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  • 1.
    Allard, Olof
    Linköping University, Department of Computer and Information Science. Linköping University, Faculty of Arts and Sciences.
    Katastrofisk design: Ett designförslag för en digital scenarioeditor2014Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [sv]

    Målet med det här arbetet var att skapa en konceptuell designprototyp för en scenarioeditor åt en digital version av utbildningsverktyget Emergo Train System. Rapporten ämnar ta upp och presentera den arbetsprocess som lett fram till designprototypen och dess utvärdering. I rapporten tillkommer även en diskussion kring hur en scenarioeditor bör utformas för att stödja skapandet av ETS-scenarion samt hur ett flexibelt arbetssätt stöds i form av skapandet av scenariorepresentationer.

    Intervjuer genomfördes med instruktörer och systemansvarige för ETS, samt observationer av iordningställande av ett ETS-scenario. Datainsamlingen analyserades och resulterade i en kravspecifikation för den digitala scenarioeditorn. Den prototyp som utformades gjordes så i pappersformat och utvärderades tillsammans med personal från Katastrofmedicinskt centrum i Linköping. 

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  • 2.
    Amundin, Mats
    et al.
    Kolmården Wildlife Park.
    Hållsten, Henrik
    Filosofiska institutionen, Stockholms universitet.
    Eklund, Robert
    Linköping University, Department of Culture and Communication, Language and Culture. Linköping University, Faculty of Arts and Sciences.
    Karlgren, Jussi
    Kungliga Tekniska Högskolan.
    Molinder, Lars
    Carnegie Investment Bank, Swedden.
    A proposal to use distributional models to analyse dolphin vocalisation2017In: Proceedings of the 1st International Workshop on Vocal Interactivity in-and-between Humans, Animals and Robots, VIHAR 2017 / [ed] Angela Dassow, Ricard Marxer & Roger K. Moore, 2017, p. 31-32Conference paper (Refereed)
    Abstract [en]

    This paper gives a brief introduction to the starting points of an experimental project to study dolphin communicative behaviour using distributional semantics, with methods implemented for the large scale study of human language.

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    A proposal to use distributional models to analyse dolphin vocalisation
  • 3.
    Andersson, Matilda
    Linköping University, Department of Computer and Information Science, Human-Centered systems.
    Användarbehov och kontextuella krav för val av mobil interaktionsteknik: Behovs- och användarundersökning i Scanias verkstäder2016Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Mobil informationsteknik har på senaste tiden fått mer uppmärksamhet inom industriella applikationer, inte minst inom underhåll och reparation där teknisk dokumentation förekommer i stor utsträckning. Scania har tagit fram ett nytt koncept för interaktion med teknisk dokumentation i verkstaden där en viktig del av konceptet är mobilitet. Scanias förhoppningar är att en ökad möjlighet till mobilitet ska kunna förbättra användarupplevelsen.

    I detta arbete har en observationsstudie genomförts för att identifiera användarnas behov av mobilitet vid reparation och underhållsarbete samt de kontextuella faktorer som påverkar val av mobil interaktionsteknik.

    Fyra olika behov av mobilitet kunde identifieras efter analysen och till dessa kunde olika krav knytas för att skapa ett underlag för bedömning av olika teknikers potential att uppfylla de aktuella behoven.

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    Matilda Andersson - Användarbehov och kontextuella krav för val av mobil interaktionsteknik
  • 4.
    Andersson, Mike
    et al.
    Linköping University, Department of Physics, Chemistry and Biology, Sensor and Actuator Systems. Linköping University, Faculty of Science & Engineering. University of Oulu, Finland.
    Möller, Peter
    Linköping University, Department of Physics, Chemistry and Biology, Sensor and Actuator Systems. Linköping University, Faculty of Science & Engineering.
    Fashandi, Hossein
    Linköping University, Department of Physics, Chemistry and Biology, Thin Film Physics. Linköping University, Faculty of Science & Engineering.
    Eriksson, Jens
    Linköping University, Department of Physics, Chemistry and Biology, Sensor and Actuator Systems. Linköping University, Faculty of Science & Engineering.
    Puglisi, Donatella
    Linköping University, Department of Physics, Chemistry and Biology, Sensor and Actuator Systems. Linköping University, Faculty of Science & Engineering.
    Huotari, J.
    University of Oulu, Finland.
    Puustinen, J.
    University of Oulu, Finland.
    Lappalainen, J.
    University of Oulu, Finland.
    Lloyd Spetz, Anita
    Linköping University, Department of Physics, Chemistry and Biology, Sensor and Actuator Systems. Linköping University, Faculty of Science & Engineering. University of Oulu, Finland.
    Field Effect Based Gas Sensors, from Basic Mechanisms to the Latest Commercial Device Designs2016In: SENSORS AND ELECTRONIC INSTRUMENTATION ADVANCES (SEIA), INT FREQUENCY SENSOR ASSOC-IFSA , 2016, p. 19-21Conference paper (Refereed)
    Abstract [en]

    This contribution treats the latest developments in the understanding of basic principles regarding device design, transduction mechanisms, gas-materials-interactions, and materials processing for the tailored design and fabrication of SiC FET gas sensor devices, mainly intended as products for the automotive sector.

  • 5.
    Arvola, Mattias
    et al.
    Linköping University, Department of Computer and Information Science, MDALAB - Human Computer Interfaces. Linköping University, The Institute of Technology.
    Karsvall, Arvid
    Södertörns Högskola, Institutionen för kommunikation, medier och IT, Medieteknik.
    Tholander, Jakob
    Stockholms universitet, Mobile Life.
    Values and qualities in interaction design meetings2011In: The Endless End: The 9th International European Academy of Design Conference. Porto, Portugal, May 4-7, 2011., 2011Conference paper (Refereed)
    Abstract [en]

    How are values and qualities expressed in interaction design? Previous research into this topic has largely been conceptual. How interaction designers and clients actually reason has only been touched upon in empirical studies. The research question for this paper is how interaction designers, as a collective and in an unfolding design process, concretize values and qualities in meetings with clients. By way of video recordings, we have analyzed two interaction design workshops. The analysis indicated that values were concretized top-down, from general conceptions and the design brief given, while also explored bottom-up. Several kinds of communicative means (e.g. talk, gestures, whiteboards, post-it notes) were used to animate values and design visions. Mixing a top-down and bottom-up approach allowed the designers to be both prescriptive and sensitive the uniqueness of the design situation. Thedifferences in communicative means did not really matter for how values and qualities weremade concrete. What mattered was that people really started talking with each other.

  • 6.
    Axel, Skvagerson
    et al.
    Linköping University, Department of Computer and Information Science.
    Johan, Olesund
    Linköping University, Department of Computer and Information Science.
    Identifiering av drivkrafter på svenska coworking-siter: En användardriven fallstudie2020Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This master’s thesis investigates what motivating factors attract members to coworking spaces in order to enable practitioners gain a better understanding of member needs. Furthermore, the relative importance of these motivating factors is measured by conducting a MaxDiff survey. 

    The project is a case study and was carried out in collaboration with DoSpace, a Swedish coworking space company. The results intend to improve DoSpace’s current service offering and to create a foundation for continued service development for coworking actors, as well as creating a better understanding for the phenomenon that is coworking and the people drawn to it. The study takes a service design approach with a holistic focus on the user and the service that is offered by DoSpace. The study follows a mixed method approach where iterative qualitative methods such as observations and semi-structured interviews are used to identify the motivational factors followed by a quantitative study where the identified motivational factors are ranked by significance and weight. The findings are visualized and presented in a manner that allows individuals unfamiliar with the service design field to apply these in a service development process. 

    The study shows that motivating factors linked with the social and professional aspects of the service, such as being able to take part in a community and the possibility to network, weigh more than purely private aspects, such as the ability to work without disruptions or the ability to separate home- and work-life. However, nearly all identified motivating factors are considered important for coworking actors and their members. 

  • 7.
    Axelsson, Anton
    et al.
    Uppsala University, Sweden.
    Andersson, Richard
    IT University of Copenhagen, Denmark; Lund University, Sweden.
    Gulz, Agneta
    Linköping University, Department of Computer and Information Science, Human-Centered systems. Linköping University, Faculty of Arts and Sciences. Lund University, Sweden.
    Scaffolding Executive Function Capabilities via Play-&-Learn Software for Preschoolers2016In: Journal of Educational Psychology, ISSN 0022-0663, E-ISSN 1939-2176, Vol. 108, no 7, p. 969-981Article in journal (Refereed)
    Abstract [en]

    Educational software in the form of games or so called "computer assisted intervention" for young children has become increasingly common receiving a growing interest and support. Currently there are, for instance, more than 1,000 iPad apps tagged for preschool. Thus, it has become increasingly important to empirically investigate whether these kinds of software actually provide educational benefits for such young children. The study presented in the present article investigated whether preschoolers have the cognitive capabilities necessary to benefit from a teachable-agent-based game of which pedagogical benefits have been shown for older children. The role of executive functions in childrens attention was explored by letting 36 preschoolers (3;9-6;3 years) play a teachable-agent-based educational game and measure their capabilities to maintain focus on pedagogically relevant screen events in the presence of competing visual stimuli. Even though the participants did not succeed very well in an inhibition pretest, results showed that they nonetheless managed to inhibit distractions during game-play. It is suggested that the game context acts as a motivator that scaffolds more mature cognitive capabilities in young children than they exhibit during a noncontextual standardized test. The results further indicate gender differences in the development of these capabilities.

