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  • 51.
    Golub, Koraljka
    et al.
    Linnaeus University, Faculty of Arts and Humanities, Department of Cultural Sciences.
    Milrad, Marcelo
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Ping Huang, Marianne
    Aarhus University, Denmark.
    Tolonen, Mikko
    University of Helsinki, Finland.
    Bergsland, Andreas
    Norwegian University of Science and Technology, Norway.
    Mats, Malm
    University of Gothenburg.
    The Nordic Hub of DARIAH-EU: A DH Ecosystem of Cross-Disciplinary Approaches2017In: Presented at Digital Humanities in the Nordic Countries 2nd Conference, Gothenburg, 14–16 March 2017, 2017Conference paper (Refereed)
    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.

  • 52.
    Golub, Koraljka
    et al.
    Linnaeus University, Faculty of Arts and Humanities, Department of Cultural Sciences.
    Milrad, Marcelo
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Ping Huang, Marianne
    Aarhus University, Denmark.
    Tolonen, Mikko
    University of Helsinki, Finland.
    Matres, Inés
    University of Helsinki, Finland.
    Bergsland, Andreas
    Norwegian University for Science and Technology (NTNU), Norway.
    Digital Humanities in the Nordic Countries: Current efforts, perspectives and challenges2016In: International Symposium on Digital Humanities, Växjö, 7-8 November 2016: Book of Abstracts, Linnaeus University , 2016, p. 9-11Conference paper (Refereed)
  • 53.
    Golub, Koraljka
    et al.
    Linnaeus University, Faculty of Arts and Humanities, Department of Cultural Sciences.
    Tyrkkö, Jukka
    Linnaeus University, Faculty of Arts and Humanities, Department of Languages.
    Kerren, Andreas
    Linnaeus University, Faculty of Technology, Department of Computer Science.
    Jusufi, Ilir
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Ardö, Anders
    Lund University.
    Automatic subject classification for improving retrieval in a Swedish repository2017In: ISKO UK Conference 2017: Knowledge Organization: what's the story?, 11 – 12 September 2017, London, 2017Conference paper (Refereed)
    Abstract [en]

    The recent adoption of the Dewey Decimal Classification (DDC) in Sweden has ignited discussions about automated subject classification especially for digital collections, which generally seem to lack subject indexing from controlled vocabularies. This is particularly problematic in the context of academic resource retrieval tasks, which require an understanding of discipline-specific terminologies and the narratives behind their internal ontologies. The currently available experimental classification software have not been adequately tested and their usefulness is unproven especially for Swedish language resources. We address these issues by investigating a unifying framework of automatic subject indexing for the DDC, including an analysis of suitable interactive visualisation features for supporting these aims. We will address the disciplinary narratives behind the DDC in selected subject areas and the preliminary results will include an analysis of the data collection and a breakdown of the methodology. Major visualisation possibilities in support of the classification process are also outlined. The project will contribute significantly to Swedish information infrastructure by improving the findability of Swedish research resources by subject searching, one of the most common yet the most challenging types of searching.

  • 54.
    Gunzenhauser, Jan
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Application of real-time HRV biofeedback in the scenario of meditation practice: Feasibility, usability and medical fidelity2015Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Chronic stress is a prevalent and universally present hazard in modern society. It lowers the quality of life for individuals and significantly con- tributes to unsustainable health care costs. Therefore it is important to have natural and noninvasive ways of controlling stress. One such way is meditation, a technique which has been practiced for over five thousand years to improve stress regulation. Also, proceedings in sensing technologies lead to the discovery of biofeedback as another cost-effective technique for stress assessment and reduction. In continuation of research on real-time reflective human-computer-interfaces, this thesis combines these techniques by exploring the application of electrocardiography sensing technology in a heart rate variability (HRV) biofeedback system for the scenario of medita- tion practice. A proof-of-concept prototype was designed and implemented which quantifies stress and gives feedback on meditation effectiveness. For evaluation, a user study has been performed. Results were analysed in a systematic way to evaluate the feasibility and acceptance of the solution as well as the fidelity of HRV data that was measured during user tests. The prototype was found to be feasible in the context of technology acceptance while the fidelity of data, acquired by an algorithm for time and frequency domain analysis of HRV, was confirmed. A final conclusion is that the reflective aspect of the implemented real-time biofeedback system helps to improve regulatory capacity and thus lowers stress in individuals. 

  • 55.
    Gusinja, Bjeshka
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM), Department of Media Technology.
    Analyzing and controlling food waste inside supermarkets.Evaluation of implemented prototype to connect supermarkets with charities. Case study: Kosovo’s supermarkets2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

  • 56.
    Hellström, Johan
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Musikens metadata på webbradiotjänster: En studie kring omfattningen av musikens metadata på webbradiotjänster och beståndsdelarnas relevans2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

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

  • 57.
    Herault, Romain Christian
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Application for Customisable Interaction with Physical Objects: A Tool for Speech and Language Therapists2015Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Physical objects with digital properties are being used more and more by the public. One such term for these artefacts include "the Internet of Things''. Most of these objects are often impossible to further modify or customise, and thus serve just the single purpose intended by their creators. This thesis explores the possibility of customising physical objects in order to provide an affordable and flexible way of interacting with them.

    A prototype, involving a mobile phone application (Android) and wireless sensor technology (NFC tags), was developed for the medical domain of speech and language therapy. The system, developed in close association with two therapists, allows the customisation of current speech and language exercise and associated material. It is designed to also assist with logging the patient interactions during the conduction of such exercises. The proposed solution has been tested and validated by medical experts, and its user interface evaluated by non-patient users.

  • 58.
    Herault, Romain Christian
    et al.
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Alissandrakis, Aris
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    An Application for Speech and Language Therapy Using Customized Interaction Between Physical Objects and Mobile Devices2016In: Proceedings of the 24th International Conference on Computers in Education / [ed] Chen, W. et al., India: Asia-Pacific Society for Computers in Education, 2016, p. 477-482Conference paper (Refereed)
    Abstract [en]

    This paper presents a prototype that facilitates the work of Speech and Language Therapists (SLTs) by providing an Android mobile device application that allows the therapist to focus on the patient rather than taking notes during exercises.Each physical object used by the therapist in those exercises can be given digital properties using Near Field Communication (NFC) tags. The registration does not require a high level of ICT skills from the therapists. SLTs often use such objects in non-technology driven exercises that deal with classification, seriation and inclusion. The application offers such exercises developed in close collaboration with two SLTs, and our aim was to provide therapists with a way to efficiently record activities while working with a patient using a mobile application. The tool was validated through several expert reviews, a usability study as well as a trial with a patient in Paris, France.

