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  • 101.
    Misgeld, Olof
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID. Royal College of Music (KMH), Stockholm, Sweden.
    Holzapfel, André
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Towards the study of embodied meter in Swedish folk dance2018Conference paper (Refereed)
    Abstract [en]

    The interrelation of playing and dancing is central for understanding performance practice in Swedish folk music, as it plays an important role for the metric and rhythmic qualities of spelmansmusik, and playing for dancing is considered a key competence for musicians in this tradition. As part of a research project into performance practice, sound, video and motion capture (MoCap) data were recorded from live performances of three musicians and two dancers in different combinations. In addition, dancing to two recordings by an influential musician and to live and pre-recorded beat clapping was recorded. This paper incorporates measurements and visualizations of performance data in combination with performer participation and interviews. As a starting point for our project, we focus on metric qualities in a historical recording, and on the dance movement patterns to a Swedish polska style with asymmetrical beat patterns. For this paper - as a preliminary investigation into the material - the recordings of one dancer dancing to an isochronous clapped beat, and to a recording by an influential player have been used for comparison of a central movement pattern in dancing. The findings show that asymmetric beat patterns contained in the recording cause wider variation among the movement patterns when compared to the patterns observed to isochronous clapping. Considering the performers reactions towards using MoCap as a tool for viewing and discussing their performances, we propose further investigations by combining scientific, ethnomusicological and artistic research methods into the research of performance practice in folk music.

  • 102.
    Misgeld, Olof
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Holzapfel, André
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Ahlbäck, Sven
    Dancing Dots - Investigating the Link between Dancer and Musician in Swedish Folk Dance2019Conference paper (Refereed)
    Abstract [en]

    The link between musicians and dancers is generally described as strong in many traditional musics and this holds also for Scandinavian Folk Music - spelmansmusik. Understanding the interaction of music and dance has potential for developing theories of performance strategies in artistic practice and for developing interactive systems. In this paper we investigate this link by having Swedish folk musicians perform to animations generated from motion capture recordings of dancers. The different stimuli focus on motions of selected body parts as moving white dots on a computer screen with the aim to understand how different movements can provide reliable cues for musicians. Sound recordings of fiddlers playing to the "dancing dot" were analyzed using automatic alignment to the original music performance related to the dance recordings. Interviews were conducted with musicians and comments were collected in order to shed light on strategies when playing for dancing. Results illustrate a reliable alignment to renderings showing full skeletons of dancers, and an advantage of focused displays of movements in the upper back of the dancer.

  • 103.
    Modin Larsson, Lina
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    A GDPR compliant address infrastructure mobile application for Ugandan and Rwandan users2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    More than half of the world's population are negatively affected by inadequate addresses. In Uganda and Rwanda, efforts have been done to implement a national address system but the effectiveness of those efforts have been prevented, due to lack of understanding and fears regarding its impact. With the help of Information and Communication Technology (ICT), because of its knowledge-generating foundation and substantial growth in East Africa, traditional address initiatives could be streamlined. However, negative consequences with ICT, such as surveillance, could cause the already existing reluctance to accept a system that not only registers a location but also an identity, to increase. Privacy, security and trust are therefore key factors to consider when developing a system that target areas characterized by distrust in organizations and government. This paper argues that the General Data Protection Regulation (GDPR) provides a strong framework when accomplishing this. By evaluating the user rights defined in GDPR from an interaction design perspective, this research aims to propose design guidelines that gives users agency of their personal information. This paper argues that redefining the rights as potential user actions gives the users control to manage their personal information, and further, that interest and understanding are important to enable conscious actions. With a Research through Design approach, user studies were conducted in Uganda and Rwanda, to evaluate how to design actions and information in order to enhance interest and understanding, and resulted in three design guidelines: User actions, Action layers and Information layers.

  • 104.
    Moll, Jonas
    et al.
    Uppsala University, Uppsala.
    Rexhepi, Hanife
    University of Skövde, School of Informatics. The Informatics Research Centre.
    Cajander, Åsa
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction..
    Grünloh, Christiane
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Huvila, Isto
    Åbo Akademi University, Faculty of Social Sciences and Economics.
    Hägglund, Maria
    Uppsala University, Department of Women's and Children's Health, Uppsala, Sweden.
    Myreteg, Gunilla
    Uppsala University, Department of Information Technology, Department of Business Studies.
    Scandurra, Isabella
    Örebro University.
    Åhlfeldt, Rose-Mharie
    University of Skövde, School of Informatics. The Informatics Research Centre.
    Patients’ Experiences of Accessing Their Electronic Health Records: Results of a National Patient Survey in SwedenIn: Journal of Medical Internet Research, ISSN 1438-8871, E-ISSN 1438-8871Article in journal (Refereed)
    Abstract [en]

    Background: Internationally, there is a movement toward providing patients online access to their electronic health records (EHRs). In Sweden, Region Uppsala was the first to introduce patient-accessible EHRs (PAEHRs) in 2012. By the summer of 2016, 17 of 21 county councils had given citizens the possibility to access their medical information online. Studies on the effect of PAEHRs on the work environment of health care professionals have been conducted, but up until now, few extensive studies have been conducted regarding patients’ experiences of using PAEHRs in Sweden or Europe, more generally.

    Objectives: The objective of our study was to investigate patients’ experiences of accessing their EHRs through the Swedish national patient portal. In this study, we have focused on describing user characteristics, usage, and attitudes toward the system.

    Methods: A national patient survey was designed, based on previous interview and survey studies with patients and health care professionals. Data were collected during a 5-month period in 2016. The survey was made available through the PAEHR system, called Journalen, in Sweden. The total number of patients that logged in and could access the survey during the study period was 423,141. In addition to descriptive statistics reporting response frequencies on Likert scale questions, Mann-Whitney tests, Kruskal-Wallis tests, and chisquare tests were used to compare answers between different county councils as well as between respondents working in health care and all other respondents.

    Results: Overall, 2587 users completed the survey with a response rate of 0.61% (2587/423,141). Two participants were excluded from the analysis because they had only received care in a county council that did not yet show any information in Journalen. The results showed that 62.97% (1629/2587) of respondents were women and 39.81% (1030/2587) were working or had been working in health care. In addition, 72.08% (1794/2489) of respondents used Journalen about once a month, and the main reason for use was to gain an overview of one’s health status. Furthermore, respondents reported that lab results were the most important information for them to access; 68.41% (1737/2539) of respondents wanted access to new information within a day, and 96.58% (2454/2541) of users reported that they are positive toward Journalen.

    Conclusions: In this study, respondents provided several important reasons for why they use Journalen and why it is important for them to be able to access information in this way—several related to patient empowerment, involvement, and security. Considering the overall positive attitude, PAEHRs seem to fill important needs for patients.

