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  • 1.
    Aleksikj, Stefan
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM).
    Visualization of Quantified Self data from Spotify using avatars2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The increased interest for self-tracking through the use of technology has given birth to the Quantified Self movement. The movement empowers users to gain self-knowledge from their own data. The overall idea is fairly recent and as such it provides a vast space for exploration and research. This project contributes to the Quantified self movement by proposing a concept for visualization of personal data using an avatar. The overall work finds inspiration in Chernoff faces visualization and it uses parts of the presentation method within the project design.  

    This thesis presents a visualization approach for Quantified Self data using avatars. It tests the proposed concept through a user study with two iterations. The manuscript holds a detailed overview of the designing process, questionnaire for the data mapping, implementation of the avatars, two user studies and the analysis of the results. The avatars are evaluated using Spotify data. The implementation offers a visualization library that can be reused outside of the scope of this thesis.

    The project managed to deliver an avatar that presents personal data through the use of facial expressions. The results show that the users can understand the proposed mapping of data. Some of the users were not able to gain meaningful insights from the overall use of the avatar, but the study gives directions for further improvements of the concept. 

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  • 2.
    Alissandrakis, Aris
    et al.
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Milrad, Marcelo
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Designing interactive mobile services to promote civic participation in northern Uganda2013In: ICT for Anti-Corruption, Democracy And Education In East Africa / [ed] Katja Sarajeva, Stockholm: Stockholm University, 2013, p. 53-65Chapter in book (Refereed)
    Abstract [en]

    This chapter presents the activities and outcomes of the "People's Voices: Developing Cross Media Services to Promote Citizens Participation in Local Governance Activities" project.

    The aims of the project were a) to identify and describe a number of cross media services that can be used to promote citizens’ participation in political decisions and civic activities, and b) to develop a conceptual design and a prototype system of such a service. The project included a number of field trips from Sweden to Uganda, and used participatory design and ethnographic techniques for requirements elicitation, actively involving the different stakeholders. The developed system allows people in Uganda to use their mobile phones to submit reports of irregularities in local governance or poor services delivery using an interactive voice menu interface.

    We hope that our specific contribution will emphasize on how novel ways of integrating and using ICT can provide opportunities to encourage and facilitate civic engagement in North Uganda. The potential massive adoption of the kind of interactive mobile services described in this book chapter can be used in unique ways to provide opportunities to make governmental services more innovative, transparent and cost-effective, as well as to encourage citizens to become more engaged and goal-focused for the common good of their society.

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  • 3.
    Alissandrakis, Aris
    et al.
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM), Department of Media Technology.
    Nake, Isabella
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM), Department of Media Technology.
    A New Approach for Visualizing Quantified Self Data Using Avatars2016In: Proceedings of the 2016 ACM International Joint Conference on Pervasive and Ubiquitous Computing: Adjunct, New York, NY, USA: ACM Press, 2016, p. 522-527Conference paper (Refereed)
    Abstract [en]

    In recent years, it is becoming more common for people to use applications or devices that keep track of their life and activities, such as physical fitness, places they visited, the music they listen to, or pictures they took. This generates data that are used by the service providers for a variety of (usually analytics) purposes, but commonly there are limitations on how the users themselves can also explore or interact with these data. Our position paper describes a new approach of visualizing such Quantified Self data, in a meaningful and enjoyable way that can give the users personal insights into their own data. The visualization of the information is proposed as an avatar that maps the different activities the user is engaged with, along with each such activity level, as graphical features. An initial prototype (both in terms of graphical design and software architecture) as well as possible future extensions are discussed.

  • 4.
    Andersen, Henrik
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Spelutveckling mot publika utvecklingsplattformar: En fallstudie i hur spelutveckling mot en publik arkadmaskinsplattform påverkar medietekniksstudenters motivation.2015Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Tidigare forskning har registrerat en pågående rekryteringskris vid datavetenskapliga utbildningar, där problematiken främst tycks bero på avsaknad av motivation hos studenterna. I denna uppsats undersöktes huruvida studenters motivation i en programmeringsinriktad speldesignskurs kunde påverkas genom att utveckla spel för en arkadmaskin och dess innehåll. Undersökningen är genomförd i form av en fallstudie och behandlar fall mellan 2002 och 2014. Datan som behandlades var sekundärdata i form av betygsstatistik och kursutvärderingar. Uppsatsen presenterade resultatet i form av riktlinjer och slutsatser som kan ligga till grund för att förbättra studenters motivation i programmeringsinriktade universitetskurser och särskilt för kurser som involverar spel och speldesign. 

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  • 5.
    Angelique-Page, Priscilla
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM).
    Musicians in the Metaverse: Using the Immersive Audience Journey to Develop and Deploy a Metaverse Music Single2022Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The Artificial Intelligence and Data Economy section of The UK’s Industrial Strategy outlined the UK government’s aim to produce 10% of the world’s augmented reality, virtual reality and mixed reality output. To support this aim UK Research and Innovation’s (UKRI) Audience of the Future Programme funded research that investigated innovative technologies in the creative arts sector and approaches to audience engagement. The Immersive Audience Journey report, which was part of this work, resulted in a customer journey map that defines five phases of the journey for immersive productions: awareness, consideration, decision, immersion, satisfaction and loyalty. This end-to-end journey is supported by a framework and two templates. The framework provides guidance for developers from both a producer and audience point of view, outlining the strategies or key activities for each phase.

    This thesis examines self-releasing independent musicians’ perceived usefulness of the Immersive Audience Journey as a tool for the development and deployment of an immersive music product, a prototype for a type of music single called a Metaverse Music Single. It considers musicians in the metaverse, set within the context of a burgeoning field it examines how customer journey mapping tools like the Immersive Audience Journey templates can assist musicians with developing and deploying immersive products such as Metaverse Music Singles or Metaverse Music Albums.

    An example implementation was developed and used to facilitate discussion during semi-structured interviews with musicians. Analysis was undertaken using the Immersive Technology Acceptance Model, developed during this study to consider the factors that influence both audience and musician take-up of immersive technologies. Musicians that were more technically adept reported that the framework and two templates provided a useful guide for developing and deploying Metaverse Music Singles. Those who were not, described preferring to outsource much of the process, allowing more technically experienced individuals to engage with the templates and its framework. The example implementation proved to be important in helping musicians to understand the Immersive Audience Journey templates and framework. Finally, the research found that the development of example personas that relate to immersive audiences could help musicians to navigate the templates.

  • 6.
    Asher, Natali
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    A Warmer Welcome: Application of a Chatbot as a Facilitator for New Hires Onboarding2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Despite being explored and constantly improved through the years, onboarding of new hires in corporate organizations has remained a challenge. Many of the issues can be linked to a lack of communication between the organization and the new employee, as well as the common nature of these environments where information is spread across job titles and sources.

    This thesis discusses the feasibility of implementing a basic chatbot that will allow new hires to ask questions and request varied information at all times, using an interface such as a messaging app. This research explores the way chatbots should be designed in order to be effective, reliable and enjoyable from a user experience perspective.

    The chatbot was developed using the Chatfuel platform and tested by new employees at a corporate environment. The users were requested to explore the chatbot freely and then asked to answer a survey. The interactions were also recorded and analyzed from in both qualitative and quantitative ways (chat logs and analytics).

    The study proves that an onboarding chatbot is a useful tool for new hires and can be used as a communication facilitator between the organization and the new hires during the first weeks of employment, and also after that, serving as an information source and a broadcasting method. The chatbot gives the new hires an accessible source of information that helps on the process of getting to speed, and enables a positive experience that increases familiarity in the new workplace. 

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  • 7.
    Azimimusolo, Tahereh
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM), Department of Media Technology.
    Touch Features in Advancing Children's Learning2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    When examining the boundaries and issues imposed by the traditional ways of learning, questions about the role that new technologies can play in eliminating these boundaries easily emerge. This thesis intends to shed light onto these issues and better understand the effectiveness of using new technologies to overcome pupils’ problems in learning mathematics.

    The empirical study conducted involves investigating how touch features available on tablets can enhance children’s learning. The aim is to study the significance of touch features existing on tablets in helping young pupils learn mathematical concepts like timetables. So, the general question underlying this research is “what functionalities of tablet technologies are effective to enhance children’s learning and what barriers are there to more effective use of them?”