  • 59.
    Hoppe, H. Ulrich
    et al.
    Rhine-Ruhr Institute for Applied System Innovation (RIAS), Germany.
    Müller, Maximilian
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Alissandrakis, Aris
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Milrad, Marcelo
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Schneegass, Christina
    Rhine-Ruhr Institute for Applied System Innovation (RIAS), Germany.
    Malzahn, Nils
    Rhine-Ruhr Institute for Applied System Innovation (RIAS), Germany.
    "VC/DC" - Video versus Domain Concepts in Comments to Learner-generated Science Videos2016In: Proceedings of the 24th International Conference on Computers in Education. India: Asia-Pacific Society for Computers in Education / [ed] Weiqin Chen et al., India: Asia-Pacific Society for Computers in Education, 2016, p. 172-181Conference paper (Refereed)
    Abstract [en]

    The recently finished EU project JuxtaLearn aimed at supporting students' learning of STEM subjects through the creation, exchange and discussion of learner-made videos. The approach is based on an eight-stage activity cycle in the beginning of which teachers identify specific "stumbling blocks" for a given theme (or "tricky topic"). In JuxtaLearn, video comments were analyzed to extract information on the learners' acquisition and understanding of domain concepts, especially to detect problems and misconceptions. These analyses were based on mapping texts to networks of concepts ("network-text analysis") as a basis for further processing. In this article we use data collected from recent field trials to shed light on what is actually discussed when students share their own videos in science domains. Would the aspect of video-making dominate over activities related to a deepening of domain understanding? Our findings indicate that there are different ways of balancing both aspects and interventions will be needed to bring forth the desired blend.

  • 60.
    Hu, Yan
    et al.
    Blekinge Institute of Technology.
    Bai, Guohua
    Blekinge Institute of Technology.
    Lundberg, Jenny
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Eriksén, Sara
    Blekinge Institute of Technology.
    A Virtual Community Design for Home-based Chronic Disease Healthcare2014In: Usability- and Accessibility-Focused Requirements Engineering: International Workshop on Usability- and Accessibility-Focused Requirements Engineering / [ed] Ebert A., Humayoun S., Seyff N., Perini A., Barbosa S, Springer, 2014, p. 175-189Chapter in book (Refereed)
    Abstract [en]

    The internet based social network has been applied to serve many social functions, such as democratic decision making, knowledge sharing, education, and healthcare. In this paper, we provide a prototype of virtual community designed for home-based chronic diseases healthcare. We studied the concept “community” from the activity theory model in order to design the prototype with a solid theoretical base. Then we conducted a questionnaire from healthcare recipients and interviewed healthcare providers to gather the requirements for the design of the community. With some user stories we described the requirements as use cases for our design and a conceptual prototype is built based on the requirements. This virtual community servers as a shared platform for all the stakeholders who are engaged in the healthcare activity. With this shared community platform, the interoperability problems of current healthcare systems can be moderated.

  • 61.
    Hu, Yan
    et al.
    Blekinge Institute of Technology.
    Eriksén, Sara
    Blekinge Institute of Technology.
    Lundberg, Jenny
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Future directions of applying health-care cloud for home-based chronic diseas care2017In: eTELEMED 2017: The Ninth International Conference on eHealth, Telemedicine, and Social Medicine / [ed] Marike Hettinga, Yoshitoshi Murata, Britt Östlund, Bobby Gheorghiu, SeungHee Lee, José Machado, Carlos Filipe da Silva Portela, Aranka Dol, Paolo Perego, International Academy, Research and Industry Association (IARIA), 2017, p. 42-45Conference paper (Refereed)
    Abstract [en]

    The care of chronic disease has become the main challenge for healthcare institutions around the world. To meet the growing needs of patients, moving the front desk of healthcare from hospital to home is essential. Recently, cloud computing has been applied to healthcare domain; however, adapting to and using this technology effectively for home-based care is still in its initial phase. We have proposed a conceptual hybrid cloud model for chronic disease home-based care, and have evaluated its future feasibility by a case study of diabetes care in Blekinge, Sweden. In this paper, we discuss some possible future opportunities and challenges to apply this cloud model with the huge population for home-based chronic diseases care. To apply this model in practice, some professional IT healthcare education team is needed for both healthcare providers and healthcare recipients. For home-based healthcare, a monitoring system with an automatic alarm to healthcare providers is also necessary in some cases. Also, how to record and integrate excises data through wearable devices in a cloud should be considered as well. Given the high demand, sharing medical images through the cloud should be another research focus.

  • 62.
    Hung, Pi-Hsia
    et al.
    National University of Tainan, Taiwan.
    Hwang, Gwo-Jen
    National Taiwan University of Science and Technology, Taiwan.
    Lee, Yueh-Hsun
    National University of Tainan, Taiwan.
    Wu, Tsung-Hsun
    National University of Tainan, Taiwan.
    Vogel, Bahtijar
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Milrad, Marcelo
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Johansson, Emil
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    A Problem-based Ubiquitous Learning Approach to Improving the Questioning Abilities of Elementary School Students2014In: Journal of Educational Technology & Society, ISSN 1176-3647, E-ISSN 1436-4522, Vol. 17, no 4, p. 316-334Article in journal (Refereed)
    Abstract [en]

    The purpose of this study is to investigate the effects of a ubiquitous problem-based learning system (UPBLS) on students' question-raising performance in field inquiry activities. An experiment was conducted on an elementary school natural science course. A total of 43 sixth and fifth grade elementary students divided into experienced and novice groups participated in the field observation activities with on-line discussion over a period of seven months to evaluate the changes in their questioning ability. Moreover, a rubric for evaluating the students' questioning ability was developed and validated. Supported by UPBLS, the students collected the required wetland ecology data in three wetland field observation activities. The experimental results show that the students' questioning abilities significantly improved during the learning process. Moreover, it was found that both the experienced and the novice students had similar progress trends, implying that the proposed approach is helpful for improving the questioning abilities of students with different levels of prior knowledge.

  • 63.
    Israel, Rotem
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Treasure the Moment: Communication as a Scaffold for Mobile Learning Activities2016Independent thesis Advanced level (degree of Master (Two Years)), 80 credits / 120 HE creditsStudent thesis
    Abstract [en]

    Communication is a fundamental social component of human life and constitutes an indispensable factor in the learning process as it allows the transfer of information between people. Communication supports the interactions that take place in different learning stages and settings and can encourage involvement and cooperation. The "Treasure-HIT" platform, a dedicated environment for designing pedagogical mobile location-based games, encourages social interaction and collaborative learning. This platform, which is social at its base, has limited communication capabilities. Adding such capabilities can overcome this difficulty by providing a more supportive and interpersonal interaction among the involved stakeholders. This thesis explores the users' communication needs for the preparation and enactment of "Treasure-HIT" activities. A design based research was used to analyze the needs in terms of design and technological specifications and develop and implement communication features. Three such features were developed in the course of this thesis: (1) Activities based map, (2) Social media sharing feature (Facebook tasks) and (3) Image gallery. All of those aimed at supporting communication between learners, instructors and their community, before, during and after the activities. Findings show that the developed capabilities enabled new means of communication and contributed to the user experience and learning process. Users appreciated the functionality and ease of use and positively adopted the new features.

