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  • 151.
    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.
    The Role of Ubiquitous Computing and the Internet of Things for Developing 21st Century Skills Among Learners: Experts’ Views2018In: 13th European Conference on Technology Enhanced Learning, EC-TEL 2018, Springer, 2018, Vol. 11082, p. 640-643Conference paper (Refereed)
    Abstract [en]

    This explorative study aims to understand the role of ubiquitous computing and the IoT for developing and practicing learners’ 21st century skills. Data was collected from ten expert interviews. Based on the conventional content analysis, our results suggest that the integration and use of such technologies in learning settings can enable the development of the learners’ 21st century skills. Also, our findings identified several success factors and challenges that have to be considered when developing and practicing the identified skills. The paper is of interest to practitioners, researchers and to educational policymakers, since our study’s results can guide them in planning effective learning interventions that exploit ubiquitous computing and the IoT with the aim to cultivate 21st century skills among learners.

  • 152.
    von Essen, Sabina
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Waardahl, Hernik
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Hur skulle en navigeringsapplikation kunna uppmuntra till fysisk aktivitet för människor med mild demenssjukdom?2018Independent thesis Advanced level (degree of Master (Two Years)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In today’s society people live longer and along with the rising life expectancy, cognitive diseases such as dementia, will become more common. With no cure in sight and treatment methods not being very effective, there’s a need for improving the life quality for the people affected. Meanwhile, research show that physical activity can reduce the risk of increased symptoms. However, many people with the disease tend to stay in and avoid difficult situations, leaving them less active. Also, one of the most common problems people with dementia face is difficulties navigating.

    There are many technological aids today helping with navigating, however, most of them are not adapted for people with dementia. Therefore the goal for this bachelor’s thesis is to investigate and explore which aspects in terms of user interface design and functionality that need to be considered when creating a navigation application on a smartphone for people with mild dementia. This is done with the purpose of encouraging for an active lifestyle and a better well being.

    A literature study was conducted to find what possible difficulties people with mild dementia (PWMD) might have when interacting with a smartphone interface. This was summarized together with the results from interviews with professionals within the area of dementia and the tests with the target group - (PWMD). Alongside, a user centered design approach was used to create a prototype design in several iterations. The prototype was evaluated and tested in every iteration.

    The study shows that the target group have a will to stay active and engage in new activities, but routine, comfort and sometimes fear comes beforehand and inhibits the will for activity engagement. Suggestions for the app therefore resulted in working with incentive models to raise the motivation for using it. Examples of this was having a pedometer function and a gamified approach. Other implementation suggestions regarding usability included voice control and intuitive design with relevance in focus in order to distinguish what’s important.

    From the feedback given the prototype has potential, but needs to be tested more extensively.

  • 153.
    Wang, Lei
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Personalized Dynamic Hand Gesture Recognition2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Human gestures, with the spatial-temporal variability, are difficult to be recognized by a generic model or classifier that are applicable for everyone. To address the problem, in this thesis, personalized dynamic gesture recognition approaches are proposed. Specifically, based on Dynamic Time Warping(DTW), a novel concept of Subject Relation Network is introduced to describe the similarity of subjects in performing dynamic gestures, which offers a brand new view for gesture recognition. By clustering or arranging training subjects based on the network, two personalization algorithms are proposed respectively for generative models and discriminative models. Moreover, three basic recognition methods, DTW-based template matching, Hidden Markov Model(HMM) and Fisher Vector combining classification, are compared and integrated into the proposed personalized gesture recognition.

    The proposed approaches are evaluated on a challenging dynamic hand gesture recognition dataset DHG14/28, which contains the depth images and skeleton coordinates returned by the Intel RealSense depth camera. Experimental results show that the proposed personalized algorithms can significantly improve the performance of basic generative&discriminative models and achieve the state-of-the-art accuracy of 86.2%.