  • 105. Mueller, Florian "Floyd"
    et al.
    Andres, Josh
    Marshall, Joe
    Svanæs, Dag
    schraefel, m. c.
    Gerling, Kathrin
    Tholander, Jakob
    Martin-Niedecken, Anna Lisa
    Segura, Elena Márquez
    van den Hoven, Elise
    Graham, Nicholas
    Höök, Kristina
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Sas, Corina
    Body-centric Computing: Results from a Weeklong Dagstuhl Seminar in a German Castle2018In: interactions, ISSN 1072-5520, E-ISSN 1558-3449, Vol. 25, no 4, p. 34-39Article in journal (Refereed)
  • 106.
    Möller, Jacob
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Bergqvist, Hugo
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Inventariesystem för minskat matsvinn i hushåll: En teknisk designstudie med teoretisk grund i beteendevetenskap2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The climate change is an important issue that requires efforts in several sectors in order to achieve sustainable levels of greenhouse emissions. One of these sectors is the food industry, where the consumption of food for an average Swedish consumer constitutes about 25 % of the total emissions. An opportunity for improvement in this area is the reduction of food waste. This study focuses on how increased awareness of their inventory of household food can contribute to reduced food waste and how to best design a system for this purpose. For the study, a digital inventory system was developed in the form of a barcode scanner and a web application adapted to mobile units where the current inventory is presented together with a shopping list. A test group of eight participants divided into four households received a system during a two-week period. After the study, they also had to attend an interview about their experience of motivation to use the system, where qualitative data was collected. The basic theory behind the study consists primarily of The Behavior Change Wheel which was used during the design process of the system that were developed, since the system would require a behavioral change.

    The result showed a positive attitude towards the system, where all participating test persons considered that the system could contribute to reduced food waste in households. The result also showed that the system facilitated knowledge raising around the user's food inventory. The new behavior changed to routine with the majority of the test persons and even though some new functions and improvements were desired, the majority could also imagine using the system afterwards. However, this study is in itself too short to be able to draw any concrete conclusions about the permanent behavioral changes to the use of the system.

  • 107.
    Nardi, Bonnie
    et al.
    Univ Calif Irvine, Dept Informat, Irvine, CA 92697 USA..
    Tomlinson, Bill
    Univ Calif Irvine, Dept Informat, Irvine, CA 92697 USA.;Victoria Univ Wellington, Sch Informat Management, Wellington, New Zealand..
    Patterson, Donald J.
    Westmont Coll, Dept Math & Comp Sci, Santa Barbara, CA USA..
    Chen, Jay
    NYU Abu Dhabi, Dept Comp Sci, Abu Dhabi, U Arab Emirates..
    Pargman, Daniel
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID. KTH Royal Inst Technol, Dept Media Technol & Interact Design, Stockholm, Sweden..
    Raghavan, Barath
    Univ Southern Calif, Comp Sci, Los Angeles, CA USA..
    Penzenstadler, Birgit
    Calif State Univ Long Beach, Dept Comp Engn & Comp Sci, Long Beach, CA 90840 USA..
    Computing within Limits2018In: Communications of the ACM, ISSN 0001-0782, E-ISSN 1557-7317, Vol. 61, no 10, p. 86-93Article, review/survey (Refereed)
    Abstract [en]

    COMPUTING RESEARCHERS AND practitioners are often seen as inventing the future. As such, we are implicitly also in the business of predicting the future. We plot trajectories for the future in the problems we select, the assumptions we make about technology and societal trends, and the ways we evaluate research. However, a great deal of computing research focuses on one particular type of future, one very much like the present, only more so. This vision of the future assumes that current trajectories of ever-increasing production and consumption will continue. This focus is perhaps not surprising, since computing machinery as we know it has existed for only 80 years, in a period of remarkable industrial and technological expansion. But humanity is rapidly approaching, or has already exceeded, a variety of planet-scale limits related to the global climate system, fossil fuels, raw materials, and biocapacity. (28,32,38) It is understandable that in computing we would not focus on limits. While planetary limits are obvious in areas such as extractive capacity in mining or fishing,

  • 108.
    Nayyar, Raghu
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Visualising Autonomous Warehouse Data Streams Through User-Centered Design2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis aims to develop and evaluate a dashboard design that visualizes a stream of data from the different entities involved in autonomous warehouses, a subset of cyber-physical systems. I created this dashboard through User-Centered Design (UCD) methodologies based on two feedback iterations with the stakeholders employing semi-structured expert opinion interviews. This thesis also discusses the different stages involved in building this dashboard design, the design decisions, the technical aspects of the libraries used, and the feedback session towards the end of the project. It also presents the implemented dashboard as a proof of development efforts and explains its different functionalities. The project concludes with evaluating the dashboard through a semi-structured interview with the respective stakeholders and suggests features for further development.

  • 109.
    Nayyar, Raghu
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Gürdür, Didem
    KTH, School of Industrial Engineering and Management (ITM), Machine Design (Dept.), Mechatronics.
    Vulgarakis Feljan, Aneta
    Ericsson Research, Stockholm, Sweden.
    Visualizing Autonomous Warehouse Data Streams Through User-Centered Design2019In: Proceedings of The Fifth International Conference on Big Data, Small Data, Linked Data and Open DataALLDATA 2019, 2019Conference paper (Refereed)
    Abstract [en]

    This paper summarizes the work is done, which is carried out to develop and evaluate a dashboard design that visualizes a stream of data from different entities involved in autonomous warehouses, as a subset of cyber-physical systems. The dashboard is designed and developed through User- Centered Design (UCD) methodologies based on two iterations of feedback sessions with the stakeholders. During these sessions, semi-structured expert opinion interviews are conducted. The paper discusses the different stages involved in building the proposed dashboard design, the design decisions, the technical aspects of the libraries used, and the results of the feedback sessions towards the end of the project. It also presents the implemented dashboard as proof of development efforts and explains its different functionalities. The study concludes by evaluating the dashboard through the semi-structured interviews with the respective stakeholders and suggests features for further development.

  • 110.
    Nowik, Martyna
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Promoting Digital Transformation in Digitally Developing Industries: A case study on strategic action points driving digital transformation in the real estate industry2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The digital transformation of businesses has come a long way; however, research and reports are showing how some industries has fallen behind in the progress. This research aimed at identifying driving factors that are essential in the progression of digitalization and use of digital capabilities. The central research question was as follows: What strategic action points should businesses within the real estate industry adopt individually and together in order to support a steady development towards becoming a digitally dextrous industry? The research was performed as a case study, using the real estate industry as an example. The case study consisted of 8 semi structured interviews, performed with representatives of various companies from the real estate value chain. Using Soule et. al.s (2016) M-PWR model as an analytical foundation, three action points, essential for businesses in digitally laggarding industries, were defined: 1. Reforming the organizational structure for better agility and empowerment of the workforce. 2. Create channels and methods encouraging collaborations between various actors. 3. Develop structured processes for identifying, extracting and managing available resources. 