  • 64.
    Jansen, Marc
    et al.
    Linnaeus University, Faculty of Technology, Department of Media Technology. University of Applied Sciences.
    Geisler, Stefan
    Gorniak, Benedikt
    Erste Erfahrungen aus der Entwicklung eines Android basierten Infotainmentsystems.2014In: Proceedings der Mensch und Computer 2014, 2014Conference paper (Refereed)
  • 65.
    Jansen, Marc
    et al.
    Linnaeus University, Faculty of Technology, Department of Media Technology. University of Applied Sciences.
    Miranda, Javier
    Murillo, Juan
    Implementation of Asynchronous Mobile Web Services: Implementation and First Usage2014In: Proceedings of the 4th International Conference on Cloud Computing and Services Science, 2014, SciTePress, 2014Conference paper (Refereed)
    Abstract [en]

    Mobile devices are nowadays used almost ubiquitously by a large number of users. 2013 was the first year in which the number of sold mobile devices (tablet computers and mobile phones) outperformed the number of PCs' sold. And this trend seems to be continuing in the coming years. Additionally, the scenarios in which these kinds of devices are used, grow almost day by day. Another trend in modern landscapes is the idea of Cloud Computing, that basically allows for a very flexible provision of computational services to customers. Yet, these two trends are not well connected. Of course there exists already quite a large amount of mobile applications (apps) that utilize Cloud Computing based services. The other way round, that mobile devices provide one of the building blocks for the provision of Cloud Computing based services is not well established yet. Therefore, this paper concentrates on an extension of a technology that allows to provide standardized Web Services, as one of the building blocks for Cloud Computing, on mobile devices. The extension hereby consists of a new approach that now also allows to provide asynchronous Web Services on mobile devices, in contrast to synchronous ones. Additionally, this paper also illustrates how the described technology was already used in an app provided by a business partner.

  • 66.
    Jansen, Marc
    et al.
    Linnaeus University, Faculty of Technology, Department of Media Technology. University of Applied Sciences Ruhr West, Germany.
    Siddiqui, Alis
    University of Applied Sciences Ruhr West, Germany.
    Koch, Oliver
    University of Applied Sciences Ruhr West, Germany.
    Provision of Personalized Data via Mobile Web Services in eHealth Scenarios2014In: Proceedings of the 10th International Conference on Web Information Systems and Technology: Volume 1 / [ed] Valérie Monfort, Karl-Heinz Krempels, SciTePress, 2014, Vol. 1, p. 441-446Conference paper (Refereed)
    Abstract [en]

    In societies where the demographic change leads to a more and more unbalanced state between the elderly and all other different age groups, there, health management becomes one of the most significant problems, e.g., in order to allow what is often called successful aging. Ubiquitous use of smart mobile devices enables gathering of personalized data enriched with contextual information. This information can ideally be used in modern eHealth scenarios, resulting in mobile health (mHealth) scenarios. This paper describes how highly personalized and sensitive information, such as vital signs enriched with contextual information of a patient, can be stored at mobile devices and provided via modern web technologies for later-on analysis and health monitoring. Therefore, this paper presents a number of different scenarios in which such mobile technology provides certain benefits, discusses benefits, drawbacks and challenges of such an approach and describes an example implementation of an mHealth scenario.

  • 67.
    Johansson, David
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Design and evaluation of an avatar-mediated system for child interview training2015Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    There is an apparent problem with children being abused in different ways in their everyday life and the lack of education related to these issues among working adults in the vicinity of these children, for example as social workers or teachers. There are formal courses in child interview training that teach participants how to talk to children in a correct manner. Avatar-mediation enables new methods of practicing this communication without having to involve a real child or role play face-to-face with another adult. In this study it was explored how a system could be designed in order to enable educational practice sessions where a child interview expert can be mediated through avatars in the form of virtual children. Prototypes were developed in order to evaluate the feasibility of the scenario regarding methods for controlling the avatar and how the avatar was perceived by the participants. It was found that there is a clear value in the educational approach of using avatar-mediation. From the perspective of the interactor it was found that using a circular radial interface for graphical representation of different emotions was possible to control a video-based avatar while simultaneously having a conversation with the participant. The results of the study include a proposed design of an interface, description of underlying system functionality and suggestions on how avatar behavior can be characterized in order to achieve a high level of presence for the participant.

  • 68.
    Johansson, Pauline
    et al.
    Linnaeus University, Faculty of Health and Life Sciences, Department of Health and Caring Sciences.
    Wilde Björling, Camilla
    Landstinget i Kalmar.
    Axelsson, Clara
    Linnaeus University, Faculty of Health and Life Sciences, Department of Medicine and Optometry.
    Östlund, Martin
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Widell, Ingela
    Landstinget i Kalmar.
    Jonsson, Stefan
    Landstinget i Kalmar.
    Tablet computers as a mean to strengthen patients undergoing radiotherapy2015In: 6th International Carers Conference, 3-6 September y in Gothenburg, 2015Conference paper (Refereed)
  • 69.
    Johansson, Peter
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Collaborative statistics collection during live sportsevents2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Gathering statistics in sports is a tool to provide useful information to different parties such as trainers, club executives and spectators. They have in some instances also become mandatoryas a part of a national association. In order to provide a digital tool to improve the gathering for one such club, a web-based prototype was developed. This prototype was based on specifications outlined by an ice hockey club in the Swedish Allsvenskan division and on previous research on mobile devices. It was tested in two iterations. The result of the tests indicates that a digital, platform independent software not only helps greatly reduce the workload but also provides new abilities and benefits for the clubs.

  • 70.
    Johansson, Sandra
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Användbar navigering i mobila gränssnitt: En studie med fokus på faktorer som kan underlätta navigeringenför oerfarna användare av mobila applikationer2016Independent thesis Basic level (degree of Bachelor), 180 HE creditsStudent thesis
    Abstract [en]

    This study examines the factors that can facilitate navigation pattern forinexperienced users of mobile applications for the creation of a mobilegraphical interface. In this study, the navigation is created with the help ofclick surfaces in the graphical interface, which can cause usability problemson small screens.A qualitative study has been made and two methods used are Card Sortingand user testing that included interviews and observations. The Card Sortingmethod allowed users to organize and structure the contents of the system ina way that seemed appropriate for them. How the users chose to structure thecontents was then helpful when the system was created. Interviews andobservations were then made with the users while they tested the system.This was done with five test persons four times during the course ofdevelopment to have the users involved in the development process.The results of this studie are presented with different methods of how tocreate useful navigation in mobile interfaces. A prototype for a payroll andtime reporting system was created based on the literature search and based onthe results of the survey user testing.This study shows that it is difficult to make a mobile website useful to allthose who will use it, but to implement certain aids can increase the usabilityfor many users. The study conducted in this work shows that some importantfactors in the creation of mobile applications is to use large clicks surfaces,use the full screen, and to constantly give users feedback.

