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  • 1.
    Amoson, Jonas
    Högskolan Väst, Institutionen för ekonomi och it, Avd för datavetenskap och informatik.
    Building complex GUIs in Plan 92009Inngår i: Proceedings 4th International Workshop on Plan9, Athens, GA: University of Georgia , 2009, s. 15-21Konferansepaper (Annet vitenskapelig)
    Abstract [en]

    How can non-trivial graphical user interfaces be designed in Plan 9 without them losing their minimalistic style? Different toolkits are discussed, and a proposal for a tabbed toolbar is suggested as a way to add functionality without cluttering the interface and avoiding the use of pop-up dialog boxes. A hypothetical port to the GUI in LyX is used as an example.

  • 2.
    Arvola, Mattias
    et al.
    Linköping University, Department of Information and Computer Science,Linköping, Sweden.
    Samuelsson, Marcus
    Högskolan Väst, Institutionen för individ och samhälle, Avd för utbildningsvetenskap och språk.
    Nordvall, Mathias
    Linköping University, Linköping, Sweden.
    Ragnemalm, Eva L.
    Linköping University, Linköping, Sweden.
    Simulated Provocations: A Hypermedia Radio Theatre for Reflection on Classroom Management2018Inngår i: Journal Simulation & Gaming, ISSN 1046-8781, E-ISSN 1552-826X, Vol. 49, nr 2, s. 98-114Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Background. Learning to manage a classroom is a difficult but important part of teacher education. Earlier research on simulations for learning classroom management has highlighted the difficulty of supporting reflection.Purpose. This case study explores and evaluates the design of a simulation for student teachers' reflection on classroom management.Design. The design process resulted in the scenario-based SIMPROV simulation, which was made in the form of a hypermedia radio theatre that students go through in pairs or triads. Authoritarian, authoritative, democratic, and compliant leadership styles were built into the choices student teachers made.Evaluation. The simulation was evaluated in two courses where the participants' level of reflection and perceived knowledge improvement was measured using a questionnaire. Forty-three first-year student teachers, 48 third-year student teachers, and 38 of the student teachers' mentors participated in the evaluation.Results. The results indicate that participants engaged in reflection and understanding to a high degree, and only to a low degree in critical reflection or habitual action.Conclusions. The conclusions are that the scenario-based simulation designed as a hypermedia radio theatre supported knowledge improvement, understanding, and reflection and that social interaction during and after simulation sessions was an important feature.

  • 3.
    Christiernin-Gustafsson, Linn
    Högskolan Väst, Institutionen för ingenjörsvetenskap, Avd för tillverkningsprocesser.
    Människor, Robotar och Maskiner2014Inngår i: Fokus Industri : Den svenska ekonomins motor, nr November, s. 22-22Artikkel i tidsskrift (Annet (populærvitenskap, debatt, mm))
  • 4.
    Falkenberg Hansen, Kjertil
    et al.
    KTH Royal Institute of Technology, Stockholm, Sweden.
    Ljungdahl Eriksson, Martin
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design. Edsbyn.
    Atienza, Ricardo
    University College of Arts, Crafts and Design, Stockholm, Sweden.
    Sound design through large audience interaction2019Inngår i: Proceedings of the Sound and Music Computing Conferences / [ed] Barbancho I.,Tardon L.J.,Peinado A.,Barbancho A.M., CERN , 2019, s. 119-126Konferansepaper (Fagfellevurdert)
    Abstract [en]

