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  • 1.
    Abedan Kondori, Farid
    et al.
    Umeå University.
    Yousefi, Shahrouz
    Umeå University.
    Li, Haibo
    Umeå University.
    Gesture Tracking for 3D Interaction in Augmented Environments2011In: Proceeding of The Swedish Symposium on Image Analysis (SSBA2011), Linköping, Sweden, 2011Conference paper (Other academic)
  • 2.
    Andersson, Hans
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Visualisering av avatarens hälsa och dess effekt på spelarens prestation: En studie av in-game information i det grafiska gränssnittet2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    As digital gaming technology has evolved and the games has become more advanced, the amount of information that the player can get about their avatar (the player's digital representation) has increased. Depending on the layout and design of the game, this information is more or less readily available. The information that always seems to have a more or less evident place in HUD (static parts of the graphical interface) is the avatar's state of health. There are several guidelines on how to visualize this information, but game designers are constantly exploring new ways to apply it. Pros and cons of how the information is implemented is discussed by players and game journalists in several forums. Frequently focusing on what it does for the game's challenge and the gaming experience.Previous research that attended the avatar's health has investigated how different mechanics behind the graphic visualization affect the gaming experience. However, there is a research gap when it comes to how the graphic visualization of the avatar's health affects the player's performance.This study examines how a player's performance is influenced by obtaining information about the avatar's health through the graphical interface. The study is based on an ongoing discussion of how the mechanics of the avatar's health and its visualization affects the game's challenge.A literature study was conducted on the subject game design focusing on how the graphic interface of a game should be designed. After that, a game prototype was developed for the study in which the literature study formed the basis for how a graphic representation of the avatar's health was implemented. In the prototype, functionality was added to completely exclude the graphic representation of the avatar's health every other time the game started. Functionality was also applied in the prototype to collect data during the game. The data was saved in a database set up for the study.With use of the two game modes of the prototype, a qualitative preliminary study was conducted in the form of supervised game sessions with follow-up semi-structured interviews. A comparative study was conducted by letting half of the participants play with a visible health bar and the other half without. The participant's reasoning on issues related to the research question was analyzed to give a deeper understanding of the quantitative data that was collected by making the prototype available through the web.After each completed game of the prototype, it was registered alongside the score if the game had been played with a visible health bar or not. Other information intended to answer the research question for the study was also registered. After the preliminary study was conducted the prototype was published on the web, this resulted in data from 259 game rounds was collected and stored in the database. After selection according to study delimitations, data from 62 game rounds have been used for the for the study's quantitative research backing.To conclude, the results differ between the qualitative and the quantitative studies. During the qualitative study, a distinction was made in the reasoning between those who played with a visible health bar and those who had been playing without. This was used to analyze and compare the collected data from the web-based prototype. The collected quantitative data, however, does not show any statistically safe difference in performance between those who played with a visible health bar and those who played without one.

  • 3.
    Bohne, Ulrica
    et al.
    KTH Royal Inst Technol.
    Zapico, Jorge Luis
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM), Department of Media Technology. KTH Royal Inst Technol.
    Katzeff, Cecilia
    KTH Royal Inst Technol;Interact Swedish ICT, Eskilstuna.
    The EcoPanel: designing for reflection on greener grocery shopping practices2015In: Proceedings of Enviroinfo and ICT for Sustainability 2015, 2015, p. 221-228Conference paper (Refereed)
    Abstract [en]

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

  • 4.
    Boshuijzen- van Burken, Christine
    et al.
    Linnaeus University, Faculty of Technology, Department of Informatics.
    Haftor, Darek
    Linnaeus University, Faculty of Technology, Department of Informatics.
    A normative analysis of the sharing economy2015In: Presented at EIASM Conference - Business Ethics, 5-6 November 2015, Brussels, 2015Conference paper (Other academic)
  • 5.
    Boshuijzen- van Burken, Christine
    et al.
    Eindhoven University of Technology, The Netherlands.
    Haftor, Darek
    Linnaeus University, Faculty of Technology, Department of Informatics.
    A normative analysis of the sharing economy: the Uber case2016In: Presented at International Workshop on the Sharing Economy, 28-29 January 2016, Paris, 2016Conference paper (Refereed)
  • 6.
    Boshuijzen- van Burken, Christine
    et al.
    Linnaeus University, Faculty of Technology, Department of Informatics.
    Haftor, Darek
    Linnaeus University, Faculty of Technology, Department of Informatics.
    Commodification of the Private Sphere and the Ethics of Information2015In: Presented at Dilemmas for Human Services Conference, 9-11 September 2015, Linnaeus University, Vaxjo, 2015Conference paper (Other academic)
  • 7.
    Bouvin, Anita
    Linnaeus University, Faculty of Engineering and Technology, Department of Media Technology.
    Platsbaserad sökning: En metod för filtrering och sortering av sökresultat2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Information searches of various kinds take place daily around the world and search results can often be so large that users have difficulty knowing which results are relevant. In this paper the aim has been to examine how search results can be filtered and sorted by using location-based search to make the results more relevant to the user. Through a literature review and interviews it was possible to investigate how a search result can be filtered and sorted to meet user expectations. The theories and conclusions that emerged were applied in the development of a prototype. Usability tests were performed on the prototype and the results show that the filtering used in the study can provide a more relevant search result.

