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  • 301.
    Hansen, Kjetil Falkenberg
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID. KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH, Musikakustik.
    Bresin, Roberto
    KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH, Musikakustik.
    Friberg, Anders
    KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH, Musikakustik.
    Principles for expressing emotional content in turntable scratching2006Ingår i: Proc. 9th International Conference on Music Perception & Cognition / [ed] Baroni, M.; Addessi, A. R.; Caterina, R.; Costa, M., Bologna: Bonomia University Press , 2006, s. 532-533Konferensbidrag (Refereegranskat)
    Abstract [en]

    Background: Scratching is a novel musical style that introduces the turntable as a musical instrument. Sounds are generated by moving vinyl records with one or two hands on the turntable and controlling amplitude with the crossfader with one hand. With this instrument mapping, complex gestural combinations that produce unique 'tones' can be achieved. These combinations have established a repertoire of playing techniques, and musicians (or DJs) know how to perform most of them. Scratching is normally not a melodically based style of music. It is very hard to produce tones with discrete and constant pitch. The sound is always strongly dependent on the source material on the record, and its timbre is not controllable in any ordinary way. However, tones can be made to sound different by varying the speed of the gesture and thereby creating pitch modulations. Consequently timing and rhythm remain as important candidates for expressive playing when compared to conventional musical instruments, and with the additional possibility to modulate the pitch.Aims: The experiment presented aims to identify acoustical features that carry emotional content in turntable scratching performances, and to find relationships with how music is expressed with other instruments. An overall aim is to investigate why scratching is growing in popularity even if it a priori seems ineffective as an expressive interface.Method: A number of performances by experienced DJs were recorded. Speed of the record, mixer amplitude and the generated sounds were measured. The analysis focuses on finding the underlying principles for expressive playing by examining musician's gestures and the musical performance. The found principles are compared to corresponding methods for expressing emotional intentions used for other instruments.Results: The data analysis is not completed yet. The results will give an indication of which acoustical features DJs use to play expressively on their instrument with musically limited possibilities. Preliminary results show that the principles for expressive playing are in accordance with current research on expression.Conclusions: The results present some important features in turntable scratching that may help explain why it remains a popular instrument despite its rather unsatisfactory playability both melodically and rhythmically.

  • 302.
    Hansen, Kjetil Falkenberg
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID. KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH, Musikakustik.
    Dimitrov, Smilen
    KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH, Musikakustik.
    Using the Reactable as experimental interface for instrument design prototypingIngår i: Organised Sound, ISSN 1355-7718, E-ISSN 1469-8153Artikel i tidskrift (Övrigt vetenskapligt)
    Abstract [en]

    This paper describes an experiment of using an existing hardware platform, the Reactable, to help designing the interaction between three different sound models and instrument interfaces. The aim was to test if prototyping could be facilitated by interacting with models of control actions derivedfrom performance gestures on an intermediate interface. The Reactable isa tangible table-top electronic musical instrument, and the software models include a DJ scratch interface, a virtual turntable, a physics-based sound model representing a bow-and-string interaction, and a physics-based friction sound model for sonification of the user gestures. The interaction was evaluated by two experts: one Reactable musician and one DJ. Their task was to practice expressive, musical performances. Data from the performers were collected through questionnaires and video recordings. The advantages of usinga single, versatile, hardware setup as a designer tool for various interface tasks are discussed. It is suggested how this hardware can be described as an alternative mapping layer.

  • 303.
    Hansen, Kjetil Falkenberg
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID. KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH, Musikakustik.
    Dravins, Christina
    Riga Stradiņs University, Latvia.
    Bresin, Roberto
    KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH, Musikakustik.
    Active Listening and Expressive Communication for Children with Hearing Loss Using Getatable Environments for Creativity2012Ingår i: Journal of New Music Research, ISSN 0929-8215, E-ISSN 1744-5027, Vol. 41, nr 4, s. 365-375Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    This paper describes a system for accommodating active listening for persons with hearing aids or cochlear implants, with a special focus on children at an early stage of cognitive development and with additional physical disabilities. A system called the Soundscraper is proposed and consists of a software part in Pure data and a hardware part using an Arduino microcontroller with a combination of sensors. For both the software and hardware development it was important to always ensure that the system was flexible enough to cater for the very different conditions that are characteristic of the intended user group.The Soundscraper has been tested with 25 children with good results. An increased attention span was reported, as well as positively surprising reactions from children where the caregivers were unsure whether they could hear at all. The sound synthesis methods, the gesture sensors and the employed parameter mapping were all simple, but they provided a controllable and sufficiently complex sound environment even with limited interaction. A possible future outcome of the application is the adoption of long-time analysis of sound preferences as opposed to traditional audiological investigations.

  • 304.
    Hansen, Kjetil Falkenberg
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID. KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH, Musikakustik.
    Dravins, Christina
    Bresin, Roberto
    KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH, Musikakustik.
    Ljudskrapan/The Soundscraper: Sound exploration for children with complex needs, accommodating hearing aids and cochlear implants2011Ingår i: Proceedings of the 8th Sound and Music Computing Conference, SMC 2011 / [ed] Zanolla, Serena; Avanzini, Federico; Canazza, Sergio; de Götzen, Amalia, Sound and Music Computing Network , 2011, s. 70-76Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper describes a system for accommodating active listening for persons with hearing aids or cochlear implants, with a special focus on children with complex needs, for instance at an early stage of cognitive development and with additional physical disabilities. The system is called Ljudskrapan (or the Soundscraper in English) and consists of a software part in Pure data and a hardware part using an Arduino microcontroller with a combination of sensors. For both the software and hardware development, one of the most important aspects was to always ensure that the system was flexible enough to cater for the very different conditions that are characteristic of the intended user group.The Soundscraper has been tested with 25 children with good results. An increased attention span was reported, as well as surprising and positive reactions from children where the caregivers were unsure whether they could hear at all. The sound generating models, the sensors and the parameter mapping were simple, but provided a controllable and complex enough sound environment even with limited interaction.

  • 305.
    Hansen, Kjetil Falkenberg
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID. KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH, Musikakustik.
    Dubus, Gaël
    KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH, Musikakustik.
    Bresin, Roberto
    KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH, Musikakustik.
    Using modern smartphones to create interactive listening experiences for hearing impaired2012Ingår i: TMH-QPSR special issue: Proceedings of SMC Sweden 2012 Sound and Music Computing, Understanding and Practicing in Sweden, ISSN 1104-5787, Vol. 52, nr 1, s. 42-Artikel i tidskrift (Refereegranskat)
  • 306.
    Hansen, Kjetil Falkenberg
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID. KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH, Musikakustik.
    Fabiani, Marco
    KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH, Musikakustik.
    Bresin, Roberto
    KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH, Musikakustik.
    Analysis of the acoustics and playing strategies of turntable scratching2011Ingår i: Acta Acoustica united with Acustica, ISSN 1610-1928, E-ISSN 1861-9959, Vol. 97, nr 2, s. 303-314Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Scratching performed by a DJ (disk jockey) is a skillful style of playingthe turntable with complex musical output. This study focuses on the description of some of the acoustical parameters and playing strategies of typical scratch improvisations, and how these parameters typically are used for expressive performance. Three professional DJs were instructed to express different emotions through improvisations, and both audio and gesturaldata were recorded. Feature extraction and analysis of the recordings are based on a combination of audio and gestural data, instrument characteristics, and playing techniques. The acoustical and performance parameters extracted from the recordings give a first approximation on the functional ranges within which DJs normally play. Results from the analysis show that parameters which are important for other solo instrument performances, suchas pitch, have less influence in scratching. Both differences and commonalities between the DJs’ playing styles were found. Impact that the findings of this work may have on constructing models for scratch performances arediscussed.

