened 3D environment that supported learning to distinguish between angles. The two prototypes were evaluated in four schools with small groups of pupils - two sighted and one visually impaired. The results showed that the support for the visually impaired user was good and that co-operation and learning are satisfactorily supported. However, a number of interesting problems were also discovered that need to be investigated further. A promising result was that the power of the touch-based haptic interface for supporting visually impaired people was made clear.

  • 37.
    Sallnäs Pysander, Eva-Lotta
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI.
    Moll, Jonas
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI.
    Severinsson Eklundh, Kerstin
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI.
    Haptic Interface for Collaborative Learning Among Sighted and Visually Impaired Pupils in Primary School2006Ingår i: ENACTIVE / 06, Enaction & Complexity, 2006, s. 85-86Konferensbidrag (Refereegranskat)
    Abstract [en]

    In the study presented here two software prototypes for learning about geometrical concepts in primary school were evaluated. Both prototypes have a combined haptic and visual user interface, so as to support visually impaired pupils in group work together with sighted classmates. The aim of the prototypes was to facilitate the visually impaired pupils’ inclusion in school. The overall goal of the study was to evaluate the collaboration in a shared haptic environment regarding usability, interaction, learning and inclusion in a group work process with visually impaired and sighted pupils. The prototype and the evaluation are described in more detail in Moll (2006).

  • 38.
    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 work2002Ingår i: Cognition in a digital world / [ed] Herre van Oostendorp, Lawrence Erlbaum Associates, 2002, s. 91-117Kapitel i bok, del av antologi (Refereegranskat)
  • 39.
    Tanhua-Piiroinen, Erika
    et al.
    Univ Tampere, Dept Comp Sci, TAUCHI, Tampere, Finland .
    Pasto, Virpi
    Univ Tampere, Dept Comp Sci, TAUCHI, Tampere, Finland .
    Raisamo, Roope
    Univ Tampere, Dept Comp Sci, TAUCHI, Tampere, Finland .
    Sallnäs Pysander, Eva-Lotta
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI.
    Supporting Collaboration between Visually Impaired and Sighted Children in a Multimodal Learning Environment2008Ingår i: HAPTIC AND AUDIO INTERACTION DESIGN / [ed] Pirhonen, A, Brewster, S, Berlin: Springer Berlin/Heidelberg, 2008, s. 11-20Konferensbidrag (Refereegranskat)
    Abstract [en]

    AVisually impaired pupils are a group that teachers need to pay attention to especially when planning group work. The need for supporting collaboration between visually impaired and sighted people has been pointed out but still there are few evaluations on that. In this paper two studies are described concerning collaboration support for visually impaired and sighted children in a multimodal learning environment. Based on the results of the first study where two children used a multimodal single-user Space application together, the application was improved to better support collaboration. This prototype was then evaluated. According to the results it is worthwhile to provide individual input devices for all the participants in the group. For helping the pupils to achieve a common ground it is also important to provide sufficient support for all senses in a multimodal environment and to take care of the feedback about the haptic status of the environment also for the sighted participants.

  • 40. Waern, Annika
    et al.
    Back, Jon
    Sallnäs Pysander, Eva Lotta
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Heefer, Caspar J. H.
    KTH.
    Rau, Andreas
    KTH.
    Paget, Susan
    Petterson, Linda
    DigiFys: The interactive play landscape2015Ingår i: 12TH ADVANCES IN COMPUTER ENTERTAINMENT TECHNOLOGY CONFERENCE (ACE15), Association for Computing Machinery (ACM), 2015Konferensbidrag (Refereegranskat)
    Abstract [en]

    The DigiFys project explores the design of interactive landscapes for children's outdoor play. The project combines landscape architecture with design of interactive technology, working towards designs that support children in their everyday play activity, close to home. In the creative lab session, we want to co-design the play landscape together with local children. The focus is on acquiring a perspective on similarities and differences between the children's play culture in Sweden where the project originates, and Malaysia.

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