    In collaboration with Volvo Cars, we presented a novel design tool to a large public of approximately three million people at the three leading motor shows in 2017 in Geneva, Shanghai and New York. The purpose of the tool was to explore the relevance of interactive audio-visual strategies for supporting the development of sound environments in future silent cars, i.e., a customised sonic identity that would alter the sonic ambience for the driver and by-passers. This new tool should be able to efficiently collect non-experts’ sonic preferences for different given contexts. The design process should allow for a high-level control of complex synthesised sounds. The audience interacted individually using a single-touch selection of colour from five palettes and applying it by pointing to areas in a colour-book painting showing a road scene. Each palette corresponded to a sound, and the colour nuance in the palette corresponded to certain tweaking of the sound. In effect, the user selected and altered each sound, added it to the composition, and finally would hear a mix of layered sounds based on the colouring of the scene. The installation involved large touch screens with high quality headphones. In the study presented here, we examine differences in sound preferences between two audiences and a control group, and evaluate the feasibility of the tool based on the sound designs that emerged. Copyright: © 2019 Kjetil Falkenberg Hansen et al. This is an open-access article distributed under the terms of the Creative Commons Attribution 3.0 Unported License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.

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  • 5.
    Ghorban, Maryam
    Högskolan Väst, Institutionen för individ och samhälle, Avd för psykologi och organisationsstudier.
    Människa – Teknik – Organisation ur ett utredningsperspektiv: En intervjustudie av medarbetare vid Statens haverikommission2014Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    Human - Technology - Organization (HTO) is a well-established, general unifying concept in the Swedish Accident Investigation Authority (SHK) that represents an approach, knowledge and use of various tools regarding interactions between people, technology and organizational factors. The HTO-perspective is well described in literature but there are few studies on how SHKs staff experiences working according to this method in their investigations. The aim of this study was therefore to describe their HTO-perspective, examine how it is used in the investigations at SHK and describe the investigators experience of working with the HTO-perspective as well as the method's usefulness compared to old methods in accident investigations. A literature study has been conducted in the areas of HTO, Theory of planned behavior (TPB) and safety culture. TPB and safety culture are described in this paper since they highlight the different aspects of a HTO-perspective. The hypothesis was answered by using semi-structured interviews. The interviews were analyzed by a content analysis and themes were identified. Furthermore the material from the interviews was subsequently structured through a Strength – Weakness – Opportunities – Threats analysis (SWOT), i.e. the informants' view on the HTO-perspective was structured based on the strengths, weaknesses, opportunities and threats SHKs staff experience that the method has in the investigative work. The informants consisted of two investigators at SHK who 3have worked with accident investigations for a long time in various roles. The results yielded that the investigators had a positive attitude towards conducting investigations according to the HTO-perspective because they feel that this perspective provides them with cross-competence. A flaw is though that the perspective lacks a structured approach. As a result of this, the investigators own experiences and expertise play a major role in the quality of the investigation. As the study's aim is met and the informants are considered to be experts the validity requirements are also fulfilled.

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  • 6.
    Gustavsson Christiernin, Linn
    Högskolan Väst, Institutionen för ingenjörsvetenskap, Avdelningen för produktionssystem (PS).
    How to describe interaction with a collaborative robot2017Inngår i: HRI '17 Proceedings of the Companion of the 2017 ACM/IEEE International Conference on Human-Robot Interaction, 2017, s. 93-94Konferansepaper (Fagfellevurdert)
    Abstract [en]

    In this paper, we describe early work on a classification model on how to interact with industrial and other types of robots. We suggest a classification for how to describe different scenarios within Human-Robot Interaction. The idea with this model is to help when identifying the gap between where a company is and where they would like to be when it comes to collaborative automation. © 2017 Author.

  • 7.
    Haj-Bolouri, Amir
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Rossi, Matti
    Information Systems, Aalto University, Espoo (FIN).
    Towards Design Principles for Safety Training in Virtual Reality: An Action Design Research Case2021Inngår i: Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349, Vol. 12807 LNCS, s. 89-95Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Virtual Reality (VR) technology has progressed and become viable for the purpose of education, learning, and training. Organizations adopt and employ VR technologies to enhance employees' skills, competency, and readiness through safety training that prepare the employees towards work-specific situations that are dangerous, hazardous, and uncertain. This research in progress paper reports early results from an Action Design Research case on VR safety training. The empirical work of this study is on-going and is set in the domain of rail industry. Early results are reported as tentative design implications for safety training in VR, which are based on a first round of data analysis. The implications are proposed with the ambition of extending them into design principles for safety training in VR. Subsequently, steps for future research are outlined and discussed to advance the design implications into principles.