  • 307.
    Hansen, Kjetil Falkenberg
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID. KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH, Musikakustik.
    Hiraga, R.
    Li, Zheng
    KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH.
    Wang, Hua
    KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH.
    Music Puzzle: An audio-based computer game that inspires to train listening abilities2013Ingår i: Advances in Computer Entertainment: 10th International Conference, ACE 2013, Boekelo, The Netherlands, November 12-15, 2013. Proceedings / [ed] Dennis Reidsma, Haruhiro Katayose, Anton Nijholt, Springer, 2013, s. 540-543Konferensbidrag (Refereegranskat)
    Abstract [en]

    The Music Puzzle is a computer game for tablets and smartphones using sounds for the gameplay. Just like an original picture is reconstructed from pieces with jigsaw puzzle, an original sound is reconstructed from musical segments with Music Puzzle. Each segment is distorted by shifting the pitch and equalization. To finish the game, the user listens to each segment visualized as pieces on the screen, reorders them, and corrects their pitch and equalization. The game has a possibility for deaf and hard of hearing people to improve their residual hearing ability since the observation shows their concentrating the game with sounds and preference for music.

  • 308.
    Hansen, Kjetil Falkenberg
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Hiraga, Rumi
    Industrial Technology Department, Tsukuba University of Technology.
    The Effects of Musical Experience and Hearing Loss on Solving an Audio-Based Gaming Task2017Ingår i: Applied Sciences, ISSN 2076-3417, Vol. 7, nr 12, artikel-id 1278Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    We conducted an experiment using a purposefully designed audio-based game called the Music Puzzle with Japanese university students with different levels of hearing acuity and experience with music in order to determine the effects of these factors on solving such games. A group of hearing-impaired students (n = 12) was compared with two hearing control groups with the additional characteristic of having high (n = 12) or low (n = 12) engagement in musical activities. The game was played with three sound sets or modes; speech, music, and a mix of the two. The results showed that people with hearing loss had longer processing times for sounds when playing the game. Solving the game task in the speech mode was found particularly difficult for the group with hearing loss, and while they found the game difficult in general, they expressed a fondness for the game and a preference for music. Participants with less musical experience showed difficulties in playing the game with musical material. We were able to explain the impacts of hearing acuity and musical experience; furthermore, we can promote this kind of tool as a viable way to train hearing by focused listening to sound, particularly with music.

  • 309.
    Hansen, Kjetil Falkenberg
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID. KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH, Musikakustik.
    Li, Zheng
    Wang, Hua
    A music puzzle game application for engaging in active listening2012Ingår i: Proceedings of 97th Information Science and Music (SIGMUS) Research Conference, Tokyo: Information Processing Society of Japan, 2012Konferensbidrag (Refereegranskat)
  • 310.
    Hansen, Kjetil Falkenberg
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID. Södertörn University.
    Normark, Maria
    Södertörn University.
    Tutored academic writing as motivation and a formative assessment for learning2015Ingår i: KTH Scholarship of Teaching and Learning, Stockholm, 2015, s. 31-Konferensbidrag (Refereegranskat)
  • 311.
    Hansen, Kjetil Falkenberg
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID. KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH, Musikakustik.
    Thordarson, Hilmar
    Karlsson, Haraldur
    How interactive are interactive installations?: How musical are musical interfaces? Testing interactivity and playability in students' projects2006Ingår i: Proceedings of NoMute / [ed] Tro, Jan, Trondheim, Norway, 2006, s. 23-27Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper describes the results and experiences from an experiment at The Tone and Video Lab at Listaháskóli Íslands sponsored by ConGAS, European cost action 287. Emphasis was to look at interactive interfaces, and the research aimed at finding a correspondence between how the interaction with an art piece looked, its potential for allowing interaction and expressive communication, and its appeal. Questionnaires were used to study aspects such as expressivity and playability. Most artists have a quite good appreciation on how their piece will be experienced. The results show some tendencies with regards to how easy it is to interact compared to the potential for practising skilled performances. How attractive the interaction looks seems to be of less importance.

  • 312.
    Hansen Vedal, Amund
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Comparing performance of convolutional neural network models on a novel car classification task2017Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Nya neurala nätverksframsteg har lett till modeller som kan användas för en mängd olika bildklasseringsuppgifter, och är därför användbara många av dagens medietekniska applikationer. I detta projektet tränar jag moderna neurala nätverksarkitekturer på en nyuppsamlad bilbild-datasats för att göra både grov- och finkornad klassificering av fordonstyp. Resultaten visar att neurala nätverk kan lära sig att skilja mellan många mycket olika bilklasser,  och även mellan några mycket liknande klasser. Mina bästa modeller nådde 50,8% träffsäkerhet vid 28 klasser och 61,5% på de mest utmanande 5, trots brusiga bilder och manuell klassificering av datasetet.

  • 313.
    Hasselqvist, Hanna
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID. Skolan för datavetenskap och kommunikation (CSC), Centra, KTH, Skolan för arkitektur och samhällsbyggnad (ABE), Centra, Centre for Sustainable Communications, CESC, Green Leap.
    Designing for (Hidden) Energy Responsibilities2016Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    In the field of Sustainable Human-Computer Interaction, there are many examples of research exploring how ICT can be used to influence people’s energy use. Typically, this research focuses on domestic electricity use and on how to persuade individuals to reduce or change their use of electricity. However, the effectiveness of such approaches has been questioned and it has been proposed to look beyond the individual to the communities, corporations and governments that affect people’s practices. In my PhD work I have studied roles and responsibilities that could influence energy related practices for the cases of personal transportation needs and energy use in apartment buildings. I have also analysed how ICT, together with other interventions, could support a more sustainable use of energy and identified important design aspects for such support. These initial findings are presented and discussed together with suggestions for directions of future work.

  • 314.
    Hasselqvist, Hanna
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Bogdan, Cristian
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Design with people in multi-disciplinary, multi-cultural project consortia: A set of Guidelines2014Konferensbidrag (Övrigt vetenskapligt)
  • 315.
    Hasselqvist, Hanna
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Bogdan, Cristian
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Designing for Energy Engagement in Housing Cooperatives2015Konferensbidrag (Refereegranskat)
    Abstract [en]

    Within the current Swedish housing market it is increasingly difficult to get a contract for a rental apartment, therefore people who might have had public housing as a first choice are forced to buy an apartment instead. When buying apartments they become part of housing cooperatives whereby the residents have in theory a high power to influence their living environment, but few people take advantage of that power.

