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  • 151. Vasilchenko, A.
    et al.
    Wilde, A.
    Snow, S.
    Balaam, Madeline
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Devlin, M.
    Video coursework: Opportunity and challenge for HCI education2018Inngår i: Proceedings of the Workshop on Advanced Visual Interfaces AVI, Association for Computing Machinery (ACM), 2018, artikkel-id a87Konferansepaper (Fagfellevurdert)
    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.

  • 152.
    Viberg, Olga
    et al.
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Andersson, Annika
    Örebro Universitet.
    Wiklund, Matilda
    Stockholm University.
    Designing for sustainable mobile learning – re-evaluating the concepts “formal” and “informal”2018Inngår i: Interactive Learning Environments, ISSN 1049-4820, E-ISSN 1744-5191, nr 46739192417Artikkel i tidsskrift (Fagfellevurdert)
    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.

  • 153.
    Viberg, Olga
    et al.
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Bälter, Olof
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Hedin, Björn
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Riese, Emma
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Teoretisk datalogi, TCS.
    Mavroudi, Anna
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Faculty pedagogical developers as enablers of technology‐enhanced learning2018Inngår i: British Journal of Educational Technology, ISSN 0007-1013, E-ISSN 1467-8535, s. 1-14Artikkel i tidsskrift (Fagfellevurdert)
    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.

  • 154.
    Viberg, Olga
    et al.
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Hatakka, Mathias
    Örebro Universitet.
    Bälter, Olof
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Mavroudi, Anna
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    The current landscape of learning analytics in higher education2018Inngår i: Computers in human behavior, ISSN 0747-5632, E-ISSN 1873-7692, Vol. 89, s. 98-110Artikkel i tidsskrift (Fagfellevurdert)
    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.

  • 155.
    Viberg, Olga
    et al.
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Laaksolahti, Jarmo
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Mynard, Jo
    Mavroudi, Anna
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Assessing the Potential Role of Technology in Promoting Self-Directed Language Learning: A Collaborative Project Between Japan and Sweden2018Inngår i: Relay Journal, ISSN 2433-5444, Vol. 1, nr 2Artikkel i tidsskrift (Fagfellevurdert)
    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.

  • 156.
    Viberg, Olga
    et al.
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Mavroudi, Anna
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Digitalisation of Education: Application and Best Practices2019Rapport (Annet vitenskapelig)
    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. 

  • 157.
    Viberg, Olga
    et al.
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Mavroudi, Anna
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    The Role of Ubiquitous Computing and the Internet of Things for Developing 21st Century Skills Among Learners: Experts’ Views2018Inngår i: 13th European Conference on Technology Enhanced Learning, EC-TEL 2018, Springer, 2018, Vol. 11082, s. 640-643Konferansepaper (Fagfellevurdert)
    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.

  • 158.
    von Essen, Sabina
    et al.
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Waardahl, Hernik
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, 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 poäng / 15 hpOppgave
    Abstract [sv]

    I dagens samhälle lever människor ännu längre och med en ökande medellivslängd så blir kognitiva sjukdomar som demens allt vanligare. Utan något botemedel i sikte och med ineffektiva behandlingsmetoder så finns ett stort behov av att förbättra livskvalitén för de drabbade. Samtidigt visar forskning att fysisk aktivitet kan minska utvecklingen av sjukdomssymptom. Dock är det många med demenssjukdom som stannar inomhus i ett isolerat tillstånd och undviker att utmana sig själva, vilket får dem mindre aktiva. Dessutom har det visats att ett av de främsta problemen som personer med demens bemöter är svårigheter med navigering.

    Idag finns det många tekniska hjälpmedel för navigering, exempelvis Google Maps, men de flesta är inte anpassade efter personer med demenssjukdom. Därför är syftet med denna uppsats att undersöka vilka aspekter inom design och funktionalitet som skulle kunna behövas ha i åtanke vid skapandet av en navigeringsapplikation till smartphone för personer med mild demens. Detta med syfte att uppmuntra till en aktiv livsstil och en bättre välmående.

    En litteraturstudie har gjorts för att ta reda på vilka svårigheter som kan uppstå när personer med mild demens interagerar med en smartphone. Detta har sammanställts tillsammans med resultat från intervjuer med experter inom demensområdet samt med resultat från de tester som genomförts med målgruppen. Samtidigt har en användarcentrerad designmetod använts för att ta fram en designprototyp i flera iterationer. Prototypen har utvärderats och testats i varje iteration.