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  • 8.
    Baroutsi, Nicoletta
    Linköping University, Department of Computer and Information Science. Linköping University, Faculty of Arts and Sciences.
    Ambienta displayer i varuhandeln: Färgkategorisering i tidningssektionen ger en omedelbar vägledning utan ansträngning2012Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [sv]

    En ambient display är menad att fungera för användaren enbart genom att hen snabbt överblickar produkten. Denna form av display är perfekt att nyttja i dagligvaruhandeln där utbuden ständigt växer samtidigt som konsumenten snabbt vill hitta det den söker. I denna studie utforskas fördelarna med att använda färg och symbolkombinationer, som skapar en ambient display, istället för text när det kommer till att kategorisera i tidningssektionen. Feature- integrationsteorin beskriver hur den ambienta displayen ger stöd för användarens kognitiva processer, den är mer effektiv genom att den låter konsumenten använda det perifera seendet i sitt sökande.

    Tidningssektionen är en produkt användaren inte nyttjar frekvent och denna design fungerar genom att kunden redan ska veta hur den önskade kategorin är representerad, det är därför väldigt viktigt att inlärningen sker snabbt. I studien framkommer vikten av att skapa bra associationer mellan färg och kategori, vilket har en extremt signifikant påverkan på inlärningsförmågan hos användaren.

    Studien utvärderar även vilka färg- och kategorikombinationer som är lämpliga för Tidsam, distributör av tidningar. 17 kategorier associeras med 17 olika färger där multipla källor används för att styrka resultatet. Resultatet presenteras i form av virtuella prototyper av kategoriskyltar för samtliga 17 kategorier.

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  • 9.
    Berglund, Aseel
    et al.
    Linköping University, Department of Computer and Information Science, Software and Systems. Linköping University, Faculty of Science & Engineering.
    Berglund, Erik
    Linköping University, Department of Computer and Information Science, Human-Centered systems. Linköping University, Faculty of Science & Engineering.
    Siliberto, Fabio
    University of Roma La Sapienza, Italy.
    Prytz, Erik
    Linköping University, Department of Computer and Information Science, Human-Centered systems. Linköping University, Faculty of Arts and Sciences.
    Effects of Reactive and Strategic Game Mechanics in Motion-based Games2017In: 2017 IEEE 5TH INTERNATIONAL CONFERENCE ON SERIOUS GAMES AND APPLICATIONS FOR HEALTH (SEGAH), IEEE , 2017Conference paper (Refereed)
    Abstract [en]

    Motion-based games offer positive effects on physical, social, and mental health for the players and have been common during the past decade, enabled by commercial motion tracking devices. However, little is known about the impact of game mechanics on the player experience, movement, and performance in motion-based games. In this paper we present results from a study with 35 participants comparing two different game mechanics, one reactive and one strategic, for a casual motion-based game. The assumption was that a more strategic mechanic would lead to less movement but more enjoyment. However, there was no significant difference in player experience, performance, or movement between the two game mechanics. In addition, a key aspect for the players preferred game mechanics was the perceived amount of thinking the game mechanic required.

  • 10.
    Berglund, Erik
    et al.
    Linköping University, Department of Computer and Information Science, Human-Centered systems. Linköping University, Faculty of Science & Engineering.
    Jedel, Izabella
    Linköping University, Department of Computer and Information Science, Software and Systems. Linköping University, Faculty of Science & Engineering.
    Berglund, Aseel
    Linköping University, Department of Computer and Information Science, Software and Systems. Linköping University, Faculty of Science & Engineering.
    Using MediaPipe Machine Learning to Design Casual Exertion Games to Interrupt Prolonged Sedentary Lifestyle2023In: HCI in Games: 5th International Conference, HCI-Games 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings Part I, 2023, p. 237-251Conference paper (Refereed)
    Abstract [en]

    Casual exergames have shown potential in providing sufficient levels of exertion to decrease sedentary behavior. However, previous casual exergame implementations do not follow the guidelines of allowing for shorter (2-3 minute) active breaks during more regular increments. To evaluate if casual exergames could be applied following the guidelines of shorter more regular increments we designed and developed a casual exergame using MediaPipe. The resulting game, Balloon Pump, was evaluated at a game and cosplay festival with 60 participants playing the game. After game play, perceived exertion, control and immersion, and overall experience of the game, was measured and the performance and number of movements were noted. The results from the evaluation study showed that the game was perceived as controllable, had produced sufficient levels of exertion, and was perceived as fun. The immersive experience of the game was low and the participants commented on several ways in which this aspect could be improved, such as adding more incentives and variation in the game. 

  • 11.
    Bergquist, Robin
    et al.
    Linköping University, Department of Computer and Information Science.
    Stenbeck, Nicholas
    Linköping University, Department of Computer and Information Science.
    Using Augmented Reality to Measure Vertical Surfaces2018Independent thesis Basic level (degree of Bachelor), 10,5 credits / 16 HE creditsStudent thesis
    Abstract [en]

    Augmented Reality is commonly used for entertainment purposes on today’s smartphones. We intend to aid the evolution of Augmented Reality as a tool as opposed to a toy. With the use of Apple’s ARKit 1.5 release, which features vertical surface recognition, we implement and evaluate a solution to a target problem which aims to contribute to the knowledge of Augmented Reality’s strength and weaknesses. The implementation allows an iPhone user to measure surface areas by placing anchors to mark an area to be measured. We find that our Augmented Reality tool does not provide the same precision as manual measurements but is still reasonably within boundaries if an estimation is acceptable.

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  • 12.
    Bergqvist, Malin
    Linköping University, Department of Computer and Information Science, Human-Centered systems.
    Designing for Empathy in Elderly Care: Exploration of Opportunities to Deliver Behaviour Change Interventions through mHealth Applications, to Promote Empathic Behaviour in Elderly Home Care Nursing Assistants2019Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Background

    The Swedish population is ageing quickly and the system for elderly home care is under increasing pressure. Staff turnover is high, nursing assistants are reporting stress, and employers have to recruit staff lacking sufficient experience. These factors are barriers to empathic care, considered essential to patient health outcomes. Elderly care should rely on cognitive empathy, be other-oriented and improve the client’s situation based on contextual understanding. There is a need for education and support for nursing assistants, so that they can provide empathic care.

    Purpose

    The thesis explores empathy as a skill in elderly home care to identify opportunities of promoting empathy in the client-nursing assistant interaction, by means of behaviour change interventions delivered through an mHealth application that nursing assistants already use at work.

    Method

    A group interview was conducted with six nursing assistants from four elderly home care organisations in a Swedish municipality, to learn about their experience of empathy at work, and factors affecting their ability to give empathic care. The respondents were using the same mHealth application to get and provide information about client visits. The Behaviour Change Wheel framework was used to analyze behavioural drivers of empathic care in elderly home care.

    Results

    Influences on empathic behaviour was identified in all 14 domains in the Theoretical Domains Framework. 13 target behaviours, 7 Intervention Functions and 45 Behaviour Change Techniques were suggested as suitable candidates to investigate for intervention development.

    Conclusion

    Empathy seems possible to promote through resource-efficient digital behaviour change interventions. Future studies may use this work as a starting point for development of interventions to promote empathic behaviour in elderly care.

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  • 13.
    Bivall Persson, Petter
    et al.
    Linköping University, Department of Science and Technology, Visual Information Technology and Applications (VITA). Linköping University, The Institute of Technology.
    Höst, Gunnar E.
    Linköping University, Department of Science and Technology, Visual Information Technology and Applications (VITA). Linköping University, The Institute of Technology.
    Cooper, Matthew D.
    Linköping University, Department of Science and Technology, Visual Information Technology and Applications (VITA). Linköping University, The Institute of Technology.
    Tibell, Lena A. E.
    Linköping University, Department of Clinical and Experimental Medicine. Linköping University, Faculty of Health Sciences.
    Ynnerman, Anders
    Linköping University, Department of Science and Technology, Visual Information Technology and Applications (VITA). Linköping University, The Institute of Technology.
    Improved Feature Detection over Large Force Ranges Using History Dependent Transfer Functions2009In: Third Joint Eurohaptics Conference and Symposium on Haptic Interfaces for Virtual Environments and Teleoperator Systems, WorldHaptics 2009, IEEE , 2009, p. 476-481Conference paper (Refereed)
    Abstract [en]

    In this paper we present a history dependent transfer function (HDTF) as a possible approach to enable improved haptic feature detection in high dynamic range (HDR) volume data. The HDTF is a multi-dimensional transfer function that uses the recent force history as a selection criterion to switch between transfer functions, thereby adapting to the explored force range. The HDTF has been evaluated using artificial test data and in a realistic application example, with the HDTF applied to haptic protein-ligand docking. Biochemistry experts performed docking tests, and expressed that the HDTF delivers the expected feedback across a large force magnitude range, conveying both weak attractive and strong repulsive protein-ligand interaction forces. Feature detection tests have been performed with positive results, indicating that the HDTF improves the ability of feature detection in HDR volume data as compared to a static transfer function covering the same range.

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  • 14.
    Björk Timm, Linnea
    Linköping University, Department of Computer and Information Science, Human-Centered systems.
    Looking at text simplification: Using eye tracking to evaluate the readability of automatically simplified sentences2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In a world with an increasing flow of written information online and offline, the demand for automatic translation, simplification and summarization technology is growing. The tool StilLett uses several lexical and semantic rules to automatically simplify text, shortening the time from original text to simplified text compared to manual simplification. Four of the simplification types were evaluated in this study, using three different eye tracking measures; total dwell time, number of regressions, and average fixation duration. No statistically significant differences were found for any of the simplification types when compared to the corresponding original sentences, indicating that for this population the difficulty of the sentences was roughly the same.