    We have studied housing cooperative engagement in Stockholm, Sweden, related to collective energy issues and the opportunities of supporting such engagement with design of interactive technologies. In this paper we present the results of a case study of amateur energy management in housing cooperatives and a concept for a housing cooperative energy app that aims both to support the work of energy managers and to provide other members with a low-effort entrance to collective energy matters.

  • 316.
    Hasselqvist, Hanna
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Bogdan, Cristian
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Jeon, Ahrum
    Aalto University/HIIT.
    Kankainen, Anu
    Aalto University/HIIT.
    Tackling the “unknown sustainability” with service design methods: two case studies2014Ingår i: XXIV International RESER Conference 2014: Services and New Societal Challenges : Innovation for Sustainable Growth andWelfare, 2014, s. 544-559Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    In this paper we will present two explorative service design cases focusing on sustainable services in smart cities. After an introduction to our thematic area we will describe the two cases and the service design methods used. In the conclusion we will discuss the lessons learned from applying service design tools in collaboration with citizens and other stakeholders.

  • 317.
    Hasselqvist, Hanna
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Bogdan, Cristian
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Kis, Filip
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Linking Data to Action: Designing for Amateur Energy Management2016Ingår i: DIS 2016 - Proceedings of the 2016 ACM Conference on Designing Interactive Systems: Fuse, Association for Computing Machinery (ACM), 2016, s. 473-483Konferensbidrag (Refereegranskat)
    Abstract [en]

    Design of eco-feedback has primarily aimed at persuading individuals to change behaviours into more environmentally sustainable ones. However, it has been questioned how effective such feedback is in supporting long-term change. As an alternative focus for energy feedback, we present a case study of amateur energy management work in apartment buildings owned by housing cooperatives, and the design of an app that aims to stimulate and support cooperatives in taking energy actions that significantly reduce the cooperative’s collective energy use. By linking energy data to energy actions, the users can see how actions taken in their own and other cooperatives affected the energy use, learn from each other’s experiences and become motivated as energy amateurs. Based on our housing cooperative case, we reflect on design aspects to consider when designing for energy management in amateur settings.

  • 318.
    Hasselqvist, Hanna
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Bogdan, Cristian
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Romero, Mario
    KTH, Skolan för datavetenskap och kommunikation (CSC), High Performance Computing and Visualization (HPCViz).
    Shafqat, Omar
    KTH, Skolan för industriell teknik och management (ITM), Energiteknik, Tillämpad termodynamik och kylteknik.
    Supporting Energy Management as a Cooperative Amateur Activity2015Ingår i: Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, ACM Digital Library, 2015, s. 1483-1488Konferensbidrag (Refereegranskat)
    Abstract [en]

    There is increasing concern regarding current energy feedback approaches as they focus on the individual level, and mostly on household electricity, while the bulk of energy use often lies in heating and cooling. The aim is typically to change user routines, which does not bring a long-lasting impact. In our case study, we address these concerns for apartment buildings by looking at housing cooperatives, the dominant form of apartment ownership in the Nordic countries. These cooperatives manage the heating costs in common and therefore have a large potential for energy saving through long-lasting improvements and investments. We also emphasise the amateur nature of energy work within such cooperatives and consider the implications of our field study findings, interpreted through these amateur and cooperative perspectives, for the design of interactive artefacts.

  • 319.
    Hasselqvist, Hanna
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID. KTH, Skolan för datavetenskap och kommunikation (CSC), Centra, Skolan för arkitektur och samhällsbyggnad (ABE), Centra, Centre for Sustainable Communications, CESC, Green Leap.
    Hesselgren, Mia
    KTH, Skolan för industriell teknik och management (ITM), Maskinkonstruktion (Inst.), Produkt- och tjänstedesign. KTH, Skolan för datavetenskap och kommunikation (CSC), Centra, Skolan för arkitektur och samhällsbyggnad (ABE), Centra, Centre for Sustainable Communications, CESC, Green Leap.
    Bogdan, Christian
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Challenging the Car Norm: Opportunitites for ICT to Support Sustainable Transportation Practices2016Ingår i: CHI '16 Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, ACM Digital Library, 2016, s. 1300-1311Konferensbidrag (Refereegranskat)
    Abstract [en]

    The use of practices as a unit of analysis has been suggested in order to scale up efforts within sustainable HCI and to shift the focus from changing individual behaviours to supporting transitions at a societal level. In this paper, we take a practice approach to the case of sustainable transportation, and more specifically to car-free transportation. Car use is intertwined in many practices and managing life without a car is difficult, particularly for people in contexts where owning at least one car per family is the norm. We studied three families in Stockholm who replaced their cars with different combinations of light electric vehicles during one year. From the families' experiences, we identified a number of opportunities for designers of interactive technologies to support environmental pioneers in the particular case of car-free living, as well as to support transitions towards sustainable practices in general.

  • 320.
    Hedin, Björn
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    How Much Carbon Dioxide Do I Emit?2017Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    Most people’s lifestyles result in far more CO2 emissions than what is sustainable. I have used a combination of tools to track my own CO2 emissions from the three areas (food, travel, and general consumption) which account for about 80% of Swedish household CO2 emissions. 

  • 321.
    Hedin, Björn
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    LCAFDB - A Crowdsourced Life Cycle Assessment Database for Food2017Ingår i: The Fifth IFIP Conference on Sustainable Internet and ICT for Sustainability, Funchal, Portugal – December  6-7, 2017, Institute of Electrical and Electronics Engineers (IEEE), 2017, s. 88-90Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper presents LCAFDB, a crowdsourced database for collecting Life Cycle Assessment data for foodstuff. Such an open database is useful to facilitate the development of feedback systems about greenhouse gas (GHG) emissions for food. We describe the design challenges encountered while we developed the system and our solutions. We also exemplify by a number of applications developed that use this database. 

  • 322.
    Hedin, Björn
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Peer Feedback in Academic Writing Using Google Docs2012Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper describes a method for students to give each other written feedback in academic writing using a Google Docs as a Social Annotation (SA) tool. Student attitudes to using this method has been evaluated, along with their attitudes towards using digital documents as opposed to paper based documents in various education related situations. The results show that the method described was highly appreciated, and furthermore showed that the students in the study already read digitally distributed documents on screen rather than printing them, and that they were very positive to using digital documents rather than paper based documents. It is argued that the method used can be generalized to other kinds of document based discussions such as seminars discussing papers, and that the positive attitude towards using digital documents can be further increased with current and upcoming technical solutions such as HTML5 and the iPad.

