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  • 1.
    Alissandrakis, Aris
    et al.
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    Milrad, Marcelo
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    Designing interactive mobile services to promote civic participation in northern Uganda2013Inngår i: ICT for Anti-Corruption, Democracy And Education In East Africa / [ed] Katja Sarajeva, Stockholm: Stockholm University, 2013, s. 53-65Kapittel i bok, del av antologi (Fagfellevurdert)
    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.

    Fulltekst (pdf)
    fulltext
  • 2.
    Alissandrakis, Aris
    et al.
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM), Institutionen för medieteknik (ME).
    Nake, Isabella
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM), Institutionen för medieteknik (ME).
    A New Approach for Visualizing Quantified Self Data Using Avatars2016Inngår i: Proceedings of the 2016 ACM International Joint Conference on Pervasive and Ubiquitous Computing: Adjunct, New York, NY, USA: ACM Press, 2016, s. 522-527Konferansepaper (Fagfellevurdert)
    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.

  • 3.
    Alissandrakis, Aris
    et al.
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM), Institutionen för medieteknik (ME).
    Reski, Nico
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM), Institutionen för medieteknik (ME).
    Using Mobile Augmented Reality to Facilitate Public Engagement2017Inngår i: Extended Papers of the International Symposium on Digital Humanities (DH 2016) / [ed] Koraljka Golub, Marcelo Milrad, CEUR-WS , 2017, Vol. 2021, s. 99-109Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper presents our initial efforts towards the development of a framework for facilitating public engagement through the use of mobile Augmented Reality (mAR), that fall under the overall project title "Augmented Reality for Public Engagement" (PEAR). We present the concept, implementation, and discuss the results from the deployment of a mobile phone app (PEAR 4 VXO). The mobile app was used for a user study in conjunction with a campaign carried out by Växjö municipality (Sweden) while exploring how to get citizens more engaged in urban planning actions and decisions. These particular activities took place during spring 2016.One of the salient features of our approach is that it combines novel ways of using mAR together with social media, online databases, and sensors, to support public engagement. In addition, the data collection process and audience engagement were tested in a follow-up limited deployment.The analysis and outcomes of our initial results validate the overall concept and indicate the potential usefulness of the app as a tool, but also highlight the need for an active campaign from the part of the stakeholders.Our future efforts will focus on addressing some of the problems and challenges that we have identified during the different phases of this user study.

    Fulltekst (pdf)
    Alissandrakis_Reski_PEAR_2017.pdf
  • 4.
    Alvarez, Claudio
    et al.
    University of Los Andes, Chile .
    Milrad, Marcelo
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    Borie, Francisco
    University of Los Andes, Chile .
    Luna, Martín
    University of Los Andes, Chile .
    CollPhoto: A Paper + Smartphone Problem Solving Environment for Science and Engineering Lectures2014Inngår i: Collaboration Technologies and Social Computing: 7th International Conference, CollabTech 2014, Santiago, Chile, September 8-10, 2014. Proceedings / [ed] Takaya Yuizono; Gustavo Zurita ;Nelson Baloian ;Tomoo Inoue; Hiroaki Ogata et al. (Eds):, Springer, 2014, s. 1-15Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Recent studies in science and engineering education support that inductive learning activities encouraging active student involvement may improve students’ motivation, development of soft skills and academic performance, compared to traditional lectures. Until recently, several technology-enhanced learning environments have been proposed to facilitate such activities in classrooms. However, these commonly depend on dedicated hardware devices, such as clickers or tablet PCs. Contrastingly, smartphones are being massively adopted by society as these become increasingly powerful and inexpensive. Even so, the use of smartphones as learning tools in lecture halls has still not been widely adopted. In this paper we present CollPhoto, a paper-plus-smartphone environment that supports face-to-face problem solving activities in the classroom. CollPhoto provides the instructor with instant visibility of students’ work, and facilitates him/her conducting discussions, based on a selection of students’ responses. We report on the design and initial validation of CollPhoto in the context of two computer science courses.

  • 5.
    Alvarez, Claudio
    et al.
    Universidad de Los Andes.
    Salavati, Sadaf
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för informatik (IK).
    Nussbaum, Miguel
    Pontificia Universidad Catolica de Chile.
    Milrad, Marcelo
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    Collboard: Fostering new media literacies in the classroom through collaborative problem solving supported by digital pens and interactive whiteboards2013Inngår i: Computers and education, ISSN 0360-1315, E-ISSN 1873-782X, Vol. 63, s. 368-379Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Education systems worldwide must strive to support the teaching of a set of New Media Literacies (NMLs). These literacies respond to the need for educating human capital within participatory cultures in a highly technologized world. In this paper, we present Collboard, a constructivist problem solving activity for fostering the development of specific NMLs in classrooms: collective intelligence, distributed cognition and transmedia navigation. Collboard encompasses successive individual and collaborative work phases that prompt active student participation and engagement. It integrates digitally augmented appliances, namely, digital pens as a means to support individual work, and interactive whiteboards as a collaborative knowledge construction space. We report on the conceptual design of Collboard, its different technological and software components, as well as our findings from experiences we conducted in a Swedish school with 12 students from a 7th grade maths class. Findings from the experience provide an indication that Collboard can be well integrated in classroom teaching, and that it can foster the development of collective intelligence, distributed cognition and transmedia navigation in different knowledge domains. (C) 2013 Elsevier Ltd. All rights reserved.

  • 6.
    Andersen, Henrik
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    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 poäng / 15 hpOppgave
    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. 

    Fulltekst (pdf)
    fulltext
  • 7.
    Andersson, Hans
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    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 poäng / 15 hpOppgave
    Abstract [sv]

    Allteftersom tekniken för digitala spel har utvecklats och spelen blivit mer avancerade har mängden av information som spelaren kan få om sin avatar (digital representation av spelaren) ökat. Beroende på spelets upplägg och design är denna information mer eller mindre lättillgänglig. Den information som alltid tycks ha en mer eller mindre given plats i spelets HUD (statiska delar av det grafiska gränssnittet) är avatarens hälsotillstånd. Inom den litteratur som finns skriven om speldesign finns flera riktlinjer om hur denna information ska visualiseras men speldesigners utforskar hela tiden nya sätt att applicera detta på. För- och nackdelar med hur informationen implementeras diskuteras av spelare och speljournalister på flera forum. Ofta med fokus på spelupplevelse och utmaning.Forskning som tidigare berört avatarens hälsa har undersökt hur olika mekaniker bakom den grafiska visualiseringen påverkar spelupplevelsen. Det finns dock ett forskningsgap när det kommer till hur den grafiska visualiseringen av avatarens hälsa påverkar spelarens prestation.I detta arbete undersöks hur en spelares prestation påverkas av att få information om sin avatars hälsa genom det grafiska gränssnittet. Studien grundar sig i en pågående diskussion om hur mekaniken bakom avatarens hälsa och dess visualisering påverkar spelets utmaning.För arbetet har en litteraturstudie genomförts om ämnet speldesign med fokus på hur det grafiska gränssnittet för ett spel bör utformas. Efter detta utvecklades för studien en prototyp där litteraturstudien låg till grund för hur en grafisk representation av avatarens hälsa implementerades. I prototypen lades funktionalitet till för att helt utesluta den grafiska representationen av avatarens hälsa varannan gång spelet startar. Funktionalitet applicerades också i prototypen för att lagra data som samlats in under spelets gång, i en databas som satts upp för studien.Genom prototypens två lägen genomfördes en kvalitativ förstudie i form av 12 övervakade spelsessioner vilka följdes upp av semistrukturerade intervjuer. En komparativ studie utfördes genom att hälften av deltagarna fick spela med en synlig hälsomätare och hälften utan. Testpersonernas resonemang kring frågor som berör frågeställningen analyserades för att ge djupare förståelse för den kvantitativa data som sedan samlades in genom att prototypen gjordes tillgänglig via webben.Efter varje avslutat spel av prototypen registrerades resultat i poäng och om spelet hade en synlig hälsomätare eller inte tillsammans med annan information som avsåg att besvara frågeställningen för studien. Efter förstudien publicerades prototypen på webben, vilket resulterade i att data från 259 spelrundor lagrades i databasen. Efter urval enligt studiens avgränsningar har data från 62 spelrundor använts i det kvantitativa forskningsunderlaget för studien.Sammanfattningsvis skiljer sig resultaten mellan de kvalitativa och kvantitativa studierna. Under den kvalitativa studien noterades en skillnad i resonemanget mellan de som fått spela med en synlig hälsomätare och de som fått spela utan. Detta användes för att analysera och jämföra den insamlade datan från den webbaserade prototypen. Den insamlade kvantitativa datan kunde i en jämförelse mellan de som spelat med en synlig hälsomätare och de som spelat utan inte visa på en skillnad i prestation med någon statistisk säkerhet.