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  • 15.
    Blascheck, Tanja
    et al.
    Univ Stuttgart, Germany.
    Besançon, Lonni
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, Faculty of Science & Engineering. Monash Univ, Australia.
    Bezerianos, Anastasia
    Univ Paris Saclay, France.
    Lee, Bongshin
    Microsoft Res, NY USA.
    Islam, Alaul
    Univ Paris Saclay, France.
    He, Tingying
    Univ Paris Saclay, France.
    Isenberg, Petra
    Univ Paris Saclay, France.
    Studies of Part-to-Whole Glanceable Visualizations on Smartwatch Faces2023In: 2023 IEEE 16TH PACIFIC VISUALIZATION SYMPOSIUM, PACIFICVIS, IEEE COMPUTER SOC , 2023, p. 187-196Conference paper (Refereed)
    Abstract [en]

    We present three studies that investigate the effectiveness of multiple glanceable part-to-whole proportion representations on smartwatch faces. Our goal was to understand how quickly and accurately people can make judgments about their progress toward multiple goals displayed in a small space. We designed our three studies with increasing external validity. The first study compared bar charts, radial bar charts, and text representations-shown with a digital time display. The second study added an analog time dial as a distractor to increase the complexity of the watch face. To emulate realistic viewing conditions, the third study investigated the effect of viewing angles. In Study 1 bar and radial bar charts outperformed text representations, in Study 2 adding an analog time dial as a distractor did not affect task performance, and in Study 3 only the most extreme angle led to some performance decrease. Supplementary material is available at https://osf.io/ad2z7/.

  • 16.
    Bleser, Gabriele
    et al.
    German Research Center for Artificial Intelligence (DFKI), Kaiserslautern, Germany.
    Steffen, Daniel
    German Research Center for Artificial Intelligence (DFKI), Kaiserslautern, Germany.
    Weber, Markus
    German Research Center for Artificial Intelligence (DFKI), Kaiserslautern, Germany.
    Hendeby, Gustaf
    Linköping University, The Institute of Technology. Linköping University, Department of Electrical Engineering, Automatic Control.
    Stricker, Didier
    German Research Center for Artificial Intelligence (DFKI), Kaiserslautern, Germany.
    Fradet, Laetitia
    Université de Technologie de Compiègne, France.
    Marin, Frédéric
    Université de Technologie de Compiègne, France.
    Ville, Nathalie
    CIC-IT Inserm 804, Rennes, France.
    Carré, Francois
    CIC-IT Inserm 804, Rennes, France.
    A personalized exercise trainer for the elderly2013In: Journal of Ambient Intelligence and Smart Environments, ISSN 1876-1364, E-ISSN 1876-1372, Vol. 5, no 6, p. 547-562Article in journal (Refereed)
    Abstract [en]

    Regular and moderate physical activity practice provides many physiological benefits. It reduces the risk of disease outcomes and is the basis for proper rehabilitation after a severe disease. Aerobic activity and strength exercises are strongly recommended in order to maintain autonomy with ageing. Balanced activity of both types is important, especially to the elderly population. Several methods have been proposed to monitor aerobic activities. However, no appropriate method is available for controlling more complex parameters of strength exercises. Within this context, the present article introduces a personalized, home-based strength exercise trainer designed for the elderly. The system guides a user at home through a personalized exercise program. Using a network of wearable sensors the user's motions are captured. These are evaluated by comparing them to prescribed exercises, taking both exercise load and technique into account. Moreover, the evaluation results are immediately translated into appropriate feedback to the user in order to assist the correct exercise execution. Besides the direct feedback, a major novelty of the system is its generic personalization by means of a supervised teach-in phase, where the program is performed once under supervision of a physical activity specialist. This teach-in phase allows the system to record and learn the correct execution of exercises for the individual user and to provide personalized monitoring. The user-driven design process, the system development and its underlying activity monitoring methodology are described. Moreover, technical evaluation results as well as results concerning the usability of the system for ageing people are presented. The latter has been assessed in a clinical study with thirty participants of 60 years or older, some of them showing usual diseases or functional limitations observed in elderly population.

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  • 17.
    Blissing, Björn
    et al.
    Statens väg- och transportforskningsinstitut, Fordonsteknik och simulering, FTS.
    Bruzelius, Fredrik
    Statens väg- och transportforskningsinstitut, Fordonsteknik och simulering, FTS.
    A Technical Platform using Augmented Reality for Active Safety Testing2015In: 2015 Road Safety & Simulation International Conference Proceedings / [ed] Dr. Essam Radwan, Dr. Mohamed Abdel-Aty, Orlando, USA: University of Central Florida , 2015, p. 793-803Conference paper (Refereed)
    Abstract [en]

    This paper describes the design of a video see-through augmented reality system for active safety testing. The development is explained in detail, with focus on the design considerations for the different subsystems. It is shown that it is possible to build a system using available commercial off-the-shelf components, while still maintaining the performance needed for the intended application. Accuracy and resolution requirements of the tracking systems are discussed along with measurement methods. We also examine how to use the hardware efficiently to minimize latency and a device to measure and quantify end-to-end latency has been developed.

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  • 18.
    Blissing, Björn
    et al.
    Statens väg- och transportforskningsinstitut, Körsimulering och visualisering, SIM.
    Bruzelius, Fredrik
    Statens väg- och transportforskningsinstitut, Förare och fordon, FOF.
    Exploring the suitability of virtual reality for driving simulation2018In: Proceedings of the Driving Simulation Conference 2018 / [ed] Andras Kemeny, Frédéric Mérienne, Florent Columbet, Stéphane Espié, Antibes, France, 2018, p. 163-166Conference paper (Refereed)
    Abstract [en]

    Head mounted displays (HMDs) is an emerging technology and the availability of affordable systems is growing fast. Replacing projector and large screen solutions with head mounted displays may appear as an appealing solution. However, inherent properties and technical limitations of these systems need to be understood and considered before making the leap to virtual reality.

    This paper outlines some of the most fundamental limitations of head mounted displays relevant to this context, both from a technical and human factors perspective. Desirable properties of scenarios and types of studies are deduced, based on these limitations. Finally, a meta analysis is performed on the feasibility of transferring simulator studies found in the literature to platforms with head mounted displays. The results suggest that a noticeable amount (40%) of the investigated simulator studies could likely have been performed with head mounted displays. This number could be increased further with technical advances in display resolution, display technology, reduction in latency, etc.

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  • 19.
    Blissing, Björn
    et al.
    Statens väg- och transportforskningsinstitut, Körsimulering och visualisering, SIM.
    Bruzelius, Fredrik
    Statens väg- och transportforskningsinstitut, Körsimulering och visualisering, SIM.
    Eriksson, Olle
    Statens väg- och transportforskningsinstitut, Drift och underhåll, DOU.
    Driver behavior in mixed and virtual reality: a comparative study2016In: Proceedings of the DSC 2016 Europe / [ed] Andras Kemeny, Frédéric Mérienne, Florent Columbet, Stéphane Espié, Paris, France: Driving Simulation Association , 2016, p. 179-186Conference paper (Refereed)
    Abstract [en]

    This paper presents a comparative study of driving behavior when using different virtual reality modes. Test subjects were exposed to mixed, virtual, and real reality using a head mounted display capable of video see-through, while performing a simple driving task. The driving behavior was quantified in steering and acceleration/deceleration activities, divided into local and global components. There was a distinct effect of wearing a head mounted display, which affected all measured variables. Results show that average speed was the most significant difference between mixed and virtual reality, while the steering behavior was consistent between modes. All subjects but one were able to successfully complete the driving task, suggesting that virtual driving could be a potential complement to driving simulators.

  • 20.
    Blissing, Björn
    et al.
    Statens väg- och transportforskningsinstitut, Körsimulering och visualisering, SIM.
    Bruzelius, Fredrik
    Statens väg- och transportforskningsinstitut, Körsimulering och visualisering, SIM.
    Eriksson, Olle
    Statens väg- och transportforskningsinstitut, Drift och underhåll, DOU.
    Effects of Visual Latency on Vehicle Driving Behavior2016In: ACM Transactions on Applied Perception, ISSN 1544-3558, E-ISSN 1544-3965, Vol. 14, no 1, p. 5:1-5:12, article id 5Article in journal (Refereed)
    Abstract [en]

    Using mixed reality in vehicles provides a potential alternative to using driving simulators when studying driver-vehicle inter- action. However, virtual reality systems introduce latency in the visual system that may alter driving behavior, which, in turn, results in questionable validity. Previous studies have mainly focused on visual latency as a separate phenomenon. In this work, latency is studied from a task-dependent viewpoint to investigate how participants’ driving behavior changed with increased latency. In this study, the investigation was performed through experiments in which regular drivers were subjected to different levels of visual latency while performing a simple slalom driving task. The drivers’ performances were recorded and evaluated in both lateral and longitudinal directions along with self-assessment questionnaires regarding task performance and difficulty. All participants managed to complete the driving tasks successfully, even under high latency conditions, but were clearly affected by the increased visual latency. The results suggest that drivers compensate for longer latencies by steering more and increasing the safety margins but without reducing their speed.