  • 8.
    Dibra, Dorina
    et al.
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Otero, Nuno
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Pettersson, Oskar
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Real-time interactive visualization aiding pronunciation of English as a second language2014In: 2014 14TH IEEE INTERNATIONAL CONFERENCE ON ADVANCED LEARNING TECHNOLOGIES (ICALT), IEEE Press, 2014, p. 436-440Conference paper (Refereed)
    Abstract [en]

    Some studies have been reporting encouraging results concerning the possibilities of combining voice and its visual representation for language learning. Following this line of investigation this paper explores the potential impact of two distinct visualization styles for the learning of English pronunciation of syllables for non-native speakers: a) highlighting syllables and b) the visualization of the produced sound wave. In order to evaluate the benefits of the two different styles three distinct digital tool prototypes were created in order to test four study conditions. The conditions under evaluation were a) teaching syllables without the support of any digital tool; b) teaching using a prototype that highlighted the syllables under study; c) using a prototype that displayed the sound wave of the syllable to be learnt and d) a prototype that combined the functionality of b) and c). Results suggest that the combined approach seems to be as effective as the traditional classroom approach of teaching the syllables. However, more research is needed in order to consolidate the findings, being able to explore in more detail how is the learning process occurring and to what extend the tools developed can be integrated into classroom practice.

  • 9.
    Dika, Elona
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Use of a Smart TV as a Platform for Social Engagement for Senior Citizens2015Independent thesis Advanced level (degree of Master (Two Years)), 30 credits / 45 HE creditsStudent thesis
    Abstract [en]

    The number of studies investigating computer use or other technologies used by senior citizens has progressively increased in the last twenty years. The interest stems from a diverse range of research disciplines including human computer interaction, education, and many others. However, this group of people is less likely to use technology compared to younger groups. Senior citizens generally have a positive attitude towards technology, and they are willing to use the product if they need it. Positive attitudes are also more likely to be expressed towards devices used every day at home, such as the television, microwave etc. Even if those devices are now typically digital, senior citizens are familiar and comfortable with them. A common reason for not wanting to learn different technologies was the feeling that it may be too difficult for them or not having access to a computer or tablet. These characteristics drive us to offer a solution by rethinking the use of some existing technologies and making them more affordable and accessible to older people. It is offered on a TV, something that senior citizens are familiar and comfortable with and which most of them have it at home.

    As the first step, we identified different requirements and factors that affect senior citizens' daily lives, the things that they do most during the day. Based on these requirements, we had to find services that will fulfill them. The system is constructed from four major services such as video conferencing, news, books and different recreation videos (e.g.: tips about exercise, hunting, cooking or gardening.) Each one of these sections is identified by a review of previous research using a literature survey. These services were chosen, among others, for their effects on senior citizens' quality of life. Thus, our goal was to provide them with an adequate set of required services. The working environment (Smart TV) is based on the different reasons stated below in the research. Some of them are a) a Smart TV is an integrated system which offers features of both a traditional TV and a personal computer, b) it provides a large screen, is easy to use and always ready, and most importantly, c) the TV, the most-user friendly electronic device, is a basic activity of senior citizens in their daily life. Design perspectives and functional requirements are presented. Finally, we describe some scenarios and assessment methods of the proposed system with the target group (senior citizens). Based on the findings, we can conclude that there was great acceptance from senior citizens for the support of daily living and the ability to control their daily activities provided by this service.

  • 10.
    Ferati, Mexhid
    et al.
    Oslo and Akershus University, Norway.
    Kurti, Arianit
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM), Department of Computer Science. Interactive Institute Swedish ICT.
    Vogel, Bahtijar
    Malmö University.
    Raufi, Bujar
    South East European University, Macedonia.
    Augmenting requirements gathering for people with special needs using IoT: A position paper2016In: CHASE '16: Proceedings of the 9th International Workshop on Cooperative and Human Aspects of Software Engineering, ACM Press, 2016, p. 48-51Conference paper (Refereed)
    Abstract [en]

    Requirements gathering are an important aspect of application development, especially when users are people with special needs. Traditionally, this process is being conducted using conventional methods, such as interviews, workshops and questionnaires. These approaches, however, are unable to grasp the full context when collecting data from the communities of people with special needs, mainly because of the difficult access to participants and incomprehensiveness of the data gathered. To mitigate such issues, in this position paper, we argue that existing traditional methods could be complemented by means of Internet of Things. The immense amount of data gathered from various devices interconnected could help generate meaningful data that will complement the usually insufficient amount collected using traditional methods. This new approach is, however, associated with challenges that are discussed along with a possible scenario on how data complementing from traditional and the indirect method could be done. 

