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  • 51.
    Blomqvist, Alexandra
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Online Engagement in the Eye of the Young Beholder: A study on what youth appreciate on mobile-friendly websites2018Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    Today's youth use their mobile phones in the same way as earlier generations used their computers. Therefore, web designers need to make websites mobile-friendly when aiming for the younger generation’s attention. In collaboration with Ashoka and Raoul Wallenberg Academy, within a project named Changemakers’ Yard, this thesis investigates what factors in terms of content and design youth in the age of 16-23 appreciate on a mobile application or website. The outcome of the thesis aims to guide web designers on what to keep in mind when designing mobile applications or websites for today’s youth. A quantitative and qualitative research was done by performing interviews, an online survey and two customized lectures with the target group. Data and comments from the research were then analyzed and summarized to form a paper prototype which was developed into a digital prototype. Both prototypes were evaluated via user tests with the target group. Finally, ten guidelines were compiled on what youth appreciate when it comes to the content and design on mobile-friendly websites. The guidelines focused on communication and usability, as well as site owners taking responsibility for updates and minimize the amount of data used. The responsibility of keeping the website updated as well as minimizing the amount of data, were both new findings. In addition, arguing against prior research, there were indications of differences between the genders regarding preferred content.

  • 52.
    Blomqvist, Niklas
    KTH, Skolan för datavetenskap och kommunikation (CSC).
    Perception of Trustworthiness and Valence of Emotional Expressions in Virtual Characters2016Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    Knowledge on how to design trustworthy virtual characters are of importance when these are becoming more and more common interaction partners. In this study, a closer look at the suggested relationship from previous research between valence and trustworthiness is investigated by constructing virtual characters with different non-verbal behaviours and letting participants rate them in a pre-study. A second question of how perception of trustworthiness is based for virtual characters is investigated by letting participants play a trust game with life-sized virtual characters on a big 4k-screen. Results indicated that valence is not necessarily a factor influencing trustworthiness and that positive valence together with mutual gaze is not enough to provide a clearly trustworthy virtual character. Results also indicated that perception of trustworthiness is not based solely on a virtual character's previous decisions of trust in a longer interaction but also on its non-verbal behaviour. The outcome of this study will help when constructing virtual characters in different scenarios, especially when the goal is to make them as trustworthy as possible. The study also gives insight into tools and software that can be used when creating virtual characters and setting up scenarios of trust.

  • 53. Blythe, Mark
    et al.
    Andersen, Kristina
    Clarke, Rachel
    Wright, Peter
    Anti-Solutionist Strategies: Seriously Silly Design Fiction2016Inngår i: Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (CHI '16), New York, USA: ACM Press, 2016Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Much of the academic and commercial work that seeks toinnovate around technology has been dismissed as“solutionist” because it solves problems that don’t exist orignores the complexity of personal, political andenvironmental issues. This paper traces the “solutionism”critique to its origins in city planning and highlights theoriginal concern with imaging and representation in thedesign process. It is increasingly cheap and easy to createcompelling and seductive images of concept designs, whichsell solutions and presume problems. We consider a rangeof strategies, which explicitly reject the search for“solutions”. These include design fiction and critical designbut also less well-known techniques, which aim forunuseless, questionable and silly designs. We present twoexamples of “magic machine” workshops whereparticipants are encouraged to reject realistic premises forpossible technological interventions and create absurdpropositions from lo-fi materials. We argue that suchpractices may help researchers resist the impulse towardssolutionism and suggest that attention to representationduring the ideation process is a key strategy for this.

  • 54.
    Bohné, Ulrica
    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.
    Exploring the intersection of design, reflection and sustainable food shopping practices: The case of the EcoPanel2016Licentiatavhandling, med artikler (Annet vitenskapelig)
    Abstract [en]

    Food production has been shown to have considerable negative impacts on the environment. A means to reduce this is to choose organic products when shopping for food.

    Through the case of the EcoPanel, a web application prototype that visualises the organic proportion of the household’s food shopping, the thesis explores the intersection between design, reflection and sustainable food shopping practices.

    In order to contextualise the role of the EcoPanel, the text discusses the concept of food shopping practice, both from the perspective of social practice theory (SPT), and the more focused food choice perspective. The studies show that it is fundamental to understand the complexity of choosing food, and the habitual aspect of practice, in order to understand the role of reflection in food shopping practice, and consequently the role of a tool for reflective decision-making, like the EcoPanel.

    We have used a research through design approach to develop the EcoPanel prototype. In an iterative process we probed how the EcoPanel could be designed to be as relevant and accessible for the users as possible. Essential in the process were the iterative user feedback sessions. The way in which the users answered the questions from the sessions formed the guiding principles for the development of the design.

    A central question in the thesis is to explore in what ways the users’ access to their individual sustainable grocery data provided by the EcoPanel affects their food shopping practices. The studies include monitoring sixty-five users of the EcoPanel over five months, a survey regarding aspects of lifestyle and attitudes to food, and interviews with ten of the users.

    The long-term study shows an increased organic purchase level (17%) for the EcoPanel users in comparison to the reference group. We also see that when the users receive feedback on their organic food purchases through the EcoPanel, they can make more reflective decisions. This is shown to be highly relevant and creates meaning for the users in several different ways. From this result, in combination with the result of the long-term study, we can conclude that the EcoPanel contributes with support for more sustainable food practices.

    The last question in the thesis is to understand how SPT can be useful for design practice. SPT shows a view that goes beyond the traditional interaction perspective, and points to the importance of approaching complex issues, such as sustainability challenges, with an awareness that also includes social and cultural aspects of the context. As well as this view being pertinent when approaching sustainability issues, it also provides value to designers in their emerging roles of dealing with more socially embedded concerns, such as social innovation and design for public policies.

  • 55.
    Bohné, Ulrica
    et al.
    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.
    Zapico, Jorge Luis
    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.
    Katzeff, Cecilia
    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.
    The EcoPanel: Designing for reflection on greener grocery shopping practices2015Inngår i: PROCEEDINGS OF ENVIROINFO AND ICT FOR SUSTAINABILITY 2015, Atlantis Press , 2015, s. 221-228Konferansepaper (Fagfellevurdert)
    Abstract [en]

    While the purchases of organic food are increasing rapidly, it accounts for only a small fraction of the total consumption, and there is still a big gap between consumer values awareness and the actual consumption. This article explores how detailed personal feedback could help the households to gain insight and reflect on their consumption, the text presents the design process of developing a prototype, the EcoPanel, in collaboration with a major player on the food retail market. Based on the access to detailed tracking of purchase data, the aim of the design was to provide relevant feedback to facilitate for reflection on the user's own food choices. The design prototype is intended to serve as an instrument for insight and reflection and to bring unconscious aspects of grocery shopping to conscious awareness. Following a research through design approach, this article describes the interdependent steps in designing the EcoPanel and design decisions playing a role for users' critical reflection of their food choice practices. It discusses the intention of each module in providing insight. Finally, we discuss how a social practice perspective may be useful for identifying fruitful future research into the design for more sustainable grocery shopping practices

  • 56. Bostan, I.
    et al.
    Buruk, O. T.
    Canat, Mert
    KTH, Skolan för elektro- och systemteknik (EES).
    Tezcan, M. O.
    Yurdakul, C.
    Göksun, T.
    Özcan, O.
    Hands as a controller: User preferences for hand specific on-skin gestures2017Inngår i: DIS 2017 - Proceedings of the 2017 ACM Conference on Designing Interactive Systems, Association for Computing Machinery (ACM), 2017, s. 1123-1134Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Hand-specific on-skin (HSoS) gestures are a trending interaction modality yet there is a gap in the field regarding users' preferences about these gestures. Thus, we conducted a user-elicitation study collecting 957 gestures from 19 participants for 26 commands. Results indicate that (1) users use one hand as a reference object, (2) load different meanings to different parts of the hand, (3) give importance to hand-properties rather than the skin properties and (4) hands can turn into self-interfaces. Moreover, according to users' subjective evaluations, (5) exclusive gestures are less tiring than the intuitive ones. We present users' subjective evaluations regarding these and present a 33-element taxonomy to categorize them. Furthermore, we present two user-defined gesture sets; the intuitive set including users' first choices and natural-feeling gestures, and the exclusive set which includes more creative gestures indigenous to this modality. Our findings can inspire and guide designers and developers of HSoS.