  • 8.
    Högberg, Karin
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för företagsekonomi.
    Willermark, Sara
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Among Followers and Rebels: Professional Identity and Digitalization of Work2020Inngår i: Proceedings of the 53rd Hawaii International Conference on System Sciences 2020 Jan 7: Digital and Social Media in Enterprise, 2020, s. 1-10Konferansepaper (Annet vitenskapelig)
    Abstract [en]

    The digitalization of work practices has changed the conditions for many professions. In this study, we explore the relation between professional identity and digitalization in the workplace. We join the research stream within professional identity research that views identity as a narrative construction, a story that individuals tell themselves and others to tell who they are, in this case in relation to digitalization. The empirical data derive from two different contexts: Nordic primary school teachers and European hoteliers at an international hotel chain. In total, 72 interviews were conducted. The study contributes to existing literature by providing increased knowledge on digitalization of work practices by illustrating different approaches to digitalization of work that extend over a specific profession. Theoretical contributions involve suggesting four ideal types of categorization to explain the approach to digitalization in professional life.

  • 9.
    Karlsson, IC MariAnne
    et al.
    Chalmers University of Technology, Division Design and Human Factors, Department of Product and Production Development, SE-412 96 Gothenburg, Sweden.
    Engelbrektsson, Pontus
    Chalmers University of Technology, Division Design and Human Factors, Department of Product and Production Development, SE-412 96 Gothenburg, Sweden.
    Larsson, Lena E.
    Region Vaestra Gotaland, Regionens hus, SE-462 80 Vaenersborg, Sweden.
    Pareto, Lena
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Lundh Snis, Ulrika
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Berndtsson, Bo
    Högskolan Väst, Institutionen för ekonomi och it.
    Svensson, Lars
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Use-centred design of medical and healthcare technology: a pilot study of field tests as a development tool2011Inngår i: International Journal of Biomedical Engineering and Technology, ISSN 1752-6418, Vol. 5, nr 1, s. 11-28Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    The purpose of the project has been to develop a process through which users, staff as well as patients, can be involved in field evaluations of medical and healthcare technology. Interviews with different stakeholders and the experiences from four case studies have led to the following conclusions. Users have the potential to act as active evaluators rather than passive subjects or participants only. However, user involvement in field evaluations must be supported by a formation of facilitators or 'door openers' to the healthcare organisation, moderators enhancing the dialogue between developers and users, and mentors for the users acting as evaluators

  • 10.
    Krook, Lina
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Shinkai, Miho
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    VR-designers arbete med tillgänglighet inom virtuella upplevelser2021Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    Virtual Reality (VR) is an extensive field where significant development has been made. A critical aspect of the user experiences is still relatively unexplored, the accessibility. How VR designers can work to make their experiences more accessible becomes an important part regarding the development of the technology and the inclusion of users with disabilities. Today, there is no known, structured study about how VR designers in Sweden work practically with accessibility within virtual experiences. The purpose of this study is therefore to create knowledge about how designers within the VR industry work with accessibility in the design of virtual experiences. In this study we conducted a survey, which focused on factors that influence the work with accessibility in VR, and six deepening interviews. The result of the survey showed differences within occupational groups, where visual VR designers work more with accessibility than other occupational groups. The result of the interviews revealed tendencies that VR designers’ point of view and definition considering accessibility, affected which people with disabilities that were included in their design process. Establishing generic guidelines or tools can support VR designers' work with accessibility, but these do not make the virtual experiences accessible. Some kind of collaborative work between designers and users with disabilities is needed to ensure accessible VR experiences. 