  • 11.
    Frithiof, Jessica
    et al.
    Linnaeus University, Faculty of Technology, Department of Informatics.
    Liljeblad, Josefine
    Linnaeus University, Faculty of Technology, Department of Informatics.
    Släpp kontrollbehovet och låt automatiken göra jobbet: En kvalitativ studie om hur ett gränssnitt kan effektivisera publiceringsprocessen2018Student paper second term, 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study has addressed and focused on visualizing user problems and processing them through underlying theories about different system properties. The study is based on the current administration tool Everyware. The tool is today used by newspapers and media houses to build and maintain web magazines. An ongoing increase in digital news publishing contributes to competition in the newspaper and media industry. This in turn means that the industry wants to publish news as quickly and smoothly as possible, which has been a contributing factor to the purpose of the study. The purpose of the study has been to develop a new-minded interface proposal which, according to the users, should be experienced as easy to use, smooth and responsively. The theoretical framework for the study is based on the theory IS Success Model. With this theory, the study has investigated what success factors an information system, according to users, should provide. As a complement to the theory, the study has also used scientific areas such as user experience, usability and utility. Through different methods has eight potential users of the current tool been involved. The empirical material has been collected through individual semi structured interviews and a group interview. Based on the collected data, patterns have been developed for further development and adaption in the work process. A categorization based on different experiences regarding the use of the current tool took the study further towards the interface proposal. In order to create interface proposals, an analysis of the result that was obtained was required. A content analysis and an affinity diagram were created to determine primary requirements of users regarding a management tool properties. Based on the analysis, a proposal of a new interface for the Everyware administration tool could finally be made. The result of this study has shown that users of administration tools are dependent on that the tool are providing specific system, information and service characteristics. These characteristics can in turn lead to net benefits for users of the administration tool but also the newspaper industry and the readers.

  • 12.
    Gil de la Iglesia, Didac
    et al.
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Andersson, Jesper
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Milrad, Marcelo
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Sollervall, Håkan
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Towards a Decentralized and Self-Adaptive System for M-Learning Applications2012In: Seventh IEEE International Conference on Wireless, Mobile and Ubiquitous Technology in Education: Takamatsu, Kagawa, Japan, 27-30 March 2012, IEEE, 2012, p. 162-166Conference paper (Refereed)
    Abstract [en]

    Through the analysis of the different iterations of the Geometry Mobile (GEM) project, a mobile learning effort in the field of mathematics, we have identified a major architectural issue to be addressed in the design and implementation of m-learning applications. Due to the dynamic nature of the field many challenging requirements are continuously emerging. One of them relates to the possibility to support collaborative activities that demand sharing resources between students and their mobile devices in constantly changing conditions. These situations generate the need of using decentralized distributed architectures in which mobile devices can share resources to carry out the activity covering the concerns defined by the different stakeholders. This paper describes our current efforts connected to identifying a set of requirements for M-Learning activities. Thereafter, we elaborate on why a decentralized distributed system (DDS) can be used to provide a novel solution to tackle the mentioned above problems. Moreover, initial aspects related to the design of a DDS, including a self-adaptation mechanism are presented.

  • 13.
    Hallink, Robert Willem
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM).
    The Application of Design Principles on Fast-Action Puzzle Games: A study on how the use of design principles affect how players perform in Fast-Action Puzzle Games2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This thesis studies a few established design principles which were implemented in a developed fast-action puzzle game prototype. The aim was to study how several design principles affected the performance of players.

    The prototype was described as a Time-Based Memory Mashup with six different ”presets” based on the established design principles in which small changes occur.

    All participants in the study played through all six presets. Gameplay data was gathered from the participating users and were automatically recorded into a database in order to determine which preset was the most successful.

    Participants also filled in a survey to answer questions regarding on how they would judge their own performance, engagement and enjoyment of each played preset.

    Collected gameplay data from the participants were compared and ranked to determine which presets and design principles were the most effective. Surveys, observations and interviews have been studied to see if it matched the statistical data.

    Participants had higher performances with a fixed or more forgiving timer, which participants preferred the most. Downgraded graphics and sound were enjoyed the least, however did not led to much worse performances. An increased difficulty had the most effect in lowering performances.

    Design principles such as Pacing, Difficulty, Feedback, Interface Design and Foreground had the most potential to lower performances among participants.

  • 14.
    Hellström, Johan
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Musikens metadata på webbradiotjänster: En studie kring omfattningen av musikens metadata på webbradiotjänster och beståndsdelarnas relevans2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this thesis was to analyze the extent of musical information presented on web radio stations as well as its avaliability and relevance to the user. Initially, a quantitative analysis of web radio stations was made. The result showed that although music related metadata is presented in different forms, few stations have adopted the majority of this functionality. The result of the analysis in combination with litterature studies resulted in a specification of requirements that was applied to a prototype. Its functionality in terms of music related metadata was evaluated in user tests and interviews. Information relevant to the participants included track and artist names, lyrics, biographies, album covers and music videos. Labels and tour information was deemed less relevant.

  • 15.
    Herault, Romain Christian
    et al.
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM).
    Lundman, Madeleine
    Golub, Koraljka
    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).
    Developing Attractive Information Landscapes for the Mapping of Cultural Events Using Web and Mobile Technologies: Uppföljningsseminarium av fakultetsöverskridande project, 22 mars 20182018Other (Other academic)
  • 16.
    Huber, Florian
    et al.
    SYNYO GmbH, Austria.
    Jäger, Bernhard
    SYNYO GmbH, Austria.
    Pllana, Sabri
    Linnaeus University, Faculty of Technology, Department of Computer Science.
    Hrdlicka, Zdenek
    University of Chemistry and Technology, Czech Republic.
    Mettouris, Christos
    University of Cyprus, Cyprus.
    Papadopoulos, George
    University of Cyprus, Cyprus.
    Matevc, Tamara
    Jožef Stefan Institute, Slovenia.
    Ocsovszky, Zsófia
    BioTalentum, Hungary.
    Hajdu, Edina
    BioTalentum, Hungary.
    Gary, Chris
    Kinderbüro Universität Wien, Austria.
    Smith, Phil
    Teacher Scientist Network , UK.
    Pushing Stem-Education through a Social-Media-Based Contest Format - Experiences and Lessons-Learned from the H2020-Project SciChallenge2017In: INTED2017 Proceedings: 11th International Technology, Education and Development Conference, Valencia, Spain: IATED , 2017, p. 334-344Conference paper (Refereed)
    Abstract [en]