  • 154. Wilde, Danielle
    et al.
    Tomico, Oscar
    Lucero, Andrés
    Höök, Kristina
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Buur, Jacob
    Embodying Embodied Design Research Techniques2015In: Aarhus Series on Human Centered Computing, Vol. 1, no 1Article in journal (Refereed)
  • 155.
    Winberg, Moa
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID. KTH, School of Computer Science and Communication (CSC).
    Svenssom, Hanna
    I vilken utsträckning utnyttjar två svenska klädföretag de rekommendationer som finns på Facebook och Instagram?2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Den här studien undersöker hur två svenska klädföretag använder sin Facebook-profil och sitt Instagram-konto i marknadsföringssyfte. Syftet med undersökningen är att besvara frågan: I vilken utsträckning överensstämmer innehåll och form i företagens marknadsföring på Instagram och Facebook med plattformarnas tänkta användning för inlägg? Metoder som använts för att besvara problem-formuleringen är en litteraturstudie, observationer av företagens profiler samt en enkätstudie som skickades ut till företagens butikspersonal. Resultaten visar att företagen till största del följer plattformarnas riktlinjer med några undantag. Slutsatsen som kan dras ur undersökningen är att de riktlinjer som finns för de sociala medierna är mycket vaga. Vi anser att det beror på att de är relativt nya sätt för marknadsföring som behövs studeras vidare för att kunna sätta mer konkreta riktlinjer.

  • 156.
    Winckler, Marco
    et al.
    Univ Toulouse 3, ICS IRIT, Toulouse, France.;Univ Nice Sophia Antipolis Polytech, Sophia Antipolis, France..
    Larusdottir, Marta
    Reykjavik Univ, Reykjavik, Iceland..
    Kuusinen, Kati
    Univ Southern Denmark, Odense, Denmark..
    Bogdan, Cristian M
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Palanque, Philippe
    Univ Toulouse 3, ICS IRIT, Toulouse, France..
    Dealing with Conflicting User Interface Properties in User-Centered Development Processes2017In: HUMAN-COMPUTER INTERACTION - INTERACT 2017, PT IV / [ed] Bernhaupt, R Dalvi, G Joshi, A Balkrishan, DK ONeill, J Winckler, M, SPRINGER INTERNATIONAL PUBLISHING AG , 2017, p. 521-523Conference paper (Refereed)
    Abstract [en]

    Whilst usability has been the most prominent user interface property in early Human-Computer Interaction (HCI) research other properties such as accessibility, inclusive design, user experience and, more recently security, trust and resilience (among many others) might also be important for the development of interactive system. It is interesting to notice that user interface properties might overlap and sometimes create conflicting recommendations. A good example is security which, by recommending users to deal with passwords reduces system usability by placing a burden on users. The ultimate goal of this workshop is to promote the investigation of multiple user interface properties in a user-centered design process. We are concerned by theories, methods and approaches for dealing with multiple user interface properties when developing interactive system. This workshop is organized by the IFIP WG 13.2 on Human-Centered Software Methodologies and the WG 13.5 on Resilience, Reliability, Safety and Human Error in System Development.

  • 157.
    Windlin, Charles
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Ståhl, Anna
    RISE SICS, Kista, Sweden.
    Sanches, Pedro
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Tsaknaki, Vasiliki
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Karpashevich, Pavel
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Balaam, Madeline
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Höök, Kristina
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Soma Bits - Mediating Technology to Orchestrate Bodily Experiences2019In: Proceedings of the 4th Biennial Research Through Design Conference19–22/03/2019, 2019Conference paper (Refereed)
    Abstract [en]

    The Soma Bits are a prototyping toolkit that facilitates Soma Design. Acting as an accessible ‘sociodigital material’ Soma Bits allow designers to pair digital technologies, with their whole body and senses, as part of an iterative soma design process.The Soma Bits addresses the difficulty we experienced in past Soma Design processes — that articulating ofsensations we want to evoke to others, and thenmaintaining these experiences in memory throughout a design process. Thus, the Soma Bits enable designers to know and experience what a designmight ‘feel like’ and to share that with others.

    The Soma Bits relate to three experiential qualities:‘feeling connected’, ‘feeling embraced’, and ‘being in correspondence’ with the interactive materials. The Soma Bits have a form factor and materiality thatallow actuators (heat, vibration, and shape-changing) to be placed on and around the body; they are easily configurable to enable quick and controllable creations of soma experiences which can be both part of a first-person approach as well as shared withothers. The Soma Bits are a living, growing library ofshapes and actuators. We use them in our own designpractices, as well as when engaging others in soma design processes.