    Fulltekst (pdf)
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  • 11.
    Kyaw, Aung Khant
    Högskolan Väst, Institutionen för ekonomi och it.
    Usability Evaluation of CityAirSim: An Educational Virtual Reality Application2023Independent thesis Advanced level (degree of Master (One Year)), 10 poäng / 15 hpOppgave
    Abstract [en]

    The CityAirSim VR application presents a promising platform for urban air quality visualisation, but its UI/UX design can significantly impact user experience and usability. This usability evaluation study employed a mixed-methods approach, utilising usability tests, semi-structured interviews, and the User Experience Questionnaire (UEQ) to evaluate the application. As part of the evaluation, a new 3D menu with a direct manipulation interaction method was developed and compared to the existing 2D menuwith point-and-click interaction as part of the evaluation. Thirteen participants participated in the evaluation, highlighting effective aspects suchas ease of use, visibility, interactiveness, and feedback for both menus. However, issuessuch as visibility and visual design improvements were identified for both menus. Suggestions include improving menu state indicators and providing tutorials for better learnability. As for the preference between the menus, a majority of participants (n=11,85%) preferred the 3D menu. The UEQ and interview results indicate that the hedonic factors significantly influenced the preference between the 3D and 2D menus

  • 12.
    Ljungdahl Eriksson, Martin
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Atienza, Ricardo
    University of Arts, Crafts and Design, Stockholm, Sweden.
    Pareto, Lena
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Falkenberg Hansen, Kjetil
    KTH Royal Institute of Technology, Stockholm, Swede.
    My sound space: An attentional shield for immersive redirection2018Inngår i: AM'18 Proceedings of the Audio Mostly 2018 on Sound in Immersion and Emotion: ACM International Conference Proceeding Series, Association for Computing Machinery , 2018, artikkel-id a9Konferansepaper (Fagfellevurdert)
    Abstract [en]

    In the context of extended reality, the term immersion is commonly used as a property denoting to which extent a technology can deliver an illusion of reality while occluding the users’ sensory access to the physical environment. In this paper we discuss an alternative interpretation of immersion, used in the My Sound Space project. The project is a research endeavor aiming to develop a sound environment system that enables a personalized sound space suitable for individual work places. The medium, which in our case is sound, is transparent and thus becomes an entangled part of the surrounding environment. This type of immersion is only partly occluding the users sensory access to physical reality. The purpose of using the sound space is not to become immersed by the sounds, rather to use the sounds to direct cognitive attention to get immersed in another cognitive activity. © 2018 Association for Computing Machinery.

  • 13.
    Mark, Emil
    Högskolan Väst, Institutionen för ingenjörsvetenskap.
    Usability: Through the use of guidelines and user participation2012Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    The Department of Engineering Science at University West in Trollhättan was in need of a new system for scheduling personnel, as the existing system is based upon an Excel-file and is hard to work with and does not provide an easy way for the users to collaborate.The purpose of this study was to examine how existing principles and guidelines regarding interface design can be used to create a new web based system with a high usability. The purpose is also to examine how participatory design affects the design process and outcome.To create a system with a high grade of usability, a number of existing rules and guidelines regarding usability and a number of subjects regarding interaction design, were used by the development team as tools.Even though the study showed that usability guidelines can be a valuable tool and provide a good foundation it is important to emphasize the use of other techniques. For example the use of participatory design, which in the study was found to be of great value to the development team.

    Fulltekst (pdf)
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  • 14.
    Norström, Livia
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Arghavan Shahlaei, Charlotte
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Johansson, Lars-Olof
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Islind, Anna Sigridur
    Reykjavik University, School of Computer Science, Iceland.
    Lundh Snis, Ulrika
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    New Logics of Ethics in the Age of Digital Platforms: Design Fictions of Autonomous Cars2019Inngår i: Proceedings of the 17th European Conference on Computer-Supported Cooperative Work-Demos and Posters, European Society for Socially Embedded Technologies (EUSSET) , 2019, Vol. 3Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Autonomous cars are the first major examples of Artificial Intelligence (AI) in everyday life. When cars are transformed into platforms,new service relationships emerge between car companies and the car users. These relationships generate gains and catches for both parts related to how physical and non-physical resources are exchanged in the sharing economy; how integrity is negotiated; and how responsibility is delegated when AI enables the car to take over most of the driving. With a "car as a platform approach", in this paper, we present a design fiction on ethical implications for citizens' daily lives with autonomous cars