  • 57.
    Bradley, Gunilla
    KTH, Skolan för informations- och kommunikationsteknik (ICT), Kommunikation: Infrastruktur och tjänster, Programvaru- och datorsystem, SCS.
    Collaboration between people for sustainability in the ICT society2007Inngår i: Human Interface and the Management of Information: Interacting in Information Environments, Pt 2, Proceedings / [ed] Smith, MJ; Salvendy, G, BERLIN: SPRINGER-VERLAG BERLIN , 2007, Vol. 4558, s. 703-712Konferansepaper (Fagfellevurdert)
    Abstract [en]

    At the present Net Work Period of the IT history deep changes are taken place in collaboration between people and human communication, its structure, quantity, and quality. A dominating steering factor for the design and structure of work life as well as private life is the convergence of three technologies, computer technology, tele technology and media technology (ICT). Telecommunication technology has come to play a more a more dominant role in this convergence, especially internet and web technology. Embedded (ubiquitous) computer technology is making the process invisible, and media technology converges within itself (multimedia or cross media). Well functioning organizational and psychosocial communication are an important prerequisite for successful industrial and social change in the ICT society. Managing and working in an organization organized as a network, involves communication between people, groups, units, other organisations, and various combinations of these entities. ICT applications together with deep knowledge and insights in organisational design and management (ODAM) are the keys to social change. The author describes her convergence theory on ICT and Psychosocial Life Environment with special emphasis on psychosocial communication and sustainability in the Net Era of the ICT society.

  • 58.
    Bratt, Jesper
    KTH, Skolan för datavetenskap och kommunikation (CSC).
    Designing an interactive handlebar infotainment system for light vehicles2016Independent thesis Advanced level (professional degree), 20 poäng / 30 hpOppgave
    Abstract [en]

    This thesis studies what the crucial aspects are when designing and developing an in-vehicle infotainment system for light vehicles that should both extend functionality and improve safety. In order to ground the research, innovations made in automotive infotainment systems are examined and a design for a light vehicle infotainment system that utilizes optical gesture based touch interaction is proposed. This is done with the goal to provide drivers of light vehicles with the same safety and usability improvements that drivers of cars can enjoy. A research through design approach together with heuristics and cognitive walkthrough enabled rapid design iterations to be made in order to produce a prototype to be tested. In the end, a design proposal was presented which showed that there are several similar ways of thinking that can be applied to light vehicle infotainment designs compared to its automotive counterparts. During the design process, the importance of a simple menu; animations to convey spatial connections; and notifications to lower the overall visual clutter were identified as key aspects of a safe and usable infotainment system. 

  • 59.
    Bresin, Roberto
    KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH, Musikakustik.
    Real-time visualization of musical expression2004Inngår i: Proceedings of Network of Excellence HUMAINE Workshop "From Signals to Signs of Emotion and Vice Versa", Santorini, Greece, Institute of Communication and Computer Systems, National Technical University of Athens, 2004, s. 19-23Konferansepaper (Fagfellevurdert)
    Abstract [en]

    A system for real-time feedback of expressive music performance is presented.The feedback is provided by using a graphical interface where acoustic cues arepresented in an intuitive fashion. The graphical interface presents on the computerscreen a three-dimensional object with continuously changing shape, size,position, and colour. Some of the acoustic cues were associated with the shape ofthe object, others with its position. For instance, articulation was associated withshape, staccato corresponded to an angular shape and legato to a rounded shape.The emotional expression resulting from the combination of cues was mapped interms of the colour of the object (e.g., sadness/blue). To determine which colourswere most suitable for respective emotion, a test was run. Subjects rated how welleach of 8 colours corresponds to each of 12 music performances expressingdifferent emotions.

  • 60.
    Bresin, Roberto
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    SMC Sweden 2014: Sound and Music Computing: Bridging science, art, and industry2014Konferanseproceedings (Fagfellevurdert)
  • 61.
    Bresin, Roberto
    KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH.
    What is the color of that music performance?2005Inngår i: Proceedings of the International Computer Music Conference - ICMC 2005, Barcelona, 2005, s. 367-370Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The representation of expressivity in music is still a fairlyunexplored field. Alternative ways of representing musicalinformation are necessary when providing feedback onemotion expression in music such as in real-time tools formusic education, or in the display of large music databases.One possible solution could be a graphical non-verbal representationof expressivity in music performance using coloras index of emotion. To determine which colors aremost suitable for an emotional expression, a test was run.Subjects rated how well each of 8 colors and their 3 nuancescorresponds to each of 12 music performances expressingdifferent emotions. Performances were playedby professional musicians with 3 instruments, saxophone,guitar, and piano. Results show that subjects associateddifferent hues to different emotions. Also, dark colorswere associated to music in minor tonality and light colorsto music in major tonality. Correspondence betweenspectrum energy and color hue are preliminary discussed.

  • 62.
    Bresin, Roberto
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    de Witt, Anna
    KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH.
    Papetti, Stefano
    University of Verona.
    Civolani, Marco
    University of Verona.
    Fontana, Federico
    University of Verona.
    Expressive sonification of footstep sounds2010Inngår i: Proceedings of ISon 2010: 3rd Interactive Sonification Workshop / [ed] Bresin, Roberto; Hermann, Thomas; Hunt, Andy, Stockholm, Sweden: KTH Royal Institute of Technology, 2010, s. 51-54Konferansepaper (Fagfellevurdert)
    Abstract [en]

    In this study we present the evaluation of a model for the interactive sonification of footsteps. The sonification is achieved by means of specially designed sensored-shoes which control the expressive parameters of novel sound synthesis models capable of reproducing continuous auditory feedback for walking. In a previousstudy, sounds corresponding to different grounds were associated to different emotions and gender. In this study, we used an interactive sonification actuated by the sensored-shoes for providing auditory feedback to walkers. In an experiment we asked subjects to walk (using the sensored-shoes) with four different emotional intentions (happy, sad, aggressive, tender) and for each emotion we manipulated the ground texture sound four times (wood panels, linoleum, muddy ground, and iced snow). Preliminary results show that walkers used a more active walking style (faster pace) when the sound of the walking surface was characterized by an higher spectral centroid (e.g. iced snow), and a less active style (slower pace) when the spectral centroid was low (e.g. muddy ground). Harder texture sounds lead to more aggressive walking patters while softer ones to more tender and sad walking styles.