    Although previous research has studied the role of tablets on pupils’ learning, less attention has been directed towards the study of the effect of touch-input functionality in tablets to facilitate children’s learning. This thesis wants to contribute to the topic by analyzing how a particular functionality available, the touch-input functionality, can be utilized to foster learning.

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  • 8.
    Baldi, Annika
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM).
    Data-driven persona development for a knowledge management system2021Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Generating personas based entirely on data has gained popularity. Personas describe characteristics of a user group in a human-like format. This project presents the persona creation process from raw data to evaluated personas for Zapiens’ knowledge management system. The objective of the personas is to learn about customer behavior and aid in customer communication. For the described methodology, platform log data was clustered to group the users. The quantitative approach is, thereby, fast, updatable, and scalable. The analysis was split into two different features of the Zapiens platform. Persona sets for the training component and the chatbot component of Zapiens were tried to be created. The group characteristics were then enhanced with data from user surveys. This approach proved to be only successful for the training analysis. The collected data is presented in a web-based persona template to make the personas easily accessible and sharable. The finished training persona set was evaluated using the Persona Perception Scale. The results showed three personas of satisfying quality. The project aims to provide a complete overview of the data-driven persona development process.

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  • 9.
    Baloian, Nelson
    et al.
    Universidad de Chile.
    Zurita, Gustavo
    Universidad de Chile.
    Frez, Jonathan
    Universidad Diego Portales.
    Milrad, Marcelo
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Supporting Engineering Students Learning Wireless Network Planning Using Mobile, Positioning and Web Technologies2012In: Proceedings of the 12th IEEE International Conference on Advanced Learning Technologies, ICALT 2012, IEEE Press, 2012, p. 509-514Conference paper (Refereed)
    Abstract [en]

    Teaching and learning the principles of wireless communication is a challenging issue mainly because it is difficult for students to translate the theoretical models that are commonly used in this area into practical knowledge. In order to address this challenge, we explore how to design and implement novel teaching and learning activities that integrate the principles of situated learning supported by mobile, positioning and web technologies. In this paper we present the results of our on-going efforts in this direction describing the rationale of our approach, an application supporting a learning activity designed under this approach and the outcomes of an evaluation we conducted with 28 engineering students. Obtained results show that the proposed approach offers the students new possibilities to combine theoretical and practical knowledge in a variety of collaborative situations in which mobile and web technologies played a central role.

  • 10.
    Barth, Karl
    et al.
    University of Education Weingarten, Germany.
    Georgiou, Kyriakoula
    Open University of Cyprus, Cyprus.
    Hadzilacos, Thanasis
    Open University of Cyprus, Cyprus.
    Libbrecht, Paul
    University of Education Weingarten, Germany.
    Mavroudi, Anna
    Norwegian University of Science and Technology, Norway.
    Müller, Wolfgang
    University of Education Weingarten, Germany.
    Otero, Nuno
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM), Department of Media Technology.
    Let me do it: towards the implementation of instructional patterns of ICT usage in schools2016In: DeLFI 2016: Die 14. E-Learning Fachtagung Informatik / [ed] Lucke U., Schwill A. & Zender R., Gesellschaft für Informatik, 2016, p. 305-307Conference paper (Refereed)
    Abstract [en]

    We present the design of an online environment that provides mechanisms for the exploitation of school ICT infrastructure by empowering teachers to discover and comment on educational activities that can be implemented in their schools.

  • 11.
    Beel, Joeran
    et al.
    Docear, Germany.
    Gipp, Bela
    Univ Konstanz, Germany.
    Langer, Stefan
    Otto von Guericke Univ, Germany.
    Breitinger, Corinna
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM), Department of Media Technology.
    Research-paper recommender systems: a literature survey2016In: International Journal on Digital Libraries, ISSN 1432-5012, E-ISSN 1432-1300, Vol. 17, no 4, p. 305-338Article in journal (Refereed)
    Abstract [en]

    In the last 16 years, more than 200 research articles were published about research-paper recommender systems. We reviewed these articles and present some descriptive statistics in this paper, as well as a discussion about the major advancements and shortcomings and an overview of the most common recommendation concepts and approaches. We found that more than half of the recommendation approaches applied content-based filtering (55 %). Collaborative filtering was applied by only 18% of the reviewed approaches, and graph-based recommendations by 16%. Other recommendation concepts included stereotyping, item-centric recommendations, and hybrid recommendations. The content-based filtering approaches mainly utilized papers that the users had authored, tagged, browsed, or downloaded. TF-IDF was the most frequently applied weighting scheme. In addition to simple terms, n-grams, topics, and citations were utilized to model users' information needs. Our review revealed some shortcomings of the current research. First, it remains unclear which recommendation concepts and approaches are the most promising. For instance, researchers reported different results on the performance of content-based and collaborative filtering. Sometimes content-based filtering performed better than collaborative filtering and sometimes it performed worse. We identified three potential reasons for the ambiguity of the results. (A) Several evaluations had limitations. They were based on strongly pruned datasets, few participants in user studies, or did not use appropriate baselines. (B) Some authors provided little information about their algorithms, which makes it difficult to re-implement the approaches. Consequently, researchers use different implementations of the same recommendations approaches, which might lead to variations in the results. (C) We speculated that minor variations in datasets, algorithms, or user populations inevitably lead to strong variations in the performance of the approaches. Hence, finding the most promising approaches is a challenge. As a second limitation, we noted that many authors neglected to take into account factors other than accuracy, for example overall user satisfaction. In addition, most approaches (81%) neglected the user-modeling process and did not infer information automatically but let users provide keywords, text snippets, or a single paper as input. Information on runtime was provided for 10% of the approaches. Finally, few research papers had an impact on research-paper recommender systems in practice. We also identified a lack of authority and long-term research interest in the field: 73% of the authors published no more than one paper on research-paper recommender systems, and there was little cooperation among different co-author groups. We concluded that several actions could improve the research landscape: developing a common evaluation framework, agreement on the information to include in research papers, a stronger focus on non-accuracy aspects and user modeling, a platform for researchers to exchange information, and an open-source framework that bundles the available recommendation approaches.

  • 12.
    Berglund, Anne
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM).
    Hur beteendeförändringsmodeller kan appliceras i skapandet av en informativ teknisk tjänst i syfte att minska svinn av grönsaker2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This bachelor thesis investigates how the behavior change models “The Behavior Change Wheel” (BCW), “The BCT-Taxonomy” and “Foggs Behavioral Model” (FBM) can be applied in the design process of an informative technical service, with the purpose to achieve positive behavior change regarding vegetable wastage in individuals who are members of Community Supported Agriculture. The study examines, among other things, whether the participants experience that the informative technical service leads to a positive difference in behaviors regarding vegetable waste, and which specific components from the behavior change models that they experience make a difference in the behaviours. Through semi-structured interviews and an analysis through the behavior change models, deficiencies in the respondents' behaviors regarding a reduced vegetable waste are identified. Based on the analysis, appropriate components are linked from the behavior change models, which together with data from the interviews form the basis for a web-based prototype with informative posts. A user test was performed during a week, which ended with surveys of quantitative and qualitative form to find out whether there had been a change in the users' behavior and which components from the behavior change models that the users experienced had made a difference. The results show, among other things, that approximately half of the users experienced a reduction in vegetable waste during the user test, and that the majority of the users experienced that the identified deficient behaviors were to some extent increased.

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  • 13.
    Bonnevier, Jesper
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM).
    Designing an Interactive Video Editing Tool for Teachers2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study aims to find the answers to how an online interactive video editing tool for teachers to use would be designed. To find out the answers to this, students studying to become teachers and experienced teachers were interviewed and used for observations and usability testing of a prototype. In total there were 27 unique data gathering situations with 11 unique participants. The five teacher students who were participating were all teacher students at Linnaeus University in Växjö. The six experienced teachers have been teaching for many years and are currently lecturing teachers about new technology that can be used in the classroom. The result from interviews, observations and literature search contributed to a list of requirements which in turn became a prototype. What has been discovered is that teachers need a tool which is easy to use with interactions and functions such as adding clickable annotations to clips and creating playlists which will help teachers plan ahead and save time during lectures.