    Fulltekst (pdf)
    fulltext
  • 8.
    Asher, Natali
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    A Warmer Welcome: Application of a Chatbot as a Facilitator for New Hires Onboarding2017Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    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. 

    Fulltekst (pdf)
    fulltext
  • 9.
    Azimimusolo, Tahereh
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM), Institutionen för medieteknik (ME).
    Touch Features in Advancing Children's Learning2018Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    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.

    Fulltekst (pdf)
    fulltext
  • 10.
    Beel, Joeran
    et al.
    Docear, Germany ; Konstanz University, Germany.
    Breitinger, Corinna
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME). Docear, Germany.
    Langer, Stefan
    Docear, Germany ; Otto-von-Guericke University, Germany.
    Lommatzsch, Andreas
    Technische Universität Berlin, Germany.
    Gipp, Bela
    Docear, Germany ; Konstanz University, Germany.
    Towards reproducibility in recommender-systems research2016Inngår i: User modeling and user-adapted interaction, ISSN 0924-1868, E-ISSN 1573-1391, Vol. 26, nr 1, s. 69-101Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Numerous recommendation approaches are in use today. However, comparing their effectiveness is a challenging task because evaluation results are rarely reproducible. In this article, we examine the challenge of reproducibility in recommender-system research. We conduct experiments using Plista’s news recommender system, and Docear’s research-paper recommender system. The experiments show that there are large discrepancies in the effectiveness of identical recommendation approaches in only slightly different scenarios, as well as large discrepancies for slightly different approaches in identical scenarios. For example, in one news-recommendation scenario, the performance of a content-based filtering approach was twice as high as the second-best approach, while in another scenario the same content-based filtering approach was the worst performing approach. We found several determinants that may contribute to the large discrepancies observed in recommendation effectiveness. Determinants we examined include user characteristics (gender and age), datasets, weighting schemes, the time at which recommendations were shown, and user-model size. Some of the determinants have interdependencies. For instance, the optimal size of an algorithms’ user model depended on users’ age. Since minor variations in approaches and scenarios can lead to significant changes in a recommendation approach’s performance, ensuring reproducibility of experimental results is difficult. We discuss these findings and conclude that to ensure reproducibility, the recommender-system community needs to (1) survey other research fields and learn from them, (2) find a common understanding of reproducibility, (3) identify and understand the determinants that affect reproducibility, (4) conduct more comprehensive experiments, (5) modernize publication practices, (6) foster the development and use of recommendation frameworks, and (7) establish best-practice guidelines for recommender-systems research. © 2016, Springer Science+Business Media Dordrecht.

  • 11.
    Beel, Joeran
    et al.
    Docear, Germany.
    Gipp, Bela
    Univ Konstanz, Germany.
    Langer, Stefan
    Otto von Guericke Univ, Germany.
    Breitinger, Corinna
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM), Institutionen för medieteknik (ME).
    Research-paper recommender systems: a literature survey2016Inngår i: International Journal on Digital Libraries, ISSN 1432-5012, E-ISSN 1432-1300, Vol. 17, nr 4, s. 305-338Artikkel i tidsskrift (Fagfellevurdert)
    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.
    Bohne, Ulrica
    et al.
    KTH Royal Inst Technol.
    Zapico, Jorge Luis
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM), Institutionen för medieteknik (ME). KTH Royal Inst Technol.
    Katzeff, Cecilia
    KTH Royal Inst Technol;Interact Swedish ICT, Eskilstuna.
    The EcoPanel: designing for reflection on greener grocery shopping practices2015Inngår i: Proceedings of Enviroinfo and ICT for Sustainability 2015, 2015, s. 221-228Konferansepaper (Fagfellevurdert)
    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

  • 13.
    Borgman, Isabelle
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    Scan me – Ökad säkerhet med multifactor authentication: En undersökning om effekten vid ökad säkerhet i digitala identifierare2016Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Följande kandidatuppsats undersöker en applikation utifrån tre faktorer: säkerhet, användbarhet och funktionalitet. Arbetet tar fram en prototyp på en identifieringsapplikation som använder sig av QR-koder för att identifiera personer. Identifieringsprocessen är tänkt att fungera i t.ex. en insläppningskö på en pub. QR-koden finns i gästens mobil och dörrvakten använder den framtagna prototypen på en surfplatta eller smartphone för att scanna av gästens QR-kod. Syftet är att undersöka hur användbarheten och funktionaliteten påverkas i en applikation när det läggs till en faktor för att öka säkerheten. Detta undersöks genom ett användartest där 8 testpersoner får testa den framtagna prototypen och ge kommentarer både utifrån en gästs och en dörrvakts perspektiv.

    Resultaten visar på att användbarheten dras ner något i samband med att säkerheten ökar. Identifiering med hjälp av QR-läsaren tar ungefär 4 sekunder längre än vad det gör att identifiera med den vanliga metoden, d.v.s jämföra ett ID-kort med ett medlemskort. Funktionaliteten ökar i systemet eftersom att det läggs till funktionalitet för att scanna av en QR-kod och jämföra informationen ur den med en databas. Prototypen som har tagits fram i denna kandidatuppsats har utvecklingsmöjligheter och kan användas i andra sammanhang och i andra miljöer; prototypen skulle exempelvis fungera lika bra i ett affärssammanhang där affären kan ersätta sina fysiska medlemskort med en QR-kod och en avläsare för att ge sina kunder förmåner.