  • 15.
    Pareto, Lena
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Ekström, Sara
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Barendregt, Wolmet
    University of Gothenburg, Department of Applied IT, IT Faculty,Sweden .
    Serholt, Sofia
    University of Gothenburg, Department of Applied IT, IT Faculty,Sweden .
    Kiesewetter, Svea
    University of Gothenburg, Department of Applied IT, IT Faculty,Sweden .
    Augmenting Game-Based Learning With a Robot Tutee2019Inngår i: Proceedings of the European conference on games-based learning, Reading: Academic Publishing International, 2019, s. 560-568Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper presents the initial design of an educational setup where a humanoid robot is used as a game companionto a child while they play an educational arithmetic game together. Drawing on the learning-by-teaching paradigm, therobot’s purpose is to act as the child’s tutee and ask questions related to gameplay and the arithmetic content of the game. The original version of the game utilized a virtual teachable agent, which was shown to be effective for children’s learning in previous studies. Here we replace the virtual agent with a social robot to explore if and how the embodiment and social-like behaviour of robots can augment game-based learning further. Our aim is to design a robot tutee that will enhance the game experience and stimulate elaboration of the game’s learning material. So far we have conducted two design workshops with 81 schoolchildren in grades 2 and 4 where they experienced the robot and the game in their classrooms. In this paper, we present the results of two post-workshop questionnaires, where the children were asked about desired behaviour for learning companions and their experiences with the robot as a game playing tutee. The first post-workshop questionnaire revealed that children would like to have a robot tutee that behaves as a kind and helpful human peer, but with improved capacities such as being kind to everyone, providing better explanations, and giving more compliments. The second postworkshop questionnaire revealed that the children accepted the tutor–tutee role-division and that a majority of children were able to hear, but less so, understand, the robot’s questions. Implications of these findings for design of the robot tutee are discussed

  • 16.
    Pareto, Lena
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Lundh Snis, Ulrika
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Understanding users with reading disabilities or reduced vision: Toward a universal design of an auditory, location-aware museum guide2006Inngår i: International Journal on Disability and Human Development, ISSN 1565-012X, E-ISSN 2191-1231, Vol. 5, nr 2, s. 147-154Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    We present ongoing work on the design of an information system for users with reading disabilities and users with reduced vision. The design target is a portable, auditory, location-aware information system, to complement visually displayed information in exhibitions. Applying a user-centered, we identify non-typical user-groups’ specific requirements, which are turned into a design. The first design-iteration, which includes a formative evaluation, using a mock-up prototype, with dyslectic and visually impaired participants, is completed. The evaluation indicates that the user-group’s specific aspects we have identified are relevant, while designing for these groups. © 2006, by Walter de Gruyter GmbH & Co. All rights reserved.

  • 17.
    Schüler, Martin
    et al.
    Högskolan Väst, Institutionen för individ och samhälle, Avdelningen för psykologi, pedagogik och sociologi. Swedish Defence University.
    Bjurström, Erik
    Swedish Defence University.
    Blurring the lines: Merging aspects of human cognition and artificial intelligence2022Inngår i: 27th ICCRTS Proceedings: Theme: Collective C2: Working with Partners Track 3: Coping with Constraints, Complexity and Ambiguity., International C2 Institute , 2022, s. 1-6Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The purpose of this article is to discuss the transformation of Twitter from a usable tool for spreading information to a space for learning. When we talk about different software, we in many cases can’t phantom their outreach and connectivity. Specific software solutions have been integrated into our lives making them a part of ourselves. Specific tools can be designed to enhance specific functions within the software such as automatic accounts spreading keywords users write. Users are humans and perceive their cyber environment in the same way as they perceive human interaction in real life. The transformation changed the tool to an area of operation where different stakeholders can interact with each other. From an intelligence perspective, the distinction between technology and HUMINT no longer serves its purposes of classification – it has merged into one and the same. From the perspective of C2, information technology in itself is still emphasized at the cost of other dimensions, hence obscuring the very mechanisms of how what is only seen as social media in fact is a dimension of itself. While the human dimension is sometimes addressed, there is a dearth of research exploring its workings.