  • 323.
    Hedin, Björn
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Reducing Barriers of Publishing Lectures on the Web2015Ingår i: KTH Scholarship of Teaching and Learning 2015, KTH Royal Institute of Technology, 2015Konferensbidrag (Refereegranskat)
    Abstract [en]

    Publishing lectures on the web, or lecture casting, can have several advantages [1] and student experiences from using lecture casts have been very positive [2]. For example students are not bound to a specific time and place and there are possibilities to watch whole or parts of lectures several times. However, the use of lecture casts is not very widespread, and there are a number of reasons why a teacher might be hesitant to lecture casting. In this roundtable we presents the results and experiences from using one specific method of lecture casting which address a number of these reasons. 1) teachers’ anxiety over appearing in a video, 2) cost and ease of producing and distributing the lecture and 3) difficulties to update lecture casts. The method is to use narration-mode in PowerPoint and to publish the result using BrainShark, one of several available web-based tools for publishing narrated PowerPoint lectures on the web. This method has several advantages. First, publishing only voice and slides is a lower mental barrier for the lecturer than to also include a video of the lecturer. Second the technical threshold is very low. The only equipment needed is the computer with the PowerPoint presentation and optionally an external microphone. The entire production and distribution is also handled by the lecturer alone, no technical personnel is needed which also greatly reduces the cost and administrative overhead of publishing lectures. Third, the lecture-casts are easy to update, since individual slides can be added, removed, or re-recorded without re-recording the entire lecture. Our tests show that the production time of recording and distributing a lecture cast is only marginally longer than giving the lecture in class, and that no technical expertise or extensive instructions are necessary, making the method available to all teachers.

  • 324.
    Hedin, Björn
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Teaching Procrastination - A Way of Helping Students to Improve their Study Habits2012Konferensbidrag (Refereegranskat)
    Abstract [en]

    Procrastination, or to against better judgment postpone a task, is a very common problem in general, and for university students in particular where about 50% procrastinate consistently and problematically. In learning contexts, procrastination leads to cramming strategies, where the major part of studying activities occurs close to the exam instead of spreading the learning over time, which generally is believed to give better learning.

    This paper describes a course module on procrastination and the preliminary results from running the module with about 230 students in media technology.

  • 325.
    Hedin, Björn
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    The Academic Career System: An Example of Gamification Gone Wrong2015Ingår i: The Gamification of Work, Paris, November 20, 2015 / [ed] Emmanuelle Savignac, 2015Konferensbidrag (Refereegranskat)
    Abstract [en]

    In the academic career system today there is an increasing emphasis on competition for funding, measuring, comparing, achievements and academic titles. In many ways, this can be considered a form of gamification. This paper analyzes the academic career system from a gamification perspective. The analysis shows that many parts of the academic system can be seen as examples of a gamified system gone all wrong, where the incentives are based on extrinsic motivation rather than intrinsic motivation. It is argued that, from a gamification perspective, many parts of the current academic career system actually works against its purpose of creating environments for producing excellent research. 

  • 326.
    Hedin, Björn
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Bälter, Olle
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Tobiasson, Helena
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Promenadseminarier - en seminarieform för ökad kvalitet och hälsa2014Ingår i: LTHs 8:e Pedagogiska Inspirationskonferens, Lund, December 17, 2014, Lund University , 2014Konferensbidrag (Övrigt vetenskapligt)
    Abstract [sv]

    Stillasittande beteende är ett ökande hälsoproblem i västvärlden, så även bland studenter som i undervisnings- och studiesituationer oftast sitter. Vi har undersökt möjligheterna att genomföra seminarier i promenadform, där inte bara hälsovinster kan uppnås utan även att seminarierna i sig blir bättre. Resultaten visar att en stor majoritet av studenterna i studien föredrog promenadseminarier framför traditionella seminarier, där framför allt ökat välmående efter seminarierna uppnåddes, men även förbättrad kommunikation och förbättrad kvalitet. En överväldigande majoritet önskade också att promenadseminarier kunde erbjudas på fler kurser.

  • 327.
    Hedin, Björn
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Claesson, Philip
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Odqvist, Patrik
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Visualizing Carbon Footprint from School Meals2017Ingår i: The Fifth IFIP Conference on Sustainable Internet and ICT for Sustainability, Funchal, Portugal – December  6-7, 2017, Institute of Electrical and Electronics Engineers (IEEE), 2017, s. 91-93Konferensbidrag (Refereegranskat)
    Abstract [en]

    Food is a major contributor of greenhouse gases in the world. Changing what you eat to a less greenhouse gas intensive diet can have a major impact on the greenhouse gas emission. While campaigns and efforts about changing diets directed towards individuals have a potential to reduce total greenhouse gases, efforts directed towards institutional producers of meals have much greater potential to have impact since just a few key players need to be affected. In this paper, we describe a system we have developed for calculating carbon footprint for school meals, making it possible for decisions makers to compare schools with each other, and identify schools with both low footprint (who can serve as good examples) and schools with high footprints (who have the greatest possibility to change). Preliminary results from 10 schools in the Stockholm area are also presented. 

  • 328.
    Hedin, Björn
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC).
    Fällström, F.
    Löffler, H.
    Nordqvist, S.
    Stenberg, Johan
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign.
    XML-based IFRA¬track: the glue for integration in business-wide media workflow management systems2000Ingår i:  XML Europe 2000 Proceedings, 2000, s. 931-936Konferensbidrag (Refereegranskat)
  • 329.
    Hedin, Björn
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Katzeff, Cecilia
    KTH, Skolan för arkitektur och samhällsbyggnad (ABE), Hållbar utveckling, miljövetenskap och teknik, Strategiska hållbarhetsstudier.
    Eriksson, Elina
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Pargman, Daniel
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    En systematisk forskningsöversikt av digitala interventioner för mer hållbara beteenden kring livsmedelskonsumtion2019Rapport (Övrigt vetenskapligt)
    Abstract [sv]

    Livsmedelsproduktion och livsmedelskonsumtion medför stora hållbarhetsutmaningar, och det blir allt viktigare att hitta sätt att minska miljöpåverkan orsakad av mat, till exempel genom beteendeförändringar hos konsumenterna. Under de senaste åren har digitala interventioner blivit viktiga verktyg för att förändra beteenden på många områden. I detta projekt har vi gjort en systematisk forskningsöversikt där vi gått igenom forskningsläget rörande digitala beteendeinterventioner för hållbar matkonsumtion. Vi har utgått från PRISMA-checklistan för hur sådana systematiska forskningsöversikter ska genomföras, och vi har genomsökt flera forskningsdatabaser för att hitta vetenskapliga artiklar som rör mat, hållbarhet och digitala beteendeinterventioner. Endast studier där de digitala interventionerna har implementerats och testats ur ett förändringsperspektiv har inkluderats, vilket resulterade i 15 primära studier som ingått i vår slutliga granskning. Kvaliteten på studierna utvärderades ur ett beteendeförändringssperspektiv, och de metoder för beteendeförändring som använts har kategoriserats med hjälp av två ramverk, “Behavior Change Wheel” och “Behavior Change Technique taxonomy v1”. Resultaten visade att alla inkluderade studier hade stora kvalitetsproblem när de utvärderades ur ett beteendeförändrings-perspektiv. Det innebär att vi inte kunde hitta några resultat som visade på om de digitala beteendeinterventionerna som undersöktes fungerade eller ej. De flesta studier saknade vidare en teoretisk bas för hur eller varför interventionerna skulle kunna leda till beteendeförändring för mer hållbar livsmedelskonsumtion. Vår huvudsakliga rekommendation för framtida forskning inom området är att gå vidare från en utforskande fas till att genomföra vetenskapliga studier med tydligare teoretisk bas och metodik.