  • 21.
    Blissing, Björn
    et al.
    Swedish National Road and Transport Research Institute (VTI), Linköping, Sweden.
    Bruzelius, Fredrik
    Swedish National Road and Transport Research Institute (VTI), Linköping, Sweden.
    Eriksson, Olle
    Swedish National Road and Transport Research Institute (VTI), Linköping, Sweden.
    The Effects on Driving Behavior When Using a Head-Mounted Display in a Dynamic Driving Simulator2022In: ACM Transactions on Applied Perception, ISSN 1544-3558, E-ISSN 1544-3965, Vol. 19, no 1, p. 1-18Article in journal (Refereed)
    Abstract [en]

    Driving simulators are established tools used during automotive development and research. Most simulators use either monitors or projectors as their primary display system. However, the emergence of a new generation of head-mounted displays has triggered interest in using these as the primary display type. The general benefits and drawbacks of head-mounted displays are well researched, but their effect on driving behavior in a simulator has not been sufficiently quantified.

    This article presents a study of driving behavior differences between projector-based graphics and head-mounted display in a large dynamic driving simulator. This study has selected five specific driving maneuvers suspected of affecting driving behavior differently depending on the choice of display technology. Some of these maneuvers were chosen to reveal changes in lateral and longitudinal driving behavior. Others were picked for their ability to highlight the benefits and drawbacks of head-mounted displays in a driving context.

    The results show minor changes in lateral and longitudinal driver behavior changes when comparing projectors and a head-mounted display. The most noticeable difference in favor of projectors was seen when the display resolution is critical to the driving task. The choice of display type did not affect simulator sickness nor the realism rated by the subjects.

  • 22.
    Blissing, Björn
    et al.
    Statens väg- och transportforskningsinstitut, Fordonsteknik och simulering, FTS.
    Bruzelius, Fredrik
    Statens väg- och transportforskningsinstitut, Fordonsteknik och simulering, FTS.
    Ölvander, Johan
    Linköping University, Department of Management and Engineering, Machine Design. Linköping University, Faculty of Science & Engineering.
    Augmented and Mixed Reality as a tool for evaluation of Vehicle Active Safety Systems2013In: Proceedings of the 4th International Conference on Road Safety and Simulation, Rome, Italy, 23-25 October, 2013, Aracne editrice, 2013Conference paper (Other academic)
    Abstract [en]

    Even though the realism of driving simulators increases constantly, there is a potential issue with how representative the test is compared to a real life scenario. An alternative to simulators is to present a mixture of real and simulated environment to the driver and perform the scenario at a test track when driving a real vehicle. This enables an efficient way of testing that inherits many of the advantages of driving simulators as well as some of the advantages of physical testing in prototype vehicles. The present paper is a compilation of previous research in augmented reality in vehicle driving situations, focusing on technical limitations of Head-Mounted-Displays.

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  • 23.
    Boodé, Henrik
    Linköping University, Department of Computer and Information Science, Human-Centered systems. Linköping University, The Institute of Technology.
    Prototyping of a mobile, Augmented Reality assisted maintenance tool2014Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The purpose of this thesis work is to create a prototype for an augmented reality application that isaimed to support service technician when performing service and maintenance of machines andengines. The prototype will be used for investigating what technical limitations there is and toestablish basic usability for the user interface. The method that is used is user studies and analysis toevaluate use cases and user stories. An iterative work process is then applied for design and theprototype is continuously user tested.The resulting prototype uses a Samsung Galaxy Tab 2 running on Android operating system. Theframework used for augmented reality is NyARToolkit which handles marker recognition andconnections to Android. NyARToolkit uses OpenGL to visualize 3D models. The 3D models used isin the metasequoia fileformat. The application that implements the framework gets reasonableperformance on Galaxy Tab 2 and the visualization of 3D model is accomplished. A stabile markerrecognition is not attained.The usability has not been studied thoroughly, but it is designed based on the unofficial standard fordesign on mobile devices and for 3D manipulation on mobile devices. The graphical design is aimingfor an open workspace with as few interrupting objects as possible. Clear descriptions of objects are apart that has resulted from usertesting.Judging by the functionality that the prototype indicates it could be assumed that an application of thistype is possible in the given field, which is worked performed by a service technician. The testingequipment that has been used is not of the latest generation of mobile devices which can mean thatnewer models perform better than the ones used for testing. What seems to be limiting the use of themarker recognition is the quality of the video input. The device’s processing power affects howadvanced the 3D environment can be, which in turn can reduce performance when more complex 3Dmodels are used. Since there are several frameworks for the Android platform there is also severalsolutions to making a prototype with the sane functionality. Since I have only explored oneframework there is a possibility that another framework could have produced a more stabile prototypeThe user testing that has been performed points out that a distinct design is needed. Clearly describingtexts for different objects should be used to make the user less confused. An unofficial user designthat is generally used has to be implemented so that the users fell at home when handling theapplication on mobile devices.

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    Prototyping of a mobile, Augmented Reality assisted maintenance tool
  • 24.
    Bruckner, Stefan
    et al.
    Department of Informatics, University of Bergen, Bergen, Norway.
    Isenberg, Tobias
    AVIZ, INRIA, Saclay, France.
    Ropinski, Timo
    Institute of Media Informatics / Visual Computing Research Group, Ulm University, Ulm, Germany.
    Wiebel, Alexander
    Department of Computer Science, Hochschule Worms, 52788 Worms, Germany.
    A Model of Spatial Directness in Interactive Visualization2018In: IEEE Transactions on Visualization and Computer Graphics, ISSN 1077-2626, E-ISSN 1941-0506Article in journal (Refereed)
    Abstract [en]

    We discuss the concept of directness in the context of spatial interaction with visualization. In particular, we propose a model that allows practitioners to analyze and describe the spatial directness of interaction techniques, ultimately to be able to better understand interaction issues that may affect usability. To reach these goals, we distinguish between different types of directness. Each type of directness depends on a particular mapping between different spaces, for which we consider the data space, the visualization space, the output space, the user space, the manipulation space, and the interaction space. In addition to the introduction of the model itself, we also show how to apply it to several real-world interaction scenarios in visualization, and thus discuss the resulting types of spatial directness, without recommending either more direct or more indirect interaction techniques. In particular, we will demonstrate descriptive and evaluative usage of the proposed model, and also briefly discuss its generative usage.

  • 25.
    Brzeskot Ganning, Eliasz
    Linköping University, Department of Computer and Information Science.
    Designing Migraine Applications: A Qualitative Interview Study on Migraine Patients' Motivation of using Mhealth Applications2023Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Migraine is ranked as the third most widespread disease in the world by Global burden of Disease and study 2010. To reduce pressure on health care and also help patientsunderstand their condition, mobile health applications have become increasingly popularand accessible. These applications help by providing disease information, to documentsymptoms and analyze attack patterns. However, there is both a lack of patient centeredperspective and scientific based knowledge behind the design of these applications. Therefore, the aim of this study is to explore what might affect the patients’ motivationto use a mobile application to explore their condition. This by looking into how these applications can be designed so that patients’ find them helpful and easy to use. This wasdone by doing a qualitative interview study with ten patients with severe migraine andanalyzing the transcribed data through a reflexive thematic analysis. The thematic analysis resulted in three overarching themes personal motivations of exploring migraine, healthcare related motivations of exploring migraine, and technical support for motivation of exploringmigraine. Each overarching theme contained themes and sub-themes that are backed up byquotes in the data from the interviews. Also a proposal on how to visualize the threeoverarching themes in relation to each other is presented.In conclusion, designing applications that help with acceptance of condition, adaptivecontent and functionality, and deciding on a specific target patient group, are central findings of this study. Directives from health care was found to be the largest motivationaldrive in this study and could further be explored to work better with migraine applications.

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  • 26.
    Bång, Magnus
    Linköping University, Department of Computer and Information Science, Human-Centered systems. Linköping University, Faculty of Science & Engineering.
    Verktygsanvändning vid insatser: en studie vid tre räddningstjänster2018Report (Other academic)
    Abstract [sv]

    Kunskapen är begränsad kring hur frekvent olika verktyg nyttjas vid insatser och hur de olika objekten är placerade ur en ergonomisk synvinkel. Syftet med denna studie var att utreda hur frekvent olika verktyg används vid insatser hos räddningstjänsten samt göra en enklare placeringsanalys. Resultatet av studien är tänkt att kunna användas i kommande Basbilskoncept för att kunna placera utrustningen mer ergonomiskt lämpligt, koncentrera verktygsuppsättningen för att skapa förutsättningar för jämställdhetsintegrering och bättre arbetsmiljö inom räddningstjänsten.

    Datainsamling gjordes under perioden 2017-03-01 – 2017-11-30, med ett uppehåll under semesterperioden, på fyra räddningsfordon med ett sensorsystem som utvecklades för ändamålet. Studien beskriver angreppssätt för mätningen samt de minst och mest frekvent använda verktygen på fyra förstaräddningsfordon hos Räddningstjänst Syd (Jägersro), Räddningstjänsten i Storgöteborg (Gårda och Mölndal) samt Räddningstjänsten Östra Götaland (Lambohov). Studien beskriver även en kvantitativ- och kvalitativ analys avseende verktygs och objekts vikt och placering utifrån en ergonomisk synvinkel. Rapporten avslutas med rekommendationer kring hur skåp kan utformas i en framtida BAS-bil för att ge bättre förutsättningar för jämställdhetsintegrering och bättre arbetsmiljö inom räddningstjänsten.