  • 71.
    José, Rui
    et al.
    University of Minho, Portugal.
    Müller, Maximilian
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Felix, André
    Displr, Braga, Portugal.
    Silva, Bruno
    Displr, Braga, Portugal.
    An application framework for place-based displays with mobile interaction2015In: Proceedings of the 4th International Symposium on Pervasive Displays, New York, NY, USA: ACM Press, 2015, p. 251-252Conference paper (Refereed)
    Abstract [en]

    The open creation of applications is a fundamental step towards making public displays an open and creative communication medium. In this work, we describe the Displr platform for pervasive display infrastructures and particularly its application framework. The platform provides core services for managing place-based displays and an application framework that enables developers to extend the system with specific behavior. As a case study, we describe how Displr was used in the JuxtaLearn project to enable interaction with videos and quizzes presented at communal spaces of schools.

  • 72.
    José, Rui
    et al.
    University of Minho, Portugal.
    Otero, Nuno
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Cardoso, Jorge
    Portuguese Catholic University, Portugal.
    Dimensions of situatedness for digital public displays2014In: Advances in Human-Computer Interaction, ISSN 1687-5893, E-ISSN 1687-5907, article id 474652Article in journal (Refereed)
    Abstract [en]

    Public displays are often strongly situated signs deeply embedded in their physical, social, and cultural setting. Understanding how the display is coupled with on-going situations, its level of situatedness, provides a key element for the interpretation of the displays themselves but is also an element for the interpretation of place, its situated practices, and its social context. Most digital displays, however, do not achieve the same sense of situatedness that seems so natural in their nondigital counterparts. This paper investigates people’s perception of situatedness when considering the connection between public displays and their context. We have collected over 300 photos of displays and conducted a set of analysis tasks involving focus groups and structured interviews with 15 participants. The contribution is a consolidated list of situatedness dimensions that should provide a valuable resource for reasoning about situatedness in digital displays and informing the design and development of display systems.

  • 73.
    José, Rui
    et al.
    Algoritmi Center, University of Minho.
    Otero, Nuno
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Rodrigues, Helena
    Algoritmi Center, University of Minho.
    Meneses, Filipe
    Algoritmi Center, University of Minho.
    Coelho, Odete
    Algoritmi Center, University of Minho.
    Exploring the Design Space of Mobile Payment Systems2013In: ADVANCES IN INFORMATION SYSTEMS AND TECHNOLOGIES / [ed] Rocha, Álvaro and Correia, Ana Maria and Wilson, Tom and Stroetmann, Karl A., Springer, 2013, p. 1095-1104Conference paper (Refereed)
    Abstract [en]

    This paper describes an exploratory study on the design space for mobile payments. The study aims at identifying how some features of potential systems may affect the end-user experience and the overall values associated with it. This work takes an interaction design perspective and is not particularly focused on usability or task efficiency issues. Instead, we provide a set of concepts towards the generation of a framework about the Human values involved in mobile payments. The proposed framework and the results from users’ interviews provide an added-value for anyone designing mobile payment systems. The resources presented should facilitate the reasoning about the major sensitivities involved in mobile payments as well as initial reflections of their implications.

  • 74.
    Jusufi, Ilir
    et al.
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Kerren, Andreas
    Linnaeus University, Faculty of Technology, Department of Computer Science.
    Network Visualization for Digital Humanities: Two Case Studies of Visual Analyses for Text Analytics2016In: International Symposium on Digital Humanities, Växjö 7-8 November 2016: Book of Abstracts, Linnaeus University , 2016, p. 39-43Conference paper (Refereed)
    Abstract [en]

    Much of the data created nowadays in fields such as Digital Humanities (DH) is of relational nature, such as social or semantic networks. Researchers often decide to depict networks as node-link diagrams to make a better sense of the complex nature of data. Understanding the topology of such a network can be very important. For instance, if we show our friends as network nodes and their friendship as edges between the nodes, it becomes easy to identify groups of friends from different social settings (work friends, high school friends, etc.).

    Networks usually have additional attributes attached to their elements. For instance, we can model a number of documents in a repository as nodes and use edges to describe co-authorship. Additionally, we might want to explore other aspects of such a corpus, like the keywords for each document, its genre, and various other data associated. Here, it is often desirable to get an overview about the network structure and how different data values relate to this structure. In this paper, we present two case studies for visualizations in DH with a focus on publication networks. But first, we will introduce our data sets used in these studies.

  • 75.
    Jusufi, Ilir
    et al.
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Milrad, Marcelo
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Legaspi, Xurxo
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Interactive Exploration of Student Generated Content presented in Blogs2016In: EuroVis 2016 - Posters: Eurographics - European Association for Computer Graphics / [ed] Tobias Isenberg & Filip Sadlo, Eurographics - European Association for Computer Graphics, 2016, p. 53-55Conference paper (Refereed)
    Abstract [en]

    Nowadays blogs are regarded as tools for communication as well as an important source for spreading information in almost every subject. In recent years, school teachers have started to take advantage of this technology in order to support their educational practices. In this paper we focus on the data generated by a project involving more than 50 Swedish schools where teachers and pupils are posting content related to their astronomy class activities in their blogs with the aims of improving the teaching process. The challenge here is to find suitable methods to explore all these blogs in an interactive and discovery fashion. Our proposed solution to this challenge is to provide a visual and interactive tool for the exploration of blog corpora by teachers, pupils, project managers and parents.

  • 76.
    Karlberg, Pär
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Usability Analysis of 3D Touch Technology in the Context of Mobile Gaming2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

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

  • 77.
    Karlsson, Viktor
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM), Department of Media Technology.
    Concept of Interactive Video in Job Application: A qualitative research that tests the concept of interactive video and job seekers’ ability creating interactive video resumes.2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

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

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

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

  • 78.
    Keller, Damián
    et al.
    Amazon Center for Music Research – NAP, Brazil.
    Miletto, Evandro M
    IFRS, Brazil.
    Otero, Nuno
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Creative Surrogates: Supporting Decision-Making in Ubiquitous Musical Activities2015In: xCoAx 2015: Proceedings of the Third Conference on Computation, Communication, Aesthetics and X / [ed] Alison Clifford, Miguel Carvalhais & Mario Verdicchio, xCoAx , 2015, p. 168-183Conference paper (Refereed)
    Abstract [en]

    We present results of two studies that address creative decision-making through the usage of local resources. Adopting anopportunistic design approach (Buxton 2007; Botero et al. 2010;Visser 1994), both studies use off-the-shelf infrastructure toidentify support strategies that deserve further implementationefforts. Both studies yielded complete creative products, consistingof a mixed-media performance artwork and a multimodalinstallation. We discuss the procedures employed to assist thedecision-making processes with an eye on the development ofnew creativity support metaphors. The examples serve to framethe discussion on human-computer interaction and musical creativityin the context of ubiquitous music making.