  • 330.
    Hedin, Björn
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Lundström, Anton
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Westlund, Magnus
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Markström, Erik
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    The Energy Piggy Bank - A Serious Game for Energy Conservation2017Ingår i: The Fifth IFIP Conference on Sustainable Internet and ICT for Sustainability, Funchal, Portugal,  December  6-7, 2017, Institute of Electrical and Electronics Engineers (IEEE), 2017, s. 26-31Konferensbidrag (Refereegranskat)
    Abstract [en]

    Serious games have attracted much attention recently and are used to in an engaging way support for example education and behavior change. In this paper, we present a serious game designed for helping people learn about their own energy consumption and to support behavior change towards more sustainable energy habits. We have designed the game for all the four Bartle Player Types, a taxonomy used to identify different motivations for playing games. Engagement of the participants has been evaluated using the Intrinsic Motivation Inventory, and we have measured self-assessed future behavior change. We found a statistically significant positive correlation between self-assessed future behavior change and perceived value/usefulness of the application independent of player type. Our study indicates the player type “Achievers” might perform better using this type of application and find it more enjoyable, but that it can be useful for learning energy conserving behavior independent of player type. 

  • 331.
    Hedin, Björn
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Pargman, Daniel
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Educational use of Social Annotation Systems for Peer Feedback2015Ingår i: KTH Scholarship of Teaching and Learning 2015, KTH Royal Institute of Technology, 2015Konferensbidrag (Refereegranskat)
    Abstract [en]

    Social annotation systems provide a way for several students to annotate shared documents in an online environment (Novak, Razzouk & Johnson, 2012). We have for a number of years used social annotation systems in order to allow students to comment on each other's work, and have very positive experiences for using it in academic writing in bachelor theses (Hedin, 2012, Pargman, Hedin, Hrastinski, 2013). In this roundtable we present and demonstrate the method that is used, and add the experiences from using social annotation systems in two other courses, with more strict guidelines for what constitutes good feedback practice inspired by Nicol & Macfarlane-Dick (2006), and by De Bono’s Six thinking hats (De Bono, 1999). After introducing social annotation systems in bachelor thesis writing, the throughput has increased from 78% to almost 100%, even though a causal effect cannot be established. The attitudes of the students have been very positive, where both giving and receiving feedback to and from fellow students has been seen as activities well worth the effort. The feedback guidelines have increased the quality of the feedback given by freshmen students.

  • 332.
    Hedin, Björn
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Pargman, Daniel
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Bälter, Olle
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Sagan om examensringen - en akademisk tragedi2015Ingår i: LTHs 9:e Pedagogiska Inspirationskonferens, 15 december 2016, Lund, 2015Konferensbidrag (Refereegranskat)
    Abstract [sv]

    —Hur ska vi som anställda vid universitet och högskolor förhålla oss till frågor såsom tillit, kontroll och likabehandling i förhållande till våra studenter? Tillit, kontroll och likabehandling är alla lovvärda och viktiga, men i daglig verksamhet kan de komma i konflikt med varandra. Vi vill vid denna roundtable lyfta dessa konflikter, och väljer att exemplifiera problematiken med ett konkret fall. Vi hoppas detta exempel dels kan belysa problem vi kan ställas inför, och dels tjäna som grund för en diskussion och för konstruktivt erfarenhetsutbyte om hur vi rent praktiskt ska agera i dessa typer av situationer.

  • 333.
    Hedin, Björn
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Zapico, Jorge
    Kilowh.at – Increasing Energy Awareness Using an Interactive Energy Comparison Tool2017Ingår i: Persuasive Technology: Development and Implementation of Personalized Technologies to Change Attitudes and Behaviors: 12th International Conference, PERSUASIVE 2017, Amsterdam, The Netherlands, April 4--6, 2017, Proceedings. / [ed] P.W., Oinas-Kukkonen, H., Siemons, L., Beerlage-de Jong, N., and van Gemert-Pijnen, L., Amsterdam: Springer, 2017, s. 175-185Konferensbidrag (Refereegranskat)
    Abstract [sv]

    Reducing the use of energy is important for several reasons, such as saving money and reducing impact on the climate. However, the awareness among non-experts of how much energy is required by different activities is generally low, which can lead to wrong prioritizations. In this study, we have developed an interactive tool to increase “energy awareness”. A group of 58 students first did a test to benchmark their current energy awareness, then tried the tool for 10 min, and then did the same test immediately after trying the proto‐ type and one week after trying the prototype. In addition, they answered questions regarding which, if any, of the energy requirement of different activities surprised them, any thoughts about their own energy use aroused after using the prototype and what they thought about using the tool compared to more conventional methods of learning. The results showed a significant learning effect in energy awareness with a very strong effect size of 1.689, that they were most surprised by the energy required to produce a hamburger, 39 of 58 explicitly said they intended to change one or more aspects in order to improve their energy use, where 24 actions involved changing habits and 18 actions was of a one-time investment character. The attitude towards using such a tool instead of more conventional learning was very good and the words most frequently used to describe the tool was good, simple and easy to use, fun, and interesting, but five users also said they were bored after a while. In total the results indicate that using an interactive tool like this even for a limited time is a good way to in an efficient and fun way increase energy awareness. 

  • 334.
    Hedman, Anders
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Karvonen, N.
    Hallberg, J.
    Merilahti, J.
    Designing ICT for Health and Wellbeing an Allostatic, Behavioral-Change Approach to a Monitoring and Coaching App2014Ingår i: Ambient Assisted Living and Active Aging 6th International Work-conference, Iwaal 2014, Belfast, Uk December 2-5 2014 Proceedings, Springer, 2014, s. 244-251Konferensbidrag (Refereegranskat)
    Abstract [en]

    We are developing a monitoring and coaching app for health and wellbeing based on (1) an allostatic model of adaption combined with (2) behavioural change theory and (3) user-oriented design. The (1) allostatic model comes from stress research and was introduced to explain how human health and wellbeing can be maintained. It suggests that human health and wellbeing is a complex multidimensional phenomenon that needs to be understood holistically. We have used this model to incorporate the dimensions of human health and wellbeing that are key for stress reduction: physical and social activity and sleep. The allostatic model can allow us to understand human health and wellbeing but it does not tell us how to support the behavioural changes needed in order to reach a healthy state of allostasis. For this we rely on (2) theory of behavioural change. This article describes how we have integrated (1-3) into the system design and reports from an initial workshop with users.