    Denna studie visar på att målgruppen har en vilja att hålla sig aktiva och utmana sig själva, men ofta kommer rutin och osäkerhet i vägen för detta - vilket hämmar viljan att aktivera sig. Förslag till navigeringsapplikationen blev därför att lyfta fram incitament för att skapa en större motivationsfaktor till att använda detta hjälpmedel. Förslag på detta var exempelvis att implementera en stegräknarfunktion och därmed ha ett gamifierat tänk. Övriga förslag på implementationer gällande användbarhet var att använda röststyrning samt att ha en intuitiv design med relevans i fokus för att kunna urskilja det viktiga.

    Från den respons som getts har prototypen potential, men behöver vidareutvecklas och testas mer utförligt.

  • 159.
    Wang, Lei
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Personalized Dynamic Hand Gesture Recognition2018Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    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%.

  • 160. Wilde, Danielle
    et al.
    Tomico, Oscar
    Lucero, Andrés
    Höök, Kristina
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Buur, Jacob
    Embodying Embodied Design Research Techniques2015Inngår i: Aarhus Series on Human Centered Computing, Vol. 1, nr 1Artikkel i tidsskrift (Fagfellevurdert)
  • 161.
    Winberg, Moa
    et al.
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID. KTH, Skolan för datavetenskap och kommunikation (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 poäng / 15 hpOppgave
    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.

  • 162.
    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, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Palanque, Philippe
    Univ Toulouse 3, ICS IRIT, Toulouse, France..
    Dealing with Conflicting User Interface Properties in User-Centered Development Processes2017Inngår i: 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, s. 521-523Konferansepaper (Fagfellevurdert)
    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.

  • 163.
    Windlin, Charles
    et al.
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Ståhl, Anna
    RISE SICS, Kista, Sweden.
    Sanches, Pedro
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Tsaknaki, Vasiliki
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Karpashevich, Pavel
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Balaam, Madeline
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Höök, Kristina
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Soma Bits - Mediating Technology to Orchestrate Bodily Experiences2019Inngår i: Proceedings of the 4th Biennial Research Through Design Conference19–22/03/2019, 2019Konferansepaper (Fagfellevurdert)
    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.

  • 164.
    Wu, Xiangyi
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, 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 poäng / 30 hpOppgave
    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.

  • 165.
    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, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, 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 System2018Inngår i: IEEE Access, E-ISSN 2169-3536, Vol. 6, s. 78031-78037Artikkel i tidsskrift (Fagfellevurdert)
    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.

  • 166.
    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, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, 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 Network2019Inngår i: IEEE Access, E-ISSN 2169-3536, Vol. 7, s. 37536-37544Artikkel i tidsskrift (Fagfellevurdert)
    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.

  • 167.
    Xu, Yinan
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Exploring the benefits and challenges of AR in an outdoor tourism experience2018Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    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.

  • 168. Yan, J.
    et al.
    Lu, G.
    Li, Haibo
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, 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 speech2018Inngår i: Journal of Nanjing University of Posts and Telecommunications, ISSN 1673-5439, Vol. 38, nr 1, s. 60-65Artikkel i tidsskrift (Fagfellevurdert)
    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.

  • 169.
    Yudhanira, Ela
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Optimize the user experience of Linked Data visualization2018Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    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.

  • 170.
    Zhou, Hanyue
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, 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 poäng / 30 hpOppgave
    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.

  • 171.
    Övermark, Timo
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Assessment of Coverage and Effect of Web Content Accessibility Guidelines 2.12018Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    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.

  • 172. Šimbelis, Vygandas ’Vegas’
    et al.
    Vaara, Elsa
    Ferreira, Pedro
    Laaksolahti, Jarmo
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Höök, Kristina
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Delete by Haiku: Poetry from Old SMS Messages2017Inngår i: Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems, ACM , 2017, s. 460-460Konferansepaper (Fagfellevurdert)
  • 173.
    Almeida, Teresa ()
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Attempts, Failures, Trials and Errors: The Bitness Project v.012018Kunstnerisk output (Ogranskad)
  • 174.
    Almeida, Teresa ()
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    I Will What I Want: Women, Design, and Empowerment: eTextile Toolkit & Labella2018Kunstnerisk output (Ogranskad)
    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.

  • 175. Fell, Mark ()
    Pauletto, Sandra
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Listening and Silence: digital art installation2016Kunstnerisk output (Ogranskad)
  • 176.
    Almeida, Teresa ()
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    PERSONAL: International Interdisciplinary Exhibition2018Kunstnerisk output (Ogranskad)
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