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Publications (10 of 35) Show all publications
Lundström, A. & Fernaeus, Y. (2022). Making Crank-Powered Interactions: Methods, Demonstrators, Materials. In: DIS '22: Designing Interactive Systems Conference. Paper presented at 2022 ACM Designing Interactive Systems Conference: Digital Wellbeing, DIS 2022, Virtual/Online, 13 June - 17 June 2022. ACM Digital Library
Open this publication in new window or tab >>Making Crank-Powered Interactions: Methods, Demonstrators, Materials
2022 (English)In: DIS '22: Designing Interactive Systems Conference, ACM Digital Library, 2022Conference paper, Published paper (Refereed)
Abstract [en]

We here present a series of design explorations focusing on batteryless interactions powered by hand cranking body movements. The explorations concern not only the matter of powering but also the use of human physical engagement for controlling interactive systems, as well as how to support designers in testing, exploring, and making such interactions. This pictorial illustrates contributions concerned with the embodied and electro-physical prototyping of such experiences, in addition to our efforts to facilitate such design work through new technical tools.

Place, publisher, year, edition, pages
ACM Digital Library, 2022
National Category
Other Engineering and Technologies Design
Research subject
Human-computer Interaction
Identifiers
urn:nbn:se:kth:diva-316639 (URN)10.1145/3532106.3533453 (DOI)001036715000063 ()2-s2.0-85133604290 (Scopus ID)
Conference
2022 ACM Designing Interactive Systems Conference: Digital Wellbeing, DIS 2022, Virtual/Online, 13 June - 17 June 2022
Projects
Arts and CraftsHuman ScatterHuman-Powered Interactions
Note

QC 20220831

Available from: 2022-08-26 Created: 2022-08-26 Last updated: 2025-02-24Bibliographically approved
Lundin, J., Lundström, A., Gulliksen, J., Blendulf, J., Ejeby, K., Nyman, H., . . . Hedman-Lagerlöf, E. (2022). Using 360-degree videos for virtual reality exposure in CBT for panic disorder with agoraphobia: A feasibility study. Behavioural and Cognitive Psychotherapy, 50(2), 158-170
Open this publication in new window or tab >>Using 360-degree videos for virtual reality exposure in CBT for panic disorder with agoraphobia: A feasibility study
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2022 (English)In: Behavioural and Cognitive Psychotherapy, ISSN 1352-4658, E-ISSN 1469-1833, Vol. 50, no 2, p. 158-170Article in journal (Refereed) Published
Abstract [en]

Background: Cognitive behavioural therapy (CBT) is an effective treatment for panic disorder with agoraphobia (PDA). However, implementation of some of the procedures involved, particularly in vivo exposure, can be time consuming and taxing for routine health care services. CBT with exposure taking place in virtual reality (VR-CBT) is a more time-efficient option and has shown promising results in the treatment of PDA. However, VR-CBT requires expensive equipment and appropriate virtual environments, which historically has been costly and cumbersome to produce. Thus, access to VR-CBT has been sparse in regular care environments. Aims: The aim of this study was to investigate whether VR-CBT using filmed virtual environments produced with a low-cost 360-degree film camera can be a feasible and acceptable treatment for PDA when implemented in a primary care context. Method: This was an open feasibility trial with a within-group design, with assessments conducted at pre-test, post-test, and 6-month follow-up. Participants (n = 12) received a 10-12 week treatment programme of VR-CBT and PDA-related symptoms were assessed by the primary outcome measure The Mobility Inventory for Agoraphobia (MIA) and the Panic-Disorder Severity Scale-Self Rated (PDSS-SR). Results: The results showed that treatment satisfaction was high and participants were significantly improved on PDA-related measures at post-treatment and at 6-month follow-up with large effect sizes (Cohen's d range = 1.46-2.82). All 12 participants completed the treatment. Conclusions: These findings suggest that VR-CBT with 360-degree video virtual environments delivered to primary care patients with PDA is feasible, acceptable, and potentially efficacious. 

