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  • 1.
    Abraham, Johannes
    et al.
    KTH, School of Engineering Sciences in Chemistry, Biotechnology and Health (CBH), Biomedical Engineering and Health Systems, Health Informatics and Logistics.
    Romano, Robin
    KTH, School of Engineering Sciences in Chemistry, Biotechnology and Health (CBH), Biomedical Engineering and Health Systems, Health Informatics and Logistics.
    Automatisk kvalitetssäkring av information för järnvägsanläggningar: Automatic quality assurance of information for railway infrastructure2019Independent thesis Basic level (university diploma), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    With increased expectations for the expansion of the future railway, this entails an increased load on the current railway network. The result of the expansion can be an increasing number of cancellations and delays. By taking advantage of technological innovations such as digitalization and automation, the existing system and work  processes can be developed for more efficient management.   The Swedish Transport Administration sets requirements for Building Information Modeling (BIM) in procurements. The planning of signal installations within the railway takes place in Sweco using the CAD program Promis.e. From the program, lists containing the information of the objects (BIS-lists) can be retrieved. The  Swedish Transport Administration requires that the attributes must consist of a  certain format or have specific values. In this thesis project, methods for automatic quality assurance of infrastructure information and the implementation of the method for rail projects were examined. The investigated methods include the  calculation program Excel, the query programming language SQL and the process of ETL.  After analyzing the methods, the ETL process was chosen. The result was that a  program was created to automatically select the type of BIS list that would be  reviewed and to verify that the examined attributes contained allowed values. In  order to investigate whether the cost of the programs would benefit the company in addition to the quality assurance, an economic analysis was carried out. According to the calculations, the choice of method could also be justified from an economic  perspective.

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    Examensarbete
  • 2.
    Adrup, Joakim
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Visualization and Interaction with Temporal Data using Data Cubes in the Global Earth Observation System of Systems2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The purpose of this study was to explore the usage of data cubes in the context of the Global Earth Observation System of Systems (GEOSS). This study investigated what added benefit could be provided to users of the GEOSS platform by utilizing the capabilities of data cubes. Data cubes in earth observation is a concept for how data should be handled and provided by a data server. It includes aspects such as flexible extraction of subsets and processing capabilities. In this study it was found that the most frequent use case for data cubes was time analysis. One of the main services provided by the GEOSS portal was the discovery and inspection of datasets. In the study a timeline interface was constructed to facilitate the exploration and inspection of datasets with a temporal dimension. The datasets were provided by a data cube, and made use of the data cubes capabilities in retrieving subsets of data along any arbitrary axis. A usability evaluation was conducted on the timeline interface to gain insight into the users requirements and user satisfaction. The results showed that the design worked well in many regards, ranking high in user satisfaction. On a number of points the study highlighted areas of improvement. Providing insight into important design limitations and challenges together with suggestions on how these could be approached in different ways.

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  • 3.
    Ahlström, Marcus
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Broadening the Reading Experience on Mobile Devices using Tilt-based Input: An Explorative Design Study2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis is an explorative study aimed at the possibility of integrating tilt-based input to improve the reading experience on smartphones. Previous works from the early 2000s have been skeptical towards tilt-based navigation, deeming it unruly and imprecise. To investigate if today’s technology has unlocked new possibilities; two experimental reading methods were designed, created and tested iteratively on 20, respectively 18 participants. The first method is a reassessment of tilt-based auto-scrolling and the second is a novel approach comparable to tilt-based paging. Data from the reading sessions were collected quantitatively in tandem with qualitative data from post-session interviews. The results indicate good potential and a reading performance similar to the standard navigation method. The importance of accommodating people with different reading behaviours was also discussed.

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  • 4.
    Al Moubayed, Samer
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH, Speech Communication and Technology.
    Bringing the avatar to life: Studies and developments in facial communication for virtual agents and robots2012Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    The work presented in this thesis comes in pursuit of the ultimate goal of building spoken and embodied human-like interfaces that are able to interact with humans under human terms. Such interfaces need to employ the subtle, rich and multidimensional signals of communicative and social value that complement the stream of words – signals humans typically use when interacting with each other.

    The studies presented in the thesis concern facial signals used in spoken communication, and can be divided into two connected groups. The first is targeted towards exploring and verifying models of facial signals that come in synchrony with speech and its intonation. We refer to this as visual-prosody, and as part of visual-prosody, we take prominence as a case study. We show that the use of prosodically relevant gestures in animated faces results in a more expressive and human-like behaviour. We also show that animated faces supported with these gestures result in more intelligible speech which in turn can be used to aid communication, for example in noisy environments.

    The other group of studies targets facial signals that complement speech. As spoken language is a relatively poor system for the communication of spatial information; since such information is visual in nature. Hence, the use of visual movements of spatial value, such as gaze and head movements, is important for an efficient interaction. The use of such signals is especially important when the interaction between the human and the embodied agent is situated – that is when they share the same physical space, and while this space is taken into account in the interaction.

    We study the perception, the modelling, and the interaction effects of gaze and head pose in regulating situated and multiparty spoken dialogues in two conditions. The first is the typical case where the animated face is displayed on flat surfaces, and the second where they are displayed on a physical three-dimensional model of a face. The results from the studies show that projecting the animated face onto a face-shaped mask results in an accurate perception of the direction of gaze that is generated by the avatar, and hence can allow for the use of these movements in multiparty spoken dialogue.

    Driven by these findings, the Furhat back-projected robot head is developed. Furhat employs state-of-the-art facial animation that is projected on a 3D printout of that face, and a neck to allow for head movements. Although the mask in Furhat is static, the fact that the animated face matches the design of the mask results in a physical face that is perceived to “move”.

    We present studies that show how this technique renders a more intelligible, human-like and expressive face. We further present experiments in which Furhat is used as a tool to investigate properties of facial signals in situated interaction.

    Furhat is built to study, implement, and verify models of situated and multiparty, multimodal Human-Machine spoken dialogue, a study that requires that the face is physically situated in the interaction environment rather than in a two-dimensional screen. It also has received much interest from several communities, and been showcased at several venues, including a robot exhibition at the London Science Museum. We present an evaluation study of Furhat at the exhibition where it interacted with several thousand persons in a multiparty conversation. The analysis of the data from the setup further shows that Furhat can accurately regulate multiparty interaction using gaze and head movements.

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  • 5.
    Al Moubayed, Samer
    et al.
    KTH, School of Computer Science and Communication (CSC).
    Beskow, Jonas
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH, Speech Communication and Technology.
    Granström, Björn
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH, Speech Communication and Technology.
    House, David
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH, Speech Communication and Technology.
    Audio-Visual Prosody: Perception, Detection, and Synthesis of Prominence2010In: 3rd COST 2102 International Training School on Toward Autonomous, Adaptive, and Context-Aware Multimodal Interfaces: Theoretical and Practical Issues / [ed] Esposito A; Esposito AM; Martone R; Muller VC; Scarpetta G, 2010, Vol. 6456, p. 55-71Conference paper (Refereed)
    Abstract [en]

    In this chapter, we investigate the effects of facial prominence cues, in terms of gestures, when synthesized on animated talking heads. In the first study a speech intelligibility experiment is conducted, where speech quality is acoustically degraded, then the speech is presented to 12 subjects through a lip synchronized talking head carrying head-nods and eyebrow raising gestures. The experiment shows that perceiving visual prominence as gestures, synchronized with the auditory prominence, significantly increases speech intelligibility compared to when these gestures are randomly added to speech. We also present a study examining the perception of the behavior of the talking heads when gestures are added at pitch movements. Using eye-gaze tracking technology and questionnaires for 10 moderately hearing impaired subjects, the results of the gaze data show that users look at the face in a similar fashion to when they look at a natural face when gestures are coupled with pitch movements opposed to when the face carries no gestures. From the questionnaires, the results also show that these gestures significantly increase the naturalness and helpfulness of the talking head.