  • 111.
    Palm, Jenny
    et al.
    Lund Univ, IIIEE, Box 196, SE-22100 Lund, Sweden..
    Eriksson, Elina
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID. KTH, School of Computer Science and Communication (CSC), Centres, School of Architecture and the Built Environment (ABE), Centres, Centre for Sustainable Communications, CESC, Green Leap.
    Residential solar electricity adoption: how households in Sweden search for and use information2018In: Energy, Sustainability and Society, ISSN 2192-0567, Vol. 8, no 1, article id 14Article in journal (Refereed)
    Abstract [en]

    Background: As a renewable energy solution, photovoltaics (PVs) are crucial in the transition to a more sustainable energy system. Besides large PV installations, household adoption of PVs will be an important contribution to this transition. However, the adoption of PVs on a household level faces many barriers, with gathering and understanding information being one of the major barriers. The aim of this article is to do an in-depth analysis of how households search for and interpret information about PVs and to discuss how to reach different groups with information. Methods: The results in this paper are based on three interview studies made between autumn 2013 and autumn 2016. In the first interview study, seven non-adopters of photovoltaics were interviewed. In the second study, seven adopters of photovoltaics were addressed. In the third study, a total of 44 households were interviewed, with a mix of non-adopters and adopters. In total, 58 households were interviewed. Results: From the interviews, we developed four ideal types for PV adoption. The non-adopters use few sources of information, find the information complicated, and have a tendency to emphasize barriers rather than enablers for PV adoptions. The environmentally engaged adopters search a lot of information but find it difficult to know when they have enough or the right information. They also find information too technical and complicated and find it hard to compare quotes. The professionally skilled group easily accesses information but also experienced problems in comparing quotes and are critical to that many problems occur during the installation process. The accidental adopters more or less happen to get a PV system and needed little information. They usually took the offer from the provider first met. Conclusions: We can conclude that when dividing the households into different ideal types, it is possible to detect what kind of information measures different groups need. To get a future increase of the number of installed PVs, it is important to develop different measures in parallel, to meet the needs from the different groups.

  • 112.
    Pan, Leyang
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Exploring the Applicability of Gamification in Online Booking Negotiation: Design Process and Evaluation2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Negotiation is an essential part of the user journey in online booking experiences, while it is often perceived as non-engaging and stressful because of the great amount of details that need to be taken care of, which would result in frustration and other negative experience. Aiming to increase the user engagement in the booking negotiation process, this study explored the applicability of gamification in an online booking negotiation tool for booking artists, by following the MDA game design framework (mechanics, dynamics, aesthetics) and taking a three-round user-centred iteration. The resulting gamification design was built as hi-fi clickable prototype and was evaluated by 30 participants with both qualitative and quantitative methods, in comparison to a prototype of conventional negotiation tool with the same functionality but without gamified elements. Although limitation existed in the study due to the given resources, the results showed an overall advantageous performance of the gamified version over the conventional version, and therefore indicated a positive influence of gamification upon user engagement, when being applied to an online booking context. The findings from the design iteration as well as the results from the final evaluation provided implications for future studies.

  • 113.
    Panariello, Claudio
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Mattias, Sköld
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID. KMH Royal College of Music.
    Frid, Emma
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Bresin, Roberto
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    From vocal sketching to sound models by means of a sound-based musical transcription system2019In: Proceedings of the 16th Sound and Music Computing Conference, Malaga, Spain, 2019, p. 1-7, article id S2.5Conference paper (Refereed)
    Abstract [en]

    This paper explores how notation developed for the representation of sound-based musical structures could be used for the transcription of vocal sketches representing expressive robot movements. A mime actor initially produced expressive movements which were translated to a humanoid robot. The same actor was then asked to illustrate these movements using vocal sketching. The vocal sketches were transcribed by two composers using sound-based notation. The same composers later synthesized new sonic sketches from the annotated data. Different transcriptions and synthesized versions of these were compared in order to investigate how the audible outcome changes for different transcriptions and synthesis routines. This method provides a palette of sound models suitable for the sonification of expressive body movements.

  • 114.
    Pargman, Daniel
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID. KTH Royal Inst Technol, Ctr Sustainable Commun, Sch Comp Sci & Commun, Stockholm, Sweden..
    Ahlsén, Edvard
    KTH, School of Computer Science and Communication (CSC). KTH Royal Inst Technol, Sch Comp Sci & Commun, Stockholm, Sweden..
    Engelbert, Cecilia
    KTH, School of Computer Science and Communication (CSC). KTH Royal Inst Technol, Sch Comp Sci & Commun, Stockholm, Sweden..
    Designing for sustainability: Breakthrough or suboptimisation?2016In: PROCEEDINGS OF ICT FOR SUSTAINABILITY 2016 / [ed] Grosso, P Lago, P Osseyran, A, ATLANTIS PRESS , 2016, p. 52-59Conference paper (Refereed)
    Abstract [en]

    Technological developments in screen technologies pitches the thinner, brighter and energy-stingy OLED screen as a possible replacement for today's television, computer and smartphone LCD screens. An OLED screen does not consume any energy at all when it displays the color black, but the potentially large energy savings can unfortunately evaporate and instead turn to losses when white is displayed. There is thus a mismatch between on the one hand the energy profiles of OLED screens and on the other hand user habits and current webpage design practices. This example thus raises important questions about system boundaries and about how to evaluate sustainable (or "sustainable") technologies. We conducted a pilot study of user acceptance of alternative, OLED-adapted color schemes for webpages. We briefly discuss the results of the study, but primarily use it as a starting point for discussing the underlying questions of where, or indeed even if it makes sense to work towards realising the OLED screens' potential for energy savings. Moving from LED to OLED screens is not only a matter of choosing between competing screen technologies, but would rather have implications for hardware and software design as well as for the practices of web designers, end users and content providers.

  • 115.
    Pargman, Daniel
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Eriksson, Elina
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Comber, Robert
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Kirman, Ben
    Bates, Oliver
    The futures of computing and wisdom2018In: Proceedings of the 10th Nordic Conference on Human-Computer Interaction - NordiCHI ’18, ACM Press, 2018, p. 960-963Conference paper (Refereed)
    Abstract [en]

    There has been an increasing interest in discussing the consequences of the technologies we invent and study in HCI. Whether it is climate change, ethical computing, capitalist and neo-liberal models of commerce and society, grassroots movements, big data or alternative paradigms in distributed systems, this workshop will invite participants to explore these consequences and ask how we move forward with responsibility and new forms of knowing and knowledge. We invite participants to join us, as we cast forward fifty years to 2068 to imagine the future of wisdom, and to reflect on how we got there. By writing Fictional Abstracts, an abstract from a research paper yet to be written, we will unpick critical tensions in the advancement of computing over the next decades. The workshop will develop perspectives on the futures of computing and critically reflect on the assumptions, methods, and tools for enabling (and disabling) such futures.