Place, publisher, year, edition, pages
Cambridge University Press (CUP), 2022
Keywords
agoraphobia, anxiety disorders, cognitive behaviour therapy, panic disorder, primary care, virtual reality, cognitive behavioral therapy, feasibility study, human, panic, Feasibility Studies, Humans
National Category
Geriatrics Gynaecology, Obstetrics and Reproductive Medicine Information Systems, Social aspects
Identifiers
urn:nbn:se:kth:diva-313198 (URN)10.1017/S1352465821000473 (DOI)000744316900001 ()34789348 (PubMedID)2-s2.0-85120035552 (Scopus ID)
Note

QC 20220608

Available from: 2022-06-08 Created: 2022-06-08 Last updated: 2025-02-11Bibliographically approved
Lundström, A., Ghebremikael, S. & Fernaeus, Y. (2021). Co-watching 360-Films in Nursing Homes. In: Ardito, C Lanzilotti, R Malizia, A Petrie, H Piccinno, A Desolda, G Inkpen, K (Ed.), Human-Computer Interaction, Interact 2021, PT I: . Paper presented at 18th IFIP TC 13 International Conference on Human-Computer Interaction (INTERACT), AUG 30-SEP 03, 2021, Bari, ITALY (pp. 502-521). Springer Nature, 12932
Open this publication in new window or tab >>Co-watching 360-Films in Nursing Homes
2021 (English)In: Human-Computer Interaction, Interact 2021, PT I / [ed] Ardito, C Lanzilotti, R Malizia, A Petrie, H Piccinno, A Desolda, G Inkpen, K, Springer Nature , 2021, Vol. 12932, p. 502-521Conference paper, Published paper (Refereed)
Abstract [en]

This work investigates experiences and practical aspects of co-located and co-watched 360-videos in head mounted displays by groups of older people at nursing homes. In a study involving 19 residents at two different nursing homes, co-watching screenings were arranged with 360-videos produced in the local area by filmmakers. Data was collected through non-participant observation and semi-structured interviews with the participants. Input from nurses and facilitators were also collected. We found this to be a much appreciated, feasible, and enjoyable immersive experience improving short-term well-being, expressed through (e.g.) new conversations, pride in participation, and spontaneous movements. However, the value of co-watching was mainly captured for residents who already knew each other, and we found limited indications of virtual co-presence. We further recognized the value of the videos themselves and the desire for new 360-video experiences. But also, a need for better headsets suitable for older people and shared use at nursing homes to avoid social isolation due to the introduction of VR technology.

Place, publisher, year, edition, pages
Springer Nature, 2021
Series
Lecture Notes in Computer Science, ISSN 0302-9743 ; 12932
Keywords
360-films, Virtual reality, Nursing homes, Co-watching
National Category
Nursing
Identifiers
urn:nbn:se:kth:diva-303881 (URN)10.1007/978-3-030-85623-6_30 (DOI)000697567500030 ()2-s2.0-85115060815 (Scopus ID)
Conference
18th IFIP TC 13 International Conference on Human-Computer Interaction (INTERACT), AUG 30-SEP 03, 2021, Bari, ITALY
Note

Part of book: ISBN: 978-3-030-85623-6; 978-3-030-85622-9

QC 20211021

Available from: 2021-10-21 Created: 2021-10-21 Last updated: 2022-06-25Bibliographically approved
Koller, M., Rauh, S. F., Lundström, A., Bogdan, C. M. & Meixner, G. (2020). Continuous Interaction for a Virtual Reality Exposure Therapy System. In: : . Paper presented at 8th IEEE International Conference on Healthcare Informatics. IEEE
Open this publication in new window or tab >>Continuous Interaction for a Virtual Reality Exposure Therapy System
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2020 (English)Conference paper, Published paper (Refereed)
Abstract [en]