  • 335.
    Heeffer, Caspar Johannes Henricus
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Long-term engagement in interactive playgrounds2015Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    This thesis lays a base in the yet unexplored field of long-term engagement in interactive playgrounds. Children use the playgrounds at their schools and in their neighbourhoods all their childhood. Therefore these playgrounds have to keep the children engaged over a long time. Furthermore, children increasingly adopt a sedentary life style, exchanging outdoor play for computer games. By incorporating the digital and interactive enticing aspects of computer games in outdoor playgrounds, researchers aim to reverse this trend. This thesis combines the two aforementioned aspects in one research question: How to design for long-term engagement in interactive playgrounds.

    The research question is answered from two perspectives: a theoretical and a design research perspective, both contributing in their own way to the current body of knowledge in their fields. The theoretical perspective answers the question by proposing three theoretically justified design guidelines, based in Self Determination Theory: challenge, adaptability and relatedness.

    The design research perspective answers the question by presenting a design of an interactive playground which incorporates the proposed design guidelines. A four day evaluation of the design validated if the design enticed the type of play described by the design guidelines.

    The evaluation was performed at an elementary school where 240 children freely played in the designed playground during their regular breaks for four days. Data was collected by observation and note-taking. The data was then analysed using a form of content analysis.

    Findings include that interactive sound has both inviting and engaging capabilities, useful for long-term engagement, while light is of less importance. Secondly, the iterative design process proved to be valuable for developing for long-term engagement. Lastly, the prototypes elicited the play they were designed for using the guidelines. However, a decline in use over the four days of evaluation indicates that a longitudinal study is necessary to further validate the design and design guidelines.

  • 336.
    Heickerö, Roland
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Industrial espionage and theft of information2015Konferensbidrag (Refereegranskat)
    Abstract [en]

    One of the most serious threats to a modern country’s trade, industry and long-term economic development is industrial espionage and insiders. The activities are directed against high-technological industries and companies with advanced basic research. The defence and telecoms sectors are of particular interest, just as biotechnics, medical and material technology. Behind this kind of espionage there may be individual states and security services as well as competing companies. One trend is that criminal players are getting involved both as thieves and fences of information. Computerisation and the development of the Internet drastically increase the possibility of procuring sensitive information through illegal means. This can be done in different ways. In the paper a number of examples are provided of how industrial espionage has been revealed and of the methods used during collection of information over the Internet – such as signals intelligence, monitoring of traffic, penetration and overtaking of computers with the aid of trojans. Examples are given on succesful cybertheft operations such as the operation Buckshot Yankee and the Chinese Ghostnet.

    The paper ends with a discussion on how to improve information security in organisations in order to reduce the risks for illegitimate information drainage.

     

     

     

  • 337.
    Heickerö, Roland
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Russia's Information Warfare Capabilities2015Ingår i: Current and Emerging Trends in Cyber Operations: Policy, Strategy and Practice / [ed] Frederic Lemieux, Palgrave Macmillan, 2015Kapitel i bok, del av antologi (Refereegranskat)
  • 338.
    Heintz, Fredrik
    et al.
    Linköping University.
    Berglund, Aseel
    Linköping University.
    Hedin, Björn
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Kann, Viggo
    KTH, Skolan för datavetenskap och kommunikation (CSC), Teoretisk datalogi, TCS.
    En jämförelse mellan programsammanhållande kurser vid KTH och LiU2015Konferensbidrag (Refereegranskat)
    Abstract [sv]

    Programsammanhållande kurser där studenter från årskurs 1-3 gemensamt reflekterar över teman med koppling till deras studier och framtida yrkesliv finns på både KTH och Linköpings universitet (LiU). Syftet med kurserna är främst att skapa en helhet i utbildningen och ge förståelse för vad den leder till, genom att få studenterna att reflektera över sina studier och sin kommande yrkesroll. Detta leder förhoppningsvis till ökad genomströmning och minskade avhopp. Kurserna har gemensamt ursprung men har utvecklats i olika riktningar. Artikeln jämför tre programsammanhållande kurser för Datateknik KTH, Medieteknik KTH samt Data- och mjukvaruteknik Linköpings universitet.

  • 339.
    Helgeson, Björn
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    The Swedish Wikipedia Gender Gap2015Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Andelen kvinnor som redigerar engelskspråkiga Wikipedia har visats vara väldigt låg. Syftet med detta arbetet är att undersöka om andelen ser likadan ut på den Svenskspråkiga siten också, samt undersöka de bakomliggande orsakerna.

    För att göra detta används tre metoder. Först görs en literaturstudie som behandlar kvinnor inom programmering och hur Wikipedia fungerar och dess grundande. Därefter mäts användarbeteende och aktivitetsnivåer genom en databasanalys på redigerare och redigeringar. slutligen distribuerades en webb-enkät riktad till både läsare och redigerare av svenskspråkiga Wikipedia, med runt 2700 svaranden.

    Resultaten visar att det finns en stor snedfördelning och att endast mellan 13-19% av redigerare är kvinnor. Resultaten påvisar inte några särskilda negativa uppfattningar hos läsare om Wikipedia eller dess gemenskap. Däremot uppgav kvinnor i signifikant högre utsträckning att en viktig anledning till att de inte bidrog till encyklopedin var att de inte upplevde sig tillräckligt kompetenta. Datorvana fanns vara en viktig faktor till att testa på att redigera första gången, och Wikipedias koppling till en mans-dominerad programmeringskultur diskuteras som en faktor till den låga andelen kvinnor. Wikipedias policies och riktlinjer och dess sammankoppling med skillnader i män och kvinnors kommunikationsstilar på internet diskuteras även.

  • 340.
    Helms, Karey
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Leaky Objects: Implicit Information, Unintentional Communication2017Ingår i: DIS '17 Companion: Proceedings of the 2017 ACM Conference Companion Publication on Designing Interactive Systems, ACM Digital Library, 2017, s. 182-186Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper introduces the concept of leaky objects to describe the phenomenon in which shared objects unintentionally reveal implicit information about individual or collective users. This leaking of implicit information changes our individual interactions with objects to through objects, enabling expressive communication and ambiguous speculation. The aim of this paper is raise awareness of this phenomenon through an ongoing autobiographical design probe in which remote interpersonal communication through a connected object is being explored, and raise questions regarding the potential implications for designers.

  • 341. Henriksson, Hanna
    et al.
    Bonn, Stephanie E
    Bergström, Anna
    Bälter, Katarina
    Bälter, Olof
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Delisle, Christine
    Forsum, Elisabet
    Löf, Marie
    A New Mobile Phone-Based Tool for Assessing Energy and Certain Food Intakes in Young Children: A Validation Study2015Ingår i: JMIR mhealth and uhealth, E-ISSN 2291-5222, Vol. 3, nr 2Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Background: Childhood obesity is an increasing health problem globally. Obesity may be established already at pre-school age. Further research in this area requires accurate and easy-to-use methods for assessing the intake of energy and foods. Traditional methods have limited accuracy, and place large demands on the study participants and researchers. Mobile phones offer possibilities for methodological advancements in this area since they are readily available, enable instant digitalization of collected data, and also contain a camera to photograph pre- and post-meal food items. We have recently developed a new tool for assessing energy and food intake in children using mobile phones called the Tool for Energy Balance in Children (TECH).