  • 63.
    Bresin, Roberto
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH, Musikakustik.
    Delle Monache, Stefano
    University of Verona.
    Fontana, Federico
    University of Verona.
    Papetti, Stefano
    University of Verona.
    Polotti, Pietro
    University of Verona.
    Visell, Yon
    McGill University.
    Auditory feedback through continuous control of crumpling sound synthesis2008Inngår i: Proceedings of Sonic Interaction Design: Sound, Information and Experience. A CHI 2008 Workshop organized by COST Action IC0601, IUAV University of Venice , 2008, s. 23-28Konferansepaper (Fagfellevurdert)
    Abstract [en]

    A realtime model for the synthesis of crumpling sounds ispresented. By capturing the statistics of short sonic transients which give rise to crackling noise, it allows for a consistent description of a broad spectrum of audible physical processes which emerge in several everyday interaction contexts.The model drives a nonlinear impactor that sonifies every transient, and it can be parameterized depending on the physical attributes of the crumpling material. Three different scenarios are described, respectively simulating the foot interaction with aggregate ground materials, augmenting a dining scenario, and affecting the emotional content of a footstep sequence. Taken altogether, they emphasize the potential generalizability of the model to situations in which a precise control of auditory feedback can significantly increase the enactivity and ecological validity of an interface.

  • 64.
    Bresin, Roberto
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Elblaus, Ludvig
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Falkenberg Hansen, Kjetil
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Månsson, Lisa
    Tardat, Bruno
    Musikcyklarna/Music bikes: An installation for enabling children to investigate the relationship between expressive music performance and body motion2014Inngår i: Proceedings of the Sound and Music Computing Sweden Conference 2014, KTH Royal Institute of Technology, 2014, s. 1-2Konferansepaper (Fagfellevurdert)
  • 65.
    Bresin, Roberto
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Friberg, Anders
    KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH, Musikakustik.
    Emotion rendering in music: Range and characteristic values of seven musical variables2011Inngår i: Cortex, ISSN 0010-9452, E-ISSN 1973-8102, Vol. 47, nr 9, s. 1068-1081Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Many studies on the synthesis of emotional expression in music performance have focused on the effect of individual performance variables on perceived emotional quality by making a systematical variation of variables. However, most of the studies have used a predetermined small number of levels for each variable, and the selection of these levels has often been done arbitrarily. The main aim of this research work is to improve upon existing methodologies by taking a synthesis approach. In a production experiment, 20 performers were asked to manipulate values of 7 musical variables simultaneously (tempo, sound level, articulation, phrasing, register, timbre, and attack speed) for communicating 5 different emotional expressions (neutral, happy, scary, peaceful, sad) for each of 4 scores. The scores were compositions communicating four different emotions (happiness, sadness, fear, calmness). Emotional expressions and music scores were presented in combination and in random order for each performer for a total of 5 x 4 stimuli. The experiment allowed for a systematic investigation of the interaction between emotion of each score and intended expressed emotions by performers. A two-way analysis of variance (ANOVA), repeated measures, with factors emotion and score was conducted on the participants' values separately for each of the seven musical factors. There are two main results. The first one is that musical variables were manipulated in the same direction as reported in previous research on emotional expressive music performance. The second one is the identification for each of the five emotions the mean values and ranges of the five musical variables tempo, sound level, articulation, register, and instrument. These values resulted to be independent from the particular score and its emotion. The results presented in this study therefore allow for both the design and control of emotionally expressive computerized musical stimuli that are more ecologically valid than stimuli without performance variations.

  • 66.
    Bresin, Roberto
    et al.
    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.
    Evaluation of computer systems for expressive music performance2013Inngår i: Guide to Computing for Expressive Music Performance / [ed] Kirke, Alexis; Miranda, Eduardo R., Springer, 2013, s. 181-203Kapittel i bok, del av antologi (Fagfellevurdert)
    Abstract [en]

    In this chapter, we review and summarize different methods for the evaluation of CSEMPs. The main categories of evaluation methods are (1) comparisons with measurements from real performances, (2) listening experiments, and (3) production experiments. Listening experiments can be of different types. For example, in some experiments, subjects may be asked to rate a particular expressive characteristic (such as the emotion conveyed or the overall expression) or to rate the effect of a particular acoustic cue. In production experiments, subjects actively manipulate system parameters to achieve a target performance. Measures for estimating the difference between performances are discussed in relation to the objectives of the model and the objectives of the evaluation. There will be also a section with a presentation and discussion of the Rencon (Performance Rendering Contest). Rencon is a contest for comparing the expressive musical performances of the same score generated by different CSEMPs. Practical examples from previous works are presented, commented on, and analysed.

  • 67.
    Bresin, Roberto
    et al.
    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.
    Influence of Acoustic Cues on the Expressive Performance of Music2008Inngår i: Proceedings of the 10th International Conference on Music Perception and Cognition, Sapporo, Japan, 2008Konferansepaper (Fagfellevurdert)
  • 68.
    Bresin, Roberto
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    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.
    Dahl, Sofia
    The Radio Baton as configurable musical instrument and controller2003Inngår i: Proc. Stockholm Music Acoustics Conference, 2003, Vol. 2, s. 689-691Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The Max Mathews radio baton (RB) has been produced in about 40 pieces until today. It has usually been applied as an orchestra conducting system, as interactive music composition controller using typical percussionist gestures, and as a controller for sound synthesis models. In the framework of the Sounding Object EU founded project, the RB has found new applications scenarios. Three applications were based on this controller. This was achieved by changing the gesture controls. Instead of the default batons, a new radio sender that fits the fingertips was developed. This new radio sender allows musicians’ interaction based on hand gestures and it can also fit different devices. A Pd model of DJ scratching techniques (submitted to SMAC03) was controlled with the RB and the fingertip radio sender. This controller allows DJs a direct control of sampled sounds maintaining hand gestures similar to those used on vinyl. The sound model of a bodhran (submitted to SMAC03) was controlled with a traditional playing approach. The RB was controlled with a traditional bodhran double beater with one fingertip radio sender at each end. This allowed detection of the beater position on the RB surface, the surfaced corresponding to the membrane in the sound model. In a third application the fingertip controller was used to move a virtual ball rolling along the elastic surface of a box placed over the surface of the RB. The DJ console and the virtual bodhran were played in concerts.

  • 69.
    Bresin, Roberto
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH, Musikakustik.
    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.
    Karjalainen, Matti
    Helsinki University of Technology.
    Mäki-Patola, Teemu
    Helsinki University of Technology.
    Kanerva, Aki
    Helsinki University of Technology.
    Huovilainen, Antti
    Helsinki University of Technology.
    Jordá, Sergi
    University Pompeu Fabra.
    Kaltenbrunner, Martin
    University Pompeu Fabra.
    Geiger, Günter
    University Pompeu Fabra.
    Bencina, Ross
    University Pompeu Fabra.
    de Götzen, Amalia
    University of Padua.
    Rocchesso, Davide
    IUAV University of Venice.
    Controlling sound production2008Inngår i: Sound to Sense, Sense to Sound: A state of the art in Sound and Music Computing / [ed] Polotti, Pietro; Rocchesso, Davide, Berlin: Logos Verlag , 2008, s. 447-486Kapittel i bok, del av antologi (Fagfellevurdert)
  • 70.
    Bresin, Roberto
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH.
    Hermann, T.
    Hunt, A.
    Interactive sonification2012Inngår i: Journal on Multimodal User Interfaces, ISSN 1783-7677, E-ISSN 1783-8738, Vol. 5, nr 3-4, s. 85-86Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    In October 2010, Roberto Bresin, Thomas Hermann and Andy Hunt launched a call for papers for a special issue on Interactive Sonification of the Journal on Multimodal User Interfaces (JMUI). The call was published in eight major mailing lists in the field of Sound and Music Computing and on related websites. Twenty manuscripts were submit- ted for review, and eleven of them have been accepted for publication after further improvements. Three of the papers are further developments of works presented at ISon 2010— Interactive Sonification workshop. Most of the papers went through a three-stage review process.