  • 116.
    Pargman, Daniel
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Ringenson, Tina
    KTH, School of Architecture and the Built Environment (ABE), Sustainable development, Environmental science and Engineering, Strategic Sustainability Studies.
    Rivera, Miriam Börjesson
    KTH, School of Architecture and the Built Environment (ABE), Sustainable development, Environmental science and Engineering, Strategic Sustainability Studies.
    Schmitz, Lisa
    KTH.
    Krinaki, Maria
    KTH.
    Prekratic, Nino
    KTH.
    Lundkvist, Björn
    KTH.
    Smart magic city run: Exploring the implications of public augmented reality games2018In: 9th International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2017, Springer, 2018, Vol. 215, p. 151-158Conference paper (Refereed)
    Abstract [en]

    This paper presents an augmented reality smart city gaming concept, Magic Run. Magic Run has entertainment value and fulfills its’ original brief, but several aspects of the game were found to be problematic during a workshop with smart city researchers. We present problematic aspects of the game as well as ideas for how to redesign the game to control or ameliorate problematic interaction between future smart city players and bystanders.

  • 117.
    Pauletto, Sandra
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Invisible Seams: The Role of Foley and Voice Postproduction Recordings in the Design of Cinematic Performances2019In: Foundations in Sound Design for Linear Media: A Multidisciplinary Approach / [ed] Michael Filimowicz, Routledge, 2019Chapter in book (Refereed)
  • 118.
    Persson, Sebastian
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Simplify Bidding on the Day-Ahead Electricity Market Nordpool through Structured Time-Series2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In Sweden, electricity is purchased on a so-called day-ahead spot market (Nordpool). The electricity is based on a predicted hourly need for the upcoming day [4, 5]. Production and consumption of electricity need to be balanced since it is hard to store electricity [25]. Today, electricity companies struggle to uphold this balance using currently available tools. A potential solution would be to support bidders by visualizing time-series. Then they could identify time-series lacking data crucial to the prediction phase and resolve them. In this thesis, a prototype was implemented consisting of different views/use-cases, aimed at simplifying the bidding process for balance responsible parties (BRPs). The prototype consisted of structured time-series and presents predicted data in a way that makes the decision making easier when placing bids. Results from a study using the prototype with BRPs and professionals showed that the use-cases/views are useful in terms of 1) getting a better structure, 2) identifying incomplete time series, 3) better quality assurance of the time-series and 4) lowering the time-consumption. Additionally, the bidders suggested that the addition of references, in terms of other prediction methods than the one that was used could improve their decision making.

  • 119.
    Richiello, Isabella
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Women's experience of a sexual and reproductive health chatbot2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Chatbots are increasing in popularity and interacting with humans via written language. Previous research has looked at chatbots within several domains, but not towards women’s general sexual and reproductive health. This offers a need to extend the small body of current research.  This report aimed to do so by describing women’s experiences of a sexual and reproductive health chatbot used as a decision support tool. The chatbot was designed based on a user-centered approach, allowing women to express desired personality traits in a person when discussing the topic. This resulted in the design creation of two chatbots with two different personalities. Exploratory Wizard of Oz studies were conducted with 6 users by simulating interaction with both chatbots operated by a human. Users were followed up with a survey and interview creating insights to their experiences with each chatbot. Findings resulted in contributing to research with proposed guidelines for how to design a sexual and reproductive health chatbot.

  • 120.
    Rosén, Anders
    et al.
    KTH, School of Engineering Sciences (SCI), Aeronautical and Vehicle Engineering, Naval Systems.
    Högfeldt, Anna-Karin
    KTH, School of Industrial Engineering and Management (ITM), Learning.
    Lantz, Ann
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Gumaelius, Lena
    KTH, School of Industrial Engineering and Management (ITM), Learning.
    Norell Bergendahl, Margareta
    Wyss, Ramon
    Vasell, Jesper
    Lujara, Susan
    Connecting North and South through Challenge Driven Education2018In: Proceedings of the 14th International CDIO Conference, Kanazawa, Japan, 2018Conference paper (Refereed)
    Abstract [en]

    This paper contributes with a north-south perspective on the ongoing enhancement of engineering education for sustainable development by giving insights in and results from implementation of challenge driven education (CDE) through joint efforts by the KTH Royal Institute of Technology, the University of Dar es Salaam (UDSM) and other African partner universities. CDE is explained as an evolution of PBL for building learning experiences around societal challenges, engaging external stakeholders, and developing students’ abilities to contribute to sustainable development. A case study is presented where students’, teachers’ and challenge owners’ perceptions of a challenge driven approach in engineering education are explored and key drivers and barriers for implementing CDE are clarified.

  • 121.
    Rudqwist, Lucas
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Designing an interface for a teleoperated vehicle which uses two cameras for navigation.2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The Swedish fire department have been wanting a robot that can be sent to situations where it’s too dangerous to send in firefighters. A teleoperated vehicle is being developed for exactly this purpose. This thesis has its base in research that previously has been conducted within Human-Robot Interaction and interface design for teleoperated vehicles. In this study, a prototype was developed to be able to simulate the experience of driving a teleoperated vehicle. It visualised the intended interface of the operator and simulated the operating experience. The development followed a User-Centered Design process and was evaluated by users. After the final evaluation a design proposal, based on previous research and user feedback, was presented. The study discusses the issues discovered when designing an interface for a teleoperated vehicle that uses two cameras for maneuvering. One challenge was how to fully utilize the two video feeds and create an interplay between them. The evaluations showed that users could keep better focus with one larger, designated main feed and the second one being placed where it can be easily glanced at. Simplicity and were to display sensor data were also shown to be important aspects to consider when trying to lower the mental load on the operator. Further modifications to the vehicle and the interface has to be made to increase the operators awareness and confidence when maneuvering the vehicle.

  • 122. Sahlgren, Magnus
    et al.
    Ylipää, Erik
    Brown, Barry
    Helms, Karey
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Lampinen, Airi
    McMillan, Donald
    Karlgren, Jussi
    KTH, School of Computer Science and Communication (CSC), Theoretical Computer Science, TCS.
    The Smart Data Layer2018In: Papers from the 2018 AAAI Spring Symposium on Artificial Intelligence for the Internet of Everything, AAAI Press, 2018Conference paper (Refereed)
    Abstract [en]

    This paper introduces the notion of a smart data layerfor the Internet of Everything. The smart data layer canbe seen as an AI that learns a generic representationfrom heterogeneous data streams with the goal of un-derstanding the state of the user. The smart data layercan be used both as materials for design processes andas the foundation for intelligent data processing.