    Fulltekst (pdf)
    fulltext
  • 14.
    Boström, Pelle
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    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 poäng / 15 hpOppgave
    Abstract [sv]

    I denna uppsats undersöks hur spelares beteende i virtuella miljöer skiljer sig när modern HMD VR-teknik används jämfört med traditionell bildskärm i 2D. Genom att utveckla en spelprototyp i 3D med förstapersonsperspektiv i pusselgenren där spelarens mål är att finna objekt i olika rum har en komparativ studie genomförts. Spelprototypen skapades med hjälp av metoden prototyputveckling. En alfaversion testades innan den slutgiltiga versionen gjordes klart.

     

    Två grupper med 7 personer i vardera har utfört testet. Ena gruppen använde HMD VR-glasögonen Oculus Rift DK2 medan den andra använde traditionell bildskärm i 2D. Styrning skedde med tangentbord och mus. En dataloggning kördes i bakgrunden av varje användartest som samlade in information om spelarens positions- och rotationsdata. Denna data analyserades sedan och jämfördes mellan grupperna.

     

    Sammanfattningsvis utgörs ingen stark skillnad mellan dom två grupperna. Den största skillnaden är i hur mycket mark som har täckts av spelarna. I gruppen som spelade med VR-glasögon stod spelarna still mer och gick inte runt och utforskade lika mycket. Men dom var cirka 5 sekunder snabbare i genomsnitt. Gruppen som spelade utan VR-glasögon tittade upp och ner något mer men som mest skiljde det sig endast 5 grader.

    Fulltekst (pdf)
    fulltext
  • 15.
    Bouvin, Anita
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    Platsbaserad sökning: En metod för filtrering och sortering av sökresultat2013Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Informationssökningar av olika slag sker dagligen världen över och sökresultatet kan många gånger vara så stort att användarna har svårt att veta vilka sökresultat som är relevanta. I denna uppsats har syftet varit att undersöka hur sökresultat kan filtreras och sorteras med hjälp av platsbaserad sökning för att det ska bli mer relevant för användaren. Genom litteraturstudie och intervjuer har det blivit möjligt att ta reda på hur ett sökresultat skulle kunna filtreras och sorteras för att möta användarnas förväntningar. De teorier och slutsatser som framkom tillämpades vid utvecklingen av en prototyp. Prototypen testades och utvärderades sedan genom ett användartest där resultatet visar att filtreringen och sorteringen som används i studien kan göra sökresultatet mer relevant för användaren.

    Fulltekst (pdf)
    fulltext
  • 16.
    Breitinger, Corinna
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    Using the Blockchain of Cryptocurrencies to Encourage Open Discussion and Sharing of Ideas2016Independent thesis Advanced level (degree of Master (Two Years)), 80 poäng / 120 hpOppgave
  • 17.
    Brun, Anna
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    Visualisering av mönster mellan publikationer. : Informationsvisualisering för att visa publiceringsmönster mellan universitet, författare och tidskrifter.2017Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Följande kandidatuppsats undersöker olika visualiseringstekniker för att kunna se publiceringsmönster och tidspubliceringsmönster. En prototyp skapas för att testa om två olika visualiseringstekniker är passande för att visa publiceringsmönster mellan universitet, författare och tidskrifter, de två visualiseringstekniker som används är Sankey Diagram och Forced Direct Layout. Användarna kan också undersöka tidspubliceringsmönster, om man vill bara se publikationer som är publicerade mellan vissa årtal.

     

    Resultatet visar att med en stor mängd data är både Sankey Diagram och Forced Direct Layout inte helt passade för att visa publiceringsmönster, detta var vad 10 av 10 testpersoner tyckte i användarvänlighetstestet. Sankey Diagram kunde strukturera upp data mer än Forced Direct Layout, man fick alla mönster och publikationer i en vertikal lista medans i Forced Direct Layout hamnade de mer kompakt. Dock kan man får en bättre överblick av alla mönster och publikationer med Forced Direct Layout för att alla publikationer fick plats på en sida medans med Sankey Diagram får man scrolla fram och tillbaka för att se hela visualiseringen. Om man ska skapa en visualisering med mycket data behövs det ett flertal interaktionstekniker och filteralternativ för att minska ned det som visas. Resultatet för tidspubliceringsmönster är svårt att ta fram något konkret för att den data som användes i detta arbetet inte var fullständig.

  • 18.
    Buchvalter, Amir
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    Communicate to Win: Real-time communication services for location-based learning activities2017Independent thesis Advanced level (degree of Master (Two Years)), 80 poäng / 120 hpOppgave
    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.

    Fulltekst (pdf)
    fulltext
  • 19.
    Cerratto-Pargman, Teresa
    et al.
    Stockholms universitet, Institutionen för data- och systemvetenskap.
    Knutsson, Ola
    Stockholms universitet, Institutionen för data- och systemvetenskap.
    Daniel, Spikol
    Malmö University.
    Milrad, Marcelo
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    Ramberg, Robert
    Stockholms universitet, Institutionen för data- och systemvetenskap.
    Otero, Nuno
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    Exploring Teachers’ perspectives on the use of Mobile devices for Math and Language Learning2014Inngår i: Conference proceedings: 4th international Designs for Learning conference, 6-9th May 2014, Stockholm: Stockholm University, 2014Konferansepaper (Fagfellevurdert)
  • 20.
    Cerratto-Pargman, Teresa
    et al.
    Stockholm University, Sweden.
    Milrad, Marcelo
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM), Institutionen för medieteknik (ME).
    Beyond Innovation in Mobile Learning: towards Sustainability in Schools2016Inngår i: Mobile learning: the next generation / [ed] John Traxler, Agnes Kukulska-Hulme, New York: Routledge, 2016, s. 154-178Kapittel i bok, del av antologi (Fagfellevurdert)
  • 21.
    Cerratto-Pargman, Teresa
    et al.
    Stockholm University, Sweden.
    Otero, Nuno
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM), Institutionen för medieteknik (ME).
    Milrad, Marcelo
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM), Institutionen för medieteknik (ME).
    Spikol, Daniel
    Malmö University, Sweden.
    Knutsson, Ola
    Stockholm University, Sweden.
    Ramberg, Robert
    Stockholm University, Sweden.
    Purposeful Learning Across Collaborative Educational Spaces2014Inngår i: Learning and becoming in practice: The International Conference of the Learning Sciences (ICLS) 2014 : Proceedings, Volume 3, International Society of the Learning Sciences, 2014, Vol. 3, s. 1597-1598Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper presents the overall goals and preliminary results of an on-going research project that aims at: understanding the intricacies and complexities of introducing mobile technologies into schools’ curriculum and accepted teaching practices; analyzing actual transformations that the use of mobile technologies in schools brings to contemporary forms of learning. The results of the project will contribute to a better understanding of new media literacies and their implications for curriculum design and everyday educational practices.

  • 22.
    Cohen, Shavit
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    Creating Innovative Pedagogical Opportunities via “Treasure-HIT”: Mobile Treasure Hunt Games Generator2015Independent thesis Advanced level (degree of Master (Two Years)), 80 poäng / 120 hpOppgave
    Abstract [en]

    In this thesis we are presenting a design-based research aimed to extend an existing mobile-based environment named “Treasure-HIT”. “Treasure-HIT” is an environment which uses the available mobile technology to enable teachers to conduct pedagogical “Treasure Hunt” games for their students. At baseline (January 2013), “Treasure-HIT” was at its early stages and has not yet been officially released; only a few teachers were granted access to it. The goal of this thesis was to test the system with teachres in order to understand the actual needs to detect difficulties and usabily limitations and to improve the system accordingy.The sudy was conducted as a design-based research that included three iterations. Within each iteration we have identified needs expressed by teachers and improved the relevant system features. The outcome of this thesis was the design, development and implementation of 7 different features that increased the usability of the “Treasure-HIT” environment and its potential to effectievy support the creation and enactment of pedagogical location based activities.