    Objective: The main aims of our study are to (1) compare energy intake by means of TECH with total energy expenditure (TEE) measured using a criterion method, the doubly labeled water (DLW) method, and (2) to compare intakes of fruits and berries, vegetables, juice, and sweetened beverages assessed by means of TECH with intakes obtained using a Web-based food frequency questionnaire (KidMeal-Q) in 3 year olds.

    Methods: In this study, 30 Swedish 3 year olds were included. Energy intake using TECH was compared to TEE measured using the DLW method. Intakes of vegetables, fruits and berries, juice, as well as sweetened beverages were assessed using TECH and compared to the corresponding intakes assessed using KidMeal-Q. Wilcoxon matched pairs test, Spearman rank order correlations, and the Bland-Altman procedure were applied.

    Results: The mean energy intake, assessed by TECH, was 5400 kJ/24h (SD 1500). This value was not significantly different (P=.23) from TEE (5070 kJ/24h, SD 600). However, the limits of agreement (2 standard deviations) in the Bland-Altman plot for energy intake estimated using TECH compared to TEE were wide (2990 kJ/24h), and TECH overestimated high and underestimated low energy intakes. The Bland-Altman plots for foods showed similar patterns. The mean intakes of vegetables, fruits and berries, juice, and sweetened beverages estimated using TECH were not significantly different from the corresponding intakes estimated using KidMeal-Q. Moderate but statistically significant correlations (ρ=.42-.46, P=.01-.02) between TECH and KidMeal-Q were observed for intakes of vegetables, fruits and berries, and juice, but not for sweetened beverages.

    Conclusion: We found that one day of recordings using TECH was not able to accurately estimate intakes of energy or certain foods in 3 year old children.

  • 342. Herrera, Mikael
    et al.
    Schierbeck, Georg
    Hansen, Kjetil Falkenberg
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID. KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH, Musikakustik.
    Disadvantages of using non-linear video in shallow learning situations – a critical perspective on current trends2017Ingår i: KTH Scholarship of Teaching and Learning, KTH ECE , 2017Konferensbidrag (Refereegranskat)
    Abstract [en]

    Video learning material is becoming more expected in education with its reported benefits to in-person lectures and knowledge transfer [1, 2]. Modern educational methods such as flipped classroom and MOOCs implement video as a learning resource. Furthermore, traditional linear (although asynchronous) video has long been challenged by nonlinear video, both in terms of having interactive material [3] and sectioned, indexed contents. Non-linear video has advantages: interactive transcript functions and searchability contribute to non-linear operation, which in turn streamline access to information [4]. Video material can arguably be seen as accommodating shallow learning and an intermediary to be processed in further teaching activities. While nonlinear video is being adopted by learning platforms, we argue that it is important to discuss its capacity for knowledge transfer. We investigated the non-linear way of using video with a critical approach [5]; in particular whether non-linear video streamlines the retrieval of information. The study highlights what might affect the learning negatively. In an observational experiment, the same video was presented to ten participants divided equally into two groups, receiving, respectively, linear video and non-linear video. To observe the efficacy and differences between the groups, subjects were in a controlled environment presented with questions that could only be answered from having seen the video. Participants were given 12 minutes to use video the contents and answer ten questions. The linear group correctly answered 72% of the questions whereas the non-linear answered 64%. The difference between the groups’ interactions has a p-value of 0.061 on a two-tailed t-test, and we therefore suggest that the amount of interactions can to some extent explain the inferior results of the non-linear group. References [1] Bishop JL, and Verleger MA (2013). The flipped classroom: A survey of the research. In: ASEE National Conference, Paper ID #6219. [2] Kim J, (2013). Toolscape: enhancing the learning experience of how-to videos. In: CHI 2013, pp. 2707-2712. [3] Zhang D, Zhou L, Briggs RO, and Nunamaker Jr. JF. (2006). Instructional video in e-learning: Assessing the impact of interactive video on learning effectiveness. Information & Management, 43:1, pp. 15-27. [4] Pavel A, Reed C, Hartmann B, and Agrawala M (2014). Video digests: A browsable, skimmable format for informational lecture videos. In: ACM UIST symposium, pp. 573-582. [5] Bardzell, J & Bardzell, S. (2013). What is ”Critical” about Critical Design? In: CHI 2013, pp. 3297-3306.

  • 343.
    Hesselgren, Mia
    et al.
    KTH, Skolan för industriell teknik och management (ITM), Maskinkonstruktion (Inst.), Produkt- och tjänstedesign. KTH, Skolan för datavetenskap och kommunikation (CSC), Centra, Skolan för arkitektur och samhällsbyggnad (ABE), Centra, Centre for Sustainable Communications, CESC, Green Leap.
    Hasselqvist, Hanna
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID. KTH, Skolan för datavetenskap och kommunikation (CSC), Centra, Skolan för arkitektur och samhällsbyggnad (ABE), Centra, Centre for Sustainable Communications, CESC, Green Leap.
    Giving car-free life a try: Designing seeds for changed practices2016Ingår i: Proceedings of DRS 2016, Design Research Society 50th Anniversary Conference. Brighton, UK, 27–30 June 2016., Design Research Society, 2016Konferensbidrag (Refereegranskat)
    Abstract [en]

    For sustainable practices to emerge, they have to be tried out. In the design intervention A Car-free Year, we studied the particularities of three families’ changed practices. With a collaborative mind-set, the practices’ constituting elements were analysed, and their intertwined links followed, forming possible design concepts. When designing these seeds for changed practices, we have found, through the knowledge gained from the participants’ different perspectives, possibilities to design initiatives that could enable more people to live car-free. We believe that designing enabling ecosystems, where all types of elements encourage sustainable practices, can be an important role of sustainable design. Furthermore, design research can challenge existing societal norms, as clearly revealed in this project, and consequently inspire more people to make sustainable lifestyle choices.

  • 344.
    Hesselgren, Mia
    et al.
    KTH, Skolan för industriell teknik och management (ITM), Maskinkonstruktion (Inst.), Produkt- och tjänstedesign. Skolan för datavetenskap och kommunikation (CSC), Centra, KTH, Skolan för arkitektur och samhällsbyggnad (ABE), Centra, Centre for Sustainable Communications, CESC, Green Leap.
    Hasselqvist, Hanna
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID. Skolan för datavetenskap och kommunikation (CSC), Centra, KTH, Skolan för arkitektur och samhällsbyggnad (ABE), Centra, Centre for Sustainable Communications, CESC, Green Leap.
    Eriksson, Elina
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID. Skolan för datavetenskap och kommunikation (CSC), Centra, KTH, Skolan för arkitektur och samhällsbyggnad (ABE), Centra, Centre for Sustainable Communications, CESC, Green Leap.
    A Car-free Year: Providing vehicles for change2015Ingår i: Design Ecologies: Challenging anthropocentrism in the design of sustainable futures, Nordes , 2015Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper describes an interventionist design research project called a Car-free Year, where three families substitute their cars for a fleet of light electric vehicles during one year. The aim is to study how this intervention changes the families’ everyday practices, as well as suggest how design can support and sustain such a change on a larger scale. If radically new paradigms are to be shaped, changes are needed both in what is considered normalities and in people’s everyday practices. We argue that design can play an important role in the transition towards more sustainable futures and new normalities.