  • 6.
    Al Moubayed, Samer
    et al.
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH, Speech Communication and Technology.
    Beskow, Jonas
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH, Speech Communication and Technology.
    Skantze, Gabriel
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH, Speech Communication and Technology.
    Granström, Björn
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH, Speech Communication and Technology.
    Furhat: A Back-projected Human-like Robot Head for Multiparty Human-Machine Interaction2012In: Cognitive Behavioural Systems: COST 2102 International Training School, Dresden, Germany, February 21-26, 2011, Revised Selected Papers / [ed] Anna Esposito, Antonietta M. Esposito, Alessandro Vinciarelli, Rüdiger Hoffmann, Vincent C. Müller, Springer Berlin/Heidelberg, 2012, p. 114-130Conference paper (Refereed)
    Abstract [en]

    In this chapter, we first present a summary of findings from two previous studies on the limitations of using flat displays with embodied conversational agents (ECAs) in the contexts of face-to-face human-agent interaction. We then motivate the need for a three dimensional display of faces to guarantee accurate delivery of gaze and directional movements and present Furhat, a novel, simple, highly effective, and human-like back-projected robot head that utilizes computer animation to deliver facial movements, and is equipped with a pan-tilt neck. After presenting a detailed summary on why and how Furhat was built, we discuss the advantages of using optically projected animated agents for interaction. We discuss using such agents in terms of situatedness, environment, context awareness, and social, human-like face-to-face interaction with robots where subtle nonverbal and social facial signals can be communicated. At the end of the chapter, we present a recent application of Furhat as a multimodal multiparty interaction system that was presented at the London Science Museum as part of a robot festival,. We conclude the paper by discussing future developments, applications and opportunities of this technology.

  • 7.
    Al Moubayed, Samer
    et al.
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH.
    Heylen, D.
    Bohus, D.
    Koutsombogera, Maria
    Papageorgiou, H.
    Esposito, A.
    Skantze, Gabriel
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH.
    UM3I 2014: International workshop on understanding and modeling multiparty, multimodal interactions2014In: ICMI 2014 - Proceedings of the 2014 International Conference on Multimodal Interaction, Association for Computing Machinery (ACM), 2014, p. 537-538Conference paper (Refereed)
    Abstract [en]

    In this paper, we present a brief summary of the international workshop on Modeling Multiparty, Multimodal Interactions. The UM3I 2014 workshop is held in conjunction with the ICMI 2014 conference. The workshop will highlight recent developments and adopted methodologies in the analysis and modeling of multiparty and multimodal interactions, the design and implementation principles of related human-machine interfaces, as well as the identification of potential limitations and ways of overcoming them.

  • 8.
    Al Moubayed, Samer
    et al.
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH, Speech Communication and Technology.
    Skantze, Gabriel
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH, Speech Communication and Technology.
    Perception of Gaze Direction for Situated Interaction2012In: Proceedings of the 4th Workshop on Eye Gaze in Intelligent Human Machine Interaction, Gaze-In 2012, ACM , 2012Conference paper (Refereed)
    Abstract [en]

    Accurate human perception of robots' gaze direction is crucial for the design of a natural and fluent situated multimodal face-to-face interaction between humans and machines. In this paper, we present an experiment targeted at quantifying the effects of different gaze cues synthesized using the Furhat back-projected robot head, on the accuracy of perceived spatial direction of gaze by humans using 18 test subjects. The study first quantifies the accuracy of the perceived gaze direction in a human-human setup, and compares that to the use of synthesized gaze movements in different conditions: viewing the robot eyes frontal or at a 45 degrees angle side view. We also study the effect of 3D gaze by controlling both eyes to indicate the depth of the focal point (vergence), the use of gaze or head pose, and the use of static or dynamic eyelids. The findings of the study are highly relevant to the design and control of robots and animated agents in situated face-to-face interaction.

  • 9.
    Albiz, Julius
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Viberg, Olga
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Matviienko, Andrii
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Guiding Visual Attention on 2D Screens: Effects of Gaze Cues from Avatars and Humans2023In: Proceedings - SUI 2023: ACM Symposium on Spatial User Interaction, Association for Computing Machinery (ACM) , 2023, article id 17Conference paper (Refereed)
    Abstract [en]

    Guiding visual attention to specific parts of an interface is essential. One powerful tool for guiding attention is gaze cues, that direct visual attention in the same direction as a presented gaze. In this paper, we explored how to direct users' visual attention on 2D screens using gaze cues from avatars and humans. For this, we conducted a lab experiment (N = 30) based on three independent variables: (1) stimulus shown either as avatars or human faces, (2) target direction with a target appearing left or right from a stimulus, and (3) gaze validity indicating whether a stimulus' gaze was directed towards a target (valid gaze) or not (invalid gaze). Our results show that participants' total and average fixation on a target lasted longer in the presence of the human image than the avatar stimulus when a target appeared on the right side and when a stimulus' gaze was towards the target. Moreover, participants' average fixation was longer on the human than avatar stimulus gazing in the opposite direction from a target than towards it.

  • 10.
    Albrecht, Tomás
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Designing the Publikvitto, a system to make government expenditure tangible2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Air transportation is essential to our society. It enables global trading, brings people together, and lets travelers explore distant parts of the world. However, flying is a highly unsustainable behavior and accounts for roughly 2% of all carbon emissions; with industry and research forecasting constant growth in the coming years. The economic benefits rhetoric often prevails over the environmental costs, though; motivating governments to give incentives to airports and airlines. The Swedish Government, despite its green goals and pro-sustainability actions, is no exception, and both municipal and federal funds support the air route network.

    This thesis reports on the development of the Publikvitto, a system designed to help citizen make sense of the government's incentives to the flying industry. The process is based on research through design and inspired by reflective practices. The primary outcome are insights into the relationship between designer, social issues, and government's actions; and how these elements can be approached in order to design artifacts that motivate people to engage in political discussions.

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  • 11. Alexanderson, Petter
    et al.
    Tollmar, Konrad
    Department of Informatics, HCID Group.
    Being and mixing: designing interactive soundscapes2006In: Proceedings of the 4th Nordic conference on Human-computer interaction: changing roles, 2006, p. 252-261Conference paper (Refereed)
    Abstract [en]

    This paper describes a study of the auditory environment in a chemical factory, and how a group of process operators ascribe meaning to a selection of sound clips from their daily work environment. We argue for a design-oriented phenomenological approach to soundscape studies, and suggest an approach based on an exploration of how already occurring sounds are used. This knowledge will be used to inform the design of new useful auditory environments. Our study shows that the richness of the auditory environment is a crucial aspect of the distributed work environment. An important part of the design process is the operator’s contribution to the concepts suggested. From design workshops several design concepts aiming to explore and test different approaches for making sound affordances available have been developed. This has led us to a new understanding of how interactive soundscapes enable distributed awareness – what we refer to as ’Being and Mixing’.

  • 12.
    Alexanderson, Simon
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Intelligent systems, Speech, Music and Hearing, TMH.
    Henter, Gustav Eje
    KTH, School of Electrical Engineering and Computer Science (EECS), Intelligent systems, Speech, Music and Hearing, TMH.
    Kucherenko, Taras
    KTH, School of Electrical Engineering and Computer Science (EECS), Intelligent systems, Robotics, Perception and Learning, RPL.
    Beskow, Jonas
    KTH, School of Electrical Engineering and Computer Science (EECS), Intelligent systems, Speech, Music and Hearing, TMH.
    Style-Controllable Speech-Driven Gesture Synthesis Using Normalising Flows2020In: Computer graphics forum (Print), ISSN 0167-7055, E-ISSN 1467-8659, Vol. 39, no 2, p. 487-496Article in journal (Refereed)
    Abstract [en]

    Automatic synthesis of realistic gestures promises to transform the fields of animation, avatars and communicative agents. In off-line applications, novel tools can alter the role of an animator to that of a director, who provides only high-level input for the desired animation; a learned network then translates these instructions into an appropriate sequence of body poses. In interactive scenarios, systems for generating natural animations on the fly are key to achieving believable and relatable characters. In this paper we address some of the core issues towards these ends. By adapting a deep learning-based motion synthesis method called MoGlow, we propose a new generative model for generating state-of-the-art realistic speech-driven gesticulation. Owing to the probabilistic nature of the approach, our model can produce a battery of different, yet plausible, gestures given the same input speech signal. Just like humans, this gives a rich natural variation of motion. We additionally demonstrate the ability to exert directorial control over the output style, such as gesture level, speed, symmetry and spacial extent. Such control can be leveraged to convey a desired character personality or mood. We achieve all this without any manual annotation of the data. User studies evaluating upper-body gesticulation confirm that the generated motions are natural and well match the input speech. Our method scores above all prior systems and baselines on these measures, and comes close to the ratings of the original recorded motions. We furthermore find that we can accurately control gesticulation styles without unnecessarily compromising perceived naturalness. Finally, we also demonstrate an application of the same method to full-body gesticulation, including the synthesis of stepping motion and stance.