    The papers give an interesting overview of the field of Interactive Sonification as it is today. Their topics include the sonification of data exploration and of motion, a new sound synthesis model suitable for interactive sonification applications, a study on perception in the everyday periphery of attention, and the proposal of a conceptual framework for interactive sonification. 

  • 71.
    Bresin, Roberto
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH, Musikakustik.
    Hermann, ThomasBielefeld University, Bielefeld, Germany.Hunt, AndyUniversity of York, York, UK.
    Proceedings of ISon 2010 - Interactive Sonification Workshop: Human Interaction with Auditory Displays2010Konferanseproceedings (Fagfellevurdert)
    Abstract [en]

    Introduction

    These are the proceedings of the ISon 2010 meeting, which is the 3rd international Interactive Sonification Workshop. The first ISon workshop was held in Bielefeld (Germany) in 2004, and a second one was held in York (UK) in 2007.These meetings:

    • focus on the link between auditory displays and human‐computer interaction
    • bring together experts in sonification to exchange ideas and work‐in‐progress
    • strengthen networking in sonification research

    High quality work is assured by a peer‐reviewing process, and the successful papers were presented at the conference and are published here.

    ISon 2010 was supported by COST IC0601 Action on Sonic Interaction Design (SID) (http://www.cost‐sid.org/).

     

    About Interactive Sonification

    Sonification & Auditory Displays are increasingly becoming an established technology for exploring data, monitoring complex processes, or assisting exploration and navigation of data spaces. Sonification addresses the auditory sense by transforming data into sound, allowing the human user to get valuable information from data by using their natural listening skills.

    The main differences of sound displays over visual displays are that sound can:

    • Represent frequency responses in an instant (as timbral characteristics)
    • Represent changes over time, naturally
    • Allow microstructure to be perceived
    • Rapidly portray large amounts of data
    • Alert listener to events outside the current visual focus
    • Holistically bring together many channels of information

    Auditory displays typically evolve over time since sound is inherently a temporal phenomenon. Interaction thus becomes an integral part of the process in order to select, manipulate, excite or control the display, and this has implications for the interface between humans and computers. In recent years it has become clear that there is an important need for research to address the interaction with auditory displays more explicitly. Interactive Sonification is the specialized research topic concerned with the use of sound to portray data, but where there is a human being at the heart of an interactive control loop. Specifically it deals with:

    • interfaces between humans and auditory displays
    • mapping strategies and models for creating coherency between action and reaction (e.g. acoustic feedback, but also combined with haptic or visual feedback)
    • perceptual aspects of the display (how to relate actions and sound, e.g. cross‐modal effects, importance of synchronisation)
    • applications of Interactive Sonification
    • evaluation of performance, usability and multi‐modal interactive systems including auditory feedback

    Although ISon shines a spotlight on the particular situations where there is real‐time interaction with sonification systems, the usual community for exploring all aspects of auditory display is ICAD (http://www.icad.org/).

     

    Contents

    These proceedings contain the conference versions of all contributions to the 3rd International interactive Sonification Workshop. Where papers have audio or audiovisual examples, these are listed in the paper and will help to illustrate the multimedia content more clearly.

    We very much hope that the proceedings provide an inspiration for your work and extend your perspective on the new emerging research field of interactive sonification.

    Roberto Bresin, Thomas Hermann, Andy Hunt, ISon 2010 Organisers

  • 72.
    Bresin, Roberto
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Manduchi, Roberto
    Una sorgente di melodie con controllo di entropia1989Konferansepaper (Fagfellevurdert)
  • 73.
    Bretzner, Lars
    et al.
    KTH, Tidigare Institutioner, Numerisk analys och datalogi, NADA.
    Laptev, Ivan
    KTH, Tidigare Institutioner, Numerisk analys och datalogi, NADA.
    Lindeberg, Tony
    KTH, Tidigare Institutioner, Numerisk analys och datalogi, NADA.
    Hand-gesture recognition using multi-scale colour features, hierarchical features and particle filtering2002Inngår i: Fifth IEEE International Conference on Automatic Face and Gesture Recognition, 2002. Proceedings, IEEE conference proceedings, 2002, s. 63-74Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper presents algorithms and a prototype systemfor hand tracking and hand posture recognition. Hand posturesare represented in terms of hierarchies of multi-scalecolour image features at different scales, with qualitativeinter-relations in terms of scale, position and orientation. Ineach image, detection of multi-scale colour features is performed.Hand states are then simultaneously detected andtracked using particle filtering, with an extension of layeredsampling referred to as hierarchical layered sampling. Experimentsare presented showing that the performance ofthe system is substantially improved by performing featuredetection in colour space and including a prior with respectto skin colour. These components have been integrated intoa real-time prototype system, applied to a test problem ofcontrolling consumer electronics using hand gestures. In asimplified demo scenario, this system has been successfullytested by participants at two fairs during 2001.

  • 74.
    Bretzner, Lars
    et al.
    KTH, Tidigare Institutioner, Numerisk analys och datalogi, NADA.
    Laptev, Ivan
    KTH, Tidigare Institutioner, Numerisk analys och datalogi, NADA.
    Lindeberg, Tony
    KTH, Skolan för datavetenskap och kommunikation (CSC), Beräkningsbiologi, CB.
    Lenman, S.
    Sundblad, Y.
    A Prototype System for Computer Vision Based Human Computer Interaction2001Rapport (Annet vitenskapelig)
  • 75.
    Bretzner, Lars
    et al.
    KTH, Tidigare Institutioner, Numerisk analys och datalogi, NADA.
    Lindeberg, Tony
    KTH, Skolan för datavetenskap och kommunikation (CSC), Beräkningsbiologi, CB.
    Use your hand as a 3-D mouse or relative orientation from extended sequences of sparse point and line correspondances using the affine trifocal tensor1998Inngår i: Computer Vision — ECCV'98: 5th European Conference on Computer Vision Freiburg, Germany, June, 2–6, 1998 Proceedings, Volume I, Springer Berlin/Heidelberg, 1998, Vol. 1406, s. 141-157Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper addresses the problem of computing three-dimensional structure and motion from an unknown rigid configuration of point and lines viewed by an affine projection model. An algebraic structure, analogous to the trilinear tensor for three perspective cameras, is defined for configurations of three centered affine cameras. This centered affine trifocal tensor contains 12 coefficients and involves linear relations between point correspondences and trilinear relations between line correspondences It is shown how the affine trifocal tensor relates to the perspective trilinear tensor, and how three-dimensional motion can be computed from this tensor in a straightforward manner. A factorization approach is also developed to handle point features and line features simultaneously in image sequences.

    This theory is applied to a specific problem of human-computer interaction of capturing three-dimensional rotations from gestures of a human hand. A qualitative model is presented, in which three fingers are represented by their position and orientation, and it is shown how three point correspondences (blobs at the finger tips) and three line correspondences (ridge features at the fingers) allow the affine trifocal tensor to be determined, from which the rotation is computed. Besides the obvious application, this test problem illustrates the usefulness of the affine trifocal tensor in a situation where sufficient information is not available to compute the perspective trilinear tensor, while the geometry requires point correspondences as well as line correspondences over at least three views.