  • 123.
    Salamat, Rana
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    RichComment: Designing an Interactive Commenting System for Visual Content in Fashion Social Networks2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this study, a new design of commenting system for visual contents is investigated. The aim is to explore the elements which enrich the user interaction and enhance the user experience while commenting, specifically on fashion social networks. This study explores how an improved commenting system may motivate fashion social networks’ users to express their idea about fashion products.  A speculative design approach is used as a means for investigation. A design process consisting of semi structured interviews, thematic analysis, paper prototype, online prototype and user testing is followed to design a human-centered commenting system. 

    The results suggest that providing richer tools for commenting could improve the user interaction. The most promising elements to use in fashion social media commenting system are color and pattern palettes, tagging comment and comment categorization. These elements enable fashion customers to express their ideas easier and obtain a holistic overview around other peoples’ comments.

    Apart from fashion brands’ social networks, the approach may also be more effective in fashion brand websites. People would like to have a strong impact on fashion brands. Therefore, commenting somewhere that is tightly connected to fashion brands are preferred rather than having the conversation just among themselves in social media.

  • 124.
    Samuelsson, David
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Identifying Opportunities for Digital Tools to Support Energy Advisors Working with Housing Cooperatives2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Living in the modern world is an energy-intensive activity. The residential sector accounts for almost a quarter of Sweden's total energy consumption and many buildings in Sweden are not as energy efficient as they could be. Estimations indicate that the energy consumption of the entire residential sector could be halved if improvements such as improved isolation and updated heating systems were implemented. About 65% of the total energy consumption in apartment buildings comes from heating and water heating. This makes it difficult to influence on an individual level since these systems are managed on a building level. In housing cooperatives which is common in Sweden, such changes take long time and the board managing the building usually lacks relevant competence.

    All Sweden's municipalities offer free and objective energy advisors to both individuals and companies. This paper examines, through interviews and a field study, how these energy advisors work towards housing cooperatives and if digital tools could in any way facilitate their working process.

    Four major areas of concern have been identified and a design concept that addresses these issues will be presented. The results indicate that digital tools could lead to more time and resources being put on housing cooperatives that have high potential to make energy savings and help to create longer relationships and offer the right kind of support at the right time.

  • 125. Shao, W.
    et al.
    Lin, Y.
    Bao, B.
    Wang, L.
    Ge, Q.
    Li, Haibo
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Blind deblurring using discriminative image smoothing2018In: 1st Chinese Conference on Pattern Recognition and Computer Vision, PRCV 2018, Springer Verlag , 2018, p. 490-500Conference paper (Refereed)
    Abstract [en]

    This paper aims to exploit the full potential of gradient-based methods, attempting to explore a simple, robust yet discriminative image prior for blind deblurring. The specific contributions are three-fold: Above all, a pure gradient-based heavy-tailed model is proposed as a generalized integration of the normalized sparsity and the relative total variation. On the second, a plug-and-play algorithm is deduced to alternatively estimate the intermediate sharp image and the nonparametric blur kernel. With the numerical scheme, image estimation is simplified to an image smoothing problem. Lastly, a great many experiments are performed accompanied with comparisons with state-of-the-art approaches on synthetic benchmark datasets and real blurry images in various scenarios. The experimental results show well the effectiveness and robustness of the proposed method. 

  • 126.
    Simbelis, Vygandas
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Delete by Haiku: Poetry from Old SMS Messages2017Conference paper (Refereed)
    Abstract [en]

    The work draws on repurposing practices to inform design for deletion and handling of digital waste – a way of letting go – in graceful and aesthetically appealing ways.

    Delete by Haiku 1 is a mobile phone application that explores how deleting old text messages can become an enjoyable and creative practice by turning messages into haiku poetry. Through the application users interactively repurpose selected old text messages on their mobile phone into a haiku poem aided by a haiku- generating algorithm. By repeatedly pinching the selected messages they break apart into words that tumble down in a Tetris like manner. Gradually words are deleted until the remaining words find their position and form a haiku.

    The video presents a walkthrough of how to interact with the application to select messages in various ways, how to apply ‘themes’ to gain some control over the generation process, and eventually share created poems with others through social media. 

  • 127.
    Simbelis, Vygandas
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Metaphone: Distinguishing Human and Machine2016Other (Refereed)
    Abstract [en]

    Through various forms of interaction, the Metaphone1 project asks important questions about relationship between human and machine (in the fields of interac- tive arts and Human-Computer Interaction) and how those two may interact creating artistic knowledge. Control issue is raising questions on combinations of chaos and systematic control, while one version of the art installation provides means for creating artworks through participants’ emotions and feelings (GSR and HR sensors). However, exploring ways of expression, the notion of authorship (from artistic perspective) is still in question: debating who owns the final artwork, if the machine could own the work and create artistically, is the participant still politically in charge, while finally, live creative process is always left free and open. 

  • 128.
    Simbelis, Vygandas
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Time and Space in Panoramic Photography2017In: Acoustic Space, Vol. 16, no 4, p. 233-245Article in journal (Refereed)
    Abstract [en]

    This article intends to show a usage-hacking case of everyday technology for creating visual narratives. The photographic art project “Panorama Time” is discussed through a techno-cultural perspective and examines the spatial-temporal dimension in panoramic photography, which, in this case, is a digital camera in a mobile phone. The post-media condition and its characteristic of embracing the fusion of different media in one device without specifying any single one is examined in our project through the combination of photographic and cinematographic processes combined in the mobile device. The rolling shutter feature, which is the technological core of digital cameras, enables the strip-photography technique, in our case used in a panoramic technique to deliver a set of concepts: glitch, repetition, frozen frames, and similar. Through deliberate navigation and control, the user breaks the panoramic view, and thus the project’s technique presents the distinction between fault and glitch aesthetics. We show examples and demonstrate the process of creating our digital photography art project “Panorama Time”. By showing how we hacked the digital artifact, we also discuss insights from several experiments in connection to broader photographic concepts in relation to time and space. 

  • 129.
    Simbelis, Vygandas
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Lindley, Siân
    Corish, Robert
    Ferreira, Pedro
    KTH.
    Vaara, Elsa
    Changing Perspectives of Time in HCI2013Conference paper (Refereed)
    Abstract [en]

    The aim of this workshop is to unpack different ways of thinking about time, drawing a distinction between time as experienced, and time as counted by a ticking clock or measured by a computer algorithm. The concept of time is often taken for granted within HCI, yet high- lighting the assumptions that underpin it could provide a resource for research and innovation. In this extended abstract, we illustrate how this is so. 

