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  • 201.
    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.

  • 202.
    Wood, Gavin
    et al.
    Northumbria Univ, Newcastle Upon Tyne, Tyne & Wear, England..
    Dylan, Thomas
    Northumbria Univ, Newcastle Upon Tyne, Tyne & Wear, England..
    Durrant, Abigail
    Northumbria Univ, Newcastle Upon Tyne, Tyne & Wear, England..
    Torres, Pablo E.
    UCL Inst Educ, UCL Knowledge Lab, London, England..
    Ulrich, Philip
    Canterbury Christ Church Univ, Canterbury, Kent, England..
    Carr, Amanda
    Canterbury Christ Church Univ, Canterbury, Kent, England..
    Cukurova, Mutlu
    UCL Inst Educ, UCL Knowledge Lab, London, England..
    Downey, Denise
    Cedarwood Trust, North Shields, England..
    McGrath, Phil
    Cedarwood Trust, North Shields, England..
    Balaam, Madeline
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Ferguson, Alice
    Playing Out CIC, Bristol, Avon, England..
    Vines, John
    Northumbria Univ, Newcastle Upon Tyne, Tyne & Wear, England..
    Lawson, Shawn
    Northumbria Univ, Newcastle Upon Tyne, Tyne & Wear, England..
    Designing for Digital Playing Out2019In: CHI 2019: PROCEEDINGS OF THE 2019 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS, ASSOC COMPUTING MACHINERY , 2019Conference paper (Refereed)
    Abstract [en]

    We report on a design-led study in the UK that aimed to understand barriers to children (aged 5 to 14 years) 'playing out' in their neighbourhood and explore the potential of the Internet of Things (IoT) for supporting children's free play that extends outdoors. The study forms a design ethnography, combining observational fieldwork with design prototyping and co-creative activities across four linked workshops, where we used BBC micro:bit devices to co-create new IoT designs with the participating children. Our collective account contributes new insights about the physical and interactive features of micro:bits that shaped play, gameplay, and social interaction in the workshops, illuminating an emerging design space for supporting 'digital playing out' that is grounded in empirical instances. We highlight opportunities for designing for digital playing out in ways that promote social negotiation, supports varying participation, allows for integrating cultural influences, and accounts for the weaving together of placemaking and play.

  • 203.
    Woytuk, Nadia Campo
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Nilsson, Linette
    KTH.
    Liu, Mingxing
    KTH.
    Your Period Rules: Design Implications for Period-Positive Technologies2019In: CHI EA '19 EXTENDED ABSTRACTS: EXTENDED ABSTRACTS OF THE 2019 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS, ASSOC COMPUTING MACHINERY , 2019Conference paper (Refereed)
    Abstract [en]

    In this work, we address the challenges of designing interactive technologies that approach menstruation in a positive way. Building on a Research through Design approach, we underline the tensions emerging from first-hand experiences and reflections in a design workshop. In order to maintain a positive approach, rather than asking participants what problems they encountered while on their period, we asked them what desires they had, and what experiences might help them cope with it. The results of the workshop emphasized the need for reflecting critically on how we perceive menstruation when designing and how viewing menstruation as a problem might perpetuate taboos and distance women's experiences from their bodies. We aim to contribute to the ongoing discussion on designing for women's health in HCI by suggesting implications for researchers and practitioners.

  • 204.
    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.

  • 205.
    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.

  • 206.
    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.

  • 207.
    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.

  • 208. 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.

  • 209.
    Yang, Bin
    et al.
    Xian Univ Architecture & Technol, Sch Bldg Serv Sci & Engn, Xian 710055, Shaanxi, Peoples R China.;Umea Univ, Dept Appl Phys & Elect, S-90187 Umea, Sweden..
    Cheng, Xiaogang
    KTH, School of Electrical Engineering and Computer Science (EECS). Nanjing Univ Posts & Telecommun, Coll Telecommun & Informat Engn, Nanjing 210003, Jiangsu, Peoples R China.;Swiss Fed Inst Technol, Comp Vis Lab, CH-8092 Zurich, Switzerland..
    Dai, Dengxin
    Swiss Fed Inst Technol, Comp Vis Lab, CH-8092 Zurich, Switzerland..
    Olofsson, Thomas
    Umea Univ, Dept Appl Phys & Elect, S-90187 Umea, Sweden..
    Li, Haibo
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Meier, Alan
    Univ Calif Davis, Energy & Efficiency Inst, Davis, CA 95616 USA..
    Real-time and contactless measurements of thermal discomfort based on human poses for energy efficient control of buildings2019In: Building and Environment, ISSN 0360-1323, E-ISSN 1873-684X, Vol. 162, article id UNSP 106284Article in journal (Refereed)
    Abstract [en]

    Individual thermal discomfort perception gives important feedback signals for energy efficient control of building heating, ventilation and air conditioning systems. However, there is few effective method to measure thermal discomfort status of occupants in a real-time and contactless way. A novel method based on contactless measurements of human thermal discomfort status was presented. Images of occupant poses, which are related to thermoregulation mechanisms, were captured by a digital camera and the corresponding 2D coordinates were obtained. These poses were converted into skeletal configurations. An algorithm was developed to recognize different poses related to thermal discomfort, such as hugging oneself or wiping sweat off the brow. The algorithm could recognize twelve thermal discomfort related human poses. These poses were derived from a questionnaire survey of 369 human subjects. Some other human subjects participated in the validation experiments of the proposed method. All twelve thermal discomfort related poses can be recognized effectively.

  • 210.
    Yang, Jiajun
    et al.
    Bielefeld Univ, Citec, Ambient Intelligence Grp, Bielefeld, Germany..
    Hermann, Thomas
    Bielefeld Univ, Citec, Ambient Intelligence Grp, Bielefeld, Germany..
    Bresin, Roberto
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Introduction to the special issue on interactive sonification2019In: Journal on Multimodal User Interfaces, ISSN 1783-7677, E-ISSN 1783-8738, Vol. 13, no 3, p. 151-153Article in journal (Other academic)
  • 211.
    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.

  • 212.
    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.

  • 213.
    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.

  • 214. 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)
  • 215.
    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)
  • 216.
    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.

  • 217. 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)
  • 218.
    Almeida, Teresa (Artist)
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    PERSONAL: International Interdisciplinary Exhibition2018Artistic output (Unrefereed)
2345 201 - 218 of 218
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