    Fulltekst (pdf)
    fulltext
  • 23.
    Cooney, Martin
    et al.
    Adv Telecommun Res Inst Int IRC HIL, Keihanna Sci City, Kyoto, Japan.
    Kanda, Takayuki
    Adv Telecommun Res Inst Int IRC HIL, Keihanna Sci City, Kyoto, Japan.
    Alissandrakis, Aris
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    Ishiguro, Hiroshi
    Adv Telecommun Res Inst Int IRC HIL, Keihanna Sci City, Kyoto, Japan.
    Designing Enjoyable Motion-Based Play Interactions with a Small Humanoid Robot2014Inngår i: International Journal of Social Robotics, ISSN 1875-4791, E-ISSN 1875-4805, Vol. 6, nr 2, s. 173-193Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Robots designed to co-exist with humans in domestic and public environments should be capable of interacting with people in an enjoyable fashion in order to be socially accepted. In this research, we seek to set up a small humanoid robot with the capability to provide enjoyment to people who pick up the robot and play with it by hugging, shaking and moving the robot in various ways. Inertial sensors inside a robot can capture how its body is moved when people perform such "full-body gestures". Unclear is how a robot can recognize what people do during play, and how such knowledge can be used to provide enjoyment. People's behavior is complex, and naive designs for a robot's behavior based only on intuitive knowledge from previous designs may lead to failed interactions. To solve these problems, we model people's behavior using typical full-body gestures observed in free interaction trials, and devise an interaction design based on avoiding typical failures observed in play sessions with a naive version of our robot. The interaction design is completed by investigating how a robot can provide "reward" and itself suggest ways to play during an interaction. We then verify experimentally that our design can be used to provide enjoyment during a playful interaction. By describing the process of how a small humanoid robot can be designed to provide enjoyment, we seek to move one step closer to realizing companion robots which can be successfully integrated into human society.

  • 24.
    Creelman, Alastair
    et al.
    Linnéuniversitetet, Universitetsbiblioteket.
    Gerestrand, Anders
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    Uhlin, Lars
    Karolinska Institutet.
    Kvarnström, Maria
    Karolinska Institutet.
    Hedberg, Maria
    Lund University.
    Åbjörnsson, Lotta
    Lund University.
    Johansson, Kenneth
    Lund University.
    Stenbom, Stefan
    Royal Institute of Technology KTH.
    Whaits, Anne
    IIE Varsity College, South Africa.
    Open courses as virtual mobility and the role of collaborative literacy in staff development2016Inngår i: EDEN 2016 Annual Conference. Re-Imagining Learning Scenarios: EDEN 2016 Annual Conference Budapest, Hungary 14-17 June 2016 BOOK OF ABSTRACTS Including the Collection of “Synergy” Synopses / [ed] António Moreira Teixeira, András Szűcs, Ildikó Mázár, Budapest: European Distance and E-Learning Network, 2016 , 2016Konferansepaper (Annet vitenskapelig)
    Abstract [en]

    Open Networked Learning (ONL) https://opennetworkedlearning.wordpress.com is an open online course that is offered both as an internal professional development course at the partner universities (Karolinska Institute, Lund University, Linnaeus University, KTH in Sweden and IIE Varsity College in South Africa) as well as being open to learners from all over the world. The course has been derived from an earlier model that has in turn led to several other online courses. The primary target group is university teachers, educational technologists and course designers but it also attracts educators from other educational sectors both public and private. Using an open collaborative learning environment learners investigate aspects of connected, collaborative learning with modules based around topics such as digital literacies, collaborative and flexible learning, teaching in open spaces and course design.

    Fulltekst (pdf)
    fulltext
  • 25.
    Dadzie, Aba-Sah
    et al.
    KMi, The Open University, UK.
    Müller, Maximilian
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    Alissandrakis, Aris
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    Milrad, Marcelo
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    Collaborative Learning through Creative Video Composition on Distributed User Interfaces2016Inngår i: State-of-the-Art and Future Directions of Smart Learning / [ed] Li, Y., Chang, M., Kravcik, M., Popescu, E., Huang, R., Kinshuk, Chen, N.-S., Springer, 2016, 1, s. 199-210Kapittel i bok, del av antologi (Fagfellevurdert)
    Abstract [en]

    We report two studies that fed into user-centred design for pedagogical and technological scaffolds for social, constructive learning through creative, collaborative, reflective video composition. The studies validated this learning approach and verified the utility and usability of an initial prototype (scaffold) built to support it. However, challenges in interaction with the target technology, multi-touch tabletops, impacted ability to carry out prescribed learning activities. Our findings point to the need to investigate an alternative approach and informed redesign of our scaffolds. We propose coupling of distributed user interfaces, using mobile devices to access large, shared displays, to augment capability to follow our constructive learning process. We discuss also the need to manage recognised challenges to collaboration with a distributed approach.

  • 26.
    Danieli, Ela
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    Social Media Marketing System Aiming at Increasing Purchase Intentions on B2c E-Commerce Sites2016Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    The purpose of this thesis is to analyse and to explore how B2C e-commerce businesses could use social media marketing strategies to increase their consumers purchase intentions on their sites. Findings enabled the development and research of a comprehensive social media marketing system which includes a general set of components and tools aiming at increasing purchase intentions on such sites. The theoretical framework of the thesis is based on literature as well as previous studies of Social Media, Social Media Marketing, Social Media Marketing System, E-commerce, B2C, Social Commerce, S-commerce, Online Purchase Intentions, Trust and Social Trust. A conceptual framework was created and led the research method which used a convergent parallel mixed method design that includes gathering and analysing both qualitative and quantitative data. The data is gathered from potential users and clients of the system and led by the user-centered design (UCD) process. The obtained qualitative and quantitative data was analysed separately and then merged together by a side-by-side comparison. With the use of this approach, several ways businesses can increase consumers purchase intentions towards their B2C e-commerce site were discovered. Social media presence, published content, publishing frequency, content type, special sale promotions and social media friends are variables that have been found to be influential upon purchase intentions. The integration of a social media marketing system combined with these variables was found to be a successful tool for B2C e-commerce businesses wanting to increase consumers purchase intention through social media networks.

    Fulltekst (pdf)
    Danieli_Ela_Master_Thesis_2016
  • 27.
    Davidsson, Mattias
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    Finger Velocity: A Multimodal Touch Based Tablet Application for Learning the Physics of Motion2014Inngår i: 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, s. 238-249Konferansepaper (Fagfellevurdert)
    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.

  • 28.
    Dibra, Dorina
    et al.
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    Otero, Nuno
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    Pettersson, Oskar
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    Real-time interactive visualization aiding pronunciation of English as a second language2014Inngår i: 2014 14TH IEEE INTERNATIONAL CONFERENCE ON ADVANCED LEARNING TECHNOLOGIES (ICALT), IEEE Press, 2014, s. 436-440Konferansepaper (Fagfellevurdert)
    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.