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  • 13.
    Alexanderson, Simon
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Intelligent systems, Speech, Music and Hearing, TMH.
    Székely, Éva
    KTH, School of Electrical Engineering and Computer Science (EECS), Intelligent systems, Speech, Music and Hearing, TMH.
    Henter, Gustav Eje
    KTH, School of Electrical Engineering and Computer Science (EECS), Intelligent systems, Speech, Music and Hearing, TMH. KTH, School of Electrical Engineering and Computer Science (EECS), Intelligent systems, Robotics, Perception and Learning, RPL.
    Kucherenko, Taras
    KTH, School of Electrical Engineering and Computer Science (EECS), Intelligent systems, Robotics, Perception and Learning, RPL.
    Beskow, Jonas
    KTH, School of Electrical Engineering and Computer Science (EECS), Intelligent systems, Speech, Music and Hearing, TMH.
    Generating coherent spontaneous speech and gesture from text2020In: Proceedings of the 20th ACM International Conference on Intelligent Virtual Agents, IVA 2020, Association for Computing Machinery (ACM) , 2020Conference paper (Refereed)
    Abstract [en]

    Embodied human communication encompasses both verbal (speech) and non-verbal information (e.g., gesture and head movements). Recent advances in machine learning have substantially improved the technologies for generating synthetic versions of both of these types of data: On the speech side, text-to-speech systems are now able to generate highly convincing, spontaneous-sounding speech using unscripted speech audio as the source material. On the motion side, probabilistic motion-generation methods can now synthesise vivid and lifelike speech-driven 3D gesticulation. In this paper, we put these two state-of-the-art technologies together in a coherent fashion for the first time. Concretely, we demonstrate a proof-of-concept system trained on a single-speaker audio and motion-capture dataset, that is able to generate both speech and full-body gestures together from text input. In contrast to previous approaches for joint speech-and-gesture generation, we generate full-body gestures from speech synthesis trained on recordings of spontaneous speech from the same person as the motion-capture data. We illustrate our results by visualising gesture spaces and textspeech-gesture alignments, and through a demonstration video.

  • 14.
    Alfaras, Miquel
    et al.
    PLUX Wireless Biosignals, Ave 5 Outubro 70, P-1050059 Lisbon, Portugal.;Univ Jaume 1, Dept Engn & Ciencia Comp, RobInLab, Avinguda Vicent Sos Baynat S-N, Castellon de La Plana 12071, Spain..
    Primett, William
    PLUX Wireless Biosignals, Ave 5 Outubro 70, P-1050059 Lisbon, Portugal.;UNL Univ NOVA Lisboa, Dept Fis, LIBPhys FCT, P-2825149 Caparica, Portugal..
    Umair, Muhammad
    Univ Lancaster, Comp & Commun Dept, InfoLab21, Lancaster LA1 4WA, England..
    Windlin, Charles
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Karpashevich, Pavel
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Chalabianloo, Niaz
    Bogazici Univ, Comp Engn Dept, TR-34470 Sariyer, Turkey..
    Bowie, Dionne
    Univ Lancaster, Comp & Commun Dept, InfoLab21, Lancaster LA1 4WA, England.;Leeds Teaching Hosp NHS Trust, Res & Innovat Ctr, Beckett St, Leeds LS9 7TF, W Yorkshire, England..
    Sas, Corina
    Univ Lancaster, Comp & Commun Dept, InfoLab21, Lancaster LA1 4WA, England..
    Sanches, Pedro
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Höök, Kristina
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Ersoy, Cem
    Bogazici Univ, Comp Engn Dept, TR-34470 Sariyer, Turkey..
    Gamboa, Hugo
    UNL Univ NOVA Lisboa, Dept Fis, LIBPhys FCT, P-2825149 Caparica, Portugal..
    Biosensing and Actuation-Platforms Coupling Body Input-Output Modalities for Affective Technologies2020In: Sensors, E-ISSN 1424-8220, Vol. 20, no 21, article id 5968Article in journal (Refereed)
    Abstract [en]

    Research in the use of ubiquitous technologies, tracking systems and wearables within mental health domains is on the rise. In recent years, affective technologies have gained traction and garnered the interest of interdisciplinary fields as the research on such technologies matured. However, while the role of movement and bodily experience to affective experience is well-established, how to best address movement and engagement beyond measuring cues and signals in technology-driven interactions has been unclear. In a joint industry-academia effort, we aim to remodel how affective technologies can help address body and emotional self-awareness. We present an overview of biosignals that have become standard in low-cost physiological monitoring and show how these can be matched with methods and engagements used by interaction designers skilled in designing for bodily engagement and aesthetic experiences. Taking both strands of work together offers unprecedented design opportunities that inspire further research. Through first-person soma design, an approach that draws upon the designer's felt experience and puts the sentient body at the forefront, we outline a comprehensive work for the creation of novel interactions in the form of couplings that combine biosensing and body feedback modalities of relevance to affective health. These couplings lie within the creation of design toolkits that have the potential to render rich embodied interactions to the designer/user. As a result we introduce the concept of "orchestration". By orchestration, we refer to the design of the overall interaction: coupling sensors to actuation of relevance to the affective experience; initiating and closing the interaction; habituating; helping improve on the users' body awareness and engagement with emotional experiences; soothing, calming, or energising, depending on the affective health condition and the intentions of the designer. Through the creation of a range of prototypes and couplings we elicited requirements on broader orchestration mechanisms. First-person soma design lets researchers look afresh at biosignals that, when experienced through the body, are called to reshape affective technologies with novel ways to interpret biodata, feel it, understand it and reflect upon our bodies.

  • 15. Alfaras, Miquel
    et al.
    Tsaknaki, Vasiliki
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Sanches, Pedro
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Windlin, Charles
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Umair, Muhammad
    Lancaster University.
    Sas, Corina
    Lancaster University.
    Höök, Kristina
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    From Biodata to Somadata2020Conference paper (Refereed)
    Abstract [en]

    Biosensing technologies are increasingly available as off-the-shelf products, yet for many designers, artists and non-engineers, these technologies remain difficult to design with. Through a soma design stance, we devised a novel approach for exploring qualities in biodata. Our explorative process culminated in the design of three artefacts, coupling biosignals to tangible actuation formats. By making biodata perceivable as sound, in tangible form or directly on the skin, it became possible to link qualities of the measurements to our own somatics - our felt experience of our bodily bioprocesses - as they dynamically unfold, spurring somatically-grounded design discoveries of novel possible interactions. We show that making biodata attainable for a felt experience - or as we frame it: turning biodata into somadata - enables not only first-person encounters, but also supports collaborative design processes as the somadata can be shared and experienced dynamically, right at the moment when we explore design ideas.

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  • 16.
    Allamand Moraga, Katarina Viktoria
    et al.
    KTH, School of Engineering Sciences in Chemistry, Biotechnology and Health (CBH).
    Addae, Edmund
    KTH, School of Engineering Sciences in Chemistry, Biotechnology and Health (CBH).
    Improvement Model of an established Web Application in the form of a Website (Wikipedia)2023Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study promotes the effort of making knowledge accessible to all members of society. The Wikimedia Foundation contributes to this effort through Wikipedia, the free encyclopedia. There is room for improvement of the website that would lead to improved usability, increased number of visitors and with that a greater reach with the knowledge they possess. An investigation has been conducted on the UI of Wikipedia where user friendliness and usability has been the focus. The investigation consisted of two parts, a heuristic evaluation, and user tests. The intended demographic of participants for the user tests were pre-determined, upon selection they were divided into two groups, one consisting of younger subjects with computer experience and the other of older subjects with less computer experience. Participants were asked to first complete a survey, which was then followed by individual interviews. The investigation laid the foundation for the proposal of suggested improvements which would come in the form of a prototype. The developed prototype was then subjected to user tests in order to verify that it in fact was an improved version in comparison with the current (then) UI. Upon completion, the developed prototype could entirely or in part be implemented by Wikipedia to improve user friendliness, increase number of visitors, and consequently the willingness of these visitors to contribute economically to their cause. 