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  • 14.
    Borgman, Isabelle
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Scan me – Ökad säkerhet med multifactor authentication: En undersökning om effekten vid ökad säkerhet i digitala identifierare2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The following bachelor thesis examines an application based on three factors: security, usability and functionality. The work presents a prototype of an identification application that uses QR codes to identify a person. The identification process is supposed to work in eg a line to a pub. The QR-code is in the guest's mobile and the doorman uses the prototype, which this thesis presents, on a tablet or smartphone and scan the guest's QR code. The aim is to investigate how the usability and functionality is affected in an application when it is added a factor that increases the apps security. This is examined through a user test where 8 test subjects will test the developed prototype and provide feedback both from a guest and a doormans perspective.

    The results show that the usability decreases while the security increases. The identification with the QR reader takes about 4 seconds longer than it does to identify with the usual method, i.e. comparing an ID card with a membership card. The functionality in the system increases because we add the functionality to scan a QR-code and compare it's information with a database. The prototype that has been developed in this bachelor thesis has development potential and can be used in other contexts and in other environments; for example the prototype would work equally well in a business context in which the business can replace their membership card with a QR code and a reader to give their customers benefits.

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  • 15.
    Boshuijzen- van Burken, Christine
    et al.
    Linnaeus University, Faculty of Technology, Department of Informatics.
    Haftor, Darek
    Linnaeus University, Faculty of Technology, Department of Informatics.
    Using enkapsis theory for unravelling societal complexities: The case of uber2016In: Digital Humanities 2016: Extended Papers of the International Symposium on Digital Humanities (DH 2016), Växjö, Sweden, November, 7-8, 2016 / [ed] Golub K. & Milrad M., CEUR-WS , 2016, p. 126-136Conference paper (Refereed)
    Abstract [en]

    Digital technologies can create novel clusters of societal entities. This can lead to tensions in relationships between existing societal entities and in some cases it requires a rethinking of the structures that characterize these relationships. An example of a digital technology that has challenged existing relationships between traditional businesses, legal authorities and the public is Uber, an application-based transportation networking company. One way of understanding such complex relationships is in terms of enkaptic interlacements. The theory of enkapsis is a philosophical tool, based on a specific view of reality, which may guide a novel understanding of the relationship between artefacts and entities and between social structures that exist in reality. It distinguishes between three main types of relationships between societal entities, namely part-whole relationships, enkaptic interlacements and interlinkages. If we apply this rather abstract theory to the complex case of Uber, we find, for example, that Uber has a part-whole relationship with the information technology infrastructure. This implies that without digital technologies, Uber loses its meaning and will not function according to its primary function, namely to connect drivers to passengers. We explore how the theory of enkapsis can explain a multiplicity of other complex relationships and explain the different responses to Uber in different countries, cultural settings and legal systems.

  • 16.
    Boström, Pelle
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Digitalt spelande med head-mounted display- och traditionell bildskärmsteknik: En komparativ studie av spelares rörelse- och synbeteende i den virtuella världen2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In this thesis the behaviours of players in virtual environments using modern HMD VR technology and traditional 2D monitors is studied and compared. By developing a game prototype in 3D using a first-person perspective and placing it in the puzzle genre by having the players goal being that they must find an object in different rooms a comparative study has been carried out. The game prototype was developed by using prototyping and an alpha version was tested before the final version was completed.

     

    Two groups of 7 in each one has performed the test. One group used the HMD VR headset Oculus Rift DK2 and the other one used a traditional 2D monitor. Mouse and keyboard was used for controls. A data logging ran in the background of every test and collected information on the players positional and rotational data. The data was analysed and then compared between the two groups.

     

    In conclusion, there is no strong difference between the two groups. The biggest difference was in how much ground the players covered. The group who played in VR didn’t walk around and explored as much and instead was more stationary. But they were around 5 seconds faster in average. The group who played without VR looked up and down a bit more but the difference was never more than just 5 degrees.

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  • 17.
    Breitinger, Corinna
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Using the Blockchain of Cryptocurrencies to Encourage Open Discussion and Sharing of Ideas2016Independent thesis Advanced level (degree of Master (Two Years)), 80 credits / 120 HE creditsStudent thesis
  • 18.
    Brun, Anna
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Visualisering av mönster mellan publikationer. : Informationsvisualisering för att visa publiceringsmönster mellan universitet, författare och tidskrifter.2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The following bachelor thesis examines different visualization techniques to view publication patterns and time publication patterns. A prototype is created to test if two different visualization techniques are appropriate for displaying publication patterns between universities, authors and journals; the two visualization techniques that are used are Sankey Diagram and Forced Direct Layout. Users can also investigate time publishing patterns, if you only want to see publications published between certain years.

     

    The result shows that with a large amount of data, both Sankey Diagrams and Forced Direct Layout are not quite suited to display publishing patterns, which was what 10 out of 10 test subjects said in the usability test. Sankey Diagram was able to structure data more than Forced Direct Layout, getting all the patterns and publications in a vertical list while in Forced Direct Layout ended up more compact. However, you can get a better overview of all patterns and publications with Forced Direct Layout to make all publications fit on a page, with Sankey Diagram you have to scroll back and forth to see the full visualization. If you want to create a visualization with a lot of data, there are several interaction techniques and filter options to be added, to reduce what shows in the visualization. The results for time publishing patterns are hard to convey anything concrete because the data used in this work was not complete.

  • 19.
    Buchvalter, Amir
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Communicate to Win: Real-time communication services for location-based learning activities2017Independent thesis Advanced level (degree of Master (Two Years)), 80 credits / 120 HE creditsStudent thesis
    Abstract [en]

    In recent years, mobile devices have become an integral part of our everyday life in various fields. The technology that powers them is used in various devices, such as smartphones, tablets, and PDAs. These devices hold extensive computation capabilities, along with advanced communication abilities, which are supported by an internet connection and diverse types of motion and location sensors. Mobile devices have changed the way people communicate with each other, for example by providing options to send instant text messages, perform live video calls with others in addition to voice conversations. These capabilities have encouraged educators to exploit mobile technology and promote new types of learning options. There are several new learning possibilities based on tools such as mobile dedicated applications, location-based learning activities, and interactive social related tasks. These new uses require adjustments to educational programs to allow support for this type of learning. The uniqueness of mobile learning, in contrast with the classic learning paradigm, is the ability to connect the learner through enhanced learning materials to the outside environment. This breaks the physical borders that exist in the traditional classroom and creates new learning possibilities, but it has its drawbacks. One of the difficulties that arise from this type of learning is the loss of contact in real time between teacher and student, especially when performing outdoor activities. The Treasure-HIT platform was conceived to create outdoor Treasure Hunt-based games, mainly for educational purposes, by introducing an authoring web platform and a supporting mobile application. The platform includes communication capabilities based on social interactions and cooperative learning with the integration of social networks, and yet real-time educator and student communication is still lacking. Adding real-time communication features provides a way to better support ongoing learning activities, and can take pressure off the learning process for the students, by providing them with a more personal experience and immediate support when needed. This thesis follows the process of addressing this concern in TreasureHIT, including the rationale, the background, the possible options and gradual development of a prototype solution to the problem under the existing Treasure-HIT infrastructure. In the thesis, the advantages of two features are explored: (1) the Realtime Group Tracking Map, which provides a way to monitor the movement and action of groups of players during game time, and (2) Instant Text Messaging service, which allows the game instructor to send custom text messages to the different game groups. The research findings indicate that the new monitoring options provide a solid tool for real-time analysis of the progress of the game and the ability to inform about various issues and solve them in real time. ii Furthermore, the instant message service feature received positive responses from the game-manager and players alike, on the grounds of major improvements to the general game flow and problem solving in real-time.

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  • 20.
    Cerratto Pargman, Teresa
    et al.
    Stockholm University, Dept. of Computer and Systems Sciences,.
    Järvelä, Sanna
    Oulu University, Finland .
    Milrad, Marcelo
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Designing Nordic technology-enhanced learning2012In: The Internet and higher education, ISSN 1096-7516, E-ISSN 1873-5525, Vol. 15, no 4, p. 227-230Article in journal (Refereed)
    Abstract [en]

    The latest developments of information and communication technologies (ICT) and its large penetration in different sectors of our society pose new challenges and demands in the field of education. This special issue entitled “Designing Nordic technology-enhanced learning (TEL)”, presents and discusses how researchers in the Nordic countries are currently framing and thinking about issues that are related to pedagogical design of learning spaces, digital literacies, educational professional development, design of tools engaging students in collaborative inquiry learning as well as design-oriented multimodal understandings of learning.