  • 29.
    Dika, Elona
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    Use of a Smart TV as a Platform for Social Engagement for Senior Citizens2015Independent thesis Advanced level (degree of Master (Two Years)), 30 poäng / 45 hpOppgave
    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.

    Fulltekst (pdf)
    ElonaDika_MasterThesis
  • 30.
    Dika, Elona
    et al.
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    Kurti, Arianit
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap (DV). Interactive Institute Swedish ICT .
    Use of a Smart TV as a Platform for Social Engagement for Senior Citizens2015Inngår i: 7th ICT innovations Conference 2015: Web proceedings / [ed] Suzana Loshkovska, Saso Koceski, Skopje, Macedonia: Association for Information and Communication Technologies , 2015, s. 96-105Konferansepaper (Fagfellevurdert)
    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. 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. 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. On this research we report our experience on developing a prototype service using smart TV application specifically tailored for the senior citizens needs and requirements. 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.

  • 31.
    Dorina, Dibra
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    Real-time interactive visualization aiding pronunciation of English as a second language2013Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    Computer assisted language learning (CALL) comprises a wide range of information technologies that aim to broaden the context of teaching by getting advantages of IT. For example, a few efforts have been put on including a combination of voice and its visual representation for language learning, and some studies are reporting positive outcomes. However, more research is needed in order to assess the impact caused by specific visualization styles such as: highlighting syllables and/or wave of sound. In order to explore this issue, we focused at measuring the potential impact that two distinct visualization styles and its combination can have on teaching children the pronunciation of English as a second language. We built a prototype which was designed to assist students while learning pronunciation of syllables. This system was employing two different real-time interactive visualization styles. One of these visualization styles utilizes audio capturing and processing, using a recent technology development: Web Audio API.We evaluated the effect of our prototype with an experiment with children aged from 9 to 11years old. We followed an experimental approach with a control group and three experimental groups. We tested our hypothesis that states that the use of a combined visualization style can have greater impact at learning pronunciation in comparison with traditional learning approach.Initial descriptive analyses were suggesting promising results for the group that used the combined visualization prototype. However, additional statistical analyses were carried out in order to measure the effect of prototype as accurately as possible within the constraints of our study. Further analyses provided evidence that our combined visualizations prototype has positively affected the learning of pronunciation. Nonetheless, the difference was not big comparing to the system that employed only wave of sound visualization. Ability to perceive visual information differs among individuals. Therefore, further research with different sample division is needed to determine whether is the combination of visualizations that does the effect, or is the wave in itself. Slitting groups based on this characteristic and perform the testing will be considered for the future research.Eventually, we can be confident to continue exploring further the possibility of integrating our proposed combination of two visualization styles in teaching practices of second language learning, due to positive outcomes that our current research outlined. In addition, from a technological perspective, our work is at the forefront of exploring the use of tools such as Web Audio API for CALL.

    Fulltekst (pdf)
    Dorina_Dibra_Degree_Project
  • 32.
    Dragomoiris, Lampros
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    Visualizing complex data: A use case evaluating an interactive visualization about food purchases2016Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    Complex data are being stored daily in databases in an unstructured way. Visualizations techniques can be used to present complex data in a user friendly and understandable way. This thesis presents the implementation of a visualization interactive tool called Eco Donuts. It is part of a set of tools created to visualize complex food data called Ekopanelen. The feature Eco Donuts presents time-dependent food data which are ordered in categories. It gives the opportunity to users to explore their data over time by performing simple interactions. This thesis documents an exploratory study on how this visualization tool can be used to enhance the user experience and provide insights of complex data. The visualization feature was implemented and evaluated with ten participants. The participants were asked to evaluate the visualization tool by accomplishing nine different tasks. The sessions were recorded using a log system as well as video recording. This study shows that the proposed tool can be used to visualize complex information in a user friendly and presentable way.

    Fulltekst (pdf)
    fulltext
  • 33.
    Eliasson, Johan
    et al.
    Stockholm University.
    Pargman, Teresa Cerratto
    Stockholm University.
    Nouri, Jalal
    Stockholm University.
    Spikol, Daniel
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    Ramberg, Robert
    Stockholm University.
    Mobile Devices as Support Rather than Distraction for Mobile Learners: Evaluating Guidelines for Design2011Inngår i: International Journal of Mobile and Blended Learning, ISSN 1941-8647, E-ISSN 1941-8655, Vol. 3, nr 2, artikkel-id 1Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    This article questions the design of mobile learning activities that lead students to spend time focusing on the mobile devices at the expense of interacting with other students or exploring the environment. This problem is approached from an interaction design perspective, designing and analysing geometry-learning activities. The authors present six guidelines for designing mobile learning activities, where mobile devices support rather than distract students from contents and contexts relevant to the learning goals. The guidelines are developed through video analysis of groups of middle school students doing learning activities outdoors and evaluated using the task model. The guidelines suggest that students (1) assume roles based on a different functionality of each device, (2) use devices as contextual tools, that the activities, (3) include physical interaction with the environment, (4) let teachers assume roles, (5) encourage face-to-face communication, and (6) introduce students to the mobile devices.

  • 34.
    Fredrik, Sjögren
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    WebRTC i medicinsk rådgivning online: Ljud- och videokommunikation i kombination med co-browsing mellan patienter och vårdgivare2014Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    IT inom vården blir allt vanligare och med det möjligheterna till kommunikation mellan patient och vårdgivare. Denna uppsats syfte är att undersöka vilken nytta och möjligheter ljud- och videokommunikation kombinerat med samtidig visning av webbplatsen Onkonnect kan erbjuda patienter och vårdgivare under cancerrådgivning. Som möjliggörande teknik för denna kommunikation används WebRTC. Uppsatsen innefattar intervjuer, utveckling och test av en konceptuell prototyp samt utveckling och användartest av slutgiltig prototyp. Resultaten av testerna och intervjuerna sammanställs sedan för att visa på nyttan och möjligheterna med ljud- och videokommunikation kombinerat med samtidig visning av webbsidor i rådgivningssituationer. 

    Fulltekst (pdf)
    fulltext
  • 35.
    Georgiadis, Abraham
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    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 poäng / 30 hpOppgave
    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.

    Fulltekst (pdf)
    fulltext
  • 36.
    Georgiadis, Abraham
    et al.
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM), Institutionen för medieteknik (ME).
    Yousefi, Shahrouz
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM), Institutionen för medieteknik (ME).
    Analysis of the user experience in a 3D gesture-based supported mobile VR game2017Inngår i: VRST '17 Proceedings of the 23rd ACM Symposium on Virtual Reality Software and Technology, ACM Publications, 2017, artikkel-id 47Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The work presented in this paper, explored the enhancement of User Experience (UX) by introducing a novel gesture-based controller in a mobile multiplayer Virtual Reality (VR) game. Using only the smartphone's RGB camera, the image input was used for both gesture analysis, capable of understanding user actions, as well as segmenting the real hand that was illustrated in the Virtual Environment (VE). Users were also able to share the VR space by cooperating in a survival-strategy scenario. The results from the user studies indicated that both the bare hand controller and the addition of another player in the VR scene, affected the experience for the participants. Users had a stronger feeling of presence in the VE when participated with an other user, and the visual representation of their hand in the VR world made the interactions seem more natural. Even though, there is still a number of limitations, this project nodes this approach capable of offering a natural and engaging solution of VR interaction, capable of rich UX while maintaining a low entry level for the end users.