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  • 27.
    Bång, Magnus
    et al.
    Linköping University, Department of Computer and Information Science, Human-Centered systems. Linköping University, The Institute of Technology.
    Prytz, Erik
    Linköping University, Department of Computer and Information Science, Human-Centered systems. Linköping University, The Institute of Technology.
    Rybing, Jonas
    Linköping University, Department of Computer and Information Science, Human-Centered systems. Linköping University, The Institute of Technology.
    Timpka, Toomas
    Linköping University, Department of Medical and Health Sciences, Division of Community Medicine. Linköping University, Faculty of Health Sciences. Östergötlands Läns Landsting, Center for Health and Developmental Care, Center for Public Health.
    Cognitive design of a digital desk for the emergency room setting2014In: 2014 AMIA Annual Symposium / [ed] Westra, Bonnie L, Oxford University Press, 2014Conference paper (Refereed)
  • 28.
    Bångerius, Sebastian
    et al.
    Linköping University, Department of Computer and Information Science.
    Fröberg, Felix
    Linköping University, Department of Computer and Information Science.
    Functional testing of an Android application2016Independent thesis Basic level (degree of Bachelor), 10,5 credits / 16 HE creditsStudent thesis
    Abstract [en]

    Testing is an important step in the software development process in order to increase the reliability of the software. There are a number of different methods available to test software that use different approaches to find errors, all with different requirements and possible results. In this thesis we have performed a series of tests on our own mobile application developed for the Android platform. The thesis starts with a theory section in which most of the important terms for software testing are described. Afterwards our own application and test cases are presented. The results of our tests along with our experiences are reviewed and compared to existing studies and literature in the field of testing. The test cases have helped us find a number of faults in our source code that we had not found before. We have discovered that automated testing for Android is a field where there are a lot of good tools, although these are not often used in practice. We believe the app development process could be improved greatly by regularly putting the software through automated testing systems.

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    functional_testing_of_an_Android_application_sebba262_felfr379
  • 29.
    Börütecene, Ahmet
    et al.
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, Faculty of Science & Engineering.
    Buruk, Oguz Turan
    Tampere University.
    Otherworld: Ouija Board as a Resource for Design2019In: Proceedings of the Halfway to the Future Symposium 2019 / [ed] Joel E Fischer, Sarah Martindale, Martin Porcheron, Stuart Reeves, Jocelyn Spence, New York, NY, USA: ACM Publications, 2019, article id 4Conference paper (Refereed)
    Abstract [en]

    The Ouija board is a device to contact spirits from the so-called otherworld. Although it is considered paranormal activity, the way it works rests on ideomotor actions and we argue that the Ouija is a resource for design for the following aspects: It is a 1) collective tangible exploration tool operated by two or more people through a physical pointer that moves, seemingly on its own, around the letters to probe meanings by composing messages. It has been used by artists as a medium offering 2) creative stimulation to generate material and develop ideas for their work. The Ouija also enables people to express nonconscious knowledge, as research suggests, and thus can provide 3) access to tacit dimension. In this paper, we present the Otherworld Framework that describes its principal elements and provide speculations on how to exploit them in design for collaborative, engaging and unconventional group interactions.

  • 30.
    Carlqvist, Thea
    Linköping University, Department of Computer and Information Science.
    Att Placera Trygghet i Platsen av Ovana: En explorativ studie med personer diagnostiserade med högfungerande autism om deras upplevelse av vad som avgör om en plats är trygg att vistas i2022Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [sv]

    Autismspektrumet har en bred problematik. För att nämna några aspekter kan personen med autismspektrumstillstånd ha svårt för att kommunicera socialt, det kan vara svårt att läsa av situationer och andra människor och det är vanligt att de lider av ångest. Detta tillsammans med en aversion mot nya situationer, som platser, kan tänkas göra det särskilt svårt för dessa personer att ta sig till nya ställen för att till exempel träffa en kompis eller doktor, på grund av ovana. För denna studie genomfördes djupintervjuer på distans med ett urval av sju personer på den relativt högfungerande änden av spektrumet för att diskutera hur de upplever trygghet kopplat till platser och vad det nu kan innebära. Vad är trygghet för dem? Kan man dela upp det i beståndsdelar? Vad tycker de om en teknisk lösning att utforska en plats via en 360-video? Det visade sig att trygghet i huvudsak påverkas av en kombination av klara föreställningar av förväntningar av hur saker går till på platsen, typen av människor där, sinnesintryck och ett bristande lokalsinne. Informanterna berättar att en trygg plats är en plats som känns lugn och välkomnande, är förutsägbar och enkel att ta sig ifrån. 360-videon är en mycket uppskattad lösning som de bedömer vara lustfylld och informativ. Den uppskattades vara användbar för att kunna se exakt hur det ser ut och lite runt om vilket hjälper en att öva hitta där och ibland kunde den även användas för att dra slutsatser om personer och sinnesintryck att förvänta där. Vidare arbete hade varit intressant med personer på spektrumet som upplever mer omfattande problem med nya platser och en video som inkluderar en tydlig väg till kollektivtrafiksrutter och mer material över tid för att kunna ge en mer representativ bild och förstärka videons användbarhet: öva hitta och sätta sig in i den specifika platsen genom att få titta runt själv.  

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  • 31.
    Dahlberg, Johannes
    Linköping University, Department of Computer and Information Science, Human-Centered systems. Linköping University, The Institute of Technology.
    En Android-applikation: för övervakning av varningar och fel2012Independent thesis Basic level (degree of Bachelor), 10,5 credits / 16 HE creditsStudent thesis
    Abstract [sv]

    Lawson Software, ett dotterbolag till Infor, är ett företag med mer än 4000 anställda i 40 länder. De levererar affärsystemlösningar och tjänster till företag inom hälsovård, tillverkning, distribution, underhåll och service.

    Grundsystemet i Lawsons affärssystem består av en mängd mindre applikationer som körs mot ett egenutvecklat system. Vad jag ska göra är att undersöka möjligheten att övervaka dessa applikationer genom en smartphone och bygga en prototyp för övervakningen i Java, för Android.

    Applikationen mottogs positivt av Lawson och det finns redan planer på vidare utveckling av den efter exjobbets avslut.

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    Exjobbsrapport
  • 32.
    Djerf, Frithiof
    et al.
    Linköping University, Department of Computer and Information Science, Human-Centered systems. Linköping University, Faculty of Science & Engineering.
    Andersson, Filip
    Linköping University, Department of Computer and Information Science, Human-Centered systems. Linköping University, Faculty of Science & Engineering.
    Att hantera sömmar i interaktiva system2015Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The purpose of this paper is to examine how seams in an interactive system should be managed. Seamsin this study refer to the boundaries that arise when users move between for example differentsoftware, products or positioning systems. These seams are a cornerstone of the relatively unexploredarea called seamful design, which is based on that users can avail highlighted seams through activeparticipation in the use of a system. To analyze this area, seamful design is applied to the developmentof an interface of a smoothie vending machine. This smoothie machine thus provides the analyzedinteractive system, which the research questions are applied to as well as answered by. The researchquestions are infused by seams and seamful design. More specifically, this paper questions how, whenand why these seams should be made visible or hidden. Another question stresses if the visualizationof seams can be applied to a smoothie machine and create distinct advantages in this system.

    To accomplish this, the project was divided in three separate phases. The first phase consisted ofexamining the conditions, environment and design of the service and the product. The second phaseconsisted of an iterative creation of concept proposals and usage of related methods. The third andfinal phase involved performing user tests, evaluating the interface and drawing conclusions about theformulated research questions.

    The project results are visualized partly by the final interface that was generated, and partly by theresults of the performed user tests during the third phase, which later came to form the basis for theconclusions that arose. The results included the understanding that the visualization of seams have thepotential to increase the task success rate, but at the same time may entail the risk of extending thetime it takes to perform a task. This was distinguished from the result of the test where the user wasgiven the task to place a cup in the machine. In one case, the seam was highlighted, while it was hiddenin the other. An additional result was that users expressed that seams could entail an advantage whenthe system was used repeatedly, while they in situations where they only used the system once, arguedthat it was beneficial to hide the seam because of lack of interest of the additional information.

    The conclusions based on this result, included both guidelines of how, when and why it is appropriateto highlight or hide seams, and also the finding that that seamful design has potential to be applied toa smoothie machine with clear benefits. The first of these guidelines implies that seams should behidden in systems which focus on performance and efficiency, as there is a risk that the usage time isprolonged when the seam is highlighted. Another guideline states that seams should be hidden whenmanipulation of the system could entail a serious risk, due to that users in most cases create a deeperunderstanding of the underlying technology when the seams are highlighted. On the contrary, insystems where possible manipulation entails no significant risk, seams may be highlighted to facilitatean individual use of the system. Furthermore, it is advantageous to highlight seams when a repeateduse of the system occurs, because of the fact that many users expressed that they pay greater attentionto seams when they have acquired some familiarity with the interface. Finally, perhaps the mostimportant aspect when a seam is about to be highlighted, is to make sure that the user physically canact and respond to the additional information that comes with the seam.

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  • 33.
    Eklund, Robert
    Linköping University, Department of Culture and Communication, Language and Culture. Linköping University, Faculty of Arts and Sciences.
    Statement by Robert Eklund2017Other (Other academic)
    Abstract [en]

    Given a background in Speech Technology (I worked on the first concatenative speech synthesizer for Swedish, the first commercial ASR system for Swedish (now Nuance) and the first open prompt human–computer support system in Scandinavia (Telia 90 200) it has, for a long time been ”natural” for me to think in terms of interaction, and concepts like agents, avatars, Theory of Mind and interface design (auditory and visual) have all been part of parcel of my work activities during the period 1994 to (roughly) 2012....