    Science education is tremendously shaping the present and future of modern societies. Thus, Europe needs all its talents to increase creativity and competitiveness. Especially young boys and girls have to be engaged to pursue careers in Science, Technology, Engineering and Mathematics (STEM). However, statistics still show that enrolment rates in STEM-based degree programs are decreasing. On the long run, this will lead to a workforce problem in the research and development based economy as well as in the scientific sector of all EU member states. But how can we manage it to get young people more interested in STEM?The EU-funded research project SciChallenge (project.scichallenge.eu) addresses this challenge by proposing a social-media-based STEM-contest for young people between 10 to 20 years. The contest pilot is currently running (until April 30th 2017). With its multi-level approach, SciChallenge aims at increasing the attractiveness of science education and careers among young girls and boys on a pan- European level.In the first part, the paper introduces the project and highlights the main steps of the preparation of the contest. This includes the development of the contest concept and the processual framework as well as the main steps that were done for preparing the contest. It also presents the resources that are provided for the participants. The second part of the paper highlights the idea, design and implementation of the digital contest platform (www.scichallenge.eu), which serves as the core of the contest. It will present for example the novel submission and rating system that utilize the power of social networking platforms such as Facebook, as well as the contest dashboards, a convenient, easy to use informational map for the users to observe the status of the contest and related information. Furthermore, it will show how intelligent social media syndication tools can support the awareness creation. The third part of the paper will provide a status update on the currently running contest pilot. It will provide a summary of the experiences that the consortium made with this novel approach. It will also elaborate on the main obstacles the consortium was facing and present the lessons-learned for a future implementation, before drawing preliminary conclusions in the final part regarding the question if such an approach can be a way to increase interest of young people in STEM-education and careers.

  • 17.
    Karlberg, Pär
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Usability Analysis of 3D Touch Technology in the Context of Mobile Gaming2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study researched users' ability to control the new input technology known as 3D Touch that is a pressure detection implemented in the new generations of iPhone. The purpose of this study was to research users ability to control the technology in a context of mobile gaming. An application was created to test participants' ability to match and control the pressure of 3D Touch at different forces. The result was then analysed and used to create an endless runner game included with the 3D Touch technology. The game was used in a usability test to investigate the user experience of the 3D Touch technology in a real gaming situation. The experimental results indicated that users have more difficulty to control the pressure of 3D Touch at higher forces. It also indicated that more stressful game situations can make it even harder to control the force of 3D Touch. 

  • 18.
    Karlsson, Karl
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Wordpress och beslutsprocesser: Att göra ett populärt CMS-verktyg mer begripligt för datorovana användare2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    I denna uppsats har det undersökts vilka brister gränssnittet till publiceringsplattformen Wordpress har gentemot en oerfaren målgrupp. Syftet med uppsatsen är att föreslå en lösning på problem i designen av plattformens administratörspanel. Metoden är en kvalitativ studie med semistrukturerade frågor och användartest för att ta fram beslutsprocesser. Två användartest genomfördes. Det första användartestet genomfördes med tre användare. Resultatet visade att ett antal av de kritiska funktioner som plattformen gav användaren hade brister och kunde förändras. Användartestet analyserades och sammanställdes. Litteraturstudier genomfördes också i ämnet användarcentrerad gränssnittsdesign. Med hjälp av dessa studier skapades en kravspecifikation. Kravspecifikationen låg till grund för en prototyp av hur gränssnittets handlingserbjudanden kunde förändras. Ett användartest genomfördes på prototypen med nio testpersoner. Detta test visade att antalet steg i användarnas beslutsprocesser hade minskat och att tiden det tog att genomföra testet upplevdes kortare. Slutligen fördes en diskussion kring hur resultatet bara kan ses som representativt för de utvalda användarna i en specifik situation men att det ska kunna ligga till grund för vidare studier i ämnet. Slutsatsen är att det är svårt att dra generella slutsatser baserat på studien men att det har genererat behovet av vidare studier i ämnet.

  • 19.
    Karlsson, Viktor
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM), Department of Media Technology.
    Concept of Interactive Video in Job Application: A qualitative research that tests the concept of interactive video and job seekers’ ability creating interactive video resumes.2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Interactive video seems to currently be an unpopular field of research. Video resumes however is an increasing trend when applying for jobs and sending out resumes. During this thesis, employers finds interactive video as a new, fun and exciting way of interacting with a resume that simplifies the recruitment process. Also, job seekers find creating interactive video as resumes as an extra nudge in to a company and a better way of marketing themselves for employers. However, conflict occurs between employers and job seekers regarding an interactive video resume. As it simplifies the recruitment process, job seekers have to put down more work when creating an interactive video resume while applying for a job.