  • 76.
    Broms, Loove
    KTH, Skolan för datavetenskap och kommunikation (CSC).
    Awareness Aspects of the RemoteHome: A concept for a remotely shared flat share2005Independent thesis Advanced level (degree of Master (One Year)), 20 poäng / 30 hpOppgave
    Abstract [en]

    The RemoteHome is a concept for the first remotely shared apartment. It is one place ofliving in two different cities: London and Berlin.This Master’s thesis revolves around the exhibit of the home at the E-cultures Fair inAmsterdam between the 23rd and the 25th of October 2003. It also looks back at previousversions of the RemoteHome in an effort to evaluate how well the home succeeds in one ofits major goals: To represent awareness on distance.The home consist of a set of interactive furniture located at two different places andwith a similar, although not identical, setup.For the exhibition one piece of furniture, the interactive wall, was modified to becomemore responsive and easy to understand. During interviews at the exhibition and the following workshop it became apparent that there was no single answer on how to improveinteractiveness and the feeling of presence. This mostly because the RemoteHome as aproject has more than one goal. It is a product for only a few friends or couple but it isdesigned to be shown for a larger audience.The solution suggested for improving interaction and awareness is to choose betweeneither the home or exhibition setting and continue the development from there.In a home setting the RemoteHome should focus on feedback, privacy and situationadaptation. At the fair it should be more self explanatory and conspicuous in order tomediate any awareness efficiently. Anonymity is one problem that should be dealt with.

  • 77.
    Broms, Loove
    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.
    Storyforming: Experiments in creating discursive engagements between people, things and environments2014Doktoravhandling, med artikler (Annet vitenskapelig)
    Abstract [en]

    This thesis introduces and critically reflects on a design programme, Storyforming, that explores ways to design objects and places to enrich daily life narratives. Using an experimental design approach, the goal is to exemplify and explore this idea with discursive artefacts that, through their physical and temporal form, act as catalysts in the construction of meaningful experiences.

    In the current sustainability discourse, behavioural change has been pointed out as a key factor in achieving a sustainable society. Historically, design has been very effective in increasing production and consumption behaviours by creating new types of needs and, in a way, manufacturing desire (Forty, 1986). Drawing on this, the overarching aim of this thesis is the investigation of the ways design, through a suggested programme, can afford alternative types of meaningful experiences in contrast to the prevailing consumer culture.

    The empirical work reported in the thesis stems from several research projects looking into the matter of energy use in relation to design. In addition, two of the projects have been carried out in the author’s own design practice. Some concepts are explored more in-depth—involving events such as field studies, situated interviews, workshops, prototype building, design interventions in the form of domestication probes, and contextual studies ranging from a few weeks up to a year—while other concepts exist only as sketches or photo montages. The diversity of these concepts, the design experiments, helps span a design space becoming a new provisional design programme. The idea for this programme has evolved from observations and reflections made throughout the experiments presented in the thesis.

    The general results are the suggested approach of Storyforming, which focuses on the design of artefacts supporting daily narratives that can be used to create engagement, meaning, and alternative values applicable to the discourse of sustainable behaviour.

    Specific contributions are the selection of design experiments. In the thesis, the experiments have first been examined from the perspective of stories and forming as a basis for the new programme formulation. Through this articulation of the programme, the experiments are revisited through three leitmotifs, part of the provisional programme focusing on different properties related to the aspect of forming. From the perspective of the user, these themes—seeing and accessing designs, exploring and expressing complexity, and sharing experiences and negotiating use—are finally elaborated on in relation to other theoretical concepts as well as their implications for future research.

  • 78.
    Broms, Loove
    Linköping University, Department of Computer and Information Science.
    Sustainable Interactions: Studies in the Design of Energy Awareness Artefacts2011Licentiatavhandling, med artikler (Annet vitenskapelig)
    Abstract [en]

    This thesis presents a collection of experimental designs that approach the problem of growing electricity consumption in homes. From the perspective of design, the intention has been to critically explore the design space of energy awareness artefacts to reinstate awareness of energy use in everyday practice. The design experiments were used as vehicles for thinking about the relationship between physical form, interaction, and social practice. The rationale behind the concepts was based on a small-scale ethnography, situated interviews, and design experience. Moreover, the thesis compares designer intention and actual user experiences of a prototype that was installed in nine homes in a residential area in Stockholm for three months. This was done in order to elicit tacit knowledge about how the concept was used in real-world domestic settings, to challenge everyday routines, and to enable both users and designers to critically reflect on artefacts and practices. From a design perspective, contributions include design approaches to communicating energy use: visualizations for showing relationships between behaviour and electricity consumption, shapes and forms to direct action, means for turning restrictions caused by energy conservation into central parts of the product experience, and ways to promote sustainable behaviour with positive driving forces based on user lifestyles. The general results indicate that inclusion is of great importance when designing energy awareness artefacts; all members of the household should be able to access, interact with, and reflect on their energy use. Therefore, design-related aspects such as placement and visibility, as well as how the artefact might affect the social interactions in the home, become central. Additionally, the thesis argues that these types of artefacts can potentially create awareness accompanied by negative results such as stress. A challenge for the designer is to create artefacts that communicate and direct energy use in ways that are attractive and can be accepted by all household members as a possible way of life.

  • 79.
    Broms, Loove
    et al.
    Interactive Institute.
    Bång, Magnus
    Interactive Institute.
    Ilstedt Hjelm, Sara
    KTH, Skolan för industriell teknik och management (ITM), Maskinkonstruktion (Inst.), Produkt- och tjänstedesign.
    Persuasive Engagement: Exploiting Lifestyle as a Driving Force to Promote Energy-aware Use Patterns and Behaviours2009Inngår i: Undisciplined! Proceedings of the Design Research Society Conference 2008, 2009Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Electricity consumption has been rising significantly in the western world the last decades and this has affected the environment negatively. Efficient use and more energy conservative usage patterns could be ways to approach this problem. However, electricity has for a long time actively been hidden away and it is rarely thought of unless it ceases to exist. From the perspective of critical design, we have been working to find methods to visualise electricity and electricity consumption in everyday life to promote environmentally positive behavioural change. In this paper, we are looking at how aspects of lifestyles can be used in design as central driving forces that could lead to changed behaviour. Attempts to promote behavioural changes related to energy consumption might be successfully carried out when people are offered desirable alternatives that are engaging and that do not impose a perceived extra burden in their everyday life. This argument is exemplified through two design concepts, the AWARE Laundry Lamp and the Energy Plant, which are examples on how to increase people’s energy awareness and offer them means for reducing their energy consumption in the home. Both prototypes are inspired by current trends in lifestyle as well as actual observed user behaviour.