  • 130.
    Simbelis, Vygandas
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Lundström, AndersKTH, School of Electrical Engineering and Computer Science (EECS).
    Synesthetic Experience in S T R A T I C2018Conference proceedings (editor) (Refereed)
    Abstract [en]

    How do we humanize digital interactive technology? One way is through our experience with technology. With S T R A T I C we present several post-digital concepts to discuss the relationship of the digital in regard to our human lives. We emphasize the synesthetic experience along with other aesthetic experiences and materiality issues with manifestations of the digital in the physical world, tangible approaches to sonic performances, or exposure of internal logics of technological processes.

    In this paper, we propose both exhibiting our work as an art installation and via a live performance. We regard it as being highly relevant to the topic of the TEI Arts Track exhibition: post-digital materiality at the intersection of the analog and the digital, and to its tangible aspects. 

  • 131.
    Stenis Perron, Simone
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Designing a user friendly search interface for analog workers: A pilot study inside a costume and prop warehouse2018Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The Swedish Television ́s department for costumes and props is digitizing the work processes concerning the documentation, rental and storage of over two million objects. This thesis is a pilot study with the objective of investigating which design elements are crucial to ensure a smooth transition from the analog domain to the digital, in a specialized field. By utilizing core usability techniques, such as observations, workshops, paper prototypes and workload estimates, the key habits and work methods of the employees became apparent. This information was used to produce a high fidelity prototype of a search user interface, which was tested by 7 employees, followed by the NASA Task Load Index questionnaire. Results showed a statistically significant decrease in mean subjective workload and an increase in satisfaction while using the prototype.

  • 132. Strohmayer, A.
    et al.
    Bellini, R.
    Meissner, J.
    Alabdulqader, E.
    Toombs, A.
    Finnigan, S. M.
    Balaam, Madeline
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    CHIversity: Implications for equality, diversity, and inclusion campaigns2018In: Proceeding CHI EA '18 Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery (ACM), 2018, article id alt03Conference paper (Refereed)
    Abstract [en]

    In this alt.chi paper, we reflect on #CHIversity; a grassroots campaign highlighting feminist issues related to diversity and inclusion at CHI2017, and in HCI more widely. #CHIversity was operationalised through a number of activities including: collaborative cross-stitch and ‘zine’ making events; the development of a ‘Feminist CHI Programme’; and the use of a Twitter hashtag ‘#CHIversity’. These events granted insight into how diversity discourses are approached within the CHI community. From these recognitions we provide examples of how diversity and inclusion can be promoted at future SIGCHI events. These include fostering connections between attendees, discussing ‘polarizing’ research in a conservative political climate, and encouraging contributions to the growing body of HCI literature addressing feminisms and related subjects. Finally, we suggest how these approaches and benefits can translate to HCI events extending beyond CHI, where exclusion may routinely go undetected.

  • 133.
    Ståhlberg, Louise
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    MusiCushions: Designing interactive cushions that integrate with the home environment2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This paper is about MusiCushions: Interactive cushions to control external speakers in a living room. The interactive cushions are made of smart and interactive textiles, which acceptance has been profoundly investigated. Several studies have come to the conclusion that the most important feature for acceptance of smart and interactive textiles is the aesthetics of the textile interface. Therefore, this study investigates the question: How is integration of interactive cushions in the home environment affected by design concepts with different levels of explicit interaction and types of use cues? The method used in this study is based on constructive design research (CDR), where the design process consisted of moodboarding, sketching, prototyping and evaluation. Three prototypes were built and tested in two different user observations. The interactive cushions were considered well integrated in the home environment but there is room for improvement of usability. The evaluation showed that visual cues were the most important feature for usability but that there is a trade off between use cues and aesthetics.

  • 134. Talhouk, R.
    et al.
    Morrissey, K.
    Fox, S.
    Pantidi, N.
    Simpson, E.
    Michie, L. E.
    Balaam, Madeline
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Human computer interaction & health activism2018In: Proceeding CHI EA '18 Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery (ACM), 2018, article id SIG15Conference paper (Refereed)
    Abstract [en]

    In both developing and developed countries, policies implemented by governments are affecting the health of already marginalized communities. Within the HCI community there are examples of implicit and explicit forms of health activism as well as sub-communities adopting an activist approach to address issues of social justice that ultimately influence the social determinants of health. This SIG aims to bring together these groups of HCI scholars to outline an agenda for health activism and research—identifying and highlighting characteristics of this burgeoning domain.

  • 135.
    Tariq, Muhammad Adnan
    et al.
    KTH.
    Brynielsson, Joel
    KTH, School of Electrical Engineering and Computer Science (EECS), Theoretical Computer Science, TCS.
    Artman, Henrik
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    The Security Awareness Paradox: A Case Study2014In: 2014 PROCEEDINGS OF THE IEEE/ACM INTERNATIONAL CONFERENCE ON ADVANCES IN SOCIAL NETWORKS ANALYSIS AND MINING (ASONAM 2014) / [ed] Wu, X Ester, M Xu, G, IEEE , 2014, p. 704-711Conference paper (Refereed)
    Abstract [en]

    Knowledge-intensive organizations are characterized by their dependency on highly skilled personnel who perform their daily work in a decentralized manner. In these organizations it is the users who make the important decisions, and therefore the organization's information security awareness is upheld by and depends on its users' combined security awareness. To assess the overall organizational security awareness it therefore becomes interesting to assess both the users' individual level of security awareness, as well as their level of consistency and conformity with regard to other users' awareness. In the present case study, 15 semi-structured interviews have been undertaken within a large telecommunication company in order to understand how significant IT security aspects are understood within the organization. The study highlights a number of perception differences where the technical IT staff and the ordinary users do not share the same understanding. It is suggested that these perception differences result from a paradoxical situation where the users' possibility to uphold security awareness is hindered because of security concerns.

  • 136.
    Torekull, Lisa
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Service design to improve the contraceptive counselling at youth centers2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Sweden has a high rate of unintended pregnancies (UP) despite being a rather open society regarding sexual health education. New technology provides new possibilities to improve access by providing contraceptive consultations online, but will that lower the rate of UP? Very few studies have been done on the people working with the young women to find out what can be done to improve the quality of the contraceptive counseling. That is why this study involved two midwives practicing at a youth center at an early stage of the design process.

    Cultural Probes was used as method to better understand what needs midwives experience in their daily work. Three key findings stating the needs of the midwives were knowledge, missed appointments and trust. In addition, a service evaluation was done to investigate when and how midwives and young women interact.

    Making the contraceptive consultations available online with a digital care provider would make it more accessible for the young women and the results of this study do not contradict that hypothesis. However, availability is not the sole influencing factor on contraceptive usage. This study shows that encouragement for young women to seek general knowledge and information about contraceptives prior to the consultation is an important factor in order to improve the quality of contraceptive counselling.