  • 17. Allen D'Ávila Silveira, C.
    et al.
    Kilic Afsar, Özgun
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Fdili Alaoui, S.
    Wearable Choreographer: Designing Soft-Robotics for Dance Practice2022In: DIS 2022 - Proceedings of the 2022 ACM Designing Interactive Systems Conference: Digital Wellbeing, Association for Computing Machinery, Inc , 2022, p. 1581-1596Conference paper (Refereed)
    Abstract [en]

    In this pictorial, we describe an auto-biographical design process that led to the fabrication of a soft robotic wearable for lower limb movement guidance that we designated Wearable Choreographer. We first explored the design from a first-person perspective and then shared it with four dancers. Our experiments illustrate how the wearable both constrains and inspires the dancers towards new ways of performing, challenging them to rethink their movements. Our design inquiry contributes with reflections on soft robotics that uncover the challenges and prospects designers and researchers in Human-Computer Interaction face when designing, prototyping and experimenting with such technologies for embodied interactions.

  • 18.
    Almeida, Teresa
    et al.
    IT University of Copenhagen, Rued Langgaards Vej 7, Copenhagen S, DK-2300, Denmark.
    Balaam, Madeline
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Bardzell, Shaowen
    Hansen, Lone Koefoed
    Introduction to the special issue on HCI and the body: Reimagining women's health2020In: ACM Transactions on Computer-Human Interaction, ISSN 1073-0516, E-ISSN 1557-7325, Vol. 27, no 4, article id 20Article in journal (Refereed)
  • 19.
    Almeida, Teresa
    et al.
    IT University of Copenhagen, Copenhagen, Denmark.
    Balaam, Madeline
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Comber, Robert
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Woman-centered design through humanity, activism, and inclusion2020In: ACM Transactions on Computer-Human Interaction, ISSN 1073-0516, E-ISSN 1557-7325, Vol. 27, no 4, p. 1-30Article in journal (Refereed)
    Abstract [en]

    Women account for over half of the global population, however, continue to be subject to systematic and systemic disadvantage, particularly in terms of access to health and education. At every intersection, where systemic inequality accounts for greater loss of life or limitations on full and healthy living, women are more greatly impacted by those inequalities. The design of technologies is no different, the very definition of technology is historically cast in terms of male activities, and advancements in the field are critical to improve women's quality of life. This article views HCI, a relatively new field, as well positioned to act critically in the ways that technology serve, refigure, and redefine women's bodies. Indeed, the female body remains a contested topic, a restriction to the development of women's health. On one hand, the field of women's health has attended to the medicalization of the body and therefore is to be understood through medical language and knowledge. On the other hand, the framing of issues associated with women's health and people's experiences of and within such system(s) remain problematic for many. This is visible today in, e.g., socio-cultural practices in disparate geographies or medical devices within a clinic or the home. Moreover, the biological body is part of a great unmentionable, i.e., the perils of essentialism. We contend that it is necessary, pragmatically and ethically, for HCI to turn its attention toward a woman-centered design approach. While previous research has argued for the dangers of gender-demarcated design work, we advance that designing for and with women should not be regarded as ghettoizing, but instead as critical to improving women's experiences in bodily transactions, choices, rights, and access to and in health and care. In this article, we consider how and why designing with and for woman matters. We use our design-led research as a way to speak to and illustrate alternatives to designing for and with women within HCI.

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  • 20.
    Almeida, Teresa
    et al.
    Open Lab, Newcastle Upon Tyne, Tyne & Wear, England..
    Comber, Rob
    Open Lab, Newcastle Upon Tyne, Tyne & Wear, England..
    Balaam, Madeline
    Open Lab, Newcastle Upon Tyne, Tyne & Wear, England..
    HCI and Intimate Care as an Agenda for Change in Women's Health2016In: 34TH ANNUAL CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS, CHI 2016, ASSOC COMPUTING MACHINERY , 2016, p. 2599-2611Conference paper (Refereed)
    Abstract [en]

    Designing for women's healthcare remains an underexplored area of HCI, particularly outside informational systems for maternal health. Drawing on a case study of a body disruption - urinary incontinence in women - we illustrate the experience of women's health both from the perspective of the patient and the therapist. We show how knowledge, esteem and agency play crucial roles in remedial women's care practices, as well as preventative. In describing these challenges we deliberate on possible futures of women's health that take advantage of the many advances in design and technology from across the spectrum of HCI research. We show how with some care and courage HCI has the potential to transform women's experience within this setting.

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  • 21.
    Almeida, Teresa
    et al.
    Newcastle Univ, Open Lab, Newcastle Upon Tyne, Tyne & Wear, England..
    Comber, Rob
    Newcastle Univ, Open Lab, Newcastle Upon Tyne, Tyne & Wear, England..
    Wood, Gavin
    Newcastle Univ, Open Lab, Newcastle Upon Tyne, Tyne & Wear, England..
    Saraf, Dean
    Newcastle Univ, Open Lab, Newcastle Upon Tyne, Tyne & Wear, England..
    Balaam, Madeline
    Newcastle Univ, Open Lab, Newcastle Upon Tyne, Tyne & Wear, England..
    On Looking at the Vagina through Labella2016In: 34th annual chi conference on human factors in computing systems, CHI 2016, ASSOC COMPUTING MACHINERY , 2016, p. 1810-1821Conference paper (Refereed)
    Abstract [en]

    Women's understandings of their own intimate anatomy has been identified as critical to women's reproductive health and sexual wellbeing. However, talking about it, seeking medical help when necessary as well as examining oneself in order to 'know' oneself is complicated by social-cultural constructions of the vagina, i.e. it is something private, shameful and not to be talked about. In response to this, we designed Lobelia, an augmented system that supports intimate bodily knowledge and pelvic fitness in women. It combines a pair of underwear and a mobile phone as a tool for embodied intimate self-discovery. In this paper, we describe Labella, and its evaluation with fourteen women, aged 25-63. We show how through situated embodied perception Labella empowers 'looking'. We highlight how the simple act of augmented looking enables the construction of knowledge which ranges from establishing the 'very basics' through to a nuanced understanding of pelvic muscle structure. Finally, we highlight the role of awkwardness and humour in the design of interactions to overcome taboo.

  • 22.
    Almqvist, Andreas
    KTH.
    Ways Into the Design Space of Butterflies in the Stomach2019In: CHI EA '19 EXTENDED ABSTRACTS: EXTENDED ABSTRACTS OF THE 2019 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS, ASSOC COMPUTING MACHINERY , 2019Conference paper (Refereed)
    Abstract [en]

    This work presents ways into a design space of butterflies in the stomach; a qualia of belly tingling sensation possible of pleasure, discomfort and presence heightening. Three design instances are presented. From and within those are three conceptual directions drawn and exemplified. Conditional availability involves tuning the availability of an interaction to certain geographic locations, environmental conditions and time-of-day in strive for particular aesthetics. Erratic and dubious presence is about making interactions unpredictable and/or feeding a doubt whether the user is engaged in an interaction or not, in strive for confusion and startle. Sensorial evidence of interaction is a way of thinking about narratives within an interaction through elements of planning, exploration and suddenness in strive for experiential qualities like anticipation, surprise, and fascination of discovery. My felt experiences of a two-day camping trip were used as a design resource. Reflections of these experiences were used in the design and concept development through visualizations, textual narratives, technical implementation detailing, and thematic analysis. This work is a provocative step expanding on what human-computer interaction can be in the outdoors.

  • 23. Almqvist, Andreas
    et al.
    Hedman, Anders
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Clear, Adrian K
    Comber, Rob
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Different Together: Design for Radical Placemaking2023In: Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery (ACM) , 2023, p. 1-16Conference paper (Refereed)
    Abstract [en]

    This work responds to isolating urban places, and contributes new ways for thinking about placemaking. Progressing through autoethnography and prototyping, we critique design proposals with Lefebvre’s theory of utopia. There inhabitants can enjoy and shape their place together without risking depletion of their abilities and motivations to do so. The critique produces political sensibilities that help us make sense of common tensions among inhabitants, landowners, and visitors, and generate possible responses. The critique process itself illustrates how designing through critique with theory can help us think in new ways. This paper contributes a display of how design with critical theory can happen, ultimately to support our abilities and motivations to envision and make places of social flourishing that can respond to our socio-environmental crises.