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    Statement by Robert Eklund
  • 34.
    Ekström, Victor
    et al.
    Linköping University, Department of Computer and Information Science.
    Jakobsson, Marcus
    Linköping University, Department of Computer and Information Science.
    Utveckling av ett lärospel för att skapa hög användbarhet till förskolebarn2020Independent thesis Basic level (degree of Bachelor), 10,5 credits / 16 HE creditsStudent thesis
    Abstract [sv]

    I detta arbete utvecklas ett spel för utlärning av programmeringskoncept till förskolebarn. Spelet utvecklas agilt som ett delspel i lärospelet “Magiska Trädgården”. Resultatet av det utvecklade spelet är ett spel där ett bi ska flyga i en loop för att plocka upp ett antal bär, detta ska medföra förståelse av loopar som programmeringskoncept. Spelets användbarhet utvärderades av experter i en heuristisk studie med hjälp av 8 erkända användbarhetsprinciper [4]. 

    Utvärderingen av spelet visar att det enligt experternas åsikt uppfyller de utvalda användbarhetsprinciperna. Dessutom utvärderades det av experterna som meningsfullt i utbildningssyfte.

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  • 35.
    Ekströmer, Philip
    et al.
    Linköping University, Department of Management and Engineering, Machine Design. Linköping University, Faculty of Science & Engineering.
    Wever, Renee
    Linköping University, Department of Management and Engineering, Machine Design. Linköping University, Faculty of Science & Engineering.
    Andersson, Patrik
    Jönsson, Johan
    Shedding Light on Game Engines and Virtual Reality for Design Ideation2019In: Proceedings of the Design Society: International Conference on Engineering Design, Cambridge University Press , 2019, Vol. 1, no 1, p. 2003-2010Conference paper (Refereed)
    Abstract [en]

    While pen-and-paper sketches is generally considered the best tool for design ideation, there are certain areas of design where the ideas being generated do not easily lend themselves to sketching. This study reports on two cases that explores the use of game engines in combination with Virtual Reality (VR) to visualize lighting in the automotive industry. In the first case, the exterior lights of a car were visualized using Unreal Engine 4 and evaluated using research through design and expert interviews. In the second case, Unreal Engine VR Editor was used to explore ideation and concept development of interior lighting in long haulage trucks. The insights from the cases suggest that game engines and VR can be used to quickly develop and display ideas, concepts and scenarios in the early phases of the lighting design process. These strengths suggest that game engines and VR also have the potential to support design ideation for other types of design.

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  • 36.
    Eriksson, Henrik
    et al.
    Linköping University, Department of Computer and Information Science, MDALAB - Human Computer Interfaces. Linköping University, The Institute of Technology.
    Kovordanyi, Rita
    Linköping University, Department of Computer and Information Science, MDALAB - Human Computer Interfaces. Linköping University, The Institute of Technology.
    Rankin, Amy
    Linköping University, Department of Computer and Information Science, MDALAB - Human Computer Interfaces. Linköping University, The Institute of Technology.
    CRISIS: Virtual-reality-based training for emergency management2010Conference paper (Refereed)
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  • 37.
    Escher, Cecilia
    et al.
    CLINTEC-Department of Clinical Science Interventions and Technology, Karolinska Institutet, Stockholm, Sweden; CAMST-Center for Advanced Medical Simulation and Training, Karolinska University Hospital, Stockholm, Sweden.
    Rystedt, Hans
    Department of Education, Communication and Learning, University of Gothenburg, Gothenburg, Sweden.
    Creutzfeldt, Johan
    CLINTEC-Department of Clinical Science Interventions and Technology, Karolinska Institutet, Stockholm, Sweden; CAMST-Center for Advanced Medical Simulation and Training, Karolinska University Hospital, Stockholm, Sweden.
    Meurling, Lisbet
    CLINTEC-Department of Clinical Science Interventions and Technology, Karolinska Institutet, Stockholm, Sweden; CAMST-Center for Advanced Medical Simulation and Training, Karolinska University Hospital, Stockholm, Sweden.
    Nyström, Sofia
    Linköping University, Department of Behavioural Sciences and Learning, Education and Adult Learning. Linköping University, Faculty of Educational Sciences.
    Dahlberg, Johanna
    Linköping University, Department of Clinical and Experimental Medicine, Division of Microbiology and Molecular Medicine. Linköping University, Faculty of Medicine and Health Sciences.
    Edelbring, Samuel
    Linköping University, Department of Medical and Health Sciences, Division of Community Medicine. Linköping University, Faculty of Medicine and Health Sciences.
    Nordahl Amorøe, Torben
    Simulator Centre West, Sahlgrenska University Hospital, Gothenburg, Sweden.
    Hult, Håkan
    CLINTEC-Department of Clinical Science Interventions and Technology, Karolinska Institutet, Stockholm, Sweden.
    Felländer-Tsai, Li
    CLINTEC-Department of Clinical Science Interventions and Technology, Karolinska Institutet, Stockholm, Sweden; CAMST-Center for Advanced Medical Simulation and Training, Karolinska University Hospital, Stockholm, Sweden.
    Abrandt Dahlgren, Madeleine
    Linköping University, Department of Medical and Health Sciences, Division of Community Medicine. Linköping University, Faculty of Medicine and Health Sciences.
    Method matters: impact of in-scenario instruction on simulation-based teamwork training2017In: Advances in Simulation, E-ISSN 2059-0628, Vol. 2, no 25Article in journal (Refereed)
    Abstract [en]

    Background

    The rationale for introducing full-scale patient simulators in training to improve patient safety is to recreate clinical situations in a realistic setting. Although high-fidelity simulators mimic a wide range of human features, simulators differ from the body of a sick patient. The gap between the simulator and the human body implies a need for facilitators to provide information to help participants understand scenarios. The authors aimed at describing different methods that facilitators in our dataset used to provide such extra scenario information and how the different methods to convey information affected how scenarios played out.

    Methods

    A descriptive qualitative study was conducted to examine the variation of methods to deliver extra scenario information to participants. A multistage approach was employed. The authors selected film clips from a shared database of 31 scenarios from three participating simulation centers. A multidisciplinary research team performed a collaborative analysis of representative film clips focusing on the interplay between participants, facilitators, and the physical environment. After that, the entire material was revisited to further examine and elaborate the initial findings.

    Results

    The material displayed four distinct methods for facilitators to convey information to participants in simulation-based teamwork training. The choice of method had impact on the participating teams regarding flow of work, pace, and team communication. Facilitators’ close access to the teams’ activities when present in the simulation suite, either embodied or disembodied in the simulation, facilitated the timing for providing information, which was critical for maintaining the flow of activities in the scenario. The mediation of information by a loudspeaker or an earpiece from the adjacent operator room could be disturbing for team communication.

    Conclusions

    In-scenario instruction is an essential component of simulation-based teamwork training that has been largely overlooked in previous research. The ways in which facilitators convey information about the simulated patient have the potential to shape the simulation activities and thereby serve different learning goals. Although immediate timing to maintain an adequate pace is necessary for professionals to engage in training of medical emergencies, novices may gain from a slower tempo to train complex clinical team tasks systematically.

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  • 38.
    Field, Joris
    et al.
    National Aerospace Laboratory, NLR, The Netherlands.
    Rankin, Amy
    Linköping University, Department of Computer and Information Science. Linköping University, The Institute of Technology.
    Lemmers, Arjan
    National Aerospace Laboratory, NLR, The Netherlands.
    Morin, Magnus
    VSL Systems, Sweden.
    Instructor tools for virtual training Systems2012In: ISCRAM 2012 Conference Proceedings / [ed] Leon Rothkrantz, Jozef Ristvej, Zeno Franco, 2012Conference paper (Refereed)
    Abstract [en]

    Crisis management exercises require a lot of preparation and planning to ensure that the training objectives are met. This is often a time consuming and expensive process and can be a major barrier to setting up frequent crisis management training sessions. The introduction of virtual training environments to supplement the live exercises enables the development of tools to support the instructors in their planning, management, observation and analysis of training exercises. This can simplify the planning process, and give instructors control over the configuration of the exercises to tailor them to the needs of individual trainees. In this paper we present a tool that supports instructors in the planning of virtual exercises, and can be used to provide templates for live exercises. This tool has been developed with ongoing feedback from instructors and crisis management personnel and forms part of a crisis management virtual training system.

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    fulltext
  • 39.
    Fjellström, Jonatan
    Linköping University, Department of Computer and Information Science, Human-Centered systems. Linköping University, Department of Management and Engineering, Machine Design.
    Gaze Interaction in Modern Trucks2014Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this master thesis project carried out on Scania’s interaction design department in Södertälje an evaluation of the technology gaze interaction has been done. The aim was to see if the technology was suitable for implementation in a truck environment and what potential it had. The work started by doing a context analysis to get a deeper knowledge of the research done on within the area related to the subject. Following the context analysis a comprehensive need finding process was done. In this process, data from interviews, observations, ride along with truck drivers, benchmarking and more was analysed. The analysis of this was used to identify the user needs. Based on the user needs the concept development phase was conducted. The whole development phase was done in different stages and started off by an idea generation process. The work flow was made in small iterations with the idea to continuously improve the concepts. All concepts were evaluated in a concept scoring chart to see which of the concepts that best fulfilled the concept specifications. The concepts that best could highlight the techniques strengths and weaknesses were chosen and these are Head Up Display Interaction and Gaze Support System.. These concepts focused on the interaction part of the technique rather than a specific function. Test of the two concepts were conducted in a simulator to get data and see how they performed compared to today´s Scania trucks. The result overall was good and the test subjects were impressed with the systems. However there was no significance in most of the cases of driving except for some conditions where the concepts prove to be better than the systems used today. Gaze interaction is a technology that is suitable for a truck driving environment given that a few slight improvements are made. Implementation of the concepts have a good potential of reducing road accidents caused by human errors. 