    It is shown in this thesis that there are factors that should be investigated, for instance a platform aimed at interactive video resumes seems not have been developed yet as well as what interactive features an interactive video resume should contain. Job seekers find it difficult if creating such resumes took too long, being unaware of how to display interactive visual elements and which aspects to talk about while recording themselves.

    This thesis explores the possibility of employers and former recruitment personnel using an interactive video resume as well as job seekers’ ability of creating an interactive video. The main aims of this thesis are to find guidelines of what an interactive video resume mainly should contain and what job seekers thinks of creating and using an interactive video when applying for jobs.

  • 20.
    Khodadad, Davood
    et al.
    Tehran University of Medical Science, Iran.
    Ahmadian, Alireza
    Tehran University of Medical Science, Iran.
    Ay, Mohammadreza
    Tehran University of Medical Science, Iran.
    Fard Esfahani, Armaghan
    Tehran University of Medical Science, Iran.
    Yousefi Banaem, Hossein
    Tehran University of Medical Science, Iran.
    Zaidi, Habib
    Tehran University of Medical Science, Iran ; Geneva University Hospital, Switzerland.
    B-spline based Free Form Deformation Thoracic non-rigid registration of CT and PET images2011In: Proceedings of SPIE: International Conference on Graphic and Image Processing (ICGIP 2011) / [ed] Yi Xie, Yanjun Zheng, SPIE - International Society for Optical Engineering, 2011Conference paper (Refereed)
    Abstract [en]

    Accurate attenuation correction of emission data is mandatory for quantitative analysis of PET images. One of the main concerns in CT-based attenuation correction(CTAC) of PET data in multimodality PET/CT imaging is misalignment between PET and CT images. The aim of this study, is to proposed a hybrid method which is simple, fast and accurate, for registration of PET and CT data which affected from respiratory motion in order to improve the quality of CTAC. The algorithm is composed of three methods: First, using B-spline Free Form Deformation to describe both images and deformation field. Then applying a pre-filtering on both PET and CT images before segmentation of structures in order to reduce the respiratory related attenuation correction artifacts of PET emission data. In this approach, B-spline using FFD provide more accurate adaptive transformation to align the images, and structure constraints obtained from prefiltering applied to guide the algorithm to be more fast and accurate. Also it helps to reduce the radiation dose in PET/CT by avoiding repetition of CT imaging. These advances increase the potential of the method for routine clinical application.

  • 21.
    Khodadad, Davood
    et al.
    Luleå University of Technology.
    Ahmadian, Alireza
    Tehran University of Medical Science, Iran.
    Yousefi Banaem, Hossein
    Isfahan University of Medical Sciences, Iran.
    Ay, Mohammad Reza
    Tehran University of Medical Science, Iran.
    Fard-Esfahani, Armaghan
    Tehran University of Medical Science, Iran.
    CT and PET Image Registration: Application to Thorax Area2013In: International Journal of Image and Graphics, ISSN 0219-4678, Vol. 1, no 4, p. 171-175Article in journal (Refereed)
    Abstract [en]

    Accurate attenuation correction of emission data is mandatory for quantitative analysis of PET images. One of the main concerns in CT-based attenuation correction (CTAC) of PET data in multimodality PET/CT imaging is misalignment occurred due to respiratory artifact between PET and CT images. In this paper a combined method which is simple and fast is proposed for registration of PET and CT data to correct the effect of this artifact. The algorithm is composed of two step: First step is meant to reduce the noise by applying an adaptive gradient anistropic diffusion filter then using Iterative closest point (ICP) registration method in order to obtain initial estimation to ensure fast and accurate convergence of the algorithm. At the second step, the respiratory related artifact of PET images is greatly reduced by employing Free Form Deformation algorithm based on B-spline which provides more accurate adaptive transformation to align the images

  • 22.
    Kohen-Vacs, Dan
    et al.
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Ronen, Miky
    Holon Institute of Technology, Israel.
    Fragmented yet Seamless: System Integration for Supporting Cross-Context CSCL Scripts2015In: Seamless Learning in the Age of Mobile Connectivity: Part IV / [ed] Lung-Hsiang Wong, Marcelo Milrad, Marcus Specht, Singapore: Springer, 2015, p. 439-452Chapter in book (Refereed)
    Abstract [en]

    Complex multi-stage pedagogical activities may address different planes (temporal, social, physical) by different pedagogical strategies. Since there is no comprehensive technological support for all possible pedagogical practices, activity phases may be supported by different technologies, adapted to the specific needs of the stage. As a result, the implementation of such activities would be technologically “fragmented” since data collected with one system will not be available for immediate use in another environment.  The technological fragmentation may not only obstruct the enactment of such activities, but even discourage teachers and prevent them from designing rich pedagogical experiences supported by different technologies.  Therefore, in order to provide a seamless learning experience, there is a need to ensure continuous data flow between the activity phases enacted with different technologies.  This chapter presents our ongoing efforts to cope with the challenge of integrating various TEL environments in order to support the design and implementation of cross context, multi-stage collaborative activities.