    The objective pursued with the special issue has been to reflect upon current problems that educational institutions, practitioners and TEL researchers are facing in the Nordic countries as regards the acknowledgment of young people's ICT practices within formal education. Such analytical work has led us to identify and elaborate on what we believe constitute forthcoming research challenges for learning and education in the Nordic countries.

  • 21.
    Creelman, Alastair
    Linnaeus University, Faculty of Health, Social Work and Behavioural Sciences, School of Education, Psychology and Sport Science.
    Public libraries as learning spaces2012In: Scandinavian library quarterly, ISSN 2001-3051, Vol. 45, no 1, p. 16-17Article in journal (Other (popular science, discussion, etc.))
    Abstract [en]

    The role of public libraries is changing rapidly and the rise of open education creates opportunities for them to be hubs for lifelong learning. Alastair Creelman, blogger and e-learning analyst at Linnaeus University in Kalmar, examines some of the key current trends in net-based learning and discusses the future role of public libraries in this context.

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  • 22.
    Dalipi, Fisnik
    et al.
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM), Department of Computer Science. Tetovo University, Macedonia.
    Idrizi, Florim
    Tetovo University, Macedonia.
    Kurti, Arianit
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM), Department of Computer Science. RISE, Sweden.
    Exploring the Impact of Social Learning Networks in M-Learning: a Case Study in a University Environment2017In: Learning and Collaboration Technologies Novel Learning Ecosystems: 4th International Conference, LCT 2017, Held as Part of HCI International 2017, Vancouver, BC, Canada, July 9-14, 2017, Proceedings, Part I / [ed] Panayiotis Zaphiris, Andri Ioannou, Vancouver: Springer, 2017, p. 189-198Conference paper (Refereed)
    Abstract [en]

    The high penetration of Internet, advances in mobile computing and the rise of smartphone usage has largely enhanced the use of social media in education. Moreover, nowadays social learning network (SLN) platforms have become an important educational technology component in higher education. Despite the fact that SLN are becoming ubiquitous in the higher education, there is relatively not much empirical work done investigating their purposefulness when integrated into the learning activities. This paper aims at exploring the impact of SLN in mobile assisted learning and to provide empirical evidence as to what extent SLN and mobile learning (M-learning) can improve the learning experiences. For this purpose, a quantitative experimental approach is used, and two survey questionnaires were conducted. The data is collected from 120 participants. In this study, we focus our intention on Edmodo and Kahoot platforms, which represent social media based tools that aid and support collaboration, knowledge sharing and group activities among students. Computer science students of the Tetovo University (TU) used these tools throughout one semester. From this study, there is significant evidence that students are very interested to use this SLN in a M-learning setting, indicating that SLN can be one of the promising pedagogical technologies that could contribute effectively to learning process.

  • 23.
    Dalli, Kevin Charles
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM).
    Technological Acceptance of an Avatar Based Interview Training Application: The development and technological acceptance study of the AvBIT application.2021Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis expands on previous research and designs of avatar-based child interview training software. The goal of the thesis was to identify requirements, identify technologies and evaluate the likelihood of acceptance of a distribution ready software that would enhance role-play training exercises commonly used for child interview training. After identifying the requirements needed to create this type of application the needed technologies for solving those requirements were identified and one prototype and two production ready applications were developed. The production ready versions were distributed in an official capacity through AvBIT Labs Ab. Each version was evaluated using the technological acceptance model (TAM) in order to determine likelihood of acceptance in relevant industries. The TAM survey, USE survey and correspondence with experts were used to evaluate missing requirements and the likelihood of software acceptance. The research conducted in this thesis directly contributed to the founding of AvBIT Labs AB and the distribution of the AvBIT application to both governmental and non-governmental organizations, seeking to enhance their child interview training, throughout Europe. 

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  • 24.
    Davidsson, Mattias
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    A Mobile Application with Embodied Multimodal Interactions for Understanding Representations of Motion in Physics2012In: IADIS International Conference Mobile Learning 2012 Berlin, Germany11-13 March 2012, 2012Conference paper (Refereed)
    Abstract [en]

    Current research in the Learning Sciences points out different methods and approaches to enhance and assist students in their learning and understanding of mathematical representations of the underlying physics of everyday situations. One of the aims of this paper is to address how mobile applications can be designed to support some of the pedagogical challenges associated with learners´ understanding of different graphical representations of motion – e.g. displacement as a function of time, velocity as a function of time, and how these couple to the actual motion, to each other, as well as to other mathematical representations of motion such as functions, equations and descriptive text. A prototype design is presented including a new type of application, or app, for mobile and in classroom use, using touch- and gesture based technology. One of the specific aims of this set of applications is to spur the learners exposure to, interaction with, as well as creation of multiple and multimodal representations of physical everyday phenomena involving motion, in a personal inquiry-based approach that could involve both informal as well as formal learning activities.  

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  • 25.
    Davidsson, Mattias
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM), Department of Media Technology.
    Embodied learning on the edge of mobile2015In: Mobile learning and STEM: case studies in practice / [ed] Helen Crompton & John Traxler, Routledge, 2015, p. 199-208Chapter in book (Other academic)
    Abstract [en]

    Mobile, as in mobile learning, could be defined as a specific upper limit on the screen size of any device. It could also relate to a specific tool being more, rather than less, mobile. This chapter will focus on the concept of embodied learning, the idea that the learning process is enhanced if your body is involved in the actual learning process, and how it possibly balances on the “edge of mobile” – the meaning of which will be presented below. The main point revolves around the design and test of a specific application developed for learning about the physics of motion by moving your finger on a tablet screen. One of the interesting questions at the present stage of the research is whether the tablet screen size, claimed to be on the absolute upper limit of being mobile, is on the lower limit when it comes to the scale of bodily movement needed for embodied learning to contribute positively in the learning process. It might thus be on the “edge of mobile.” To find out we need to further increase our knowledge of embodied learning. I will therefore discuss further possibilities of investigation when it comes to applications used for embodied learning on hardware platforms such as digital interactive whiteboards, Leap Motion, Google Glass, and more. These will make it possible to test the applications on different scales of bodily movement. It also makes it possible to try out different types of embodied learning activities, using your hand, finger, or even your entire body while walking, gesturing, running, or perhaps jumping off a cliff. © 2016 Taylor & Francis. All rights reserved.

  • 26.
    Davidsson, Mattias
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM), Department of Media Technology.
    Finger Velocity: A Multimodal Touch Based Tablet Application for Learning the Physics of Motion2014In: Mobile as Mainstream - Towards Future Challenges in Mobile Learning: 13th World Conference on Mobile and Contextual Learning, mLearn 2014, Istanbul, Turkey, November 3-5, 2014. Proceedings / [ed] Marco Kalz, Yasemin Bayyurt, Marcus Specht, Springer, 2014, Vol. 479, p. 238-249Conference paper (Refereed)
    Abstract [en]

    A prototype multimodal tablet application for learning the physics of motion has been developed tested and evaluated. By moving their finger across the screen the application enables the user to map its position and velocity in real-time in terms of graphs. The learning outcome of those test subjects using the application was compared to a group that did not use the application but had it shown to them, at the same time as getting an explanation of all the physics involved. There was a small but not significant difference in performance between these groups on a post-test. However, a larger (arguably significant) difference was seen between the male and female test subjects for the sub-set of questions of a more analytical nature. These were the questions targeted in this paper.

  • 27.
    Davidsson, Mattias
    et al.
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Johansson, David
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Lindwall, Katrin
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Exploring the Use of Augmented Reality  to Support Science Education in Secondary Schools2012In: 2012 IEEE Seventh International Conference on Wireless, Mobile and Ubiquitous Technology in Education - Proceedings / [ed] Bob Werner, Los Alamitos: IEEE Press, 2012, p. 218-220Conference paper (Refereed)
    Abstract [en]

    During the last 2 years we have conducted several trials exploring how augmented reality and mobile technologies can be used to support learning and teaching in science education. In particular, we present the on-going efforts that are part of the EU funded project Science Center To Go. We provide an overview of the different activities, the lessons learned and what we propose as ways to forward making the technology, mobile, affordable and in the long term – ubiquitous available.