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  • 18.
    Serholt, Sofia
    et al.
    University of Gothenburg, Division of Learning, Communication and IT, Department of Applied IT, Gothenburg, Sweden.
    Pareto, Lena
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Ekström, Sara
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Ljungblad, Sara
    University of Gothenburg and Chalmers University of Technology, Division of Interaction Design, Department of Computer Science and Engineering,Gothenburg, Sweden.
    Trouble and Repair in Child-Robot Interaction: A Study of Complex Interactions With a Robot Tutee in a Primary School Classroom2020Inngår i: Frontiers in Robotics and AI, E-ISSN 2296-9144, Vol. 7, artikkel-id 46Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

     View references (31)Today, robots are studied and expected to be used in a range of social roles within classrooms. Yet, due to a number of limitations in social robots, robot interactions should be expected to occasionally suffer from troublesome situations and breakdowns. In this paper, we explore this issue by studying how children handle interaction trouble with a robot tutee in a classroom setting. The findings have implications not only for the design of robots, but also for evaluating their benefit in, and for, educational contexts. In this study, we conducted video analysis of children's group interactions with a robot tutee in a classroom setting, in order to explore the nature of these troubles in the wild. Within each group, children took turns acting as the primary interaction partner for the robot within the context of a mathematics game. Specifically, we examined what types of situations constitute trouble in these child–robot interactions, the strategies that individual children employ to cope with this trouble, as well as the strategies employed by other actors witnessing the trouble. By means of Interaction Analysis, we studied the video recordings of nine group interaction sessions (n = 33 children) in primary school grades 2 and 4. We found that sources of trouble related to the robot's social norm violations, which could be either active or passive. In terms of strategies, the children either persisted in their attempts at interacting with the robot by adapting their behavior in different ways, distanced themselves from the robot, or sought the help of present adults (i.e., a researcher in a teacher role, or an experimenter) or their peers (i.e., the child's classmates in each group). In terms of the witnessing actors, they addressed the trouble by providing guidance directed at the child interacting with the robot, or by intervening in the interaction. These findings reveal the unspoken rules by which children orient toward social robots, the complexities of child–robot interaction in the wild, and provide insights on children's perspectives and expectations of social robots in classroom contexts. © Copyright © 2020 Serholt, Pareto, Ekström and Ljungblad

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  • 19.
    Sjölie, Daniel
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Badylak, Sebastian
    Falmouth University Falmouth, United Kingdom.
    Mind tricks for presence2019Inngår i: ACM International Conference Proceeding Series: 14th International Conference on the Foundations of Digital Games, FDG 2019, ACM Publications, 2019, artikkel-id 47Konferansepaper (Fagfellevurdert)
    Abstract [en]

    As virtual and mixed reality (VR/MR) technology moves steadily towards general availability accessible descriptions of the surrounding theory is desirable. An initial focus on high-level concepts can provide common language for diverse teams, including artists, designers and engineers, helping them to quickly get a sense of basic principles and gain a familiarity with related research for further study. The concepts of synchronized reality and grounded simulation are introduced as helpful starting points for thinking about the design and development of mixed reality systems with optimal presence. This paper provides case studies where recent commercial VR applications are analyzed with the proposed principles in mind, in an attempt to illustrate to developers how to think about design of mixed reality games for optimal presence. © 2019 ACM.

  • 20.
    Stylidis, Kostas
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design. Chalmers University of Technology, Gothenburg (SWE).
    Quattelbaum, B.
    Niederrhein University of Applied Sciences, Krefeld (DEU).
    Wolter, S.
    Niederrhein University of Applied Sciences, Krefeld (DEU).
    Preliminary Study on Haptics of Textile Surfaces via Digital Visual Cues2022Inngår i: Proceedings of the Design Society, ISSN 2732-527X, s. 2183-2192Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Humans perceive through various sensory impressions, including the five senses. Not only the number of different stimuli in everyday life increase, but also the degree of assessment of urgent and irrelevant information. But online it is not possible for the customer to physically perceive and assess the haptics of a product. This paper focus on the questions if it is possible for humans to perceive and identify surface properties without using their sense of touch and if humans can judge and classify the haptics of a textile materials via digital channels through a purely visual perception?