  • 23.
    Kondori, Farid Abedan
    et al.
    Umeå University.
    Yousefi, Shahrouz
    Umeå University.
    Smart Baggage in Aviation2011In: 2011 IEEE International Conferences on Internet of Things, and Cyber, Physical and Social Computing / [ed] Feng Xia, Zhikui Chen, Gang Pan, Laurence T. Yang, Jianhua Ma, Los Alamitos: IEEE Press, 2011, p. 620-623Conference paper (Refereed)
    Abstract [en]

    Nowadays, the Internet has dramatically changed the way people take the normal course of actions. By the recent growth of the Internet, connecting different objects to users through mobile phones and computers is no longer a dream. Aviation industry is one of the areas which have a strong potential to benefit from the Internet of Things. Among many problems related to air travel, delayed and lost luggage are the most common and irritating. Therefore, this paper suggests anew baggage control system, where users can simply track their baggage at the airport to avoid losing them. Attaching a particular pattern on the bag, which can be detected and localized from long distance by an ordinary camera, users are able to track their baggage. The proposed system is much cheaper than previous implementations and does not require sophisticated equipment.

  • 24.
    Larsson, Gustav
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    En jämförande studie om direkt och indirekt vägledning i plattformsspel: Introduktion till spelmekanik2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    I den här jämförande studien undersöks skillnaden mellan direkt och indirekt vägledning till spelmekanik i plattformsspel för PC. Detta för att ta reda på hur de olika introduktionerna påverkar spelarnas prestation i ett tidigt skede av spelet. Undersökningens syfte är att utröna vilken form av vägledning, mellan direkt och indirekt, som ger nya spelare bäst förutsättningar att lära sig ny spelmekanik snabbt och att tidigt etablera kompetens om användning av spelmekaniken.

    För att undersöka vilken typ av vägledning som är mest effektiv vid introduktion av spelmekanik i plattformsspel har fyra plattformsspel analyserats. Dessa spel har legat till grund för skapandet av två prototyper där den ena prototypen ger en direkt vägledning till spelmekanik och den andra ger en indirekt vägledning till spelmekanik. De två prototyperna används för att samla in data som i sin tur analyserats. Insamling av data har skett via ett webbaserat användartest där 26 personer deltagit varav 13 personer spelat prototypen som ger en direkt vägledning och 13 personer har spelat prototypen som ger en indirekt vägledning.

    För att bedöma spelarnas prestation mellan de olika prototyperna har två analyser utförts, prestationen bedöms i kompetens som spelarna etablerar i form av användning av spelmekaniken samt hur lång tid det tar för spelaren att använda spelmekaniken första gången. I den ena analysen undersöks tiden som spelarna från de båda prototyperna tagit på sig för att utföra olika mekaniker i spelet. I den andra analysen har spelarnas interaktion med spelet legat till grund för en bedömning av hur effektiva spelarna har varit under spelsessionen i form av etablerad kompetens om spelmekanikerna. De båda analyserna har sammanställts för att tillsammans bilda en uppskattning av spelarnas prestation i förhållande till varandra.

    Utifrån de analyser som utförts på insamlade data har spelare som fått en indirekt vägledning till spelmekanik presterat bättre i högre grad än spelare som fått en direkt vägledning till spelmekanik. Resultatet visar på att de spelmekaniker som används i testerna varit mindre komplexa och att spelare som fått en direkt vägledning presterat sämre tidsmässigt.

  • 25.
    Leifsdóttir, Petra Íris
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM).
    Programmering med BBC micro:bit i grundskolan: En studie som syftar till att underlätta programmeringsundervisningen för högstadielärare2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    As of 2018 the Swedish Government has decided that there should be programming in elementary school. The programming should take place in the subjects of mathematics and technics There weren’t a lot of prepared teachers when the law took effect which has made it difficult for the teachers to follow it.

    In this project I have made a prototype to try to increase the competence in programming for the teachers. Since there is another project in Kronobergs län, Make it happen, that focuses on the use of BBC micro:bit in school I chose to make the prototype for BBC micro:bit and microPython programming to keep in line with that project.

    The results indicate that a cloud-based tool that contains both an editor and a Swedish documentation might ease the teaching in elementary schools. For more reliable results however I would need to keep developing the prototype to give it more functionalities and a better documentation that contains more information about microPython. There is also need for more user-testing on the targeted group to make the instrument more reliable.

  • 26.
    Milrad, Marcelo
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Web Technologies and Mobile Tools to Support Sustainable Seamless Learning2016In: Methodologies and intelligent systems for technology enhanced learning (MIS4TEL), 2016, p. 3-12Conference paper (Refereed)
    Abstract [en]

    In this paper I present and discuss our efforts and experiences with regard to those aspects connected to the design and implementation of seamless learning activities and how to promote those in order to become sustainable. A particular case in the field of mathematics education is presented and discussed. In terms of technologies to support seamless learning we promote the use of web-based, mobile tools and reusable and flexible components, as they allow teachers and students to create, adopt and adapt learning activities that connect the physical and the digital world across different locations and settings.