  • 137.
    Tsaknaki, Vasiliki
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Elblaus, Ludvig
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    A Wearable Nebula: Material Investigations of Implicit Interaction2019In: Proceedings of the Thirteenth International Conference on Tangible, Embedded, and Embodied Interaction, 2019Conference paper (Refereed)
  • 138.
    Tsaknaki, Vasiliki
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Elblaus, Ludvig
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    A wearable nebula material investigations of implicit interaction2019In: TEI 2019 - Proceedings of the 13th International Conference on Tangible, Embedded, and Embodied Interaction, Association for Computing Machinery, Inc , 2019, p. 625-633Conference paper (Refereed)
    Abstract [en]

    In this paper we present the Nebula, a garment that translates intentional gestures and implicit interaction into sound. Nebula is a studded cloak made from a heavy fabric that envelopes the wearer with pendulous folds and has strong experiential qualities that were especially appreciated by performing artists. We describe the design process in detail, and highlight three material investigations that show material connections that were fundamental to the experience of the garment: How the draping and construction of the garment allowed for implicit interaction, how the studs were used both as a computational sensing material and a strong visual component, and how the sound design exploited tangible material qualities in the garment. We offer these three material investigations as contributions and discuss how material investigations more broadly can produce evocative connections in the materials available in design work, but also as a way to extract legible design intentions for other designers and researchers.

  • 139. Unander-Scharin, Carl
    et al.
    Unander-Scharin, \AAsa
    Höök, Kristina
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Elblaus, Ludvig
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    The Vocal Chorder2014In: interactions, ISSN 1072-5520, E-ISSN 1558-3449, Vol. 21, no 6, p. 14-15Article in journal (Refereed)
  • 140. Vallgårda, A.
    et al.
    Wiberg, M.
    Yoo, D.
    Odom, W.
    Lindley, S.
    Pschetz, L.
    Tsaknaki, Vasiliki
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Time, temporality, and slowness: Future directions for design research2018In: DIS 2018 - Companion Publication of the 2018 Designing Interactive Systems Conference, Association for Computing Machinery (ACM), 2018, p. 383-386Conference paper (Refereed)
    Abstract [en]

    A diverse set of research and design initiatives related to time, temporality, and slowness has emerged in the DIS and HCI communities. The goals of this workshop are to: 1. bring together researchers to reflect on conceptual, methodological, and practice-based outcomes and issues and 2. to develop an agenda for future research in this growing area.

  • 141.
    van Almkerk, Marc
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Influence of Mindfulness Practices on Feelings of Place Illusion in Virtual Reality2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This study investigates how mindfulness influences feelingsof place illusion in Virtual Reality (VR) experiences, i.e. the feeling of being inside the mediated world that is displayed through the VR technology. To research the effects, a design called Mindsition was proposed that consist of two Virtual Environments (VEs) that transfers the user from the physicalworld to a task environment in VR and altering the user’s state of mind. In the first VE, a guided meditation exercise was introduced to bring the user to a more mindful state, changing how the mediated world was perceived. The user was then brought to the task environment to complete a task. The design was evaluated using a between-subjects experimental design in which half of the participants were exposed to the entire experience, while the other half only experienced the task environment.

    Results are inconclusive, but revealed tentative evidence that the Mindsition does increase feelings of place illusion, as participants felt more captivated by the environment and had a stronger overall feeling of ’being inside’ the VE. However, the results also show that Mindsition compromises reality judgement, i.e. how veritable the environment felt, as participants were more aware that the virtual world co-existed with the physical world. Overall, the study suggests that Mindfulness has the potential to make users more observant about various aspect of the VE and place less attention on the fact that the environment is perceived through a screen, making memories about the VR experience more vivid. Implications of these findings are discussed in relation to place illusionas well as mindfulness, and directions are given for future research.

  • 142.
    van der Heide, Ewoud
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Using games as educational tools: An evaluation of a game for children to train facial expression recognition2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Facial expressions play a large role in non verbal communication. Research shows promising results for using games to improve facial expression recognition in children with autism spectrum disorder. Games are effective educational tools and are successful in motivating students. Using a game to improve facial expression recognition could be beneficial for all children as it reduces the risk for problematic behavior and mental health issues.

    For this study a game to train facial expression recognition to children was developed and evaluated. The goal of the evaluation was to determine which factors influence performance and engagement in the game and if there are expressions that are often identified incorrectly. Additionally the children’s attitude towards the game was evaluated.

    The results show that performance is affected by the difficulty, context and intensity. The children that showed the most engagement also performed better in the beginning of the game, however the correlation between performance and engagement is complex. Unfortunately it was not possible to evaluate the effect of rewards on the children’s engagement, but children were generally positive on the rewards. The confusion of expressions was in line with earlier research, but not as symmetrical. The players were generally positive about the game. Further research is needed to determine the long term learning effects of the game and to assess ways to engage players more.

  • 143. Vasilchenko, A.
    et al.
    Cajander, A.
    Daniels, M.
    Balaam, Madeline
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    The self-flipped classroom concept: Underlying ideas and experiences2019In: Proceedings - Frontiers in Education Conference, FIE, Institute of Electrical and Electronics Engineers Inc. , 2019Conference paper (Refereed)
    Abstract [en]

    In the modern fast changing world no formal education is able to provide learners with a complete set of knowledge, skills and competences that they would need to successfully compete on tomorrow's job market. Therefore, the role of universities is increasingly shifting towards provision of an environment where students have a chance to acquire lifelong learning skills. This paper presents underlying ideas of, and practical experiences with, an innovative pedagogy that addresses the lifelong learning skills acquisition along with additional benefits for science and technology students. The proposed approach, called self-flipped classroom (SFC), is built on a synergy of two pedagogies: learning through making and flipped classroom. To unveil the construct of the SFC, we discuss each of its components individually presenting appropriate theoretical grounding. We also report on our experiences from self-flipped classroom implementations in two countries, UK and Sweden, and in three different educational settings. From our work with the SFC concept we have identified four different roles the students can assume in a SFC scenario: creators, collaborators, communicators, and learners. We present our observations regarding the identified roles that have been found in the studied settings. We also outline some implications for teaching using the SFC concept and future research directions in this space.

  • 144. Vasilchenko, A.
    et al.
    Qarabash, H.
    Tarawneh, G.
    Balaam, Madeline
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Collaborative content creation: Impact of media type on author behavior2018In: Proceedings of the ACM Conference on Computer Supported Cooperative Work, CSCW, Association for Computing Machinery , 2018, p. 341-344Conference paper (Refereed)
    Abstract [en]

    Modern education incorporates strong elements of collaborative learning: activities that prompt students to collaborate on completing learning tasks. In this work we investigate the relationship between media type and student collaboration and attribution patterns during collaborative content creation. We run similarity analyses on text and video artifacts submitted by students as part of collaborative exercises in an undergraduate module. Our main finding is that the same cohort of students was significantly more likely to attribute non-original content to its sources when authoring text compared to video content and when this content is not produced by a peer student. Our preliminary results based on only two media suggest that media type has a considerable impact on student collaborative behavior. We conclude that media type must be taken into consideration when designing collaborative learning exercises and addressing issues of academic integrity and copyright infringements.