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  • 24.
    Al-Taie, Ammar
    et al.
    University of Glasgow, United Kingdom.
    Pöhlmann, Katharina Margareta Theresa
    University of Glasgow, United Kingdom.
    Goodge, Thomas
    University of Glasgow, United Kingdom.
    Matviienko, Andrii
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Pollick, Frank
    University of Glasgow, United Kingdom.
    Brewster, Stephen
    University of Glasgow, United Kingdom.
    Cyborgs on the Road: Workshop on Augmenting Road Users to Quantify their Behaviour2023In: Proceedings of the Augmented Humans International Conference 2023, Association for Computing Machinery (ACM), 2023, p. 374-378Conference paper (Refereed)
    Abstract [en]

    There is an increasing number of studies evaluating road user (e.g. cyclists or drivers) behaviour in traffic. These are important for informing traffic safety, road infrastructure design and the impact of automated vehicles on traffic. Road user evaluations often involve collecting data such as perceived safety and motion sickness. However, collecting objective, quantified forms of these behaviours is challenging. Experimenters commonly measure these with questionnaires after the study. Finding solutions to collect these data in real-time without relying on participants’ subjective input could result in more rigorous study designs and a better understanding of user behaviour. This workshop aims to gain insights on how road users may be augmented with devices, such as heart rate monitors, in evaluation studies to quantify behaviour on-the-go. The workshop will result in study designs that augment road users to quantify their behaviour, which would inform future research with novel techniques for data collection.

  • 25.
    Ambrazaitis, Gilbert
    et al.
    Linnaeus Univ, Dept Swedish, Växjö, Sweden..
    House, David
    KTH, School of Electrical Engineering and Computer Science (EECS), Intelligent systems, Speech, Music and Hearing, TMH.
    Probing effects of lexical prosody on speech-gesture integration in prominence production by Swedish news presenters2022In: LABORATORY PHONOLOGY, ISSN 1868-6346, Vol. 13, no 1, p. 1-35Article in journal (Refereed)
    Abstract [en]

    This study investigates the multimodal implementation of prosodic-phonological categories, asking whether the accentual fall and the following rise in the Swedish word accents (Accent 1, Accent 2) are varied as a function of accompanying head and eyebrow gestures. Our purpose is to evaluate the hypothesis that prominence production displays a cumulative relation between acoustic and kinematic dimensions of spoken language, especially focusing on the clustering of gestures (head, eyebrows), at the same time asking if lexical-prosodic features would interfere with this cumulative relation. Our materials comprise 12 minutes of speech from Swedish television news presentations. The results reveal a significant trend for larger fo rises when a head movement accompanies the accented word, and even larger when an additional eyebrow movement is present. This trend is observed for accentual rises that encode phrase-level prominence, but not for accentual falls that are primarily related to lexical prosody. Moreover, the trend is manifested differently in different lexical-prosodic categories (Accent 1 versus Accent 2 with one versus two lexical stresses). The study provides novel support for a cumulative-cue hypothesis and the assumption that prominence production is essentially multimodal, well in line with the idea of speech and gesture as an integrated system.

  • 26.
    Amino, Robert
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Topographic building pattern recognition with geospatial OpenStreetMap data2018Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This paper aims to explore the perceptual recognition of topographical building patterns from real-world OpenStreetMap data on virtual globes. An implementation was developed in which all geographical and contextual information was layered and, for the purpose of this study, what solely remained were building patterns as viewed from above. This was developed as a module for the planetarium visualization software Uniview. The aim was to determine how cities with different building patterns were perceived by participants in terms of size, scale, and building density. This was measured as the comparative difference between city pairs, that is, how much they differed in the percentage of the area that they covered. Two quantitative studies were conducted, one smaller controlled study with 19 participants and one larger online crowd-sourced study with 72 participants. The results show that participants are generally able to discern building patterns when the comparative difference is greater than a certain critical threshold. This critical threshold was determined to be at approximately 0.5% for both studies and for accuracy levels above 60%. Thus it was concluded that below this critical threshold users should be provided with visual feedback or other means of identifiers in order to allow for definite recognition, depending on what kind of information a certain type of visualization is trying to convey.

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  • 27.
    Aminoff, Hedvig
    KTH, School of Engineering Sciences in Chemistry, Biotechnology and Health (CBH), Biomedical Engineering and Health Systems, Health Informatics and Logistics.
    Unpacking the Sociotechnical Complexity of a Surgical Setting: Capturing the Context of Use to Inform Design and Evaluation2022Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    This thesis focuses on how the implementation context for a surgical telementoringservice can be understood as a complex, adaptive sociotechnical system.Teleguidance was a service for remote surgical consultation in Endoscopic RetrogradeCholangiopancreatography (ERCP), a highly specialized clinical procedure.The solution had been developed in a participatory design setting andhad also been successfully trialed in a pilot study. It was to be deployed atfour additional hospitals, but differences between the implementation contextswould make it challenging to understand clinical outcomes, and could also affectmatters such as adoption.This thesis includes four papers which converge on user needs and the sociotechnicalimplementation context for teleguidance. The aim was to demonstratehow a sociotechnical systems oriented approach could be used to identifyfactors that could interact with the implementation. The first paper describesan investigation of attitudes and expectations among end-users and other stakeholders.The second paper shows how modelling the sociotechnical work systemmade it possible to investigate and proactively identify issues that might influenceimplementation and adoption. The third paper explicates methodologicalaspects of modeling the domain. The fourth paper describes a study designed tocapture early reactions to working with the system. Seen together, the researchrepresents a design science approach, that proposes that the implementationcontext can be viewed as a complex, adaptive system, and provides examplesthat show how focusing on user and stakeholder needs and wider context ofuse is a viable approach for supporting the implementation and evaluation oftelemedicine systems in complex settings.

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  • 28.
    Andersen, Kristina
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Making Magic Machines2017Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    How can we design experiences that explore ideas and notions of the unknown? The aim of the work outlined here is to create short, intense, workshop-like experiences that generate strong commitments, and expose underlying personal desires as drivers for new ideas. I would like to propose a material practice, which uses open-ended making to engage in the imagination of new things. Informed by a concern or a longing, this exploration employs familiar yet mundane materials - such as candy and cardboard - through which several planes collide: the possible, the unknown, the feared and the desired. The process is aimed at allowing a broad range of knowledge to materialise - through ways that are less normative, and less constrained by commercial and technological concerns, and to emerge instead as far-fetched ideas that offer a kind of knowledge, which belongs to no one. The format has evolved over time, from relatively elaborate workshops for technology prototyping, towards the point where they are now focussed on the making of work that is about technology, rather than of technology.

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  • 29. Andersen, Kristina
    Making Magic Machines2013In: 10th European Academy of Design Conference  - Crafting the Future, Gothenburg, Sweden, 17 – 19 April 2013: Crafting the Future, 2013Conference paper (Refereed)
    Abstract [en]

    It is becoming increasingly common to include design methodology into innovation processes, but this is still mostly done to problem-solve or user-test technologies that are already at a late stage of innovation. This paper describes an attempt to use a fine art sculptural process to access unspoken desires and fears of the new and unknown: an exploratory children's workshops aimed at uncovering new technological objects and needs using craft and embodied making. The workshop uses the notion of magic and machine as substitute for technology to allow a broader range of response. We ask questions like: How do we design magic? What is magical to you? If you could make anything at all, what would it be? The responses are low-fi objects built from paper, cardboard, wood, string and plastic. These objects are in turn treated as props in a process of enacting a future scenario-of-use. The paper describes the process itself as well as a small selection of the resulting objects and suggests some tentative guidelines for using this type of workshop format.

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  • 30. Andersen, Kristina
    The deliberate cargo cult2014In: Proceedings of the 2014 conference on Designing interactive systems (DIS '14), New York, USA: ACM Press, 2014, p. 627-636Conference paper (Refereed)
    Abstract [en]

    Taking it’s origin from the notion of the cargo cult as anelaborate misunderstanding, this paper suggests a series ofexploratory design methods to support users in generatingrequirements and scenarios-of-use for technological objectsthat do not yet exist. Strategies from fields such as art andperformance are used to create experiences of userinvolvementcentered on the making of non-functionalmock-ups. These can then act as props through which theparticipant can express their intuitions and concerns with agiven technological notion. The processes described makesuse of a broad range of cultural drivers to engage users inplayful misunderstandings that facilitate new, out of theordinary, interpretations of objects. The paper outlines thebasis of three projects, discusses the drivers behind eachproject and suggests guidelines for creating these kinds ofexploratory embodied experiences.