  • 27.
    Nilsson, Erica
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Gränssnittsdesign för videocentrerad online-rådgivning: Utformad efter frågeställarens och rådgivarens olika användarroller2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The following essay is a design study which has developed a design proposal for a online-counseling service by information from literature, earlier analysis, interviews and personas which is suited for the user roles, questioner and advisor by their subject skills and by knowledge of the web service. The aim with the study was to investigate who the interfaces would be designed to accomplish the goals that the respective user role have when using the service. The design proposal is a part of a larger project where patients, diagnosed with cancer have had the opportunity to borrow an iPad which will work as a source of communication when there are no ordinary visits. The part where this work is involved in is a web service where patients have the opportunity to watch pre-recorded videos about the medication and may discuss potential questions with a nurse. The users have the opportunity to use a videotool as a mean of communication, which has been in the center of the design because it can be used to ease the communication between users. The video information which is attached from the existing videos can clarify the users messages. The advisor is in need for an interface with a sufficient amount of functions to clarify the information who is sent to the questioner. In the design proposal it has been made by a larger number of steps for the video function. The design proposal for the questioner's interface has been tested individually with five different participants through a prototype implemented with HTML5, Css and Javascript. The users integrated with the prototype and later answered some questions through an interview. The result showed that it is important to avoid a complicated interface with a large number of functions for the questioner. Furthermore, a simple interface design with clear descriptions and visualization for the clickable element is necessary. If the questioner is irritated and spend a lot of time on learning how the service works he or she may choose not to use the web service.

  • 28.
    Nordmark, Susanna
    et al.
    Växjö University, Faculty of Mathematics/Science/Technology, School of Mathematics and Systems Engineering.
    Frølunde, Lisbeth
    Växjö University, Faculty of Mathematics/Science/Technology, School of Mathematics and Systems Engineering.
    Evaluation of short digital stories created by teacher students.: A pilot project on curriculum development in a Swedish teacher education program.2009Conference paper (Other (popular science, discussion, etc.))
  • 29.
    Nordmark, Susanna
    et al.
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Milrad, Marcelo
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Using Mobile Digital Storytelling to Support Learning about Cultural Heritage2012In: Proceedings of the 20th International Conference on Computers in Education ICCE 2012 / [ed] Gautam BISWAS, Lung-Hsiang WONG, Tsukasa HIRASHIM & Wenli CHEN, Asia-Pacific Society for Computers in Education, 2012, p. 408-412Conference paper (Refereed)
    Abstract [en]

    This paper presents our on-going research related to the use of mobile digital storytelling (mDS) as means for promoting innovative ways of collaboratively learning about cultural heritage. In a joint effort we have worked closely together with our fellow stakeholders – a local museum and a primary school – on actively engaging a group of Swedish school children and their teachers in using mobile digital storytelling as facilitator for introducing the concept of seamless learning. The outcomes of these efforts provided us with valuable insights on how to proceed further in our work of designing versatile mDS applications supporting collaborative learning in authentic contexts.

  • 30.
    Rensfeldt, Jonas
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Responsiv webbdesign och plattformsoberoende webbplatser: Webbplatsanpassning med inriktning mot flexibilitet2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Idag kommer det hela tiden nya enheter, alla med olika egenskaper, med möjlighet att koppla upp mot internet. Därmed blir det allt svårare för webbdesigners att anpassa webbplatser för användarens behov och förutse i vilken kontext användaren brukar webbplatsen. Syftet med studien var att undersöka hur webbutvecklare kan implementera flexibilitet för webbplatser, för att webbplatsen ska passa de olika enheterna, genom responsiv webbdesign. Vidare undersöks också hur användare upplever en webbplats utvecklad med responsiv webbdesign.

    Studien omfattar utvecklingen av en prototyp som också har används som grund för användartestning och kvalitativa intervjuer. Användartestningen omfattade test på en webbplats utvecklad med fasta mått samt testning av den responsiva prototypen. Resultatet av studien visar att användare upplever en responsiv webbplats som ett bra alternativ för en mobil webbplats. Den främsta fördelen för testpersonerna var att inte behöva scrolla i sidled eller zooma in och ut för att hitta informationen som behövdes.

  • 31.
    Rosengren, My
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM).
    Riktlinjer för att gynna användarupplevelsen vid presentation av omfattande tekniska dokument i mobila gränssnitt: En studie i gränssnittsdesign för smartphones2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Users today want to be able to find the information they need quickly and easily on their mobile phones. These devices offers easy-access and enables interaction whenever they want, wherever they want. This study examines how a smartphone interface for presenting larger quantities of information from technical documentation, such as manuals, should be designed.This study was commissioned by Combitech, who have experienced issues when presenting a larger amount of data on smaller devices. The focus of this study was to implement and evaluate various design guidelines for mobile phones. A prototype was developed in two iterations, where each iteration was evaluated through tasks, rating scales and interviews.The results indicate that a number of guidelines favour the user experience when it comes to a mobile interface for finding information. This includes simplifying and prioritizing the tasks for the users to reduce the cognitive load. Concrete guidelines are presented for click target areas, location tracking, horizontal scrolling and functionality for changing text size area.

  • 32.
    Rosenkvist, Simon
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM).
    Troféer och erfarenhets-mätare: Hur dessa påverkar prestation och engagemang hos ungdomar inom programmering med scratch2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    En studie utfördes på högstadieelever för att mäta hur en implementering av gamification-elementen erfarenhetsmätare och troféer i en scratch-baserad applikation påverkade deras engagemang och prestation.

    De två användartest-grupperna för kontroll- och test-versionen visar på att implementationen av dessa gamification-element har en markant positiv effekt på både engagemang och prestation.