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  • 21.
    Willermark, Sara
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Islind, Anna Sigridur
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Appelgren, Therese
    Eklund Taavo, Mia
    The Polite Pop-Up: An Experimental Study of Pop-Up Design Characteristics and User2020Inngår i: Proceedings of the 53rd Hawaii International Conference on System Sciences: Human-Computer Interaction in the Digital Economy, 2020Konferansepaper (Annet vitenskapelig)
    Abstract [en]

    Pop-up boxes have been widely used to catch users' attention and highlight specific information. Yet, according to previous research, there is a high degree of perceived irritation and dissatisfaction related to pop-ups. In this study, we explore the user experience of what is referred to as "polite pop-up," i.e., a modal pop-up, created based on click events. The intention was to eliminate negative perceptions that pop-ups usually generate. The research method involves a constructed user test of a prototype of a website where polite pop-ups were placed in the interface. Thirteen users participated, where most of the users noticed the polite pop-up and voluntarily chose to access the information within the pop-up. The contribution includes increased insight into the relation between polite pop-up and user satisfaction, as well as design implications for user-centered design.

  • 22.
    Willermark, Sara
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Pareto, Lena
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Unpacking the Role of Boundaries in Computer-Supported Collaborative Teaching2020Inngår i: Computer Supported Cooperative Work: The Journal of Collaborative Computing and Work Practices, ISSN 0925-9724, E-ISSN 1573-7551, Vol. 29, nr 6, s. 743-767Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    In this study, we explore the role of boundaries for collaborative learning and transformation of work practices to occur. We report from a three-year action research project including well over 1800 h of participation by the authors. The empirical data are based on project participation work including observations and field notes, project reports, interviews and a questionnaire, within a school development project in Nordic elementary school. In the project, teachers and researchers from three Nordic countries, Norway, Sweden and Denmark, collaborated to develop novel, on-line teaching models for a Nordic Virtual Classroom. The virtual classroom refers to an educational setting where teaching and learning activities are conducted collaboratively in cross-national teams "in the cloud" by means of information technology. During the project, teachers were challenged in their current teaching practices and the project resulted in collaborative learning and transformation of work practice. In this paper, we explore underlying reasons for such transformation to occur by unpacking how and why boundaries can play a role in computer-supported collaborative teaching and stimulate a transformation towards digitalized teaching practices. The paper contributes with an explanation of how the composition of boundaries of a technological, organizational, and cultural nature operates and constitutes a resource for learning and principles for how boundaries can be used for such purpose.

  • 23.
    Wynn, Eleanor
    et al.
    Ronin Institute, USA.
    Vallo Hult, Helena
    Högskolan Väst, Institutionen för ekonomi och it, Avd för juridik, ekonomi, statistik och politik.
    Qualitative and Critical Research in Information Systems and Human-Computer Interaction: Divergent and Convergent Paths2019Inngår i: Foundations and Trends® in Information Systems, ISSN 2331-1231, Vol. 3, nr 1-2, s. 1-233Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Information Systems (IS) and Human Computer Interaction(HCI)–including Computer-Supported Cooperative Work(CSCW)–address the development and adoption of computingsystems by organizations, individuals, and teams. Whileeach has its own emphasis, the timelines for adopting qualitativeand critical research differ dramatically. IS used bothin the late 1980s, but critical theory appeared in HCI onlyin 2000. Using a hermeneutic literature review, the papertraces these histories; it applies academic cultures theoryas an explanatory framework. Institutional factors includeepistemic bases of source disciplines, number and centralityof publication outlets, and political and geographic contexts.Key innovations in IS are covered in detail. The rise ofplatformization drives the fields toward a common scopeof study with an imperative to address societal issues thatemerge at scale.

    Fulltekst (pdf)
    fulltext
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