  • 31. Andersen, Kristina
    et al.
    Gibson, Dan
    The Instrument as the Source of New in New Music2017In: Design Issues, ISSN 0747-9360, E-ISSN 1531-4790, Vol. 33, no 3, p. 37-55Article in journal (Refereed)
    Abstract [en]

    How can we treat technological matter as yet another material from which our notions of possible future instruments can be constructed, intrinsically intertwined with, and informed by a practice of performance? We strive to develop musical-performance instruments not only by creating technology, but also in developing them as aesthetic and cultural objects. A musical instrument is not an interface and should not be designed as such; instead, new instruments are the source of new in new music. Like any traditional instrument, a new instrument's potential for producing quality musical sound can only be revealed when it is played. We present an instrument-design process conducted by a visionary and an agenda-setting musician. The resulting objects are experimental prototypes of technological matter, which allow analysis and meaning to be specified through physical and tactile interaction with the objects themselves. As the instruments evolve through various stages, their capability is continually enhanced, making them all the more desirable for musicians to play.

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  • 32. Andersen, Kristina
    et al.
    Knees, Peter
    Johannes Kepler University.
    The Dial: Exploring Computational Strangeness2016In: Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA '16), New York, USA: ACM Press, 2016Conference paper (Refereed)
    Abstract [en]

    This paper describes the process of a computational ideaemerging from a process of user engagement: algorithmicrecommendations as artistic obstructions in creativework. Through a collaboration between HCI and Music InformationRetrieval, we conducted open-ended interviewswith professional makers of Electronic Dance Music. Wedescribe how the idea emerged from this process, and considerhow algorithmic recommendation systems could bere-considered as tools for artistic inspiration. We proposethe concept of a “Strangeness Dial,” which allows the gradualadjustment of the degree of desired otherness, which istested through the use of a non-functional prop and a seriesof interviews.

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  • 33.
    Andersson, Johanna
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    The Heart Companion:: Designing an empowering application for heart failure patients2015Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Healthcare practices are changing as focus shifts fromtreating acute illnesses to chronic diseases. Theresponsibility of managing the treatment has shifted fromhealthcare providers to the individual in a higher degree. Toachieve good treatment the patients need to be empoweredso that they understand their condition and can makeinformed choices throughout their self-care. A researchthrough design approach was used to investigate how todesign a personalized empowering application for heartfailure patients. Aside from information relating to thecondition, the themes of physical activity, dieting and socialconnectedness were identified as central to address for theempowerment of this group. Patients, partners andhealthcare providers contributed with different perspectivesthroughout the design process. As a result five personas,representing potential users, were developed. Based on thepersonas and knowledge of the domain, user scenarios incurrent- and preferred state were constructed in order toguide the design of the empowering application called ‘TheHeart Companion’. It is a tablet application catering to thedifferent needs of the personas that also addresses the threethemes relevant for empowerment. The purpose of theapplication is to facilitate better understanding, a feeling ofsafety and a more active empowered life for the patient.The application enables personalization of the content byproviding bookmarking and addresses empowerment ofphysical activity by enabling various guided exercisesessions, personalized feedback, the possibility of reflectionand construction of personalized exercise sessions.

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    The Heart Companion
  • 34.
    Andersson, Jonas E.
    KTH.
    Standardizing Human Abilities and Capabilities Swedish Standardization with a Design for All Approach2019In: Proceedings of the 20th Congress of the International Ergonomics Association (IEA 2018), Springer, 2019, Vol. 825, p. 459-468Conference paper (Refereed)
    Abstract [en]

    Several standard works in Sweden from the period 2000–2017 have been focused on converting visionary welfare political goals into down-to-earth-oriented guidelines for subsequent realization and implementation. The present paper is focused on the conversion of general welfare goals into standards that apply to areas that require a trans-disciplinary approach to address accessibility issues in built environment, services and transportation. The study suggests that standardization with a design for all perspective becomes an interpretive work in which words and phrases are contemplated in relation to the ethical stance of the national disability policy. This framework is situated at the very interface between real-life settings and visionary thinking. Consequently, participants in standardization works revolving around design for all activate several individual knowledge fields of ethical, ideological, practical and theoretical nature. In communal discussions between the participants, the development of standards proceeds through an analytical work that is like an iterative creative process that uses concepts, phrases and words as instruments. The overall conclusion is that standardization with a design for all approach has left the strict focus on products and started to target the design process in view of a built environment, products or services that are centered on the fit between the design and a wide range of human abilities.

  • 35.
    Andersson, Karl
    KTH, School of Computer Science and Communication (CSC).
    Manipulating Control-Display Ratios in Room-Scale Virtual Reality2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This study examined how reduced control-display ratios on motion-tracked handheld controllers in virtual reality affected user immersion and sense of control. 24 participants played a puzzle game in virtual reality using one of three control-display ratios: one normal, and two that were reduced using the “Go-Go” technique. Results indicate that the control-display ratio can be reduced drastically while retaining user immersion and sense of control, but that the effectiveness of this seems to differ between individuals and is heavily influenced by previous experiences. Even so, these results could be of use for future virtual reality interaction designers as well as researchers studying the senses of vision and proprioception. 

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  • 36.
    Andersson, Lisa
    KTH, School of Computer Science and Communication (CSC).
    EquumTemp: A palpation aid that document and detect temperature changes on the surface of horse’s forelimbs2016Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    At the moment, in the daily health care for horses there is a lack of technical aids for private use. As a horse owner you need to physically palpate the horse’s limbs to detect signs of injury and lameness. It is difficult and the signs are usually vague and hard to distinguish. Technology and interaction design could be the solution to this problem. The related research this paper builds on are: clinical complementary diagnostic methods for lameness diagnosis, wearable health monitor systems for humans and smart textiles on horses. The question this paper tries to answer is:

    How to develop and design a prototype of a product that is an aid for horse owners to document and better understand changes in surface temperature of the horse’s fetlock?

    To answer this question a user-centered design process was used. A survey, expert domain interview, design and development of a prototype, two different user testings’ and a design workshop. The result is a prototype of a palpating aid called EquumTemp. It is used by the horse owner as a second opinion on the status of their horse fetlock temperature. EquumTemp measures, stores and documents surface temperature of the fetlock. The prototype was tested by the author for 2 weeks and by three different potential users. The knowledge gained from the project resulted in defined product requirements.

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  • 37.
    Andersson López, Lisa
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Svenns, Thelma
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Holzapfel, Andre
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Sensitiv – Designing a Sonic Co-play Tool for Interactive Dance2021In: Proceedings International Conference on New Interfaces for Musical Expression  2021, PubPub , 2021Conference paper (Refereed)
    Abstract [en]

    In the present study a musician and a dancer explore the co-play between themthrough sensory technology. The main questions concern the placement andprocessing of motion sensors, and the choice of sound parameters that a dancer canmanipulate. Results indicate that sound parameters of delay and pitch altered dancers’experience most positively and that placement of sensors on each wrist and ankle witha diagonal mapping of the sound parameters was the most suitable.

  • 38.
    Andersson, Ulrika
    KTH, School of Computer Science and Communication (CSC).
    Effect of depth cues on visual search in a web-based environment2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In recent years, 3D graphics has become more available for web development with low-level access to graphics hardware and increased power of web browsers. With core browsing tasks for users being to quickly scan a website and find what they are looking for, can 3D graphics – or depth cues – be used to facilitate these tasks? Therefore, the main focus of this work was to examine user performance on websites in terms of visual attention. Previous research on the use of 3D graphics in web design and other graphical interfaces has yielded mixed results, but some suggest depth cues might be used to segment a visual scene and improve visual attention. In this work, the main question asked was:  How do depth cues affect visual search in a web-based environment? To examine the question, a user study was conducted where participants performed a visual search task on four different web-based prototypes with varying depth cues. The findings suggest depth cues might have a negative effect by increasing reaction time, but certain cues can improve task completion (hit rate) in text-rich web environments. It is further elaborated that it might be useful to look at the problem from a more holistic perspective, also emphasizing other factors such as visual complexity and prototypicality of websites.