  • 37.
    Gil de la Iglesia, Didac
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    A Formal Approach for Designing Distributed Self-Adaptive Systems2014Doktoravhandling, monografi (Annet vitenskapelig)
    Abstract [en]

    Engineering contemporary distributed software applications is a challenging task due to the dynamic operating conditions in which these systems have to function. Examples are dynamic availability of resources, errors that are difficult to predict, and changing user requirements. These dynamics can affect a number of quality concerns of a system, such as robustness, openness, and performance. The challenges of engineering software systems with such dynamics have motivated the need for self-adaptation. Self-adaptation is based on the principle of separation of concerns, distinguishing two well defined systems: a managed system that deals with domain specific concerns and a managing system that deals with particular quality concerns of the managed system through adaptation with a feedback loop. State of the art in self- adaptation advocates the use of formal methods to specify and verify the system's behavior in order to provide evidence that the system's goals are satisfied. However, little work has been done on the consolidation of design knowledge to model and verify self-adaptation behaviors.

    To support designers, this thesis contributes with a set of formally specified templates for the specification and verification of self-adaptive behaviors of a family of distributed self-adaptive systems. The templates are based on the MAPE-K reference model (Monitor-Analyze-Plan-Execute plus Knowledge). The templates comprise: (1) behavior specification patterns for modeling the different MAPE components of a feedback loop, and (2) property specification patterns that support verification of the correctness of the adaptation behaviors. The target domain are distributed applications in which self-adaptation is used for managing resources for robustness and openness requirements. The templates are derived from expertise with developing several self-adaptive systems, including a collaborative mobile learning application in which we have applied self-adaptation to make the system robust to degrading GPS accuracy, and a robotic system in which we apply self-adaptation to support different types of openness requirements. We demonstrate the reusability of the templates in a number of case studies. 

    Fulltekst (pdf)
    fulltext
  • 38.
    Gil de la Iglesia, Didac
    et al.
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    Calderón, Juan Felipe
    Pontificia Universidad de Chile, Chile.
    Weyns, Danny
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap (DV).
    Milrad, Marcelo
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    Nussbaum Voehl, Miguel
    Pontificia Universidad de Chile, Chile.
    A Self-Adaptive Multi-Agent System Approach for Collaborative Mobile Learning2015Inngår i: IEEE Transactions on Learning Technologies, ISSN 1939-1382, E-ISSN 1939-1382, Vol. 8, nr 2, s. 158-172Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Mobile technologies have emerged as facilitators in the learning process, extending traditional classroom activities. However, engineering mobile learning applications for outdoor usage poses severe challenges. The requirements of these applications are challenging, as many different aspects need to be catered, such as resource access and sharing, communication between peers, group management, activity flow, etc. Robustness is particularly important for learning scenarios to guarantee undisturbed and smooth user experiences, pushing the technological aspects in the background. Despite significant research in the field of mobile learning, very few efforts have focused on collaborative mobile learning requirements from a software engineering perspective. This paper focuses on aspects of the software architecture, aiming to address the challenges related to resource sharing in collaborative mobile learning activities. This includes elements such as autonomy for personal interactive learning, richness for large group collaborative learning (indoor and outdoor), as well as robustness of the learning system. Additionally, we present self-adaptation as a solution to mitigate risks of resource unavailability and organization failures that arise from environment and system dynamism. Our evaluation provides indications regarding the system correctness with respect to resource sharing and collaboration concerns, and offers qualitative evidence of self-adaptation benefits for collaborative mobile learning applications.

  • 39.
    Gil de la Iglesia, Didac
    et al.
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM), Institutionen för medieteknik (ME).
    Sollervall, Håkan
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för matematik (MA).
    Zbick, Janosch
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM), Institutionen för medieteknik (ME).
    Delgado, Yeray Real
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM), Institutionen för medieteknik (ME).
    Mazarico, Carlos Sirvent
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM), Institutionen för medieteknik (ME).
    Combining web and mobile technologies to support sustainable activity design in education2015Inngår i: CEUR Workshop Proceedings, Aachen: CEUR-WS.org , 2015, Vol. 1411, s. 1-4Konferansepaper (Fagfellevurdert)
    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.
    Gil de la Iglesia, Didac
    et al.
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    Weyns, Danny
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap (DV).
    Guaranteeing Robustness in a Mobile Learning Application using Formally Verified MAPE Loops2013Inngår i: Proceedings of the 8th International Symposium on Software Engineering for Adaptive and Self-Managing Systems, New York: IEEE Press, 2013, , s. 10s. 83-92Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Mobile learning applications support traditional indoor lectures with outdoor activities using mobile devices. An example scenario is a team of students that use triangulation techniques to learn properties of geometrical figures. In previous work, we developed an agent-based mobile learning application in which students use GPS-enabled phones to calculate distances between them. From practical experience, we learned that the required level of GPS accuracy is not always guaranteed, which undermines the use of the application. In this paper, we explain how we have extended the existing application with a selfadaptation layer, making the system robust to degrading GPS accuracy. The self-adaptive layer is conceived as a set of interacting MAPE loops (Monitor-Analysis-Plan-Execute), distributed over the phones. To guarantee the robustness requirements, we formally specify the self-adaptive behaviors using timed automata, and the required properties using timed computation tree logic. We use the Uppaal tool to model the self-adaptive system and verify the robustness requirements. Finally, we discuss how the formal design supported the implementation of the selfadaptive layer on top of the existing application.

    Fulltekst (pdf)
    fulltext
  • 41.
    Gil de la Iglesia, Didac
    et al.
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    Weyns, Danny
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap (DV).
    MAPE-K Formal Templates to Rigorously Design Behaviors for Self-Adaptive Systems2015Inngår i: ACM Transactions on Autonomous and Adaptive Systems, ISSN 1556-4665, E-ISSN 1556-4703, Vol. 10, nr 3, artikkel-id 15Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Designing software systems that have to deal with dynamic operating conditions, such as changing availability of resources and faults that are dificult to predict, is complex. A promising approach to handle such dynamics is self-adaptation that can be realized by a MAPE-K feedback loop (Monitor-Analyze-Plan-Execute plus Knowledge). To provide evidence that the system goals are satisfied, given the changing conditions, the state of the art advocates the use of formal methods. However, little research has been done on consolidating design knowledge of self-adaptive systems. To support designers, this paper contributes with a set of formally specified MAPE-K templates that encode design expertise for a family of self-adaptive systems. The templates comprise: (1) behavior specification templates for modeling the different components of a MAPE-K feedback loop (based on networks of timed automata), and (2) property specification templates that support verification of the correctness of the adaptation behaviors (based on timed computation tree logic). To demonstrate the reusability of the formal templates, we performed four case studies in which final-year Masters students used the templates to design di↵erent self-adaptive systems.