  • 158.
    Wu, Xiangyi
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Use animations to support knowledge transfer built on the understanding of the non-experts’ mental model2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Knowledge visualization as a recent branch of visualization science was established by Burkhard [1] at 2004. In his theory, animation was mentioned as one of major visual formats for knowledge transfer. However, there is a lack of  further research about its impact on the transfer of knowledge. The aim of this study is to understand key characteristics that constitute to the mental model of non-experts on domain knowledge. Subsequent to this, it is investigated how animations support knowledge transfer to non-experts. In this study, home automation planning is used as a case to explore the characteristics that best constitute a good animation for knowledge transfer. The results showed that non-experts’ general attention was placed on cause and effect relations of a typical automatic lighting control and non-experts had misconceptions possibly because of different life experience, knowledge background, information vagueness, and overconfidence. The event segmentation in non-experts’ mental model was used to guide animation design which resulted in higher perceived clarity, less misconceptions during knowledge transfer to non-experts. In addition, our results from exploratory observation indicated that animations have potential to facilitate collaborative knowledge transfer and decision making process.

  • 159.
    Xie, Shipeng
    et al.
    Nanjing Univ Posts & Telecommun, Coll Telecommun & Informat Engn, Nanjing 210003, Jiangsu, Peoples R China..
    Yang, Chengyuan
    Nanjing Univ Posts & Telecommun, Coll Telecommun & Informat Engn, Nanjing 210003, Jiangsu, Peoples R China..
    Zhang, Zijian
    Cent S Univ, Dept Oncol, Xiangya Hosp, Changsha 410008, Hunan, Peoples R China..
    Li, Haibo
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID. Nanjing Univ Posts & Telecommun, Coll Telecommun & Informat Engn, Nanjing 210003, Jiangsu, Peoples R China..
    Scatter Artifacts Removal Usings Using Learning-Based Method for CBCT in IGRT System2018In: IEEE Access, E-ISSN 2169-3536, Vol. 6, p. 78031-78037Article in journal (Refereed)
    Abstract [en]

    Cone-beam-computed tomography (CBCT) has shown enormous potential in recent years, but it is limited by severe scatter artifacts. This paper proposes a scatter-correction algorithm based on a deep convolutional neural network to reduce artifacts for CBCT in an image-guided radiation therapy (IGRT) system. A two-step registration method that is essential in our algorithm is implemented to preprocess data before training. The testing result on real data acquired from the IGRT system demonstrates the ability of our approach to learn artifacts distribution. Furthermore, the proposed method can be applied to enhance the performance on such applications as dose estimation and segmentation.

  • 160.
    Xie, Shipeng
    et al.
    Nanjing Univ Posts & Telecommun, Coll Telecommun & Informat Engn, Nanjing 210003, Jiangsu, Peoples R China..
    Zheng, Xinyu
    Nanjing Univ Posts & Telecommun, Coll Telecommun & Informat Engn, Nanjing 210003, Jiangsu, Peoples R China..
    Shao, Wen-Ze
    Nanjing Univ Posts & Telecommun, Coll Telecommun & Informat Engn, Nanjing 210003, Jiangsu, Peoples R China..
    Zhang, Yu-Dong
    Univ Leicester, Dept Informat, Leicester LE1 7RH, Leics, England..
    Lv, Tianxiang
    Southeast Univ, Lab Image Sci & Technol, Key Lab Comp Network & Informat Integrat, Minist Educ, Nanjing 210096, Jiangsu, Peoples R China..
    Li, Haibo
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID. Nanjing Univ Posts & Telecommun, Coll Telecommun & Informat Engn, Nanjing 210003, Jiangsu, Peoples R China..
    Non-Blind Image Deblurring Method by the Total Variation Deep Network2019In: IEEE Access, E-ISSN 2169-3536, Vol. 7, p. 37536-37544Article in journal (Refereed)
    Abstract [en]

    There are a lot of non-blind image deblurring methods, especially with the total variation (TV) model-based method. However, how to choose the parameters adaptively for regularization is a major open problem. We proposed a very novel method that is based on the TV deep network to learn the best parameters adaptively for regularization. We used deep learning and prior knowledge to set up a TV-based deep network and calculate the parameters of regularization, such as biases and weights. Therefore, we used the idea of a deep network to update these parameters automatically to avoid sophisticated calculations. Our experimental results by our proposed network are significantly better than several other methods, in respect of detail retention and anti-noise performance. At the same time, we can achieve the same effect with a minimum number of training sets, thus speeding up the calculation.