  • 79.
    Keller, Damián
    et al.
    Amazon Centre for Music Research NAP Federal University of Acre, Brazil.
    Otero, Nuno
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Costalonga, Leandro
    Federal University of Espírito Santo, Brazil.
    Aesthetic Heuristics in Ubimus2015In: Electronic Visualisation and the Arts (EVA 2015). London, UK, 7 - 9 July 2015, British Computer Society (BCS), 2015, p. 64-71Conference paper (Refereed)
    Abstract [en]

    In this paper we propose aesthetic heuristics as an area of study within ubiquitous music research. Initially we discuss the motivations for narrowing the focus of the experimental variables involved in creativity-centred design studies. Then we place aesthetic heuristics within the current efforts toward designs for creativity support, highlighting recent studies that target everyday musical creativity. The reviewed experimental results point to a gap between the current theoretical proposals in musical creativity and the factors that impact everyday musical activities. Self-referentiality of the experimental-theoretical construct and early domain restriction are two of the limitations pointed out by previous theoretical work. We provide a working definition of aesthetic heuristics, indicating its object of study and its rationale. We also lay out initial experimental strategies. Potential contributions from interaction aesthetics and ubimus research are discussed, introducing the concept of creative bias and a set of experimental hypotheses. The last section of the paper furnishes examples of creative biases within the context of musical interaction design.

  • 80.
    Keller, Damián
    et al.
    Federal University of Acre, Brazil.
    Otero, Nuno
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Lazzarini, Victor
    National University of Ireland, Ireland.
    Pimenta, Marcelo Soares
    Federal University of Rio Grande do Sul, Brazil.
    de Lima, Maria Helena
    Federal University of Rio Grande do Sul, Brazil.
    Johann, Marcelo
    Federal University of Rio Grande do Sul, Brazil.
    Costalonga, Leandro
    Federal University of Espirito Santo, Brazil.
    Interaction Aesthetics and Ubiquitous Music2015In: Creativity in the Digital Age / [ed] Nelson Zagalo and Pedro Branco, Springer, 2015, p. 91-105Chapter in book (Other academic)
    Abstract [en]

    Two recent approaches to interaction design have good potential to address creative practice in everyday settings: interaction aesthetics and ubiquitous music. We discuss the theoretical and methodological issues raised by both perspectives and highlight the similarities and differences among the two approaches. Through the analysis of a series of experiments, a common theme emerges: relational properties may provide a useful target for creativity-oriented experimental work.

  • 81.
    Knutsson, Marcus
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Exploring the use of a digital audio workstation and tangible controllers to democratize musical expression among children with motor disabilities2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    There is a lot of research connecting musical expression with well-being, motivation and meaningfulness, especially when introduced in early years. Children should have the opportunity to express themselves through music regardless of motor disability. There is research targeting children with motor disabilities and musical expression but when the projects ends the children are left without the technology.

    There is a gap in research exploring technologies accessible in terms of availability to buy and use for the children. This thesis take advantage of the evolution of music production technologies where standard digital audio workstations are highly customizable and therefore an option to use as tools to democratize musical expression among children with motor disabilities. Democratize in this context means to make the children able to participate in a musical performance and express themselves in a similar way as fully abled children.

    To explore the use of music production technologies to promote musical expression among children with motor disabilities a proposed solution of digital audio workstation Ableton Live and beat matched functionalities coupled with various tangible controllers was explored during 3 sessions at a school in Malmö. Four children at the age of 10 with motor disabilities participated together with their music teacher.

    The result indicates that the proposed solution has great potential to democratize musical expression among the children using available music production technology. The key component in the proposed prototype was the use of beat matched loops and effects which were synchronized to the songs tempo and made it possible for the children to express themselves musically.  The result also show that an important aspect of gaining well-being, motivation and meaningfulness among the children was connected to the proposed prototype ability to generate a musical outcome matching the children's expectations and personal preferences.  

  • 82.
    Kohen-Vacs, Dan
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    A Design and Development Approach for Deploying Web and Mobile Applications to Support Collaborative Seamless Learning Activities2016Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    In this thesis I address challenges related to the design, development anddeployment of web and mobile technologies used to support CollaborativeSeamless Learning (CSL) activities practiced across a variety of learningcontexts. The scientific publications at the core of this thesis offer adescription of the research I have performed over the last five years, andcomprise studies involving several hundred users.My research efforts included the elicitations of the requirements for and thedesign of a number of web and mobile tools to support collaborative seamlesslearning activities. A web-based environment called CeLS was developed tosupport the orchestration of CSL activities. It was then expanded to integratemobile solutions, aimed to extend the ability of CeLS to support educationalinteractions performed inside as well as outside physical classroom. Thesemobile solutions were designed to implement learning activities that supportdata collection, personal response systems and interaction with mobile videos.The main aim of the research was to investigate how best to design tools andsystems to support students during the enactment of collaborative seamlesslearning activities, and to provide teachers with artifacts to design and assessthose. Special emphasis has been given to the exploration of approaches thatenhance the flow, reusability and sharing of learner-generated content acrossdifferent learning activities. Several studies were conducted in order to validateand assess these ideas and concepts. Various data collection methods wereused to gather data from different stakeholders during the deployment of thedifferent CSL activities. The outcomes were processed and analyzed resultingin a set of recommendations concerning the design, development anddeployment of web and mobile applications to support collaborative seamlesslearning. A software architecture including various web and mobile integratedcomponents used to support innovative CSL activities is also proposed.

  • 83.
    Kohen-Vacs, Dan
    et al.
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Jansen, Marc
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Milrad, Marcelo
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Integrating Interactive Videos in Mobile Learning Scenarios2013In: QScience Proceedings, QScience.com , 2013, p. 17-Conference paper (Refereed)
    Abstract [en]

    Nowadays, there is a growing variety of mobile devices and online video content that could be used to support a variety of pedagogical strategies used for different cross-context learning scenarios. In order to take advantage of these developments, this paper presents an approach that allows to integrate learning material represented as videos in mobile learning scenarios, mainly by the implementation of a mobile client that allows to consume learning material represented as small chunks of video content. The application of these ideas potentially provides new educational opportunities to support learning across different contexts. Additionally, the videos consumed by the mobile client allow the integration of interactive elements like questions that could be answered by the learner while consuming the video or additional comments that could be provided to the learner. The rationale for the integration of the interactive parts in the video is to increase learners´ engagement and therefore also to increase their involvement and participation in order to generate an active learning experience.