  • 80.
    Broms, Loove
    et al.
    Interactive Institute.
    Ehrnberger, Karin
    KTH, Skolan för industriell teknik och management (ITM), Maskinkonstruktion (Inst.), Produkt- och tjänstedesign.
    Ilstedt Hjelm, Sara
    KTH, Skolan för industriell teknik och management (ITM), Maskinkonstruktion (Inst.), Produkt- och tjänstedesign.
    Bång, Magnus
    Linköping University, Department of Computer and Information Science.
    The Energy AWARE Clock: Incorporating Electricity Use in the Social Interactions of Everyday Life2009Konferansepaper (Fagfellevurdert)
    Abstract [en]

    New interfaces to the energy system can facilitate changes of habits and provide means to control the household’s use of energy. In this paper, we look at energy use and such interfaces in the home from a socio- technical perspective. We describe how interviews and user observations can be used in combination with the theory of domestication to inform and inspire the design of interfaces to the energy system. As a result of our approach, we present the Energy AWARE Clock, an example of a new type of electricity meter that challenges the norm of how the electricity system is typically represented in the home. The Energy AWARE Clock makes use of a clock metaphor to visualise electricity-use in relation to time in everyday life. Energy-awareness products always challenge domestic social patterns and it is important to consider these aspects in the design process to find successful solutions for the future. 

  • 81.
    Broms, Loove
    et al.
    Interactive Intstitute.
    Katzeff, Cecilia
    Interactive Institute.
    Bång, Magnus
    Linköping University, Department of Computer and Information Science.
    Nyblom, Åsa
    Interactive Institute.
    Ilstedt Hjelm, Sara
    KTH, Skolan för industriell teknik och management (ITM), Maskinkonstruktion (Inst.), Produkt- och tjänstedesign.
    Ehrnberger, Karin
    KTH, Skolan för industriell teknik och management (ITM), Maskinkonstruktion (Inst.), Produkt- och tjänstedesign.
    Coffee Maker Patterns and the Design of Energy Feedback Artefacts2010Inngår i: DIS '10 Proceedings of the 8th ACM Conference on Designing Interactive Systems, 2010, s. 93-102Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Smart electricity meters and home displays are being installed in people’s homes with the assumption that households will make the necessary efforts to reduce their electricity consumption. However, present solutions do not sufficiently account for the social implications of design. There is a potential for greater savings if we can better understand how such designs affect behaviour. In this paper, we describe our design of an energy awareness artefact – the Energy AWARE Clock – and discuss it in relation to behavioural processes in the home. A user study is carried out to study the deployment of the prototype in real domestic contexts for three months. Results indicate that the Energy AWARE Clock played a significant role in drawing households’ attention to their electricity use. It became a natural part of the household and conceptions of electricity became naturalized into informants’ everyday language.

  • 82.
    Broms, Loove
    et al.
    Interactive Institute.
    Katzeff, Cecilia
    Interactive Institute.
    Bång, Magnus
    Linköping University, Department of Computer and Information Science.
    Nyblom, Åsa
    Interactive Institute.
    Ilstedt Hjelm, Sara
    KTH, Skolan för industriell teknik och management (ITM), Maskinkonstruktion (Inst.), Produkt- och tjänstedesign.
    Ehrnberger, Karin
    KTH, Skolan för industriell teknik och management (ITM), Maskinkonstruktion (Inst.), Produkt- och tjänstedesign.
    Days in the life of the Energy Aware Clock2011Inngår i: Design Research Journal, ISSN 2000-639X, E-ISSN 2000-3080, nr 1, s. 30-37Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    There is a potential for greater electricity savings if we can better understand how design affects behaviour. This paper describes om design of an energy awareness artefact - the Energy AWARE Clock- and discusses it in relation to behavioural processes in the home. The Energy AWARE Clock showed to play a significant role in drawing households' attention to their electricity use. It became a natural part of the household and conceptions of electricity became natmalized into informants' everyday language.

  • 83.
    Bronge, Erica
    KTH, Skolan för datavetenskap och kommunikation (CSC).
    Visualization of Feature Dependency Structures: A case study at Scania CV AB2017Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    As many automotive companies have moved towards a higher degree of variability in the product lines they offer their customers, a necessary need has emerged for so called feature dependency structures that are used to describe product feature dependencies and verify order validity. In this study, the possibility of using a node-link graph representation to visualize such a feature dependency structure and the associated affordances and limitations were investigated by the implementation of a case study at the Swedish automotive company Scania CV AB. Qualitative data gathering methods such as contextual inquiry and semi-structured interviews with employees were used to identify key tasks and issues involved in maintenance and analysis of Scania’s in-house feature dependency structure. These findings were used together with user-supported iterative prototyping to create a few visualization prototypes intended to provide support with performance of some of the identified tasks. User evaluation of the prototypes showed that a node-link graph representation was a viable solution to support users with structure maintenance, exhibiting the following affordances: structure exploration, overview and context. Furthermore, the major limitations of the tested representation were found to be lookup of specific information and access to detail. The findings of this study are expected to be of use for other automotive companies that employ a high degree of feature variability in their product lines through the use of complex feature dependency structures.

  • 84. Browall, C.
    et al.
    Tollmar, Konrad
    KTH, Skolan för informations- och kommunikationsteknik (ICT), Kommunikationssystem, CoS.
    Petterson, F.
    Camelot - Rundabordssamtal och seminarier kring framtidens boende (A workshop serie about domestic technologies)2002Bok (Annet vitenskapelig)
  • 85. Brown, B.
    et al.
    Bodker, S.
    Hook, K.
    Does HCI scale?: Scale hacking and the relevance of HCI2017Inngår i: interactions, ISSN 1072-5520, E-ISSN 1558-3449, Vol. 24, nr 5, s. 28-33Artikkel i tidsskrift (Fagfellevurdert)
  • 86. Brown, Barry
    et al.
    Bleecker, Julian
    D'adamo, Marco
    Ferreira, Pedro
    Formo, Joakim
    Glöss, Mareike
    Holm, Maria
    Höök, Kristina
    Banka Johnson, Eva-Carin
    Kaburuan, Emil
    Karlsson, Anna
    Vaara, Elsa
    Laaksolahti, Jarmo
    Lampinen, Airi
    Leahu, Lucian
    Lewandowski, Vincent
    McMillan, Donald
    Mellbratt, Anders
    Mercurio, Johanna
    Norlin, Cristian
    Nova, Nicolas
    Pizza, Stefania
    Rostami, Asreen
    Sundquist, Mårten
    Tollmar, Konrad
    Tsaknaki, Vasiliki
    Mobile Life Centre Kista, Stockholm.
    Wang, Jinyi
    Windlin, Charles
    Ydholm, Mikael
    The IKEA Catalogue:: Design fiction in academic and industrial collaborations2016Inngår i: Proceedings of the 19th International Conference on Supporting Group Work, ACM, 2016Konferansepaper (Fagfellevurdert)
  • 87.
    Brudfors, Mikael
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC).
    Seitel, Alexander
    University of British Columbia.
    Rasoulian, Abtin
    University of British Columbia.
    Lasso, Andras
    Queens University, Canada.
    Lessoway, Victoria
    Woman's Hospital, Vancouver, Canada.
    Osborn, Jill
    St Pauls Hospital, Vancouver, Canada.
    Maki, Atsuto
    KTH, Skolan för datavetenskap och kommunikation (CSC), Datorseende och robotik, CVAP.
    Rohling, Robert
    University of British Columbia.
    Abolmaesumi, Purang
    University of British Columbia.
    Towards real-time, tracker-less 3D ultrasound guidance for spine anaesthesia2015Inngår i: International Journal of Computer Assisted Radiology and Surgery, ISSN 1861-6410, E-ISSN 1861-6429, Vol. 10, nr 6, s. 855-865Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Purpose: Epidural needle insertions and facet joint injections play an important role in spine anaesthesia. The main challenge of safe needle insertion is the deep location of the target, resulting in a narrow and small insertion channel close to sensitive anatomy. Recent approaches utilizing ultrasound (US) as a low-cost and widely available guiding modality are promising but have yet to become routinely used in clinical practice due to the difficulty in interpreting US images, their limited view of the internal anatomy of the spine, and/or inclusion of cost-intensive tracking hardware which impacts the clinical workflow. Methods: We propose a novel guidance system for spine anaesthesia. An efficient implementation allows us to continuously align and overlay a statistical model of the lumbar spine on the live 3D US stream without making use of additional tracking hardware. The system is evaluated in vivo on 12 volunteers. Results: The in vivo study showed that the anatomical features of the epidural space and the facet joints could be continuously located, at a volume rate of 0.5 Hz, within an accuracy of 3 and 7 mm, respectively. Conclusions: A novel guidance system for spine anaesthesia has been presented which augments a live 3D US stream with detailed anatomical information of the spine. Results from an in vivo study indicate that the proposed system has potential for assisting the physician in quickly finding the target structure and planning a safe insertion trajectory in the spine.