  • 42.
    Gil de la Iglesia, Didac
    et al.
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM), Institutionen för medieteknik (ME).
    Weyns, Danny
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM), Institutionen för datavetenskap (DV).
    SA-MAS: Self-Adaptation to Enhance Software Qualities in Multi-Agent Systems2013Inngår i: Proceedings of the 2013 international conference on Autonomous agents and multi-agent systems (AAMAS 2013) / [ed] Ito, Jonker, Gini, Shehory, The International Foundation for Autonomous Agents and Multiagent Systems (IFAAMAS), 2013, , s. 2s. 1159-1160Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Engineering multi-agent systems (MAS) is known to be a complex task. One of the reasons lays in the complexity to combine multiple concerns that a MAS has to address, such as system functionality, coordination, robustness, etc. A well-recognized approach to manage system complexity is the use of self-adaptation (SA). Self-adaptation extends a system with support to monitor and adapt itself to realize a concern of interest (optimization, fault-tolerance, etc.). We present SA-MAS, an architectural approach that integrates MAS with SA. We present a reference model for SA-MAS and illustrate it with an excerpt from our research.

    Download (pdf)
    abstract
  • 43.
    Golub, Koraljka
    et al.
    Linnéuniversitetet, Fakulteten för konst och humaniora (FKH), Institutionen för kulturvetenskaper (KV).
    Hansson, Joacim
    Linnéuniversitetet, Fakulteten för konst och humaniora (FKH), Institutionen för kulturvetenskaper (KV).
    Löwe, Welf
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap (DV).
    Milrad, Marcelo
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    LNU as a Unique iSchool2016Annet (Annet vitenskapelig)
    Download (pdf)
    poster
  • 44.
    Golub, Koraljka
    et al.
    Linnéuniversitetet, Fakulteten för konst och humaniora (FKH), Institutionen för kulturvetenskaper (KV).
    Milrad, MarceloLinnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    DH 2016. Digital Humanities 2016: Extended Papers of the International Symposium on Digital Humanities (DH 2016). Växjö, Sweden, November, 7-8, 20162017Konferanseproceedings (Fagfellevurdert)
  • 45.
    Golub, Koraljka
    et al.
    Linnéuniversitetet, Fakulteten för konst och humaniora (FKH), Institutionen för kulturvetenskaper (KV).
    Milrad, Marcelo
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM), Institutionen för medieteknik (ME).
    Digital Humanities as a Cross-Sector and Cross-Discipline Initiative: Prospects in the Linnaeus University Region2016Inngår i: The 3rd International Conference on Behavioral, Economic, and Socio-Cultural Computing Duke University, Durham, NC, USA, 11-13 November, 2016 (BESC 2016), IEEE conference proceedings, 2016, s. 136-137Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This position paper presents and analyses thecross-sector and cross-disciplinary Digital Humanities Initiativeat Linnaeus University along the axes of its strengths,weaknesses, opportunities and threats. Our long-term vision is tocreate a leading education in this field and to establish a leadingresearch regional centre that combines in novel ways alreadyexisting expertise from different departments and facultiesworking in close collaboration and co-creation with people anddifferent organizations (both public and private sector) from thesurrounding society.

    Fulltekst (pdf)
    fulltext
  • 46.
    Golub, Koraljka
    et al.
    Linnéuniversitetet, Fakulteten för konst och humaniora (FKH), Institutionen för kulturvetenskaper (KV).
    Milrad, Marcelo
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    Digital Humanities education at Linnaeus University2017Konferansepaper (Annet vitenskapelig)
    Download (pdf)
    presentation
  • 47.
    Golub, Koraljka
    et al.
    Linnéuniversitetet, Fakulteten för konst och humaniora (FKH), Institutionen för kulturvetenskaper (KV).
    Milrad, MarceloLinnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    International Symposium on Digital Humanities, Växjö 7-8 November 2016: Book of Abstracts2016Konferanseproceedings (Fagfellevurdert)
    Fulltekst (pdf)
    Book of Abstracts
    Download (jpg)
    Front page
  • 48.
    Golub, Koraljka
    et al.
    Linnéuniversitetet, Fakulteten för konst och humaniora (FKH), Institutionen för kulturvetenskaper (KV).
    Milrad, Marcelo
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    Petersson, Bodil
    Linnéuniversitetet, Fakulteten för konst och humaniora (FKH), Institutionen för kulturvetenskaper (KV).
    Digital Humanities Initiative at Linnaeus University2016Annet (Annet vitenskapelig)
    Download (pdf)
    poster
  • 49.
    Golub, Koraljka
    et al.
    Linnéuniversitetet, Fakulteten för konst och humaniora (FKH), Institutionen för kulturvetenskaper (KV).
    Milrad, Marcelo
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för medieteknik (ME).
    Ping Huang, Marianne
    Aarhus University, Denmark.
    Mikko, Tolonen
    University of Helsinki, Finland.
    Matres, Inés
    University of Helsinki, Finland.
    Bergsland, Andreas
    Norwegian University for Science and Technology (NTNU), Norway.
    Current efforts, perspectives and challenges related to Digital Humanities in Nordic countries2017Inngår i: DH 2016. Digital Humanities 2016: Extended Papers of the International Symposium on Digital Humanities (DH 2016). Växjö, Sweden, November, 7-8, 2016 / [ed] Koraljka Golub, Marcelo Milrad, CEUR-WS.org , 2017, s. 119-125Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper reports on a panel discussion at the International Digital Humanities (DH) Symposium, held in Växjö, 7-8 November 2016. The panel was organized to carry out a review of different DH initiatives related to current projects, educational initiatives and research and development activities, principally from the following universities: Linnaeus University, Sweden; Aarhus University, Denmark; University of Helsinki, Finland; and the Norwegian University for Science and Technology, Norway. Furthermore, the report proposes the formation of a Nordic hub of DARIAH-EU (Digital Research Infrastructure for the Arts and Humanities) and the challenges and opportunities arising from it. Opportunities include, for example: joint research and innovation efforts, education, expertise and experience exchange, and bringing in international perspectives to address transnational and regional challenges. The following challenges have been identified, namely: student recruitment, job opportunities in an emerging new market for graduates, and funding schemes.

  • 50.
    Golub, Koraljka
    et al.
    Linnéuniversitetet, Fakulteten för konst och humaniora (FKH), Institutionen för kulturvetenskaper (KV).
    Milrad, Marcelo
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap och medieteknik (DM), Institutionen för medieteknik (ME).
    Ping Huang, Marianne
    Aarhus University, Denmark.
    Tolonen, Mikko
    University of Helsinki, Finland.
    Bergsland, Andreas
    Norwegian University of Science and Technology (NTNU), Norway.
    Mats, Malm
    University of Gothenburg, Sweden.
    The Nordic Hub of DARIAH-EU: A DH Ecosystem of Cross-Disciplinary Approaches2017Inngår i: Presented at Digital Humanities in the Nordic Countries 2nd Conference, Gothenburg, 14–16 March 2017, 2017Konferansepaper (Fagfellevurdert)
    Abstract [en]

    BACKGROUND AND MOTIVATION

    The particular exploration of new ways of interactions between society and Information Communication Technologies (ICT) with a focus on the Humanities has the potential to become a key success factor for the values and competitiveness of the Nordic region, having in mind recent EU and regional political discussions in the field of Digital Humanities (European Commission, 2016; Vetenskapsrådet’s Rådet för forskningens infrastrukturer, 2014). Digital Humanities (DH) is a diverse and still emerging field that lies at the intersection of ICT and Humanities, which is being continually formulated by scholars and practitioners in a range of disciplines (see, for example, Svensson & Goldberg, 2015; Gardiner & Musto, 2015; Schreibman, Siemens, & Unsworth, 2016). The following are examples of current areas of fields and topics: text-analytic techniques, categorization, data mining; Social Network Analysis (SNA) and bibliometrics; metadata and tagging; Geographic Information Systems (GIS); multimedia and interactive games; Music Information Retrieval (MIR); interactive visualization and media.