  • 33.
    Tewele, Mhretab Kidane
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Vision-based human facial synthesis for video-conference2014Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
  • 34.
    Tewele, Mhretab Kidane
    et al.
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Yousefi, Shahrouz
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Milrad, Marcelo
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Supporting video conference communication using a vision-based human facial synthesis approach2015In: Proceedings of IEEE SAI Intelligent Systems Conference (IntelliSys), 2015, London: IEEE conference proceedings, 2015, p. 807-812Conference paper (Refereed)
    Abstract [en]

    Facial expressions plays an important role in human communication. In many cases where anonymity is a high priority, the identity of a person needs to be hidden or replaced by another one. Recent advancements in facial expression analysis technology have been used in order to duplicate facial human expressions with an avatar. However, a 3D avatar does not convey the same feeling as a real human face does. This paper documents an exploratory study investigating how vision-based facial analysis can be used to match someones facial expressions and head movements with pre-recorded video segments of another person. As a result of these efforts the identity of that person can be replaced with another person in real-time for videoconference supported communication. The proposed technical solutions have been implemented to support real-t

  • 35.
    Wilde, Hanna
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    SkinAnalyzer: Preliminärt arbete om proaktiv cancervård via elektronisk hälsoapplikation2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This bachelor thesis examins how a electronic health application can be made toincrease awareness about personal daily health, with focus on individual skin andkeeping it healthy. This was made by creating a prototype where the user get usefulinformation on how to perform a self examination through text and images. Theprototype also contains functionality that allows the user to upload images of a moleand by an image registration follow possible changes over long periods of time. Thepurpose of the prototype is to investigate if an electronic health application with focuson feedback can make it possible for a person who is not educated in this area to examinthe skin and also discover possible changes over time with the image registration. Twotests were made to examin if this was possible. The first test was an questionnaire wherethe respondet tried to determine if a mole was healthy or not. The second test was a usertest where the test person got to try out the functionality with image registration in theprototype. The person got to upload an image and see the differences through the imageregistration.The results showed that the majority of the collected repsonses from the quetsionnairewas correct, with a percentage of 76,9 correct answers. The respondent could identify ifthe mole was healthy or not through the information that was presented. The results ofthe user test showed that all test persons could perform and understand the functionalityof uploading an image and then analyze the results throgh image registration.

  • 36.
    Yousefi, Shahrouz
    et al.
    Umeå University.
    Kondori, Farid Abedan
    Umeå University.
    Li, Haibo
    Umeå University.
    Robust correction of 3D geo-metadata in photo collections by forming a photo grid2011In: WCSP2011: IEEE International Conference on Wireless Communications and Signal Processing, IEEE Press, 2011, p. 1-5Conference paper (Refereed)
    Abstract [en]

    In this work, we present a technique for efficient and robust estimation of the exact location and orientation of a photo capture device in a large data set. The provided data set includes a set of photos and the associated information from GPS and orientation sensor. This attached metadata is noisy and lacks precision. Our strategy to correct this uncertain data is based on the data fusion between measurement model, derived from sensor data, and signal model given by the computer vision algorithms. Based on the retrieved information from multiple views of a scene we make a grid of images. Our robust feature detection and matching between images result in finding a reliable transformation. Consequently, relative location and orientation of the data set construct the signal model. On the other hand, information extracted from the single images combined with the measurement data make the measurement model. Finally, Kalman filter is used to fuse these two models iteratively and enhance the estimation of the ground truth(GT) location and orientation. Practically, this approach can help us to design a photo browsing system from a huge collection of photos, enabling 3D navigation and exploration of our huge data set.

  • 37.
    Zapico, Jorge Luis
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM), Department of Media Technology. KTH Royal Institute of Technology, Sweden.
    Blinded by data: The risks of the implicit focus on data in ICT for Sustainability2014In: ICT4S, Atlantis Press , 2014, p. 148-154Conference paper (Refereed)
    Abstract [en]

    Sustainability is a normative concept, building on ideas such as justice, equity and responsibility, and based on human culture and society. Computers, internet, and the technologies that are central in our network society embed also normative values and are part of a cultural context. But the work looking at computer technologies and sustainability has been mostly oriented towards either calculating the impact of technology or using technology as a tool for solving practical problems. ICT is seen as a neutral system to be used or study, while the more normative aspects are mostly overlooked. This paper explores some of the problems arising from these overlooked normative values, such as focusing only on quantifiable problems while forgetting other aspects that may be as important but not easy to put in numbers, or trusting too much in numbers while hiding assumption and model choices. This paper suggests that more critical reflection on these questions is needed in the research area, as well as developing more connections with existing research on these topics in more traditional disciplines.

  • 38.
    Österdahl, Sofia
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM).
    Förstå följare på Instagram: Analys av unga tjejers användning av Instagram och vad de vill se för visuellt bildinnehåll2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Uppsatsen handlar om hur det går att förstå olika målgrupper på Instagram och hur influencers genom detta enklare kan anpassa sitt innehåll till det som sin målgrupp av följare vill se. Målgruppen som används i uppsatsen är tjejer i åldern 15-20 år från Sverige och genom en enkätundersökningen skapades en bättre förståelse i hur de använder sig av Instagram. Genom en analys av de konton personerna i enkätundersökningen följde på Instagram kunde en sammanställning på vad för typ av personer de följer är. Efter detta skapades ett verktyg för att kunna testa vilket visuellt innehåll målgruppen vill se och studien avslutades sedan med intervjuer både på målgruppen och några av de influencers som de följer.  

1 - 38 of 38
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