  • 88.
    Burger, Birgitta
    et al.
    Finnish Centre of Excellence in Interdisciplinary Music Research, Department of Music, University of Jyväskylä.
    Bresin, Roberto
    KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH, Musikakustik.
    Communication of Musical Expression by Means of Mobile Robot Gestures2010Inngår i: Journal on Multimodal User Interfaces, ISSN 1783-7677, E-ISSN 1783-8738, Vol. 3, nr 1, s. 109-118Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    We developed a robotic system that can behave in an emotional way. A 3-wheeled simple robot with limited degrees of freedom was designed. Our goal was to make the robot displaying emotions in music performance by performing expressive movements. These movements have been compiled and programmed based on literature about emotion in music, musicians’ movements in expressive performances, and object shapes that convey different emotional intentions. The emotions happiness, anger, and sadness have been implemented in this way. General results from behavioral experiments show that emotional intentions can be synthesized, displayed and communicated by an artificial creature, also in constrained circumstances.

  • 89.
    Bäckström, Emma
    KTH, Skolan för elektroteknik och datavetenskap (EECS).
    Do You Even Lift? An Exploratory Study of Heaviness Perception in Virtual Reality2018Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    This exploratory study investigated how perception of heaviness and presence in the virtual reality experience is affected by limitations in the velocity with which a virtual object is lifted. An interaction method aiming to urge the user to lift certain objects at a certain velocity was designed, developed and evaluated in an iterative manner. Two cycles of user tests were conducted to explore and refine the interaction method. Subsequently, based upon the proposed interaction method, a room scale virtual reality puzzle game was developed and evaluated with a between-subject user test.

    Results indicated that the proposed interaction method bear potential to give users a notion regarding the heaviness of virtual objects, without affecting the presence of the VR experience. However, the results did not show clear signs in regard to limiting the participants' lift velocity. Ultimately, the interaction method needs further research.

  • 90.
    Bälter, Olle
    KTH, Skolan för datavetenskap och kommunikation (CSC).
    Effektivare e-post: konkreta råd för ett bättre e-postliv2012 (oppl. 1)Bok (Annet (populærvitenskap, debatt, mm))
    Abstract [sv]

    Trots nya medier och medföljande spådomar om e-postens snara död räknar man med en årlig tillväxt i antalet brev på 6% 2012–2016. Det betyder att du om fyra år förväntas hantera ytterligare 25% mer e-brev än idag. Vi kan inte påverka hur andra använder e-post, men vi kan förändra vårt eget sätt att läsa, skriva och skicka brev vilket kan underlätta situationen avsevärt.

  • 91.
    Bälter, Olle
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Fondell, Elinor
    Osher Center for Integrative Medicine, Karolinska Institutet, Stockholm, Sweden.
    Bälter, Katarina
    Karolinska Institutet.
    Feedback in web-based questionnaires as incentive to increase compliance in studies on lifestyle factors2012Inngår i: Public Health Nutrition, ISSN 1368-9800, E-ISSN 1475-2727, Vol. 15, nr 6, s. 982-988Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Objective: We explored the use of feedback in interactive web-based questionnaires for collecting data on lifestyle factors in epidemiological studies.

    Design: Here we report from a cohort study on lifestyle factors and upper respiratory tract infections among 1805 men and women. We introduced interactivity in the form of personalized feedback and feedback on a group level regarding dietary intake, physical activity and incidence of infections in web- based questionnaires as incentives for the respondents to continue answering questions and stay in the study.

    Setting: The study was performed in Sweden.

    Subjects: All participants were randomly selected from the population registry.

    Results: Personalized feedback was offered in the baseline questionnaire and feedback on a group level in the five follow-up questionnaires. In total, 88 % of the participants actively chose to get personalized feedback at least once in the baseline questionnaire. The follow-up questionnaires were sent by email and the overall compliance at each follow-up was 83–84 %, despite only one reminder. In total, 74 % completed all five follow-ups. However, the compliance was higher among those who chose feedback in the baseline questionnaire compared with those who did not choose feedback.

    Conclusions: The results show that it is possible to use feedback in web ques- tionnaires and that it has the potential to increase compliance. The majority of the participants actively chose to take part in the personalized feedback in the baseline questionnaire and future research should focus on improving the design of the feedback, which may ultimately result in even higher compliance in research studies.

  • 92. Böcker, M.
    et al.
    Rodriguez-Ascaso, A.
    Hüttenrauch, Helge
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI (stängd 20111231).
    Schneider, M.
    Pluke, M.
    Zetterström, E.
    Identifying design-for-all constraints in upcoming interaction technologies2010Inngår i: Proceedings of the IADIS Int. Conf. Interfaces and Human Computer Interaction 2010, IHCI, Proceedings of the IADIS Int. Conf. Game and Entertainment Technologies 2010, Part of the MCCSIS 2010, 2010, s. 251-258Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper describes a project funded by the Commission of the European Communities (EC) and the European Free Trade Area (EFTA) and carried out by the European Telecommunications Standards Institute (ETSI) in the form of a Specialist Task Force (STF). The starting point of the project is the observation that new information and communication technologies (ICT) are often introduced without taking into account the requirements of elderly and/or disabled users, resulting in products and services that are hardly usable by those users. STF 377 on "Inclusive eServices for all: Optimizing the accessibility and use of upcoming user interaction technology" develops a roadmap of forthcoming user-interaction technologies with a scope of ten years and aims to identify relevant user requirements from an accessibility viewpoint as well as corresponding usability solutions. The project results will, therefore, allow stakeholders in different stages of the research and development lifecycle (researchers, designers, developers, etc.) of services and devices to spot potential difficulties in the design of service user interfaces which could cause elderly or disabled users to experience usability issues, and solutions that rectify those shortcomings will be proposed. At the time of writing, first results are available. However, any comments and contributions can still be considered for inclusion in the final deliverable.

  • 93. Böcker, M.
    et al.
    Rodriguez-Ascaso, A.
    Hüttenrauch, Helge
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI (stängd 20111231).
    Schneider, M.
    Pluke, M.
    Zetterström, E.
    Identifying enablers for future e-Services2010Inngår i: 2010 4th International Conference on Pervasive Computing Technologies for Healthcare, Pervasive Health 2010, 2010, s. 5482240-Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The starting point of the project is the observation that new information and communication technologies (ICT) are often introduced without taking into account the requirements of elderly and/or disabled users, resulting in products and services that are hardly usable by those users. A method for identifying enablers for future e-Services is described. In short it identifies usability problems with future interation technologies and map these future interaction technologies to e-Services. The results of investigations using this method allow stakeholders in different stages of the research and development lifecycle e-Services to spot potential difficulties in the design of user interfaces which could cause elderly or disabled users to experience usability issues.