  • 161.
    Xu, Yinan
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Exploring the benefits and challenges of AR in an outdoor tourism experience2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    With the development of resilient computer vision algorithms, mobile augmented reality (MAR) technology is now accessible for most smartphone users. There are a lot of MAR applications available on the App Store and Google Play. However, most of the applications are games for indoor usage. Outdoor MAR commercial applications are rare. Evidently, outdoor MAR in tourism is a promising and challenging field. This study focuses on Djurgården, an island in Stockholm. The purpose is to develop a MAR prototype for some underexplored places on the island and see the benefits and challenges of AR as a method for helping tourists in sightseeing. A MAR application was developed to explore the research question surrounding its benefits and challenges. a user study was conducted to compare the MAR prototype with general usage of smartphone applications, where both quantitative and qualitative data was gathered. The results indicate that MAR has an advantage in providing more immersive, content travelling experience as well as reducing feelings of boredom. However, MAR also has challenges in avoiding collision with real objects and limiting possible risks.

  • 162. Yan, J.
    et al.
    Lu, G.
    Li, Haibo
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID. College of Telecommunications & Information Engineering, Nanjing University of Posts and Telecommunications, Nanjing, 210003, China.
    Wang, S.
    Bimodal emotion recognition based on facial expression and speech2018In: Journal of Nanjing University of Posts and Telecommunications, ISSN 1673-5439, Vol. 38, no 1, p. 60-65Article in journal (Refereed)
    Abstract [en]

    In the area of future artificial intelligence, the emotion recognition of the computers will play a more important role. For the bimodal emotion recognition from facial expression and speech, a feature fusion method based on sparse canonical correlation analysis is presented. Firstly, the emotion features from facial expression and speech are respectively extract. Then, the parse canonical correlation analysis is used to fuse the bimodal emotion features. Finally, the K-nearest neighbor classifier is used for emotion recognition. The experimental results show that the bimodal method based on the sparse canonical correlation analysis can obtain better recognition rate than the speech and the facial expression with single modal.

  • 163.
    Yudhanira, Ela
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Optimize the user experience of Linked Data visualization2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The use of Linked Data to model and visualize complex information entails usability challenges and opportunities to improve the user experience. This study seeks to enhance the user experience of a product information tool which is developed with Linked Data approach. The research was carried out in an industrial setting and follows the case study paradigm. It consists of 1) user research and literature review to define design requirements, 2) prototyping, and 3) usability testing. The user research produced a list of user experience issues which were in turn translated into design requirements by reflecting on related research and following the user's needs and goals. The design requirements formed the design elements which are embedded into the development of low- and high-fidelity prototypes. Next, usability evaluation of the final high-fidelity prototype examined the extent to which the design decisions could optimize the Linked Data visualization. The results show that several design decisions, such as adding interaction dynamics and the use of rich color representation, could indeed improve it. Also, in terms of general information and visual notation, the shift from UML diagram to node-links diagram received positive feedback from the users. But both node-links diagram and UML diagram received similar scores for the effectiveness and efficiency.

  • 164.
    Zhou, Hanyue
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Fashion E-Commerce in the 3D Digital Era: A 3D Interactive Web User Interface for Online Products2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Fashion brands have always been avant-garde in embracing new technologies and new formats of retail business models. The rapid development in 3D digital technologies, including 3D scanning, 3D modelling and 3D web rendering, have brought many new opportunities to the fashion industry, especially in shaping the future fashion e-commerce. The traditional 2D user interface and 2D media content have limited ability of displaying every detail of a product in full 360 degree, and the color accuracy of products in pictures is also a common problem. This thesis focuses on how to use 3D technologies to enhance the brand identity and  to reduce return rate, by designing and implementing a web 3D user interface for fashion e-commerce. An interactive 3D product user interface were designed and used for test. The results presented the pros and cons of the designed 3D user interface, and evaluated to what extent can this approach help to solve the brand identity problem and the high return rate issue for fashion e-commerce. It turns out that indeed the 3D user interface is rich in detail storytelling and the product accuracy can be improved by using the Physically Based Rendering technology and dynamic virtual lighting environments. However, the results also indicate that there are still lots of technical constraints for developing the virtual showrooms and the 3D user interface.