    DARIAH-EU (http://dariah.eu), is Europe’s largest initiative on DH, comprising over 300 researchers in 18 countries, thereby opening up opportunities for international collaboration and projects. Among the Nordic countries, Denmark is the full partner with four universities, Copenhagen, Aarhus, Aalborg and University of Southern Denmark (DARIAH-DK). Danish DARIAH-EU activities are facilitated by the national DH Infrastructure DIGHUMLAB, hosted at the DARIAH-DK coordinating institution, Aarhus University. Sweden’s first academic institution, Linnaeus University, joined in May 2016 as a collaborative partner. Finland (University of Helsinki) and Norway (Norwegian University of Science and Technology) also became collaborative partners, in November 2016. The Nordic Hub of DARIAH-EU (DARIAH-Nordic) held its first meeting on 8 November in Växjö, Sweden, in connection with the International Symposium on Digital Humanities (Växjö, 7-8 November, https://lnu.se/en/research/conferences/international-digital-humanities-symposium/).

    The Digital Humanities in the Nordic Countries (DHN) organisation was established in 2015 in order to create a venue for interaction and collaboration between the Nordic countries, including the Baltic countries. The ambitions behind the DHN initiative thus largely overlap with the recently formed Nordic Hub of DARIAH-EU. The panel would like to present different perspectives on Nordic contributions to DH as well as the aims of the DARIAH-Nordic and discuss possible joint opportunities and challenges in Nordic DH. With its tradition in supporting the Humanities research and development, Nordic countries may serve as a bastion for (Digital) Humanities. The Nordic Hub of DARIAH-EU and DHN may pave the way forward towards reaching that aim.

    A DH ECOSYSTEM OF CROSS-DISCIPLINARY APPROACHES

    Mats Malm (previous chair of DHN) will present the visions and ambitions behind DHN and the recently established Centre for Digital Humanities at the University of Gothenburg, which will start a Master programme in Digital Humanities in the autumn of 2017. While both the Centre for Digital Humanities and DHN aim at broad inclusiveness, he will here focus on the use of textual databases for re-examining the history and cultural heritage of the Nordic countries. This implies collaboration on common textual resources and technologies for mining, at the same time as it raises a number of questions concerning cross-disciplinarity and exchange of perspectives and methods.

    Mikko Tolonen will present the ongoing developments at the University of Helsinki (and in Finland) regarding Digital Humanities. This includes the recently launched Heldig (Digital Humanities Centre, https://www.helsinki.fi/en/researchgroups/helsinki-digital-humanities) and how it can relate to collaboration in DARIAH-EU. Tolonen will particularly discuss the relationship between the Digital Humanities infrastructure designed to be implemented at the University of Helsinki and how it relates to ongoing grassroot research projects.

    Andreas Bergsland will discuss the role that the arts might play within Digital Humanities. As a starting point, he will take the work that has been done at the Norwegian University of Science and Technology (NTNU): establishing ARTEC, an interdisciplinary task force at the intersection of art and technology. He will argue how some of ARTEC’s initiatives might have both opportunities and challenges partly converging with those of the DH field, but might also expand and enrich current practices. One such initiative, Adressaparken, is a commons area in Trondheim for exploration of sensor-based digital storytelling and an open arena for test and experimentation of new experiences and new digital media. While most DH initiatives in Europe seem to focus on computational humanities projects, Bergsland will explore the unique potential of integrating artistic and creative practices into DH/ARTEC initiatives at NTNU.

    Koraljka Golub and Marcelo Milrad will present and analyse the cross-sector and cross-disciplinary Digital Humanities Initiative at Linnaeus University (LNU) along the axes of its strengths, weaknesses, opportunities and threats. Their long-term vision is to: 1) create a leading and innovative educational programme in this field; and, 2) to establish a prominent research regional centre that combines in novel ways already existing expertise from different departments and faculties working in close collaboration and co-creation with people and different organizations (both public and private sector) from the surrounding society. The main goals of this new initiative (launched in February 2016) at the first phase (12-15 months) are twofold; first, to establish the foundations for the creation of a DH educational programme and second, to carry out research and create an innovation centre at the wider region surrounding LNU, encompassing east southern Sweden. A combination of cross-disciplinary, cross-sector and international aspects would provide a solid ground to build a more or less unique international distance Master-level programme. Addressing future societal challenges would be eventually possible, 1) by highly skilled professionals whose education has been markedly enhanced by practice-informed education, and, 2) through joint, cross-sector innovation.

    Marianne Ping Huang will present DARIAH-EU related activities in a Danish and European context, focusing on initiatives for cultural creative participation, including born digital cultural data and a presentation of open cross-sectoral innovation with DARIAH-EU Humanities at Scale (2015-2017). DARIAH-EU will set up its new Innovation Board in 2017 and host the first DARIAH-EU Innovation Forum with the Creativity World Forum in Aarhus, November 2017, intersecting with Aarhus European Capital of Culture 2017. DARIAH-EU’s move towards digitally enhanced public humanities, closer collaboration with GLAM (Galleries, Libraries, Archives, Museums) institutions, and public-private innovation will be discussed in light of the scope of DH and the Nordic Hub of DARIAH-EU.

    DISCUSSION POINTS: PROSPECTS AND CHALLENGES

    The great breadth of cross-disciplinary and organizational initiatives presented above presents significant potential for DH in Nordic countries. Major opportunities lie in the collaborative democratic tradition that supports re-combining already existing expertise and resources encompassing 1) different universities, 2) various disciplines, and 3) the wider community through input from related public and private sectors. These points serve to unite and consolidate already existing expertise in order to create new constellations for collaboration leading to new knowledge and products (expertise, education, research, public and relevant commercial services). Possibilities to collaborate across Nordic countries can take place at a number of levels, including joint research and innovation, education efforts, expertise and experience exchange, bringing in international views to address more regional challenges. Ensuing important value for the general public could be a (re)-affirmation of the value of humanities in particular, and academic practices in general.

    Challenges would be discussed in terms of the emerging job market, the low number of students pursuing carriers in humanities at the Master level (e.g., in Sweden), and the fact that DH as a field is still in its infancy, leading to it being quite difficult to get funding and grants to carry out long-term research that sustain our efforts over time. Related to sustainability is the question on how to promote a dialogue and collaboration with potential industrial partners in order to run collaborative projects that go beyond just research. Not the least, epistemological, conceptual and terminological differences in approaches by the different disciplines and sectors may present further challenges and therefore may require additional resources to reach an understanding. Further, while there is a strong collaborative spirit across Nordic countries, there will certainly be administrative issues with cross-university collaboration as the current working structures are based on individual units.

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