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  • 28.
    Dudarenko, Natalia
    et al.
    Luleå University of Technology.
    Rana, Juwel
    Luleå University of Technology.
    Synnes, Kåre
    Luleå University of Technology.
    Ranking algorithm by contacts priority for social communication systems2010In: Smart Spaces and Next Generation Wired/Wireless Networking: Third Conference on Smart Spaces, ruSMART 2010, and 10th International Conference, NEW2AN 2010, St. Petersburg, Russia, August 23-25, 2010 / [ed] Sergey Balandin, Roman Dunaytsev, Yevgeni Koucheryavy, Springer, 2010, p. 38-49Conference paper (Refereed)
    Abstract [en]

    The paper presents the ranking algorithm by contacts with priority application for Social Communication Services. This algorithm makes it Possible to rank contacts in Different Social Communication Services by Their priority for the user, and find a preferable communication tools for everytime contact into the social graph. It Is Proposed to Determine Priorities Of The contacts Using communication history. The ranking algorithm is based on the Markov Chain Theory and Social Strength Calculation Approach. The paper exploits the Opportunities for measuring social strength for the contacts and also "prioritizes communication tools for Simplifying communication. The results are Lindsey village an example.

  • 29.
    Ekelin, Annelie
    Linnaeus University, Faculty of Technology, Department of Physics and Electrical Engineering. Linnaeus University, Faculty of Arts and Humanities, Department of Media and Journalism.
    Kommunikation och berättande2021In: Introduktion till medieteknik / [ed] Pernilla Josefsson Falkengren & Mikael Wiberg, Lund: Studentlitteratur AB, 2021, 1, p. 45-56Chapter in book (Refereed)
    Abstract [sv]

    Introduktion till medieteknik är boken för dig som vill få en introduktion till ämnet medieteknik. Vi vänder oss till dig som är intresserad av hur teknologier och dess användning möts − från ett fokus på mediekonsumtion, till hur medier formar vårt moderna samhälle. Boken ger en introduktion till medieteknikens olika former, ­kanaler, och uttryckssätt, och vi ger även en inblick i hur medieteknik skapas. Med en utgångspunkt i design, programmering och medieteknikens visuella och audiella uttryck ges en vidare introduktion till medieteknikens tillämpnings­om­­­råd­en − från speldesign till interaktiva medier. Boken berör också angreppssätt för att arbeta användarcentrerat med digital medieutveckling och design, samt berör projektledning för utveckling av digital medieteknik. Med denna intro­duktion till medieteknik som ämne visar boken på ett antal framväxande områden för vidare forskning inom medieteknik. Introduktion till medieteknik är sammansatt så att den med fördel kan ­användas som kurslitteratur i utbildning inom områden som medieteknik, ­medie­­- produktion, design för digitala medier eller motsvarande. Boken kan läsas som en helhet, alternativt som fristående kapitel.

  • 30.
    Eriksson, Elina
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM).
    Considerations When Visualizing Information for a Non-interactive Dashboard: A study about what aspects to keep in mind when designing a non-interactive dashboard2023Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In this project a dashboard was created on behalf of the company Combitech who wanted to visualize a part of a workgroup’s information flow in hope of improving their communication. The only restriction was that it could not be interactive. The focus and goal with this study was to explore what factors one should keep in mind when designing a non-interactive dashboard. The two main theories used to guide this work were: information visualization and accessibility (focus on color vision deficiency). Designing digital products with accessibility needs in mind is not standard practice, but needs to be as society is becoming more filled with them.

    The process of creating the dashboard started with a literature review to read relevant works to gain insight. Interviews and user evaluations were conducted to gather insight from the users. An accessibility evaluation was performed to check for potential accessibility problems with the design.

    The result of the study suggests that information visualization and accessibility can be used together to produce a non-interactive dashboard that is viewed as both useful and appealing. The aspects used to achieve this were: understanding and involving the users to be able to prioritize information, being aware of how human perception works and how to apply color in an accessible way. 

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  • 31.
    Eriksson, Ewa
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Storytelling ur ett användarperspektiv: Vilka faktorer styr upplevelsen2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Denna uppsats baseras på en undersökning där en jämförelse gjorts mellan serie- och filmformatet. Syftet med denna studie var att undersöka om kombinationen av bild och ord i serieformat kan användas som informationsbärare för till exempel elektroniska medier. Samt att undersöka vilka faktorer som påverkar användarens upplevelse utifrån en presentation via serie- ochfilmformatet. Frågor som ställs i studien är hur serieformatet upplevs som bärare i kommunikationssyfte, och vilka faktorer som påverkar användarens upplevelse av serie- och filmformatet.

    För studien valdes en kvalitativ metod i form av semistrukturerade intervjuer. För den jämförelse undersökningen baserades på valdes en instruktionsfilm som visar hur en hjärtstartare fungerar. Vidare konverterades instruktionsfilmen genom att välja ut bestämda bilder som tillsammans med text bildade en folder där instruktionsfilmen presenteras i serieformat. Undersökningen genomfördes under två dagar där två olika grupper av respondenter fick studera de två formaten. Intervjumaterialet analyserades, kategoriserades och tolkades utifrån olika faktorer som tagits fram ur teoriavsnittet.

    Studiens resultat visade att serieformatet behövde ett komplement för att effektivt kommunicera ett budskap. Serie- och filmformatet kan stå ensamma i olika syften men i denna studie bör de komplettera varandra. Vidare visade studien att syfte och målgrupp är viktiga faktorer för hur serieformatet fungerar i ett kommunikationssyfte. Text, bild och deras samband är viktiga faktorer för hur det serie- och filmformatet upplevs. Berättelsen spelar en stor roll där dramaturgin är en faktor som upplevs främst i filmformatet.

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  • 32.
    Eriksson, Richard
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Välgörenhetsorganisationers användning av sociala medier för ökat givande via mobiltelefoner2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    More and more people use social media through their mobile phones. Mobile phones features allow users to communicate in a fast and location-independent manner. Several major charity organizations in Sweden have begun to adapt their websites for the mobile web. However, mobile-adapted social media features aren’t being used to allow social interaction. This paper examines how charities can allow users of mobile social media to share their commitment to their social network to increase the giving via mobile phones. An audience research consisting of semi-structured interviews and a survey conducted over Facebook was carried out with help from Swedish Red Cross. The goal was to gain a greater insight into how people in Sweden with an interest in a typical charity using their mobile phones and social media in everyday life and for charity. The results showed that people use social media to primarily share pictures and things that happened to them at the moment. There was a shared interest in wanting to share their support to others. Those who thought it filled a great feature were particularly willing to share pictures, events and their support. The audience research then formed the basis for the development of a specification that was used during the development of a prototype. The developed prototype shows how a mobile adapted gift service can make use of social interaction over mobile social media to enhance the giving.

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  • 33.
    Fatima, Benish
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM), Department of Media Technology.
    Designing Interactive Digital Tools to Support Families Reducing Food Waste2020Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Food waste - the avoidable loss of edible products - has social, economic and environmentalimpacts. In the poorer nations food security is an issue while in thericher nations, the higher the national GDP, the higher the per capita food waste.Over half the food wasted in Europe occurs in the domestic/consumer section withthe majority of that going for composting which produces excess greenhouses gasses.This study targets the home user with a mobile device application called ‘FeastMe’that is aimed at reducing this domestic waste. FeastMe is designed to integratea pre-existing supermarket, BYOD, self-scan POS system with a novel, multi-user,‘family sync’, database driven storage system and a recipe module.The methodology used was to examine previous works in this sector and note theirshortcomings. These were then addressed in the application design. A barcode scanning,Android app was developed using a standard, iterative design cycle processusing paper prototypes and user feedback prior to building with the Ionic framework.The application backend was also built using Ionic, linking a Google Firestore/Firebasedata storage with the recipe module and the Android app. All communicationbetween these components was using Javascript (or a derivative such as JSON, Typescript,AngularJS) to/from REST APIs via TSL HTTPS links.The number of participants in the study were 15.The prototype was evaluated bya number of user questionnaires. Statistical analysis of the results found a whollypositive response as to whether the prototype could help reduce wastage. This studyshowed that a barcode scanning app could be utilised to reduce shared householdfood waste.