  • 165.
    Övermark, Timo
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Assessment of Coverage and Effect of Web Content Accessibility Guidelines 2.12018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The Web Content Accessibility Guidelines (WCAG) are an important resource for making the web more accessible for people with disabil- ities. They are used as a source of information for web content cre- ators, but also in standards as a basis for legislation when measuring whether a website is accessible or not. The guidelines have been criti- cized for poor coverage when studying real-life accessibility, especially for people with cognitive impairments. A newly released version of the guidelines, WCAG 2.1 aims to improve accessibility but has not been studied yet.

    This study evaluates the coverage of WCAG guidelines by con- ducting a user study and comparing the results with WCAG evalu- ation to find out if the problems found by users would be fixed by conforming to the guidelines. 3 websites were evaluated with a total of 6 users from 3 different disability groups. Same sites were evaluated with WCAG 2.0 and 2.1.

    The results show none of the site passed the WCAG evaluation. The users found 40 issues, of which 32,5% would be fixed if conform- ing to WCAG criteria. Most of the issues not covered by WCAG were related to understandability and readability of the content and the user interface. The blind group found the biggest number of issues, but al- most half of the issues would be fixed by WCAG, compared to only 13% for people with cognitive impairments. Despite the fact that all critical issues were covered by WCAG, the amount of serious issues not covered reveals that WCAG as a sole measure for accessibility is not enough to guarantee equal access to the web.

  • 166. Šimbelis, Vygandas ’Vegas’
    et al.
    Vaara, Elsa
    Ferreira, Pedro
    Laaksolahti, Jarmo
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Höök, Kristina
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Delete by Haiku: Poetry from Old SMS Messages2017In: Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems, ACM , 2017, p. 460-460Conference paper (Refereed)
  • 167.
    Almeida, Teresa (Artist)
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Attempts, Failures, Trials and Errors: The Bitness Project v.012018Artistic output (Unrefereed)
  • 168.
    Almeida, Teresa (Designer)
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    I Will What I Want: Women, Design, and Empowerment: eTextile Toolkit & Labella2018Artistic output (Unrefereed)
    Abstract [es]

    El catálogo y la exposición Haré lo que deseo/I Will What I Want: Women, Design, and Empowerment: diseño y empoderamiento femenino son un concepto curatorial desarrollado por Jimena Acosta Romero y Michelle Millar Fisher. En Abril de 2017 esta exposición fue organizada para exhibirse por primera vez en Arnold and Sheila Aronson Galleries, en el Sheila C. Johnson Design Center (Parsons School of Design / The New School, Nueva York) del 11 al 23 de abril de 2017. Su segunda sede fue en MUCA-Roma, Ciudad de México (Enero 18 - Mayo 22, 2018).

    El catálogo y la exposición Will What I Want: Women, Design, and Empowerment / Haré lo que deseo: Diseño y empoderamiento femenino explora el complejo y contradictorio rol que ha jugado el diseño desde la mitad del siglo XX, pasando por la segunda ola feminista, hasta las intersecciones no binarias del presente. La exhibición presenta objetos, interfaces e indumentaria que ha buscado habilitar como sujetos independientes y creativos, a aquellos que tienen úteros, menstrúan o se identifican como mujer; en un mundo material en su mayoría diseñado por hombres y para hombres.

  • 169. Fell, Mark ()
    Pauletto, Sandra
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Listening and Silence: digital art installation2016Artistic output (Unrefereed)
  • 170.
    Almeida, Teresa (Artist)
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    PERSONAL: International Interdisciplinary Exhibition2018Artistic output (Unrefereed)
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