In exposure therapy and virtual reality exposure therapy, therapists face highly individual patients that have individual conditions. This leads to the challenge of individualized therapy, for which virtual reality systems need to account for. This paper investigates a prototype that allows a flexible therapy of public speaking anxiety using live-interactions from a therapist, which contain transitions from 2D to 3D interactions. Therapists are able to embody an avatar in the patient's virtual audience on purpose. We oriented our design at continuous interactions in the three dimensions: cognitive, perceptual, and functional continuity. We evaluated whether the design is beneficial for the users. For this evaluation, we conducted a study with eight non-therapist participants to assess the general usability and design aspects of continuous interaction. Our results indicate that using continuous interactions is beneficial for the use in this kind of system. For the design, we need to find ways to balance the cognitive load with the opportunities that arise, especially when these systems are scaling bigger.

Place, publisher, year, edition, pages
IEEE, 2020
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:kth:diva-284074 (URN)10.1109/ICHI48887.2020.9374379 (DOI)000865468500024 ()2-s2.0-85095836648 (Scopus ID)
Conference
8th IEEE International Conference on Healthcare Informatics
Note

QC 20201021

Available from: 2020-10-14 Created: 2020-10-14 Last updated: 2024-03-18Bibliographically approved
Lundström, A., Fernaeus, Y., Windlin, C. & Bogdan, C. (2020). Crafting Crank-Powered Interactions. In: Proceedings of the SIGCHI Conference on Human Factors in Computing System: . Paper presented at CHI 2020 workshop on Selfsustainable HCI Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. Hawaii: ACM Publications
Open this publication in new window or tab >>Crafting Crank-Powered Interactions
2020 (English)In: Proceedings of the SIGCHI Conference on Human Factors in Computing System, Hawaii: ACM Publications, 2020Conference paper, Oral presentation with published abstract (Refereed)
Abstract [en]

AbstractWe report on three ongoing human-powered interactionexplorations with a focus on batteryless interactions using hand cranking movements. Importantly, our explorations concerned not only the matter of powering but also using human physical engagement for controlling interactive systems, and how to support designers in testing, exploring, and making such interactions. The three demonstrators consist of a) a hand cranked quote reader, b) an email sending device, and 3) a new bit for exploring this mode of interaction within the LittleBits ecosystem.

Place, publisher, year, edition, pages
Hawaii: ACM Publications, 2020
National Category
Other Engineering and Technologies Computer Sciences
Identifiers
urn:nbn:se:kth:diva-284320 (URN)
Conference
CHI 2020 workshop on Selfsustainable HCI Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Note

QC 20201021

Available from: 2020-10-19 Created: 2020-10-19 Last updated: 2025-02-18Bibliographically approved
Koller, M., Rauh, S. F., Meixner, G., Lundström, A. & Bogdan, C. M. (2020). Designing for Orchestration in Mixed and Virtual Reality: Challenges and Best Practices. In: : . Paper presented at 11th Nordic Conference on Human-Computer Interaction.
Open this publication in new window or tab >>Designing for Orchestration in Mixed and Virtual Reality: Challenges and Best Practices
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2020 (English)Conference paper, Published paper (Refereed)
Abstract [en]

Mixed and Virtual Reality (XR) have seen an important development since the advent of low-cost technologies. The application space is still diversifying, opening up new opportunities and application areas for such technologies. An important common feature of Mixed and Virtual Reality applications is that designers and engineers need to \textit{orchestrate} virtual content and user experience. We regard orchestration of Mixed and Virtual Reality as invisible work: in many cases, orchestration is hidden within the task of story scripting of applications. It is often occluded by designing and programming Mixed and Virtual Reality. As such, orchestration is regarded as a means to a goal, which occludes its importance for the design of XR systems. We would like to invite the research community to address this issue, by focusing this workshop on highlighting and exemplifying orchestration challenges and best practices, and to systematise the orchestration topic in the context of the recent technology advances. We will consider a wide range of orchestration cases, from completely pre-orchestrated to live-orchestrated Mixed and Virtual Reality. Based on that knowledge, we aim to consider novel tools to support designers and users in their orchestration work. We invite scholars and practitioners to contribute to our workshop, with cases from their work.