  • 84.
    Kohen-Vacs, Dan
    et al.
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Jansen, Marc
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Milrad, Marcelo
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Towards an architecture for educational virtual reality spaces2016In: ICCE 2016 - Proceedings of the 24th International Conference on Computers in Education: "Think Global Act Local" - Main Conference Proceedings / [ed] Weiqin Chen, Jie-Chi Yang, Sahana Murthy, Su Long Wong, Sridhar Iyer, Asia-Pacific Society for Computers in Education, 2016, p. 368-373Conference paper (Refereed)
    Abstract [en]

    In recent years, hardware for the production and consumption of virtual reality content has reached level of prices that make it affordable to everyone. Accordingly, schools and universities are showing increased interest in implementations of virtual reality technologies for supporting their innovative educational activities. Hence, this paper presents a flexible architecture for supporting the development of virtual reality learning scenarios conveniently deployed for educational purposes. We also suggest an example of such educational scenario for medical purposes deployable with the suggested architecture. In addition, we developed and used a questionnaire answered by 17 medical students in order to derive additional requirements for refining such scenarios. Then, we present these efforts while aiming at deployments usable also for additional domains. Finally, we summarize and mention aspects we will address in our coming efforts while deploying such activities.

  • 85.
    Kohen-Vacs, Dan
    et al.
    Linnaeus University, Faculty of Technology, Department of Media Technology. Holon Institute of Technology, Israel.
    Jansen, Marc
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Milrad, Marcelo
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Ronen, Miky
    Holon Institute of Technology, Israel.
    Designing and Developing Interactive Video Experiences to Support M-Learning2014In: Proceedings of the 22nd International Conference on Computers in Education ICCE 2014: November 30, 2014 - December 4, 2014 Nara, Japan / [ed] Chen-Chung Liu, Hiroaki Ogata, Siu Cheung Kong, Akihiro Kashihara, Nara, Japan: Asia-Pacific Society for Computers in Education, 2014, p. 413-422Conference paper (Refereed)
    Abstract [en]

    In recent years, teachers have increasingly started to conduct pedagogical activitiesto promote different kinds of learning interactions supported by rich media. The deployment ofsuch activities is becoming common practice as teachers and students own technological meanssupporting them along such educational interactions. Such activities could be carried out inindoor settings while using regular computers. In addition, these activities could be alsoconducted from anywhere at any time while using smartphones and tablets. In this paper, wedescribe a multiphase pedagogical activity requiring students to author and later peer- assesseducational interactions incorporated to videos in YouTube. We describe the EDU.Tubeenvironment enabling them to create, share and consume such educational and rich mediaactivities across technological environments. We then detail a plan for the implementation of aneducational strategy taking place in 3 different classes dealing with diverse materials addressingcomputer science related topics. We also provide an evaluation presenting students' insights andfeedbacks resulting from the experienced activity. We discuss and elaborate on these outcomesin order to analyze them as concerns that could be applied to a further deployment of theEDU.Tube environment. Finally, we suggest that these set of concerns could be useful alsowhile designing and developing other technological environments offered for authoringeducational interactions supported by rich media aimed to empower teachers' pedagogicalpractice.

  • 86.
    Kohen-Vacs, Dan
    et al.
    Linnaeus University, Faculty of Technology, Department of Media Technology. Holon Institute of Technology, Israel.
    Milrad, Marcelo
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Ronen, Miky
    Holon Institute of Technology, Israel.
    Jansen, Marc
    Linnaeus University, Faculty of Technology, Department of Media Technology. University of Applied Sciences, Germany.
    Evaluation of enhanced educational experiences using interactive videos and web technologies: pedagogical and architectural considerations2016In: Smart Learning Environments, E-ISSN 2196-7091, Vol. 3, article id 6Article in journal (Refereed)
    Abstract [en]

    Nowadays, teachers and students utilize different ICT devices for conducting innovative and educational activities from anywhere at any time. The enactment of these activities relies on robust communication and computational infrastructures used for supporting technological devices enabling better accessibility to educational resources and pedagogical scaffolds, wherever and whenever necessary. In this paper, we present EDU.Tube: an interactive environment that relies on web and mobile solutions offered to teachers and students for authoring and incorporating educational interactions at specific moments along the time line of occasional YouTube video-clips. The teachers and students could later experience these authored artefacts while interacting from their stationary or mobile devices. We describe our efforts related to the design, deployment and evaluation of an educational activity supported by the EDU.Tube environment. Furthermore, we illustrate the specific teachers’ and students’ efforts practiced along the different phases of this educational activity. The evaluation of this activity and results are presented, followed by a discussion of these findings, as well as some recommendations for future research efforts further elaborating on EDU.Tube’s aspects in relation to learning analytics.

  • 87.
    Kohen-Vacs, Dan
    et al.
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Ronen, Miky
    Holon Institute of Technology, Israel.
    Fragmented yet Seamless: System Integration for Supporting Cross-Context CSCL Scripts2015In: Seamless Learning in the Age of Mobile Connectivity: Part IV / [ed] Lung-Hsiang Wong, Marcelo Milrad, Marcus Specht, Singapore: Springer, 2015, p. 439-452Chapter in book (Refereed)
    Abstract [en]

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

  • 88.
    Kondori, Farid Abedan
    et al.
    Umeå university.
    Yousefi, Shahrouz
    Linnaeus University, Faculty of Technology, Department of Media Technology. KTH, Medieteknik och interaktionsdesign, MID.
    Liu, Li
    Li, Haibo
    KTH.
    Head Operated Electric Wheelchair2014In: Proceedings of the IEEE Southwest Symposium on Image Analysis and Interpretation, IEEE Press, 2014, p. 53-56Conference paper (Refereed)
    Abstract [en]

    Currently, the most common way to control an electric wheelchair is to use joystick. However, there are some individuals unable to operate joystick-driven electric wheelchairs due to sever physical disabilities, like quadriplegia patients. This paper proposes a novel head pose estimation method to assist such patients. Head motion parameters are employed to control and drive an electric wheelchair. We introduce a direct method for estimating user head motion, based on a sequence of range images captured by Kinect. In this work, we derive new version of the optical flow constraint equation for range images. We show how the new equation can be used to estimate head motion directly. Experimental results reveal that the proposed system works with high accuracy in real-time. We also show simulation results for navigating the electric wheelchair by recovering user head motion.