    Keywords: Prototype, Food Waste, Recipe, BYOD, Ionic, Firestore, Firebase,Typescript, Angular JS

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  • 34.
    Fogelberg, Amanda
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM).
    Kunskapens roll i användarens internetsäkerhet: Hur kunskap om kryptering kan påverka en individs inställning och agerande kring säkerhet på internet2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Uppsatsen utgår ifrån att ta reda på hur kunskap och inställning påverkar och förhåller sig till användarens agerande kring kryptering. Fokus är att kontrollera hur inställning och det uppskattade framtida agerandet påverkas av en ökad kunskapsnivå. Undersökningen utgår ifrån 10 intervjuer för att kontrollera hur en ökning av kunskapsnivå, med hjälp av en informationsvideo, påverkar inställning och det uppskattade agerandet. Ökningen av kunskapsnivå påverkar främst intervjupersonernas troliga framtida agerande och bara en viss förändring av några personers inställning. I framtiden bör fokus ligga på att sprida kunskap om kryptering, SSL/TLS och HTTPS till internetanvändare. Detta för att upplysa dem om hur säkerhet fungerar på internet för att de själva ska kunna skapa sig en uppfattning av vad som för dem är viktigt att veta och agera kring. Resultatet av studien kan användas till att utveckla webbläsaren vidare för att presentera användaren med information om säkerheten på sidan de besöker genom exempelvis en prompt.

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  • 35.
    Fredrik, Sjögren
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    WebRTC i medicinsk rådgivning online: Ljud- och videokommunikation i kombination med co-browsing mellan patienter och vårdgivare2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    IT in health care is becoming more common, and with it the possibilities of communication between patient and caregiver. This document aims to examine what benefits and opportunities audio-visual communications, combined with simultaneous viewing of the website Onkonnect, can offer patients and caregivers during cancer consultation. As the enabling technology for this communication WebRTC was used. This document includes interviews, development and testing of a conceptual prototype, development and user testing of the final prototype. The results of the tests and the interviews are then compiled to demonstrate benefits and possibilities of audio-visual communications, combined with simultaneous viewing of web pages in counseling situations. 

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  • 36.
    Frisén, Emilie
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Processkartläggning som metod för att hitta ett ramverk för användarroller: En fallstudie på Botkyrka kommun 2011Independent thesis Basic level (university diploma), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Under höstterminen 2010 praktiserade jag på Botkyrka kommun där man under år 2011 skulle starta upp ett nytt intranätprojekt. Det var förutbestämt att intranätet skulle vara rollbaserat, men det var oklart hu användarrollerna skulle tas fram. Den tidigare forskning som finns på området intranät förespråkar behovsanalyser och processkartläggning men ingen specifik metod för framtagandet av användarroller för ett rollbaserat intranät.

    Syftet med uppsatsen är att testa processkartläggning av kommunikationsprocesser och informationsflöden som metod för att ta fram ett ramverk för användarroller för ett rollbaserat intranät.

    Utifrån syftet valdes hermeneutikens förhållningssätt för att ta hänsyn till individens tolkning av verkligheten. För att tillåta individens tolkning utan att jag som forskare påverkade verkligheten använde jag mig av den induktiva metodansatsen. Den empiriska datainsamlingen skedde med hjälp av kvalitativa datainsamlingsmetoder i form av intervjuer och dokumentundersökningar på fallföretaget Botkyrka kommun. Den teoretiska referensramen syftar till att skapa förståelse för vad intranät, processer, kommunikationsprocesser och informationsflöden är och hur organisationsstrukturen påverkar kommunikationsprocesser och informationsflöden i en organisation. Sedan presenteras teori för personas och kompetensmodellering som utgör ramverket för framtagandet av användarroller. I analysen förs en diskussion kring insamlad empiri och teori som mynnar ut i framtagandet av ett ramverk för användarroller. I ramverket ingår fyra stycken personas och en kompetensmodell. De personas som har tagits fram är: Rektor Anette, Biträdande rektor Tony, Lärare Anna och Förskolelärare Stina. De olika personas kompletterades med en kompetensmodell bestående av tre grupper av kompetenser.

    • Enskilda användare, består av kompetenser vars egenskaper måste anpassas utifrån varje enskild användare.
    • Användargrupp, består av kompetenser vars egenskaper måste anpassas utifrån varje användargrupp.
    • Standard, består av kompetenser vars egenskaper är desamma oberoende av användare.

    I mina slutsatser kom jag fram till att jag rekommenderar processkartläggning som metod för framtagandet av ett ramverk för användarroller, metoden ger även en bild av intern problematik som inte kan stödjas utav intranätet.

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  • 37.
    Gauci, Francesca
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM).
    Game Accessibility for Children with Cognitive Disabilities: Comparing Gesture-based and Touch Interaction2021Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The interest in video games has grown substantially over the years, transforming from a means of recreation to one of the most dominating fields in entertainment. However, a significant number of individuals face several obstacles when playing games due to disabilities. While efforts towards more accessible game experiences have increased, cognitive disabilities have been often neglected, partly because games targeting cognitive disabilities are some of the most difficult to design, since cognitive accessibility barriers can be present at any part of the game. In recent years, research in human-computer interaction has explored gesture-based technologies and interaction, especially in the context of games and virtual reality. Research on gesture-based interaction has concentrated on providing a new form of interaction for people with cognitive disabilities. Several studies have shown that gesture interaction may provide several benefits to individuals with cognitive disabilities, including increased cognitive, motor and social aptitudes.

    This study aims to explore the impact of gesture-based interaction on the. accessibility of video games for children with cognitive disabilities. Accessibility of gesture interaction is evaluated against touch interaction as the baseline, a comparison founded on previous studies that have argued for the high level of accessibility and universal availability of touchscreen devices. As such, a game prototype was custom designed and developed to support both types of interaction, gestures and touch. The game was presented to several users during an interaction study, where every user played the game with both methods of interaction. The game and outcome of the user interaction study were further discussed with field experts.

    This study contributes towards a better understanding of how gesture interaction impacts the accessibility in games for children with cognitive disabilities. This study concludes that there are certain drawbacks with gesture-based games, especially with regards to precision, accuracy, and ergonomics. As a result, the majority of users preferred the touch interaction method. Nevertheless, some users also considered the gesture game to be a fun experience. Further, discussion with experts produces several points of improvement to make gesture interaction more accessible. The findings of the study are a departure point for a deeper analysis of gestures and how they can be integrated into the gaming world.

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  • 38.
    Georgiadis, Abraham
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    VR Gaming - Hands On: The use and effects of bare hand gestures as an interaction method in multiplayer Virtual Reality Games2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The field of virtual reality (VR) is getting increasing attention from the scientific community and it is being portrayed by advertisements as the user interface (UI) of the future. This is a fair statement since the prior uses of VR that used to exist only in fiction movies and books are now widely available in many forms and settings to the public. One of the most interesting outcomes from this technological evolution is that now VR can be experienced through the use of a mobile phone and the addition of some inexpensive means typically in a form of a headset. The combination of the phone’s screen as attached to the headset creates a form of Head Mounted Display (HMD) which can be utilized in order for the user to be immersed within a virtual environment (VE). The argument here is that even if the means to get access to VR are cheap, this should not be the case with the experience as well. On the contrary, the low entry requirements in combination with a high quality experience are the basis for the medium's success and further adoption by the users. More specifically, the capability of utilizing a three dimensional space (3D) should not limit the medium’s use on just that but instead, this space should be used in order to offer immersive environments which make the user feel as if he is there.

       There are many factors that contribute to that result and significant progress has been made to some such as the quality of screen or other hardware parts that allow the user get immersed into the virtual scenery, however, little progress has been made towards the conceptual means that allow the user of better experiencing this VE. Most of the VR applications so far are specifically designed for a single user session. This creates an isolation of the user from any other type of communities which further increases the stigma of VR being a solitary experience. Another issue is the interaction method that is available to users in order to interact with the VE. The use of buttons in most of the available headsets is a counter intuitive method for a person to interact with an environment that wants to be called real. The technological advancements in the field of image processing have resulted in many new methods of interaction and multimodal manipulation within VE and it would be worthy of exploring their effects on the user experience (UX) when used as an interaction method.