National Category
Human Computer Interaction
Identifiers
urn:nbn:se:kth:diva-284080 (URN)
Conference
11th Nordic Conference on Human-Computer Interaction
Note

QC 20201119

Available from: 2020-10-14 Created: 2020-10-14 Last updated: 2024-03-18Bibliographically approved
Koller, M., Rauh, S. F., Meixner, G., Lundström, A. & Bogdan, C. M. (2020). Designing for Orchestration in Mixed and Virtual Reality: Challenges and Best Practices. In: ACM International Conference Proceeding Series: . Paper presented at 11th Nordic Conference on Human-Computer Interaction: Shaping Experiences, Shaping Society, NordiCHI 2020, 25 October 2020 through 29 October 2020. Association for Computing Machinery
Open this publication in new window or tab >>Designing for Orchestration in Mixed and Virtual Reality: Challenges and Best Practices
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2020 (English)In: ACM International Conference Proceeding Series, Association for Computing Machinery , 2020Conference paper, Published paper (Refereed)
Abstract [en]

Mixed and Virtual Reality (XR) have seen an important development since the advent of low-cost technologies. The application space is still diversifying, opening up new opportunities and application areas for such technologies. An important common feature of Mixed and Virtual Reality applications is that designers and engineers need to orchestrate virtual content and user experience. We regard orchestration of Mixed and Virtual Reality as invisible work: in many cases, orchestration is hidden within the task of story scripting of applications. It is often occluded by designing and programming Mixed and Virtual Reality. As such, orchestration is regarded as a means to a goal, which occludes its importance for the design of XR systems. We would like to invite the research community to address this issue, by focusing this workshop on highlighting and exemplifying orchestration challenges and best practices, and to systematise the orchestration topic in the context of the recent technology advances. We will consider a wide range of orchestration cases, from completely pre-orchestrated to live-orchestrated Mixed and Virtual Reality. Based on that knowledge, we aim to consider novel tools to support designers and users in their orchestration work. We invite scholars and practitioners to contribute to our workshop, with cases from their work.

Place, publisher, year, edition, pages
Association for Computing Machinery, 2020
Keywords
Human computer interaction, User experience, Application area, Best practices, Common features, Low cost technology, Research communities, Technology advances, Virtual reality
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:kth:diva-290321 (URN)10.1145/3419249.3420080 (DOI)001334839200017 ()2-s2.0-85123043072 (Scopus ID)
Conference
11th Nordic Conference on Human-Computer Interaction: Shaping Experiences, Shaping Society, NordiCHI 2020, 25 October 2020 through 29 October 2020
Note

QC 20210224

Available from: 2021-02-24 Created: 2021-02-24 Last updated: 2025-12-05Bibliographically approved
Lou, Y., Lundström, A. & Bogdan, C. (2019). Gaming at work to save energy - Supporting behavioural change of occupants through cooperative games. In: : . Paper presented at 6TH INTERNATIONAL CONFERENCE ON ICT FOR SUSTAINABILITY (ICT4S).
Open this publication in new window or tab >>Gaming at work to save energy - Supporting behavioural change of occupants through cooperative games
2019 (English)Conference paper, Published paper (Refereed)
National Category
Other Engineering and Technologies
Identifiers
urn:nbn:se:kth:diva-257752 (URN)
Conference
6TH INTERNATIONAL CONFERENCE ON ICT FOR SUSTAINABILITY (ICT4S)
Note