  • 89.
    Kondori, Farid Abedan
    et al.
    Umeå universitet, Institutionen för tillämpad fysik och elektronik.
    Yousefi, Shahrouz
    Linnaeus University, Faculty of Technology, Department of Media Technology. KTH Royal Institue of Technology, Department of Media Technology and Interaction Design, School of Computer Science and Communication.
    Ostovar, Ahmad
    Umeå universitet, Institutionen för datavetenskap.
    Liu, Li
    Umeå universitet, Institutionen för tillämpad fysik och elektronik.
    Li, Haibo
    KTH Royal Institue of Technology, Department of Media Technology and Interaction Design, School of Computer Science and Communication.
    A Direct Method for 3D Hand Pose Recovery2014In: Pattern Recognition (ICPR), 2014 22nd International Conference on, IEEE Press, 2014, p. 345-350Conference paper (Refereed)
    Abstract [en]

    This paper presents a novel approach for performing intuitive 3D gesture-based interaction using depth data acquired by Kinect. Unlike current depth-based systems that focus only on classical gesture recognition problem, we also consider 3D gesture pose estimation for creating immersive gestural interaction. In this paper, we formulate gesture-based interaction system as a combination of two separate problems, gesture recognition and gesture pose estimation. We focus on the second problem and propose a direct method for recovering hand motion parameters. Based on the range images, a new version of optical flow constraint equation is derived, which can be utilized to directly estimate 3D hand motion without any need of imposing other constraints. Our experiments illustrate that the proposed approach performs properly in real-time with high accuracy. As a proof of concept, we demonstrate the system performance in 3D object manipulation. This application is intended to explore the system capabilities in real-time biomedical applications. Eventually, system usability test is conducted to evaluate the learn ability, user experience and interaction quality in 3D interaction in comparison to 2D touch-screen interaction.

  • 90.
    Kong, Siu Cheung
    et al.
    The Hong Kong Institute of Education, Peoples Republic of China.
    Chan, Tak-Wai
    National Central University, Taiwan.
    Griffin, Patrick
    University of Melbourne, Australia.
    Hoppe, Ulrich
    University Duisburg-Essen, Germany.
    Huang, Ronghuai
    Beijing Normal University, Peoples Republic of China.
    Kinshuk,
    Athabasca University, Canada.
    Looi, Chee Kit
    Nanyang Technological University, Singapore.
    Milrad, Marcelo
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM), Department of Media Technology.
    Norris, Cathleen
    University of North Texas, USA.
    Nussbaum, Miguel
    Universidad Catolica de Chile, Chile.
    Sharples, Mike
    So, Wing Mui Winnie
    Hong Kong Inst Educ, Peoples Republic of China.
    Soloway, Elliot
    Univ Michigan, USA.
    Yu, Shengquan
    Beijing Normal Univ, Peoples Republic of China.
    E-learning in School Education in the Coming 10 Years for Developing 21st Century Skills: Critical Research Issues and Policy Implications2014In: Educational Technology & Society, ISSN 1176-3647, E-ISSN 1436-4522, Vol. 17, no 1, p. 70-78Article in journal (Refereed)
    Abstract [en]

    One of the curriculum goals of e-learning in school education is to develop learners for 21st century skills through their daily learning activities. This paper aims to discuss the research issues and policy implications critical for achieving such a curriculum goal. A review of literature in the related fields indicates that K-12 schools should take advantage of e-learning to maximize learning opportunities of learners for the development of 21st century skills. We identify six research issues critical for e-learning in school education, namely the realization of developing 21st century skills of learners; the bridging of the gap between curriculum in school and situations in society; the maximization of learning opportunities in the learning process; the collection of evidence of improvement and building awareness of progress; the assessment of 21st century skills; and the provision of teacher development for enculturating learners to develop 21st century skills. We recommend the relevant stakeholders across different countries/regions to consider policies on the goal-setting of curriculum addressing 21st century skills development and bridging gap between school and society; on the availability of digital technology for school education; on the privacy/legal issues of learning data in e-learning process; and on the teacher development for pre-service and in-service teachers.

  • 91.
    Kuqi, Nurane
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    A mobile Augmented Reality application for visualizing and interacting with online data2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Augmented Reality (AR) technology has recently received a lot of attention for having lots of potential for uses in a variety of contexts. From an interaction perspective, an important factor is not only the usability of the applications, but also the engagement that these allow. Of particular interest is the possibility of allowing users to interact with data from online sources via an Augmented Reality interface.The main focus of this master thesis is to create a mobile AR application that allows visualization and interaction with online data. For this purpose a prototype was designed and implemented using the Unity game engine with C# and the Vuforia SDK on the front-end (mobile app) and NodeJS with MongoDB on the back-end (database server). The prototype was tested, and also deployed in a two week user study to evaluate a) how the system allowed the participants to explore available data, and b) how the use of the system affected the participants daily behaviour.The results indicate that the prototype was well received by the users. They enjoyed the experience not only due to the functionality of the system, but also given the opportunity for better involvement and completion of the given task (scheduling their lunch at the university campus restaurant) successfully.The outcomes of the thesis are a proposed architecture for a mobile AR system that allows users to interact in an engaging manner with online data, the developed prototype, and the initial testing and evaluation of the prototype in a specific use case.It is hoped that this work constructively contributes to the overall Augmented Reality field, especially regarding the development of mobile Augmented Reality applications.

  • 92.
    Larsson, Gustav
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    En jämförande studie om direkt och indirekt vägledning i plattformsspel: Introduktion till spelmekanik2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

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

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

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

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

  • 93.
    Looi, Chee-Kit
    et al.
    Nanyang Technol Univ, Singapore.
    Wong, Lung-Hsiang
    Nanyang Technol Univ, Singapore.
    Milrad, Marcelo
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Guest Editorial: Special Issue on Seamless, Ubiquitous, and Contextual Learning2015In: IEEE Transactions on Learning Technologies, ISSN 1939-1382, E-ISSN 1939-1382, Vol. 8, no 1, p. 2-4Article in journal (Other academic)
  • 94.
    Lorenz, Lars
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Territory Building: Supporting small communities in assembling and making sense of online information2015Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    I introduce the concept of Territory Building – a social media application approach that intends to guide and support sufferers of rare diseases in the process of “making sense” of online information. Similar to approaches that emphasize the sharing of web resources – such as social bookmarking sites - user interaction in regards to web resources is at the centre of this concept. The idea of Territory Building is built on a geographical metaphor, guiding a community in assembling a “virtual territory”, consisting of existing web resources related to the community’s domain of interest, along with user-generated information pertaining to these resources. As users build up this Territory, claiming new resources for it, charting out the place of this information in the context of the existing Territory, finally colonizing these resources by interacting, discussing, rating the information, they participte in a process that should help both the invidual and the community as a whole in “making sense” of this information. The “added value” generated through the contributions and engagement of the userbase as a whole becomes more accessible to the individual, and individuals in turn have a more immediate means of contributing to the existing knowledge. Paying close attention to the needs of the intended target group, I designed and implemented a prototype web-application based on the Territory Building approach, and deployed it for use by persons suffering from the rare disease Trigeminal Neuralgia. I observed how this audience made use of the approach, and how implementation details were received. 80 users registered in the prototype system, 31 web resources were contributed by users. The findings suggest that the Territory Building concept can address a genuine need in regards to assembling and engaging with available online information, and that patients are interested in making use of this approach for the purpose of disseminating information resources to their peers. Lessons learned also indicate that the approach can potentially support those affected by rare diseases in “making sense” of the information available to them, and that means of accessing and creating user-generated knowledge in the context of existing web-resources can increase the potential of users to benefit from the collaborative knowledge-generating processes of their peers.