  • 345.
    Heyman, Susanna
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Online investment advisors and novice users2015Ingår i: ACM International Conference Proceeding, ACM Press, 2015, Vol. 01-03-Jul-2015Konferensbidrag (Refereegranskat)
    Abstract [en]

    Online investment advisors, recommender systems in the finance domain, are becoming more common as a low-cost alternative to human financial advisors. However, little is known about how online investment advisors are perceived by users with low financial expertise, who would arguably be the most vulnerable target group. In a qualitative test, novice users with a low income were found to distrust the advisory system and financial markets in general, to possess too little financial literacy to be able to understand the system’s advice, and to feel unmotivated and pessimistic regarding the benefits of investing.

  • 346.
    Heyman, Susanna
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Visualizing Financial Futures2017Doktorsavhandling, monografi (Övrigt vetenskapligt)
    Abstract [en]

    Research on financial decision aids, systems designed to help people make financial decisions, is sparse. Previous research has often focused on the theoretical soundness of the advice that the systems provide.The original contribution of this doctoral thesis is a set of empirical studies of how non-expert people understand the advice provided by financial decision aids. Since every piece of advice must be interpreted by a receiver, the accuracy of the advice can be corrupted along the way if the receiver does not understand complicated terminology, probabilistic reasoning, or abstract concepts.The design concept resulting from the studies visualizes a unique combination of short-term and long-term variables that are usually treated as separate and not interacting with each other; loans and amortizations, insurance, retirement saving, and consumption. The aim is to visualize the consequences of different decisions and possible adverse events in terms of their effect on the user’s future consumption, rather than abstract numbers detached from the user’s lived experience.The design concept was tested and evaluated by personal finance experts and professional financial advisors, as well as students and people without financial education, who represented the target users of the system. Results indicate that the system has a learning curve, but that once users understand how to read the graph, they find it more informative than conventional financial planning tools.

  • 347.
    Heyman, Susanna
    et al.
    KTH, Skolan för arkitektur och samhällsbyggnad (ABE), Centra, Centrum för bank och finans, Cefin. KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Artman, Henrik
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    A Call for Financially Literate DesignersManuskript (preprint) (Övrigt vetenskapligt)
    Abstract [en]

    Contemporary Internet banks and other systems for money management are typically designed and evaluated on their usability; a system that is easy to use is considered a good system. However, insights from behavioral finance show many ways in which users of Internet banks are likely to be misled by e.g. certain ways of displaying data, and make the wrong decisions. This paper is a call for researchers and designers of money management systems to learn principles of finance before designing systems that will influence their users’ decisions.

  • 348.
    Heyman, Susanna
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Artman, Henrik
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Computer Support for Financial Advisors and Their Clients: Co-creating an Investment Plan2015Ingår i: PROCEEDINGS OF THE 2015 ACM INTERNATIONAL CONFERENCE ON COMPUTER-SUPPORTED COOPERATIVE WORK AND SOCIAL COMPUTING (CSCW'15), Association for Computing Machinery (ACM), 2015, s. 1313-1323Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper is a workplace study of how financial advisors use their computer systems in advisory meetings with clients, with special focus on the collaborative decision-making. Observations and interviews show that the financial advisors in the study were not much helped by their computer system in visualizing and explaining financial concepts to their clients, and that not all of them trusted the system's decision support feature. Furthermore, client meetings can involve more than one client, which has further implications for the design of financial decision support.

  • 349.
    Heyman, Susanna
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Ståhle, Alexander
    KTH, Skolan för arkitektur och samhällsbyggnad (ABE), Arkitektur.
    The willingness to pay for urban sustainability2013Ingår i: 2013 International Space Syntax Symposium, Sejong University Press , 2013Konferensbidrag (Refereegranskat)
    Abstract [en]

    Quite recently certification systems for sustainable development of neighborhoods and communities, such as L EED ND and BREEAM for Communities, came to the market. These systems try to define urban sustainability through sets of criteria that in a variety of ways measure aspects in urban developments that have an influence on environmental, social and economical issues on a local level. This paper investigates the monetary values on these criteria, derived from property prices from apartments and single family houses in Copenhagen. In order to make proper estimates on the monetary values for certification criteria a hedonic price model is used. The model holds property prices from about 20 000 sales as dependent variable which is then correlated, through multiple regressions, with variables made out of the criteria through GIS-analyses. Translation from certification criteria into measurable variables is done with great consideration to contemporary urban theory. These variables are results from spatial analyses based on space syntax and other more standard spatial measures. The certification systems focuses on neighborhoods and communities, which is considered in the radiuses used for analyzing. It turns out that 19 of the 30 measured criterions are statistically significant, but a majority shows negative correlations to price. It is also acknowledged that space syntax measures like integration and betweenness have an influence on prices. Local integration, used as a proxy for various urban qualities, is shown to have a negative impact on prices. Qn the contrary, betweenness on a global scale is valued as positive. From these results the conclusion is that people are generally not willing to pay for urban sustainability on the local scale, as defined in LEED and BREEAM certification systems. However, it is furthermore argued that this is a question of measure and definition. Previous studies, e.g. (Spacescape and Evidens 2011) and (Sjaastad et al. 2007), imply that many of the measures used in this study are positively correlated to price if done on a global scale. It is concluded that the urban sustainability should to be examined further before rejecting the hypothesis that it has positive monetary value.

  • 350. Hiraga, Rumi
    et al.
    Hansen, Kjetil Falkenberg
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID. KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH, Musikakustik.
    Sound Preferences of Persons with Hearing Loss Playing an Audio-Based Computer Game2013Ingår i: Proceedings of the 3rd ACM international workshop on Interactive multimedia on mobile & portable devices, New York: ACM Digital Library, 2013, s. 25-30Konferensbidrag (Refereegranskat)
    Abstract [en]

    We performed an experiment to investigate differences between persons with and without hearing losses when playing a novel audio-based game on a tablet computer, and how persons with hearing losses appreciated the game when they played it with three different types of sound material - speech, music, or mixed speech and music. We analyzed game log files and participants' self-assessments and obtained results showing that there were significant differences between the two participant groups in terms of whether they completed the game. Moreover, the hearing loss group showed a preference for music among the three types of sounds and for the game itself. The two groups listened to music in different ways: hearing participants worked with the music material differently compared with other two types of material, implying that music is the most difficult among the three types. The hearing loss group showed preference for the music only-condition, which is consistent with the results from preliminary experiments we have done. We suggest that this novel game has the potential to improve the listening ability of persons with a hearing loss.

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