  • 94. Cajander, Å.
    et al.
    Larusdottir, M.
    Eriksson, Elina
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Nauwerck, G.
    Contextual personas as a method for understanding digital work environments2015Inngår i: 4th IFIP 13.6 Working Conference on Human Work Interaction Design, HWID 2015, Springer, 2015, s. 141-152Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The role of IT at the workplace has changed dramatically from being a tool within the work environment to include all aspects of social and private life. New workplaces emerge where IT becomes more and more divergent, embedded and pervasive. These new aspects of IT at work need to be addressed with new or adapted human centred activities. This paper present and discuss a modified version of personas called contextual personas developed to better address the new working life. The contextual personas were developed using contextual inquiry, and focus groups as well as argumentative design. From the process of developing the contextual personas we learned that they are indeed a promising tool to understand the new work situations, and especially the holistic view of IT at work as they bring the whole working-life of the personas into focus. Finally, we discuss in what way the contextual personas could give developers extended understanding of the users’ future office work environment.

  • 95. Cajander, Å.
    et al.
    Larusdottir, M.
    Gulliksen, Jan
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Existing but not explicit - The user perspective in scrum projects in practice2013Inngår i: Human-Computer Interaction – INTERACT 2013: 14th IFIP TC 13 International Conference, Cape Town, South Africa, September 2-6, 2013, Proceedings, Part III, Springer, 2013, nr PART 3, s. 762-779Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Agile software development processes are becoming more common, but this does not mean that the user perspective in the development is catered for. It has its challenges to integrate the users' aspects in Scrum projects in practice. In order to better understand these challenges we have interviewed IT professionals using Scrum focusing on four different areas: responsibility for the user perspective, emphasis on usability and user experience through documentation, usability activities with users and the organisational and contextual settings for emphasizing the user perspective. Results show that the responsibility for the user perspective is unclear in Scrum projects, and that often the user perspective is neither discussed nor described in the projects. However, the user perspective is often present through informal feedback used to understand the context of use and inform design for example. Finally the paper presents implications for working with the user perspective in Scrum projects.

  • 96.
    Cajander, Åsa
    et al.
    Uppsala Universitet.
    Boivie, Inger
    Uppsala Universitet.
    Gulliksen, Jan
    Uppsala Universitet.
    Management perspectives on usability in a public authority: a case study2006Inngår i: Proceedings of the 4th Nordic conference on Human-computer interaction: changing roles, ACM New York , 2006, s. 38-47Konferansepaper (Fagfellevurdert)
    Abstract [en]

    In trying to understand the problem of poor usability in computer-supported work, this article looks at management and their perspective on usability in a public authority. What are their underlying basic values, assumptions and attitudes? Why do managers interpret usability as they do, and what are the consequences for the organization and for usability? The empirical basis is an interpretive case study where 19 semi-structured interviews were conducted. Results indicate that usability is interpreted differently, depending on the formal roles of informants. Furthermore, a majority of the informants express personal, but limited, responsibility for usability. Moreover, we found that basic values are based on an instrumental view of work where efficiency and economy are important constituents. We identified that even though users participate in IT development, they have no formal responsibility or authority. They have become IT workers in that they perform highly technical tasks such as integral testing.

  • 97.
    Cajander, Åsa
    et al.
    Uppsala Universitet.
    Boivie, Inger
    Guide Redina AB.
    Gulliksen, Jan
    Uppsala Universitet.
    Usability and Users’ Health Issues in Systems Development: Attitudes and Perspectives2008Inngår i: Maturing Usability: quality in software, interaction and value / [ed] E Law, E Hvannberg, G Cockton, London: Springer London, 2008, s. 243-266Kapittel i bok, del av antologi (Fagfellevurdert)
    Abstract [en]

    Poor usability and hence a stressful work situation is still a severe problem in computer-supported work, despite efforts to increase the focus on these issues. Consequently, Sweden has a high level of sick rates, particularly in the civil service sector, and some problems relating to inadequate IT systems with poor usability. In this chapter, we aim at understanding attitudes about and practices for integrating usability and users’ health issues in systems development. Quality in value—i.e. users’ well-being, productivity, and user satisfaction—is shaped by attitudes and perspectives underpinning discourse in systems development. These attitudes and perspectives are embedded in the methods, models, and representations used in systems development, as well as in discourse and action. In our qualitative study, data was collected through semistructured interviews with 127 informants, and in a case study of an ongoing project in one organization. During analysis of data, we identified problems with attitudes and perspectives about users and their work, such as the strong focus on automation, efficiency, and surveillance of work, which shaped the development of new technology and ultimately shapes the work situation of the user. Furthermore, we identified that the work of civil servants was frequently discussed in terms of simple steps and procedures that can be predefined and automated in accordance with clearly defined rules and regulations. Finally, we suggest user-centered design and field studies to address the problems and to improve the understanding of the users’ needs and work practices in development projects.

  • 98.
    Cajander, Åsa
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction..
    Grünloh, Christiane
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Electronic Health Records Are More Than a Work Tool: Conflicting Needs of Direct and Indirect Stakeholders2019Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Stakeholder relationships can be complex and include conflicting needs and values, especially in a changing society. However, little is known about details of contradictory perspectives of stakeholders. More discussions are needed in HCI about complex human-centred systems development. In this paper we study the different perspectives of patients and physicians related to Patient Accessible Electronic Health Records (PAEHR) in Sweden. We used themes from interviews with physicians as a lens to analyse survey data from patients. The results show that the needs and wishes of patients conflict with the physicians’ preconceptions of patients’ needs. Moreover, the needs of patients stand in tension with the physicians’ work related preferences. Our paper highlights the necessity to consider the accuracy of stakeholders’ perspectives about other stakeholder groups. We also discuss the implications of the results in relation to design, methods and tools in HCI, and reorientation of work.

  • 99.
    Cajander, Åsa
    et al.
    Uppsala University, Sweden.
    Grünloh, Christiane
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID. CUAS Cologne University of Applied Sciences, Germany.
    Rexhepi, Hanife
    Högskolan i Skövde, Sweden.
    Worlds Apart - Doctors’ Technological Frames and Online Medical Records2015Inngår i: Schriften aus der Fakultät Wirtschaftsinformatik und Angewandte Informatik der Otto-Friedrich-Universität Bamberg (22), University of Bamberg Press , 2015, s. 357-369Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The ability of individuals to access and use their online medical records serves as one of the cornerstones of national efforts to increase patient empowerment and improve health outcomes. However, the launch of online medical records in Uppsala County, Sweden, has been criticized by the medical profession and the local doctors’ union. The aim of this paper is therefore to present the results from an exploratory study where interviews with two oncologists are analysed and discussed based on the theory of Technological Frames and Patient Empowerment. The results indicate that medical doctors have different assumptions and perspectives that affect their use of technology and how they view patient empowerment in everyday clinical work.

  • 100. Camurri, A.
    et al.
    Bevilacqua, F.
    Bresin, Roberto
    KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH, Musikakustik.
    Maestre, E.
    Penttinen, H.
    Seppänen, J.
    Välimäki, V.
    Volpe, G.
    Warusfel, O.
    Embodied music listening and making in context-aware mobile applications: the EU-ICT SAME Project2009Konferansepaper (Fagfellevurdert)
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