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  • 39.
    Andreanidis, Christos
    et al.
    KTH, School of Industrial Engineering and Management (ITM), Engineering Design, Mechatronics and Embedded Control Systems.
    Bergsten, Johanna
    KTH, School of Industrial Engineering and Management (ITM), Engineering Design, Mechatronics and Embedded Control Systems.
    Brümmer, Marcel
    KTH, School of Industrial Engineering and Management (ITM), Engineering Design, Mechatronics and Embedded Control Systems.
    Fröberg, Joel
    KTH, School of Industrial Engineering and Management (ITM), Engineering Design, Mechatronics and Embedded Control Systems.
    Lindestam, Algot
    KTH, School of Industrial Engineering and Management (ITM), Engineering Design, Mechatronics and Embedded Control Systems.
    Persson, Annie
    KTH, School of Industrial Engineering and Management (ITM), Engineering Design, Mechatronics and Embedded Control Systems.
    Pirmohamed, Fahim
    KTH, School of Industrial Engineering and Management (ITM), Engineering Design, Mechatronics and Embedded Control Systems.
    Sandahl, Maria
    KTH, School of Industrial Engineering and Management (ITM), Engineering Design, Mechatronics and Embedded Control Systems.
    Thorapalli Muralidharan, Seshagopalan
    KTH, School of Industrial Engineering and Management (ITM), Engineering Design, Mechatronics and Embedded Control Systems.
    Andrikopoulos, Georgios
    KTH, School of Industrial Engineering and Management (ITM), Engineering Design, Mechatronics and Embedded Control Systems.
    On the Design and Development of a Tabletop Robot for Interaction with Children2023In: 2023 IEEE/ASME International Conference on Advanced Intelligent Mechatronics, AIM 2023, Institute of Electrical and Electronics Engineers (IEEE) , 2023, p. 1232-1237Conference paper (Refereed)
    Abstract [en]

    This article presents a novel emotionally expressive robot platform targeting social engagement with children. This platform was implemented in accordance with UNICEF's policy guidance on artificial intelligence (AI) for children, focusing on factors such as safety, transparency, reliability and explainability. The robot prototype is presented from a design and development perspective, outlining all utilized electromechanical components that enable its 11 degrees-of-freedom and sensing functions. Preliminary evaluation results are provided in terms of dependability and expressiveness of basic emotions, thus demonstrating the robot's potential to facilitate trustworthy and secure interactions with children.

  • 40.
    Andrieux, Alexandre
    KTH, School of Computer Science and Communication (CSC).
    Improving HSL Recognition Skills with a Color Game2016Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Improving color matching skills requires a specifically designed interface as much as well-calculated feedback on the underlying color model. This thesis relates to the production of a game for learning HSL and elaborates on learning patterns with regard to hue and game progression. A quantification of learning based on performance variation is proposed. In an effort to balance data quantity and relevance, several variables of pure analysis interest are defined. Results on learning inhomogeneities are presented through Hue Learning Curves with streamgraphs and detailed bar charts. The consequences of design choices and gameplay on performance and learning are discussed.

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  • 41.
    Anindita, Puspita Parahita
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Falkenberg, Kjetil
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Design Approaches to Alert Sounds for Interactions in Shops2021In: Nordic Sound and Music Computing Conference, Zenodo , 2021Conference paper (Refereed)
  • 42. Anne Cochrane, Karen
    et al.
    Mah, Kristina
    Ståhl, Anna
    Núñez-Pacheco, Claudia
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Balaam, Madeline
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Ahmadpour, Naseem
    Loke, Lian
    Body Maps: A Generative Tool for Soma-Based Design2022In: Sixteenth International Conference on Tangible, Embedded, and Embodied Interaction, Association for Computing Machinery (ACM) , 2022Conference paper (Refereed)
    Abstract [en]

    Body maps are visual documents, where somatic experiences can be drawn onto a graphical representation of an outline of the human body. They hold the ability to capture complex and non-explicit emotions and somatic felt sensations, elaborating narratives that cannot be simply spoken. We present an illustrative example of “how-to” complete a body map, together with four case studies that provide examples of using body maps in design research. We identify five uses of body maps as generative tools for soma-based design, ranging from sampling bodily experience, heightening bodily self-awareness, understanding changing bodily experience over time, identifying patterns of bodily experience, and transferring somatic experiential qualities into physical designs. The different requirements for scaffolding the use of body maps in user-centred design versus first-person autobiographical design research are discussed. We provide this Pictorial as a resource for designers and researchers who wish to integrate body maps into their practice.

  • 43. Annebäck, Jesper
    et al.
    Bratt, Jesper
    Huanca Montes, Connie
    Jernström, Erik
    Stenseth, Viggo
    OMNES, "All trafik kan vara kollektivtrafik": Ett projekt av gruppen Omnes2014Report (Other academic)
    Abstract [sv]

    I kurserna DH2655: Kooperativ IT-design och DH2460: Programvarudesign, ekonomi och ledarskap är det traditionsenligt att utföra en projektuppgift i grupper, som kursledare satt ihop med hänsyn till elevernas egenskaper. Temat för årets projekt var Framtidens kollektiv- trafik. I denna rapport beskrivs projektgruppen Omnes hela designprocess från att uppgiften blev tilldelad till slutredovisningen, en utställning på Spårvägsmuséet i Stockholm.

    Vid projektstarten började samtliga medlemmar att definiera sin roll och individuella mål för kursen. I påföljande process utvecklas en frågeställning baserat olika litterära undersökning- ar och metoder för omvärldsanalys. Stor tyngd av projektet ligger på själva dokumentationen och utförandet av designprocessen. I designprocessen använder projektgruppen de metoder som kursen tagit upp i dess första del. Att kunna välja rätt metod för det rätta syftet samt uppföljande analys på utfallet är någon som visar sig vara signifikant för att lyckas gå vidare i processen. Detta är något som görs i omvärldsanalysen och genom den insamlade datan från momentet kan projektgruppen kristallisera sin idé. Idén är ett sammansatt system som ligger mellan 15-20 år framåt i tiden, beroende på hur bra det måste vara. En installation av idén görs i samtal med Spårvägsmuséets utställningsansvarig och projektgruppens representant. Detta är en parallellt löpande process som projektgruppen hanterar samtidigt som de ska fullfölja själva projektet. Allt som gjort i projektet från start till utställning tas upp i en diskussion som reflekterar över de problem vi stött på likväl som framtida planer för ytterligare utveckling. Slutligen knyts allt ihop av en slutsats som konfirmerar några av de teorier som framkommit under projektets gång, genom jämförelse med de andra projektgrupperna i kursen. 

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  • 44.
    Aramrattana, Maytheewat
    et al.
    The Swedish National Road and Transport Research Institute (VTI), Regnbågsgatan 1, 417 55, Gothenburg, Sweden, Regnbågsgatan 1.
    Schrank, Andreas
    German Aerospace Center (DLR), Institute of Transportation Systems, Lilienthalplatz 7, 38108, Braunschweig, Germany, Lilienthalplatz 7.
    Andersson, Jonas
    RISE Research Institutes of Sweden, 417 56, Gothenburg, Sweden.
    Zhao, Lin
    KTH, School of Engineering Sciences (SCI), Engineering Mechanics, Vehicle Engineering and Solid Mechanics.
    Hermann, David
    Technische Universität München, Munich, Germany.
    Mharolkar, Sanat
    Nanyang Technological University, 639798, Singapore, Singapore.
    Vanzura, Marek
    George Mason University, 4400 University Drive, 22030, Fairfax, Virginia, USA, 4400 University Drive.
    Habibovic, Azra
    Scania CV AB, 127 29, Stockholm, Sweden.
    Oehl, Michael
    German Aerospace Center (DLR), Institute of Transportation Systems, Lilienthalplatz 7, 38108, Braunschweig, Germany, Lilienthalplatz 7.
    A Roadmap Towards Remote Assistance: Outcomes from Multidisciplinary Workshop at the 2023 Intelligent Vehicles Symposium2024In: HCI International 2024 Posters - 26th International Conference on Human-Computer Interaction, HCII 2024, Proceedings, Springer Nature , 2024, p. 175-185Conference paper (Refereed)
    Abstract [en]

    Remote operation of highly automated vehicles (HAVs) may include occasional assistance from a human remote operator that is located outside the HAVs. Remote assistance typically delegates only high-level guidance tasks to the remote operators such as authorizing a driving maneuver or specifying a new driving path. As remote assistance is fairly unexplored, there are still several research challenges. These challenges were discussed by experts from academia and industry in a multidisciplinary workshop at the 2023 IEEE Intelligent Vehicles Symposium. As a result of the workshop, this paper presents a list of most pressing research questions in the following areas: human-machine interaction and human factors, design of the remote station, design of the HAVs. It also outlines a roadmap for future research on remote assistance of HAV, thereby informing interdisciplinary studies and facilitating the benefits of HAVs before full autonomy can be reached.