       For these reasons, this thesis used the case of VR games as a setting to study how UX can be enhanced from its current state by introducing a bare hand gesture interaction method and expanding the VR setting in order to host two users in shared VE. Two individual studies were conducted where user feedback was collected in order to describe the effects of this approach in both a qualitative and quantitative manner. As results indicate, by utilizing gesture analysis on a headset equipped with a smartphone, it is possible to offer a natural and engaging solution for VR interaction capable of rich UXs while maintaining a low entry level for the end users. Finally, the addition of another player significantly affected the experience by influencing the emotional state of the participants in the game and further enforcing their feeling of presence within the VE.

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  • 39.
    Gil de la Iglesia, Didac
    et al.
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM), Department of Media Technology.
    Sollervall, Håkan
    Linnaeus University, Faculty of Technology, Department of Mathematics.
    Zbick, Janosch
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM), Department of Media Technology.
    Delgado, Yeray Real
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM), Department of Media Technology.
    Mazarico, Carlos Sirvent
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM), Department of Media Technology.
    Combining web and mobile technologies to support sustainable activity design in education2015In: CEUR Workshop Proceedings, Aachen: CEUR-WS.org , 2015, Vol. 1411, p. 1-4Conference paper (Refereed)
    Abstract [en]

    In this paper, we describe an approach for designing and developing technological solutions to support teachers in creating their own outdoor teaching activities. We elaborate on one particular case, TriGO, in which primary school students perform outdoor tasks to experience concepts and constructions in the field of mathematics. The application designs and an initial evaluation of the developed technological solutions is provided based on the results obtained from school activities performed with more than 10 teachers and 50 students.

  • 40.
    Gkalfas, Christos
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM).
    Studying the impact of a mobile application in food waste reduction, circular economy, and social interaction inside the community.2019Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Social and ecological sustainability applications are a significant way to bring equality, equity, and happiness in society. Food waste and food security are two of the most significant problems the people have to tackle the next years. In every country, there are huge problems regarding the food waste which cause serious health problems and pollution not only in the atmosphere but in the subsoil as well. Contrary to that, there is a countless number of people facing food security issues every day across the globe. These problems occurred in Greece as well due to the modern way of living on one hand and the financial crisis on the other. A combination of technological ideas in the economic field of the circular economy could be applied to succeed in sustainable solutions.

    In this thesis, a literature search conducted in order to identify similar problems in Greece. There are very worrying statistics that indicate the massive food waste that is happening in Greek households. Additionally, the literature search for food security and unemployment reveals the significant problem occurred in society as a result of the financial crisis. An additional search in the field of the circular economy reveals excellent solutions in the agricultural machinery sharing and refactoring that could be applied locally, exploiting the existing infrastructure of the community. These solutions help small and young farmers to improve their financial situations. The author is exploring the effects of the financial crisis in the local economy in an effort to apply technological solutions in a form of a mobile application to interconnect people and make the donation, sharing and job search easier for the community. The ultimate goal of this study is to develop an application that could help the community to move towards social and ecological sustainability.

    Even though the ideas applied in this thesis are fresh to the community in the author’s region, the results of this work indicate that there are significant support and willingness to contribute. The development efforts are focusing on a mobile application where its features are focusing on the best possible interconnection among people of the community. Participants believe that the application interconnection along with the features provided, like the food donation, food sales, machinery sharing and job search among people of the community, could bring positive results reducing the food waste, promoting the circular economy, and toning the local economy in general. The data have shown that the author is moving towards the right path in his first attempt to present these ideas to the community in his region. Every participant in this study embraces his efforts finding potential value in the provided features of the application.

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  • 41.
    Glinghammar, William
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM).
    Interactive 360-degrees video: User experience, user interface and heads-up display for educational training scenarios in nursing education2023Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This thesis explores the user experience, potential and design principles of a HUD-based user interface in combination with interactive 360-degrees videos in nursing education. A HUD-based 360-degrees video was designed around a previously recorded scenario in an emergency room and user tests were conducted on nurse educators, working nurses and a nurse student. 

    Data from the user tests were gathered both through observations and interviews. The results show that participants' experience was overall positive and that the technology is seen as a realistic, interesting and valuable way to educate nursing students. Although no definitive design principles could be established for interactive 360-degrees videos, the result suggests that focusing on key design principles for multimedia learning may provide a better user experience. These principles include managing extraneous, essential and generative processing.

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  • 42.
    Golub, Koraljka
    et al.
    Linnaeus University, Faculty of Arts and Humanities, Department of Cultural Sciences.
    Herault, Romain Christian
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM).
    Lundman, Madeleine
    Linnaeus University, Faculty of Arts and Humanities, Department of Cultural Sciences.
    Milrad, Marcelo
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM).
    Increasing visibility of culture through online information services: The case of Småland2019In: Presented at iConference 2019: Inform, include, inspire. March 31 - April 3, Maryland, USA, 2019Conference paper (Other academic)
    Abstract [en]

    Cultural events are of increasing importance as value creators in our society. They can serve to promote the attractiveness of a region, to increase social interactions and the quality of life and, not the least, to boost local economies. Today, a comprehensive and up-to-date online overview of cultural events in Småland, a region in southeastern Sweden, is missing mainly due the fact that information is distributed across different actors, communication channels and different media (e.g. individual organizers, commercial vendors, community calendars, newspapers calendars).

    The ultimate purpose of our research is to significantly increase access to information and awareness of cultural attractiveness in Småland using innovative web technologies, both for its inhabitants as well as tourists. Reporting on the first stage of the project, this paper focuses on the exploration of requirements to design a mobile application and a website.

    First guidelines for the design of web and mobile interfaces have been in existence since the early 2000s (Weiss, 2003) and have been updated accordingly to reflect the evolution of technology and the evolution of web and mobile applications. In order to get users to use the application or website, they need to be simple, easy to understand, and present meaningful information to the user (Rubino et al., 2014).

    Functionalities for a cultural event app and/or website include those referring to general ones pertinent to any user-friendly app and specific ones related to information on cultural events. General major functionalities identified in the literature include:

    • Clear and concise way of displaying the content (Boiano et al., 2012);

    • Interactive and quick responding interfaces (ibid.);

    • An interface which is easy to understand with few controls (Gena et al., 2013);

    • The ability to share information, write reviews and connect, which in turn will make the application more visible for the general public (ibid.); and,

    • Utilising user-generated content (ratings, tags, comments, and so on) as a source of information about a user, and for adaptation and recommendation purposes (ibid.).

    Our methodological approach involved three major steps. First, an interview with cultural events providers, using contemporary art as a use case, was conducted in order to identify initial needs and requirements for building the two types of interfaces. The interviews were conducted with two representatives of a governmental institution promoting contemporary art in the region, called Nya Småland (in English New Småland, http://www.nyasmaland.se/9/). After the first round of interviews, initial mock-ups of the interfaces were built, followed by another round of interviews to gain insights and feedback on those designs. Themes in the interviews focused on requirements, functionalities, cultural event providers in the different regions and user groups. The interviewees said that it is generally important to make contemporary art galleries and their activities visible to a wider audience through a good-quality app and a web site. It is often hard to reach the public with cultural events; one reason could be lack of money for advertising. The information gathered from the interviews was then used when creating a new round of refined mock-ups.

    In conclusion, the interviewees consider a quality app and a website for cultural events on contemporary art an important way in which to increase visibility of cultural events in the region and beyond. In addition, preserving information about past events for future uses is considered important, especially for journalists, politicians and journalists. Future research efforts will focus on developing an interactive prototype and gain feedback from content providers and a range of potential end user groups.

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  • 43.
    Green, Rebecka
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM).
    Instruktionsfilm i undervisning: Utformningen av en mall för ett grafiskt användargränssnitt2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Video tutorials is common in teaching environments. Some tutorial producers record a simple screen recording while others add graphical elements to attract the user's attention to specific parts of the screen. Currently, no guidelines exist on how a video tutorial should be presented. Guidelines would not only help the producers but more importantly, the users. 