  • 95.
    Lundberg, Jenny
    et al.
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Billore, Soniya
    Linnaeus University, School of Business and Economics, Department of Marketing.
    Axelsson, Clara
    Linnaeus University, Faculty of Health and Life Sciences, Department of Medicine and Optometry.
    Diabetes Among Children (DAC): project - Exploring opportunities with support from mobile applications in a cross cultural Indo-Swedish study2017In: BIOSTEC 2017: Final Program and Book of Abstracts, Portugal, 2017, p. 85-, article id 89Conference paper (Refereed)
    Abstract [en]

    In this paper we present opportunities and challenges to meet the worldwide challenge of diabetes. Diabetes has devastating long term complications that cause very great personal suffering and social costs locally and globally. The prevalence of diabetes is increasing globally as an epidemic and affects 415 million people today which is expected to increase to 642 million is 2040. Int this paper we explore the possibilities to join an Indo-Swedish collaboration. we present a research framework for mobile applicaiton development between Sweden and India. the scientific frameowrk is elaborated and this paper ends with speciifc challenges and future work.

  • 96.
    Lundberg, Jenny
    et al.
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM), Department of Media Technology.
    Billore, Soniya
    Linnaeus University, School of Business and Economics, Department of Marketing.
    Axelsson, Clara
    Linnaeus University, Faculty of Health and Life Sciences, Department of Medicine and Optometry.
    Diabetes Among Children (DAC) Project - Exploring Opportunities with Support from Mobile Applications in a Cross Cultural Indo-Swedish Study2017In: Proceedings of the 10th International Joint Conference on Biomedical Engineering Systems and Technologies, Vol 5: HEALTHINF / [ed] VanDenBroek, EL Fred, A Gamboa, H Vaz, M, SciTePress, 2017, p. 407-412Conference paper (Refereed)
    Abstract [en]

    In this paper we present opportunities and challenges to meet the worldwide challenge of diabetes. Diabetes has devastating long-term complications that cause very great personal suffering and social costs locally and globally. The prevalence of diabetes is increasing globally as an epidemic and affects 415 million people today, which is expected to increase to 642 million in 2040. In this paper we explore possibilities to join in Indo-Swedish R&D collaboration. We present and motivate the research purpose. Furthermore we present a research framework for mobile application development between Sweden and India. The scientific framework is elaborated and this paper ends with specific challenges and further work.

  • 97.
    Lundin, Robin
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    mLearn4web Visualization: Identifying appropriate ways of visualizing data collected by mobile learning activities for an educational setting2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    mLearn4web is a web-based framework aiming to support the creation of mobile applications within the field of mobile learning. The framework consists of three main parts; an authoring tool, automatically deployed mobile applications and a visualization tool. The visualization tool was implemented as part of this thesis’ work. The focus of this thesis was to identify visual representations for data collected in mLearn4web activities and to implement these representations in a new visualization tool. The work has had a design-based research approach and was conducted together with teachers as a part of an iterative design process. The work was initiated by a literature review and a study of previous mLearn4web use. A questionnaire was then sent to teachers, where they were asked to rate different visual representations. This was the basis for the development of the visualization tool. Three workshops involving teachers were conducted throughout the process, finally resulting in a functional visualization tool and a set of visual representations that were found appropriate by teachers. Evaluations with experienced teachers show that the visual representations proposed and implemented can be appropriate in an educational setting. To further validate them the tool and its visual representations need to be tested in real-life settings, and should ideally also include students.

  • 98.
    Massalin, Carina
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Bildsortering med histogram: Ett verktyg för att stödja fotografer i sitt arbetsflöde vid urval av bilder genom att använda statistisk bildbehandling.2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Sedan den digitala kameran kom, har det blivit allt vanligare att fotografer har en stor mängd bilder att gå igenom efter varje fotograferingstillfälle. Även om det finns program som kan hjälpa till att få en överblick och hålla reda på bilder, är det fortfarande en uppgift som tar tid och kan kännas tråkigt. Den här uppsatsen undersöker hur fotografens arbetsflöde ser ut kring bildsortering och urval av bilder, detta för att tillämpa en prototyp som förbättrar processen. Prototypen har utvecklats med hjälp av statistisk bildbehandling, i form av histogram för bildjämförelse och implementerat sortering av bilder efter histogramlikhet, en teknik som kan utveckla en fotografs arbetsflöde och ge dem en helt ny insikt i urvalet av sina bilder.

  • 99.
    Mavroudi, Anna
    et al.
    Norwegian Univ Sci & Technol, Norway ; Open Univ Cyprus, Cyprus.
    Miltiadous, Miltos
    Open Univ Cyprus, Cyprus.
    Libbrecht, Paul
    Univ Educ, Germany.
    Mueller, Wolfgang
    Univ Educ, Germany.
    Hadzilacos, Thanasis
    Open Univ Cyprus, Cyprus.
    Otero, Nuno
    Linnaeus University, Faculty of Technology, Department of Media Technology. Ctr Invest & Intervencao Social CIS IUL, Portugal.
    Barth, Karl
    Univ Educ, Germany.
    Georgiou, Koula
    Open Univ Cyprus, Cyprus.
    Let me do it: towards the implementation of sustainable instructional patterns2016In: 2016 IEEE 16TH INTERNATIONAL CONFERENCE ON ADVANCED LEARNING TECHNOLOGIES (ICALT), IEEE, 2016, p. 414-415Conference paper (Refereed)
    Abstract [en]

    We present the design of an online environment providing mechanisms for the exploitation of school ICT infrastructure by empowering teachers to discover and comment on educational activities (patterns, scenarios, experience reports) that can be implemented in their schools. To this end, our design approach will make explicit the linking between the patterns, the learning scenarios and other contextual information. The online environment will not only serve as a repository of educational activities but will help schools to analyze their infrastructure, to select proper scenarios that effectively exploit it and, potentially, to enrich these scenarios by commenting on them.

  • 100.
    Milrad, Marcelo
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Web Technologies and Mobile Tools to Support Sustainable Seamless Learning2016In: Methodologies and intelligent systems for technology enhanced learning (MIS4TEL), 2016, p. 3-12Conference paper (Refereed)
    Abstract [en]

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

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