  • 45.
    Ardal, Dui
    et al.
    KTH, School of Computer Science and Communication (CSC).
    Frisk Arfvidsson, Gustav
    KTH, School of Computer Science and Communication (CSC).
    Heuristiska vs. användarinkluderande utvärderingar: En jämförelse av två MDI-metoder.2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Denna uppsats ämnar undersöka olika utvärderingsmetoder inom fältet användbarhet. Alltsedan webbteknologier har tagit en större plats i vår vardag har efterfrågan ökat för gränssnitt och design med hög användbarhet. Vi har därför utfört tester på tvåutvärderingsmetoder för att utvärdera användbarhet på en prototyp som vi har utvecklat. Användarinkluderande och heuristiska tester är två utvärderingsmetoder som vi har undersökt i denna uppsats. De är båda väldokumenterade och används ofta för att mäta aspekter inom användbarhet. Således finns det ett intresse i att studera skillnader i resultat och hur metoderna bäst kan användas. Vi utförde tester på båda dessa utvärderingsmetoder, med fem olika personer per test. De heuristiska testerna resulterade i fler användbarhetsproblem av funktionell karaktär än vad de användarinkluderande testerna gjorde, vilka resulterade i fleranvändbarhetsproblem inom kategorin layout. Likaså resulterade de heuristiska testerna i att testsubjekten identifierade en större andel likartade användbarhetsproblem än vad de användarinkluderande testerna gjorde. Vi tror att detta kan bero på själva utvärderingsmetodernas utformning, där miljön och testsubjekten är kontrollerade i olika utsträckning. De slutsatser vi har dragit är att de båda är användbara för att mäta användbarhetoch för att hitta fel/brister med ett gränssnitt i ett tidigt prototypstadie, men att den heuristiska metoden kan vara aningen bättre för en prototyp i ett tidigt stadie i utvecklingen, likt detgränssnitt vi utvärderade befann sig i. Vidare har vi konkluderat att användandet av båda dessa tester tillsammans ger optimalt resultat.

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  • 46.
    Arfvidsson, Gustav Frisk
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Ljungdahl Eriksson, Martin
    Lidbo, Håkan
    Falkenberg, Kjetil
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Design considerations for short alerts and notification sounds in a retail environment2021In: Proceedings of the Sound and Music Computing Conference, 2021Conference paper (Refereed)
    Abstract [en]

    The design and noticeability of alert sounds have been widely researched and reported, and not least, notification sounds are ubiquitous in both software and hardware product development. In an ongoing research project concerning the retail industry, we aim at designing short alert sounds that only grab attention from one group of customers, while others do not register the alerts: this particular aspect has to our knowledge not yet been studied. To establish design guidelines for such alert sounds, we conducted an experiment where test subjects would experience ordinary shopping activity including background music and an ambient soundscape in a virtual reality clothing store, but with added alert sounds. We tested, specifically, six differently designed sound alerts belonging to two classes: contextual-specific congruent sounds, and incongruent sounds that did not fit the sonic context. The results disproved our assumptions that incongruent sounds would outperform the congruent and thus in the context more anticipated sounds. The findings suggest that alert sounds can be designed with subtlety and still be noticeable and that customers will not necessarily be annoyed. We present here a first approach towards design guidelines for short alert sounds in a shop environment.

     

  • 47.
    Arisoni, Abriansyah
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Human Factors Involved in Explainability of Autonomous Driving: Master’s Thesis2023Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Autonomous Car (AC) has been more common in recent years. Despite the rapid development of the driving part of the AC, researchers still need to improve the overall experience of the AC's passengers and boost their willingness to adopt the technology. When driving in an AC, passengers need to have a good situation awareness to feel more comfortable riding in an AC and have a higher trust towards the system. One of the options to improve the situation awareness is by giving passengers an explanation about the situation.

    This study investigates how the situational risk of specific driving scenarios and the availability of visual environment information for passengers will affect the type of explanation needed by the AC passenger. The study was conducted through a series of different scenario tests presented to online study participants and focused on the human interaction to level 4 and 5 AC. This study's primary goal is to understand the human-AC interactions further, thus improving the human experience while riding in an AC.

    The results show that visual information availability affects the type of explanation passengers need. When no visual information is available, passengers are more satisfied with the type that explain the cause of AC's action (causal explanation). When the visual information is available, passengers are more satisfied with the type that provide intentions behind the AC's certain actions (intentional explanation). Results also show that despite no significant differences in trust found between the groups, participants showed slightly higher trust in the AC that provided causal explanations in situations without visual information available.

    This study contributes to a better understanding of the explanation type passengers of AC need in the various situational degree of risk and visual information availability. By leveraging this, we can create a better experience for passengers in the AC and eventually boost the adoption of the AC on the road.

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  • 48.
    Arkenson, Caroline
    KTH, School of Computer Science and Communication (CSC).
    Music Control in the Car – Designing voice interactions between user and a music service with a focus on in-car usage2016Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Music is an important part of people’s lives and thanks to technology development music is more accessible than ever. It creates a pleasant auditory environment in many situations such as when driving, and in-car music streaming is one of the most requested features amongst drivers. Using technology such as mobile devices when driving is a major safety concern which can be addressed by implementing voice control. Said modality, if implemented successfully, puts less cognitive demand on the driver than using manual controls or looking at a monitor.

    This thesis has resulted in a set of design suggestions for voice interaction between driver and a music service for a safe and pleasant user experience where the dialogues aim at providing drivers with a feeling of familiarity and brand recognition with the music service. The design suggestions are based on design guidelines and previous research on voice interaction and in-car technology including cognitive demands on the driver. Input from drivers and music listeners have been collected first through a questionnaire on controlling music applications while driving followed by a design workshop where the participants, based on different stories, designed dialogues between driver and a music service.

    The research found that drivers are highly concerned with traffic safety, and want to be able to quickly and safely search for specific music or music that suits a current mood. In terms of familiarity, drivers should be able to use existing features from the music service when interacting through voice and be able to make actions that affect their private account - such as saving songs to a playlist.

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    fulltext
  • 49.
    Arkenson, Caroline
    et al.
    KTH.
    Chou, Y. -Y
    Huang, C. -Y
    Lee, Y. -C
    Tag and seek a location-based game in tainan city2014In: CHI PLAY 2014 - Proceedings of the 2014 Annual Symposium on Computer-Human Interaction in Play, Association for Computing Machinery (ACM), 2014, p. 315-318Conference paper (Refereed)
    Abstract [en]

    Tag and Seek is a location-based game which leads a traveler through Tainan City in Taiwan. The traveler's task is to find Harry's friends who are hiding at different sites in the city. Once at the site, the traveler has to scan a Near Field Communication (NFC) tag placed on a board looking like Harry's friend. When the NFC tag is scanned the lost friend is found, information about the site is presented and instructions to the next site will be available. The game lets the traveler experience culture, gain knowledge about sites in the city and meet local citizens - without the traveler having to plan the trip ahead. By implementing NFC technology as check points the interaction with the game differs from regular tourist guides and the threat of privacy which comes with location-based services is greatly lowered as the traveler is not being tracked by GPS. From our user evaluation we found that both the interface and interaction with the boards could use some improvements to increase the usability.

  • 50. Aronsson, S.
    et al.
    Artman, Henrik
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID. Swedish Air Force Combat Simulation Centre (FLSC), Swedish Defence Research Agency (FOI), Sweden.
    Mitchell, M.
    Ramberg, R.
    Woltjer, R.
    A live mindset in Live Virtual Constructive simulations: a spin-up for future LVC air combat training2022In: The Journal of Defence Modeling and Simulation: Applications, Methodology, Technology, ISSN 1548-5129, E-ISSN 1557-380XArticle in journal (Refereed)
    Abstract [en]

    Combining Live, Virtual, and Constructive (LVC) aircraft in the same training scenario holds promise for developing and enhancing fighter pilot training. The simulator study reported here builds on joint pilot-researcher co-design work of beyond visual range LVC training (LVC-T) scenarios to provide training value to pilots in both Live and Virtual aircraft. One fourship of pilots simulated Live entities by acting under peacetime restrictions, while other pilots acted as during regular Virtual training. The objective was to investigate pilots’ reflections on the implications of LVC-T and on the methodology used to provide hands-on experience of a plausible LVC-T scenario. The purpose is to inform the design and use of future LVC in air combat training from the perspective of training value. Results indicate that pilots are positive toward the LVC scenario design, especially the dynamics that a large-scale scenario brings to training of decision making. They indicate a high degree of presence, the need for specific regulations to enforce flight safety, and that restrictions put on the simulated Live entities had implications for the other pilots. In addition to regular Live (L) and simulator (V + C) training, LVC-T may enhance pilots’ repertoires and decision-making patterns. 

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