    In this study, two platforms using video tutorials were analysed; LinkedIn Learning and SkillShare. These platforms were analysed to collect requirements that, together with a literature study, specified the requirements later used for the design of the prototype. The prototype was examined by 14 students using the A/B-testing method, as well as being reviewed by an expert within human computer interaction (HCI).

    The result of this study indicates that graphical elements is an important part of video tutorials, as they help the users to focus on important and relevant elements explained by the instructor. A result from the study is a list of recommendations for video tutorials.

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  • 44.
    Green, Rebecka
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM).
    Utformning av instruktionsfilmer med användarupplevelsen i fokus: Hur man bör utforma en instruktionsfilm i undervisningssyfte med fokus på studenternas användarupplevelser.2020Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Instruktionsfilmer (video tutorials) används mer och mer som medier för att ta till sig information eller lära sig något nytt. Genom att se hur någon gör eller skapar något är mer givande än att enbart höra någon berätta om det. Som producent är det väsentligt att fundera kring hur man bör utformainstruktionsfilmen med användarnas upplevelse i fokus. Detta för att användarna ska bibehålla fokus under hela instruktionsfilmen samt för att de ska ta till sig informationen av det som förmedlas på bästa sätt. Skapandet av en instruktionsfilm där man fokuserar på att gynna användarupplevelsen skulle kunna bidra till att användarna söker upp ytterligare filmer gjorda av samma producent, vilket i sin tur skulle leda till en större publik av instruktionsfilmerna och med alla dess fördelar det kommer med. Att använda instruktionsfilmer i undervisningssyfte bidrar till exempel till att användarna (studenterna) kan ta till sig innehållet i sin egna takt samt att de hela tiden har tillgång till materialet så att de kan återgå till det vid funderingar. Att användarna då upplever en god användarupplevelse är av stor vikt för att de ska känna engagemang och kunna fokusera på innehållet i instruktionsfilmen. I denna är studie är det just detta som undersökts, det vill säga hur man som producent bör utforma en instruktionsfilm för att gynna användarupplevelsen av instruktionsfilmer som används i undervisningssyfte. Förslag på plattformar att använda för inspelning samt en kravspecifikation att förhålla sig till återfinns som ett resultat av studien.

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  • 45.
    Gullberg, Saga
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM).
    The 404 error message: What type of feedback generates a good user experience?2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study investigates the 404 error and in what way feedback should be given to the user in an error message to generate a good user experience. To investigate this, data was gathered from 1) a literature review looking at previous studies in User Experience Design, as well as different models to evaluate ease of use and perceived usefulness, 2) a pre-study questionnaire with nine participants who were asked questions related to error messages and feedback in general, and 3) two user tests; the first including 16 participants and the second including 46 participants. During the user tests the participants interacted with a prototype of a website that included 404 error messages. In the first user test the participants' user experience was evaluated based on the TAM model, including perceived usefulness and perceived ease of use. The second user study focused more on text and illustrations and their effects on the user experience. Three versions of texts were tested, formal, apologetic and amusing. The illustrations either included a character or an object. The result showed that, in general, the users preferred formal texts, as well as illustrations that included a character. The result also suggested that there is not one type of feedback that fits all users, in order to generate a good user experience, it is important to know the audience.

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    The 404 error message: What type of feedback generates a good user experience?
  • 46.
    Gusinja, Bjeshka
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM), Department of Media Technology.
    Analyzing and controlling food waste inside supermarkets.Evaluation of implemented prototype to connect supermarkets with charities. Case study: Kosovo’s supermarkets2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Food waste is considered to be a big problem worldwide. Different research projects have been done within this area in order to find ways that can help reduce this problem. This thesis addresses the problem of food waste in the supermarkets of Kosovo, by identifying the amounts of food waste in 3 supermarkets of this region. In addition, it explores the possibility of connection between supermarkets and charity organizations by using a developed prototype that corresponds to the field of web technologies. The prototype is implemented based on the feedback of supermarket workers. Interviews with open-ended questions were realized with supermarket workers and charity organization workers in order to identify the best medium that can be used to connect them. The prototype is realized using Wordpress, and evaluated first using the SUS questionnaire. Furthermore, it is also evaluated by performing usability test with supermarket and charity organization workers. The participants were asked to perform different tasks during the evaluation. The study shows that the use of the developed prototype reduces the amount of food waste in supermarkets. Furthermore, it successfully connects charity organizations with supermarkets. In addition, it provides a new way of controlling expiry dates of items resulting in reduction of waste inside supermarkets.

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    Gusinja master thesis
  • 47.
    Gustavsson, Ingvar
    et al.
    Blekinge Institute of Technology.
    Zackrisson, Johan
    Blekinge Institute of Technology.
    Lundberg, Jenny
    Blekinge Institute of Technology.
    VISIR work in progress2014In: 2014 IEEE Global Engineering Education Conference (EDUCON), IEEE Press, 2014, p. 1139-1148Conference paper (Refereed)
    Abstract [en]

    The VISIR (Virtual Instrument Systems inReality) Open Lab Platform is an architecture that enableuniversities, secondary schools, and other organizations to openinstructional laboratories for remote access with preservedcontext. VISIR emanates from a feasibility study made in 1999 atBTH (Blekinge Institute of Technology) in Sweden. Today,VISIR laboratories are online at seven universities globally wherethousands of students can work and conduct most experimentsthat can be performed on a solderless breadboard remotelywithout any risk of being harmed. IAOE (InternationalAssociation of Online Engineering has organized SIG VISIR aSpecial Interest Group for VISIR. Further development of theplatform is carried out in this Community. This paper is aboutwork in progress especially at BTH.

  • 48.
    Hansen, Elias
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    YouTube vid musiklyssning: En förändring av YouTube för användare som nyttjar tjänsten till uppspelning av musik2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Playing music on YouTube is very popular. For frequent users there is a distinguishable disadvantage when using YouTube to play music, since the service originally was created to handle video clips. In this theses it has been researched how YouTube could improve for users that use the service to play music. The study was founded on literature studies and a pilot study conducted with 34 people, where 97 % uses YouTube too listen to music. By applying methods used for this study it was possible to find out what aspects are valued concerning organization and playback of music. Finally, user tests were conducted using a prototype showing results of applications made could be used to improve organization and playback of music on YouTube.

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  • 49.
    Hedin, Björn
    et al.
    KTH Royal Institute of Technology.
    Zapico, Jorge Luis
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM), Department of Media Technology.
    Kilowh.at – Increasing Energy Awareness Using an Interactive Energy Comparison Tool2017In: Persuasive Technology: Development and Implementation of Personalized Technologies to Change Attitudes and Behaviors / [ed] de Vries, P.W., Oinas-Kukkonen, H., Siemons, L., Beerlage-de Jong, N., van Gemert-Pijnen, L, Springer, 2017, p. 175-185Conference paper (Refereed)
    Abstract [en]

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

  • 50.
    Hedin, Björn
    et al.
    KTH Royal institute of technology, Sweden.
    Zapico, Jorge Luis
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM).
    What Can You Do with 100 kWh?: A Longitudinal Study of Using an Interactive Energy Comparison Tool to Increase Energy Awareness2018In: Sustainability, E-ISSN 2071-1050, Vol. 10, no 7, article id 2269Article in journal (Refereed)
    Abstract [en]

    Reducing the use of energy is important for several reasons, such as saving money and reducing impact on the climate. However, the awareness among non-experts of how much energy is required by different activities and appliances is generally low, which can lead to wrong prioritizations. In this study, we have developed an interactive tool to increase “energy awareness”, and performed a longitudinal study to evaluate its effect. A group of 58 students first did a test to benchmark their current energy awareness, where their current knowledge of energy used for 14 different activities, such as driving vehicles and using home appliances, was measured. They then tried the interactive learning tool for 10 min. Next, they did the same test immediately after trying the tool, then again one week after trying the tool, and finally again six months after trying the tool. The results showed a significant learning effect in energy awareness with a “huge” effect size of 2.25 immediately after the intervention, a “very large” effect size of 1.70 after one week, and a “large” effect size of 0.93 after six months. The results further showed that the respondents consistently underestimated what 100 kWh could be used for, and especially so for appliances and activities requiring little energy. Before the intervention, on average they underestimated how much 100 kWh could be used for by 95.2%, and six months after the intervention the underestimation was 86.8%.

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