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    Gaze Interaction in Modern Trucks
  • 40.
    Fors Johansson, Christoffer
    Linköping University, Department of Computer and Information Science, Software and Systems.
    OpenModelica Interactive Simulation using an OPC UA client2017Independent thesis Basic level (university diploma), 10,5 credits / 16 HE creditsStudent thesis
    Abstract [en]

    Simulating a model of a complex physical system can beuseful in order to obtain a deeper understanding of the system.OpenModelica is an open-source, modeling and simulation environmentin which such a simulation could be performed. This thesispresents a design and implementation of an interactive simulationprototype for the OpenModelica Connection Editor. After aninvestigation of the possibilities in the current OpenModelicaenvironment, several requirements were determined about howinteractive simulation should look and work. A prototype wasdeveloped based on these requirements. As a result, the prototypecan act as a base for applying further functionality to theinteractive simulation in both parallel and future works.

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  • 41.
    Forsström, D.
    et al.
    Department of Psychology, Stockholm University, Stockholm, Sweden.
    Jansson-Fröjmark, M.
    Department of Psychology, Stockholm University, Stockholm, Sweden; Centre for Psychiatry Research, Department of Clinical Neuroscience, Stockholm, Sweden.
    Hesser, Hugo
    Linköping University, Department of Behavioural Sciences and Learning, Psychology. Linköping University, Faculty of Arts and Sciences.
    Carlbring, P.
    Department of Psychology, Stockholm University, Stockholm, Sweden.
    Experiences of Playscan: Interviews with users of a responsible gambling tool2017In: Internet Interventions, ISSN 2214-7829, Vol. 8, p. 53-62Article in journal (Refereed)
    Abstract [en]

    Online gambling, encompassing a wide variety of activities and around-the-clock access, can be a potential risk factor for gamblers who tend to gamble excessively. Yet, the advent of online gambling has enabled responsible gambling (RG) features that may help individuals to limit their gambling behaviour. One of these features is RG tools that track gamblers’ behaviour, performs risk assessments and provides advice to gamblers. This study investigated users’ views and experiences of the RG tool Playscan from a qualitative perspective using a semi-structured interview. The tool performs a risk assessment on a three-step scale (low, medium and high risk). Users from every risk category were included. Twenty interviews were carried out and analysed using thematic analysis. Two main themes with associated sub-themes were identified: “Usage of Playscan and the gambling site” and “Experiences of Playscan”. Important experiences in the sub-themes were lack of feedback from the tool and confusion when signing up to use Playscan. These experiences counteracted positive attitudes that should have promoted usage of the tool. Providing more feedback directly to users is a suggested solution to increase usage of the RG tool. © 2017 The Authors

  • 42.
    Gao, Haichang
    et al.
    Xidian Univ, Peoples R China.
    Wang, Ping
    Xidian Univ, Peoples R China.
    Yan, Jeff
    Linköping University, Department of Computer and Information Science, Database and information techniques. Linköping University, Faculty of Science & Engineering.
    Tang, Mengyun
    Xidian Univ, Peoples R China.
    Cao, Fang
    Xidian Univ, Peoples R China.
    Extended Security Analysis of Hollow Captchas2018In: Journal of Internet Technology, ISSN 1607-9264, E-ISSN 2079-4029, Vol. 19, no 4, p. 1075-1088Article in journal (Refereed)
    Abstract [en]

    Text-based Captchas are now most widely used security technology for differentiating between computers and humans. Hollow Captchas have emerged as one of the latest designs, and they have been deployed by more and more major companies. Besides Yahoo!, Tencent, Sina, China Mobile and Baidu, some other websites, especially for higher security requirement shopping websites are also using this scheme. A main feature of such schemes is to use contour lines to form connected hollow characters with the aim of improving security and usability simultaneously. It is hard for standard techniques to segment and recognize such connected characters, which are however easy for human eyes. In this paper, we provide a systematic security analysis of hollow Captchas. We show that with a simple but novel attack, we can break most hollow Captchas with a relatively high success rate, including those deployed by the major companies. Our attack for the first time combines segmentation and recognition in a single step. We also discuss lessons and guidelines for designing better Captchas.

  • 43.
    Gawell, Elin
    et al.
    Linköping University, Department of Computer and Information Science, Human-Centered systems.
    Hedvall, Maria
    Linköping University, Department of Computer and Information Science, Human-Centered systems.
    Att designa en produkt för vuxna med ADHD och/eller autismspektrumtillstånd2016Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    To live as an adult diagnosed with attention deficit hyperactivity disorder, ADHD and/or autism spectrum disorder, ASD, can be a challenge in everyday life. To help them in their daily lives, a concept that solves an everyday problem has been developed. The experience acquired from the development of the product concept have been summarized in a way that it can be used by other product developers, and thereby make products in the future more adopted to people with ADHD and/or ASD.

    Different areas have been studied to enable development of the concept. These areas are information about the diagnoses, guidelines to develop products for people with ADHD and ASD as well as what kind of cognitive assistive technology there is on the market for people with ADHD and ASD that is useful in their everyday life. The development process has consisted of idea generations, one of those where executed with people diagnosed with ADHD/ASD or with knowledge about the diagnoses, concept development with a concept evaluation with people diagnosed with ADHD/ASD or with knowledge about the diagnoses, detailed design of chosen concept and usability testing after which further modification has been made.

    The conclusion drawn from this work is that there are characteristic features of ADHD and ASD that are relevant to the development of a product concept. There are existing guidelines for designers when designing for adults with the diagnoses, but it is more common with guidelines when designing for children with these diagnoses. The guidelines that have been identified are in the areas of interior design, user centered design and interaction design. These guidelines don’t create understanding for the individuals with diagnoses regarding both a design- and a psychological perspective. The compiled insights presented in this thesis can be used by other product developers without knowledge about the diagnoses and make products more adopted to people with ADHD and/or ASD in the future.

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  • 44.
    Goodwin, Marjorie
    et al.
    Dept. of Anthropology, University of California, Los Angeles.
    Cekaite, Asta
    Linköping University, The Tema Institute, Department of Child Studies. Linköping University, Faculty of Arts and Sciences.
    Orchestrating directive trajectories in communicative projects in family interaction2014In: Requesting in social interaction / [ed] Paul Drew, Elisabeth Couper-Kuhlen, Amsterdam: John Benjamins , 2014, 1, p. 185-214Chapter in book (Refereed)
    Abstract [en]

    Exploring the entanglement of resources (facial expressions, gesture, gaze, and intonation) that mutually elaborate each other in the production of social action, across the life of a particular communicative project in family interactions (getting children to bed), we investigate the ways in which participants calibrate actions with reference to each other’s actions. Our specific concern is the choreographing of directive response sequences. While directives are commonly thought of as “doing things with words”, in face -to-face interaction they frequently entail doing things with bodies as well. Thus, along with a consideration of action formation, syntactic formats, and prosody used to construct directives and build responses, we examine the haptic forms that overlay verbal directive forms, as well as configurations of bodies in lived social space. Compliance may take the shape of nonverbal responses such as willing movement towards the target space indexed by the directive, minimal verbal agreement – plaintive, reluctant, or joyful – with a parent’s directive, or response cries, e.g. exasperation or disgruntled disbelief. As agents with projects of their own, children can respond to directives with considerable resistance. Very different types of affective landscapes are created in the midst of interaction. People in interaction form environments for each other, either ones displaying deference and accountability for one’s actions or alternatively displaying outright antagonism and disdain. Examples in this study are drawn from video recordings of naturally occurring interaction in middle class families who were part of the project of UCLA’s Center on Everyday Lives of Families and Sweden’s sister project.

  • 45.
    Gopinath, Varun
    Linköping University, Department of Management and Engineering, Machine Design. Linköping University, Faculty of Science & Engineering.
    On Safe Collaborative Assembly With Large Industrial Robots2019Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    This thesis pertains to industrial safety in relation to human-robot collaboration. The aim is to enhance understanding of the nature of systems where large industrial robots collaborate with humans to complete assembly tasks. This understanding may support development and safe operations of future collaborative systems.

    Industrial robots are widely used to automate manufacturing operations across several industries. The automotive industry is the largest user of robots and have identified robot-based automation as a strategy to improve efficiency in manufacturing operations.

    Recently, a class of machines referred to as collaborative robots have been developed by robot manufacturers to support operators in assembly tasks. The use of these robots to support human workers in an industrial context are referred to as collaborative operations.

    Presently, collaborative robots have limited reach and load carrying capacity compared to standard industrial robots. Large/standard industrial robots are widely used for applications such as welding or painting. They can, in principle support operators in assembly tasks as well.

    Two laboratory demonstrators representing the final results from a series of research activities will be presented. They were developed to investigate issues related to personnel and process safety while working with large industrial robots in collaborative operations. The demonstrators were partially based on assembly workstations that are currently operational and they exemplify challenges faced by the automotive industry.

    Demonstrator-based Research, a methodology for collaborative research that emphasizes development of demonstrators as a research tool, forms the rationale for carrying out research operations presented in this thesis. An evaluation of the laboratory demonstrators by industrial participants suggests an increased interest and confidence in collaborative operations with large robots. The demonstrators have served as a tentative platform for participants to identify and discuss manufacturing and safety challenges in relation to their organization.

    A main outcome presented in this thesis relates to specifying requirements for introducing robots in a human-populated environment. Introducing robotic systems in new environments requires reconsideration of the nature of the hazards particular to the domain. An analysis of the laboratory demonstrators suggest that, in addition to hazards associated with normal functioning of the system, limitations in human cognition must be considered. These results will be exemplified and discussed in the context of situational and mode awareness. Additionally, a model of a collaborative workstation will be presented in terms of three constituents – workspace, tasks and interaction.