  • 145. Vasilchenko, A.
    et al.
    Wilde, A.
    Snow, S.
    Balaam, Madeline
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Devlin, M.
    Video coursework: Opportunity and challenge for HCI education2018In: Proceedings of the Workshop on Advanced Visual Interfaces AVI, Association for Computing Machinery (ACM), 2018, article id a87Conference paper (Refereed)
    Abstract [en]

    Human-Computer Interaction (HCI) is a challenging subject to study due to its highly multidisciplinary nature and the fast change of advancing technology. Keeping pace with these changes requires innovation in pedagogical approach, such as student-authored video, which is presented here. In case studies from two UK universities, students were assessed on video making. The results suggest increased student engagement and satisfaction, as well as acquisition of design skills taught in HCI, not typically taught elsewhere in computer science. Here we share our experiences of using this practice along with key challenges and some preliminary findings from analysis of the student artefact-creation process. We also outline future research directions in this space.

  • 146.
    Viberg, Olga
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Andersson, Annika
    Örebro Universitet.
    Wiklund, Matilda
    Stockholm University.
    Designing for sustainable mobile learning – re-evaluating the concepts “formal” and “informal”2018In: Interactive Learning Environments, ISSN 1049-4820, E-ISSN 1744-5191, no 46739192417Article in journal (Refereed)
    Abstract [en]

    Practitioners designing for mobile learning (mLearning) and scholars exploring the same are faced with the challenge of planning for and understanding a variety of ways and places of learning. This study focuses on one crucial distinction concerning this; that of formal and informal learning. Through the analysis of contemporary research literature, we found that informal learning is represented as more enriching than formal learning. We also identified that some representations of informal learning, such as subconscious and tacit, actually gainsay the idea of designing the learning process. Based on these results we propose a number of implications to enhance pedagogical sustainability in mLearning design. We argue that in order to fuse informal and formal learning, mLearning designers need to offer more clear definitions of the concepts “formal” and “informal”; they need to omit some design aspects to the learners themselves, or to offer a design in form of a learning path that students themselves can customise according to their learning habits, routines, and preferences.

  • 147.
    Viberg, Olga
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Bälter, Olof
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Hedin, Björn
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Riese, Emma
    KTH, School of Electrical Engineering and Computer Science (EECS), Theoretical Computer Science, TCS.
    Mavroudi, Anna
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Faculty pedagogical developers as enablers of technology‐enhanced learning2018In: British Journal of Educational Technology, ISSN 0007-1013, E-ISSN 1467-8535, p. 1-14Article in journal (Refereed)
    Abstract [en]

    As the integration of digital technologies in higher education continues to increase, there is a need to understand how to best support university teachers as designers of technology‐enhanced learning (TEL) in order to support students to achieve academic success. In this study, we have examined the Faculty Pedagogical Developer Initiative at KTH Royal Institute of Technology in Sweden, an innovative project to support a bottom‐up change process of teachers as designers of TEL, with the intent to strengthen the professional pedagogical development for the faculty. Data were collected from interviews and official documents. Actor–network theory was applied for the analysis. The results suggest that the initiative stimulated both practical implementation of digital technology in educational programmes and also spurred a debate about teachers as designers of TEL between these pedagogical developers and other teachers across different schools and subjects at KTH. However, there are important social, organisational and technical challenges that should be considered when developing support for university teachers as designers of TEL. This paper concludes that this process requires a deep understanding of four interrelated elements: information, technology, organisation and social arrangements.

  • 148.
    Viberg, Olga
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Hatakka, Mathias
    Örebro Universitet.
    Bälter, Olof
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Mavroudi, Anna
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    The current landscape of learning analytics in higher education2018In: Computers in human behavior, ISSN 0747-5632, E-ISSN 1873-7692, Vol. 89, p. 98-110Article in journal (Refereed)
    Abstract [en]

    Learning analytics can improve learning practice by transforming the ways we support learning processes. This study is based on the analysis of 252 papers on learning analytics in higher education published between 2012 and 2018. The main research question is: What is the current scientific knowledge about the application of learning analytics in higher education? The focus is on research approaches, methods and the evidence for learning analytics. The evidence was examined in relation to four earlier validated propositions: whether learning analytics i) improve learning outcomes, ii) support learning and teaching, iii) are deployed widely, and iv) are used ethically. The results demonstrate that overall there is little evidence that shows improvements in students' learning outcomes (9%) as well as learning support and teaching (35%). Similarly, little evidence was found for the third (6%) and the forth (18%) proposition. Despite the fact that the identified potential for improving learner practice is high, we cannot currently see much transfer of the suggested potential into higher educational practice over the years. However, the analysis of the existing evidence for learning analytics indicates that there is a shift towards a deeper understanding of students’ learning experiences for the last years.

  • 149.
    Viberg, Olga
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Laaksolahti, Jarmo
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Mynard, Jo
    Mavroudi, Anna
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Assessing the Potential Role of Technology in Promoting Self-Directed Language Learning: A Collaborative Project Between Japan and Sweden2018In: Relay Journal, ISSN 2433-5444, Vol. 1, no 2Article in journal (Refereed)
    Abstract [en]

    This report begins with a summary of ways in which technology has been used to attempt to increase learning opportunities and support for self-directed learners at Kanda University of International Studies (KUIS) with limited success. A collaboration between KUIS and the Royal Institute of Technology (KTH) in Sweden has highlighted the need for a more thorough needs analysis and evaluation of the learning environment before any technological designs are implemented. In addition, such implementation should be done in collaboration with the end users. The second part of the paper provides preliminary results related to an initial needs analysis conducted with end users at KUIS that will form the basis of ongoing collaboration with the aim of creating a platform and/or series of tools that will enhance self-directed language learning.

  • 150.
    Viberg, Olga
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Mavroudi, Anna
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Digitalisation of Education: Application and Best Practices2019Report (Other academic)
    Abstract [en]

    The topic of digitalisation of education has attracted the interest of the research community worldwide owing to unprecedented capabilities provided by technology to capture digital traces of today’s students who, being ‘digital natives’, are active in technology-rich learning environments. The aim of this report is to present solutions on the topic that can be applicable in a Swedish context and raise an awareness of potential barriers and challenges. The solutions emerge as best practices, or as examples from recent literature. 

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