QCR 20190917

Available from: 2019-09-03 Created: 2019-09-03 Last updated: 2025-02-18Bibliographically approved
Sidenmark, L. & Lundström, A. (2019). Gaze Behaviour on Interacted Objects during Hand Interaction in Virtual Reality for Eye Tracking Re-calibration. In: Eye Tracking Research and Applications Symposium (ETRA): . Paper presented at 11th ACM Symposium on Eye Tracking Research and Applications, ETRA 2019; Denver; United States; 25 June 2019 through 28 June 2019. Association for Computing Machinery (ACM), Article ID a6.
Open this publication in new window or tab >>Gaze Behaviour on Interacted Objects during Hand Interaction in Virtual Reality for Eye Tracking Re-calibration
2019 (English)In: Eye Tracking Research and Applications Symposium (ETRA), Association for Computing Machinery (ACM), 2019, article id a6Conference paper, Published paper (Refereed)
Abstract [en]

In this paper, we investigate the probability and timing of attaining gaze fxations on interacted objects during hand interaction in virtual reality, with the main purpose for implicit and continuous eye tracking re-calibration. We conducted an evaluation with 15 participants in which their gaze was recorded while interacting with virtual objects. The data was analysed to fnd factors infuenc-ing the probability of fxations at diferent phases of interaction for diferent object types. The results indicate that 1) interacting with stationary objects may be favourable in attaining fxations to moving objects, 2) prolonged and precision-demanding interactions positively infuences the probability to attain fxations, 3) performing multiple interactions simultaneously can negatively impact the probability of fxations, and 4) feedback can initiate and end fxations on objects.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2019
National Category
Other Engineering and Technologies
Identifiers
urn:nbn:se:kth:diva-257751 (URN)10.1145/3314111.3319815 (DOI)000626312000006 ()2-s2.0-85069445241 (Scopus ID)
Conference
11th ACM Symposium on Eye Tracking Research and Applications, ETRA 2019; Denver; United States; 25 June 2019 through 28 June 2019
Note

QC 20190909

Part of ISBN 9781450367097

Available from: 2019-09-03 Created: 2019-09-03 Last updated: 2025-02-18Bibliographically approved
Shafqat, O., Rosberg, E., Bogdan, C. & Lundström, A. (2019). Per-appliance energy feedback as a moving target. In: Proceedings of the 6th International Conference on ICT for Sustainability: . Paper presented at 6th International Conference on ICT for Sustainability, ICT4S 2019; Lappeenranta; Finland; 10 June 2019 through 14 June 2019. CEUR-WS, 2382
Open this publication in new window or tab >>Per-appliance energy feedback as a moving target
2019 (English)In: Proceedings of the 6th International Conference on ICT for Sustainability, CEUR-WS , 2019, Vol. 2382Conference paper, Published paper (Refereed)
Abstract [en]

Energy feedback through interactive technologies is often proposed as a major approach to reduce household energy consumption and carbon footprint. However, this vision is challenged by critics. This paper seeks to inform this debate through a case study of an advanced energy feedback device providing runtime and de-aggregated per-appliance feedback through a smartphone app. This study, based on 15 contextual interviews, aims to investigate how users understand and act on the various levels of feedback received from the device and the resulting impact on user behaviour. We found that appliance detection can be a “moving target” that hampers the intended aims of energy feedback, as it reduces user understanding of the technology. The lack of understanding was further deepened by unrelated supplementary functionality added in the package, in the form of smart plugs. Despite gaining a better understanding of their energy consumption, the users felt limited in terms of their ability to change their behaviour considerably.

Place, publisher, year, edition, pages
CEUR-WS, 2019
Series
CEUR Workshop Proceedings, ISSN 1613-0073 ; 2382
National Category
Other Engineering and Technologies
Identifiers
urn:nbn:se:kth:diva-257753 (URN)2-s2.0-85067813374 (Scopus ID)
Conference
6th International Conference on ICT for Sustainability, ICT4S 2019; Lappeenranta; Finland; 10 June 2019 through 14 June 2019
Note

QC 20190909

Available from: 2019-09-03 Created: 2019-09-03 Last updated: 2025-02-18Bibliographically approved
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Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0003-1974-1100

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