    This is particularly significant considering the direction of present-day research aimed at introducing robots across various industries and working environments. In response to this trend, this thesis discusses the relevance of Interactive Research and its emphasis on joint learning that goes on between academic researchers and industrial participants as a valuable principle for collaborative research.

    List of papers
    1. Design Criteria for a Conceptual End-effector for Physical Human-Robot Production Cell
    Open this publication in new window or tab >>Design Criteria for a Conceptual End-effector for Physical Human-Robot Production Cell
    2014 (English)In: Proceedings of The 6th International Swedish Production Symposium 2014, Gothenburg: Chalmers Conferences , 2014, p. 1-7Conference paper, Published paper (Refereed)
    Abstract [en]

    Speed, precision and repeatability are virtues of industrial robots which are relied on by manufacturing firms but also necessitates segregating them within controlled fenced areas. Therefore, industrial robots cannot cooperate with line workers in assembling task. With recent developments in robotics, new possibilities have emerged that can enable manufacturing firms to be flexible and cost effective. This paper presents preliminary results from investigations into the possibility of a man-machine production cell where plastic panels are assembled under the car. A conceptual man-machine collaborative production cell will be presented detailing characteristics required to ensure safety.

    Place, publisher, year, edition, pages
    Gothenburg: Chalmers Conferences, 2014
    Keywords
    Human-Robot Collaboration, Mixed-model assembly Line, Flexible Manufacturing.
    National Category
    Production Engineering, Human Work Science and Ergonomics
    Identifiers
    urn:nbn:se:liu:diva-123649 (URN)9789198097412 (ISBN)
    Conference
    The 6th Swedish Production Symposium, Clarion Hotel Post September 16-18, Gothenburg, Sweden
    Projects
    Collaborative Team of Man and Machine ToMM
    Funder
    Vinnova
    Available from: 2016-01-04 Created: 2016-01-04 Last updated: 2019-11-20Bibliographically approved
    2. Risk Assessment Process for Collaborative Assembly - A Job Safety Analysis Approach
    Open this publication in new window or tab >>Risk Assessment Process for Collaborative Assembly - A Job Safety Analysis Approach
    2016 (English)In: 6TH CIRP CONFERENCE ON ASSEMBLY TECHNOLOGIES AND SYSTEMS (CATS), ELSEVIER SCIENCE BV , 2016, Vol. 44, p. 199-203Conference paper, Published paper (Refereed)
    Abstract [en]

    International safety standards state that risk assessment is the first step in understanding and eliminating hazardous work environment. The traditional method of risk assessment using Job Safety Analysis, where sequential tasks of the operator are analysed for potential risks, needs to be adapted to applications where humans and robots collaborate to complete assembly tasks. This article proposes a novel approach by placing equal emphasis on various participants working within their workspaces. An industrial case study wil be used to showcase the merits of the process when used at an early stage in the development of a collaborative assembly cell. (C) 2016 The Authors. Published by Elsevier B.V.

    Place, publisher, year, edition, pages
    ELSEVIER SCIENCE BV, 2016
    Series
    Procedia CIRP, ISSN 2212-8271
    Keywords
    Human Robot Collaboration; Risk Assessment; Safety Standards; Collaborative Assembly
    National Category
    Production Engineering, Human Work Science and Ergonomics
    Identifiers
    urn:nbn:se:liu:diva-129505 (URN)10.1016/j.procir.2016.02.334 (DOI)000376432200033 ()
    Conference
    6th CIRP Conference on Assembly Technologies and Systems (CATS)
    Available from: 2016-06-20 Created: 2016-06-20 Last updated: 2019-11-20
    3. Safe Assembly Cell Layout through Risk Assessment: An Application with Hand Guided Industrial Robot
    Open this publication in new window or tab >>Safe Assembly Cell Layout through Risk Assessment: An Application with Hand Guided Industrial Robot
    2017 (English)In: Proceedings of the 50th CIRP Conference on Manufacturing Systems / [ed] Mitchell M. Tseng, Hung-Yin Tsai and Yue Wang, Elsevier, 2017, Vol. 63, no Supplement C, p. 430-435Conference paper, Published paper (Refereed)
    Abstract [en]

    Risk assessment is a systematic and iterative process which involves risk analysis where the probable hazards are identified and corresponding risks are evaluated along with solutions to mitigate the effect of these risks. In this article the outcome of a risk assessment process will be detailed where a large industrial robot is being used as a intelligent and flexible lifting tool that can aid operators in assembly tasks. The realization of a collaborative assembly station has several benefits such as increased productivity and improved ergonomic work environment. The article will detail the design of the layout of a collaborative assembly cell which takes into account the safety and productivity concerns of automotive assembly plants.

    Place, publisher, year, edition, pages
    Elsevier, 2017
    Series
    Procedia CIRP
    Keywords
    Human Robot Collaboration, Safety Standards, Collaborative Assembly, Hand-Guided Robot
    National Category
    Production Engineering, Human Work Science and Ergonomics
    Identifiers
    urn:nbn:se:liu:diva-142319 (URN)10.1016/j.procir.2017.03.160 (DOI)000418465500073 ()2-s2.0-85028677171 (Scopus ID)
    Conference
    Manufacturing Systems 4.0 – Proceedings of the 50th CIRP Conference on Manufacturing Systems
    Funder
    VINNOVA
    Note

    Manufacturing Systems 4.0 – Proceedings of the 50th CIRP Conference on Manufacturing Systems

    Available from: 2017-10-25 Created: 2017-10-25 Last updated: 2019-11-20Bibliographically approved
    4. Risk Assessment for Collaborative Operation: A Case Study on Hand-Guided Industrial Robots
    Open this publication in new window or tab >>Risk Assessment for Collaborative Operation: A Case Study on Hand-Guided Industrial Robots
    2018 (English)In: Risk Assessment / [ed] Valentina Svalova, London/Rijeka: InTech, 2018, p. 167-187Chapter in book (Refereed)
    Abstract [en]

    Risk assessment is a systematic and iterative process, which involves risk analysis, where probable hazards are identified, and then corresponding risks are evaluated along with solutions to mitigate the effect of these risks. In this article, the outcome of a risk assessment process will be detailed, where a large industrial robot is used as an intelligent and flexible lifting tool that can aid operators in assembly tasks. The realization of a collaborative assembly station has several benefits, such as increased productivity and improved ergonomic work environment. The article will detail the design of the layout of a collaborative assembly workstation, which takes into account the safety and productivity concerns of automotive assembly plants. The hazards associated with hand-guided collaborative operations will also be presented.

    Place, publisher, year, edition, pages
    London/Rijeka: InTech, 2018
    Keywords
    Hand-guided robots, industrial system safety, collaborative operations, human-robot collaboration, risk assessment, hazards
    National Category
    Mechanical Engineering
    Identifiers
    urn:nbn:se:liu:diva-145504 (URN)10.5772/intechopen.70607 (DOI)9789535137986 (ISBN)9789535140634 (ISBN)9789535137993 (ISBN)
    Available from: 2018-03-02 Created: 2018-03-02 Last updated: 2019-11-20Bibliographically approved
    5. Demonstrators to support research in Industrial safety - A Methodology
    Open this publication in new window or tab >>Demonstrators to support research in Industrial safety - A Methodology
    2018 (English)In: Procedia Manufacturing, E-ISSN 2351-9789, Vol. 17, p. 246-253Article in journal (Refereed) Published
    Abstract [en]

    Activities to support manufacturing research are carried out with the intention to gain knowledge of industrial problems and provide solutions that addresses these issues. In order for solution to be viable to the industry, research activities are carried out in close collaboration with participants from the industry, academia and research institutions. Interactive research approach motivates participants with multi-disciplinary perspective to collaborate and emphasizes joint learning in the change process. This article, presents a methodology, where participants with different expertise can collaborate to develop safety solutions. The concept of a demonstrator, which represents cumulative result of a series of research activities, is presented as a tool to showcase functioning and design intent in a collaborative research environment. The results of a pilot study, where manufacturing professionals evaluated design decisions that resulted in a demonstrator, will be presented. (C) 2018 The Authors. Published by Elsevier B.V.

    Place, publisher, year, edition, pages
    ELSEVIER SCIENCE BV, 2018
    Keywords
    Collaborative robots; Industrial Safety; University-Industry Collaboration; Risk Assessment
    National Category
    Production Engineering, Human Work Science and Ergonomics
    Identifiers
    urn:nbn:se:liu:diva-158894 (URN)10.1016/j.promfg.2018.10.043 (DOI)000471035200031 ()
    Conference
    28th International Conference on Flexible Automation and Intelligent Manufacturing (FAIM2018), June 11-14, 2018, Columbus, OH, USAGlobal Integration of Intelligent Manufacturing and Smart Industry for Good of Humanity, Edited by Dušan Šormaz, Gürsel Süer, F. Frank Chen
    Note

    This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/3.0/)Peer-review under responsibility of the scientific committee of the 28th Flexible Automation and Intelligent Manufacturing(FAIM2018) Conference.

    Available from: 2019-07-16 Created: 2019-07-16 Last updated: 2019-11-20
    6. Understanding situational and mode awareness for safe human‑robot collaboration: case studies on assembly applications
    Open this publication in new window or tab >>Understanding situational and mode awareness for safe human‑robot collaboration: case studies on assembly applications
    2019 (English)In: Production Engineering, ISSN 0944-6524, E-ISSN 1863-7353, Vol. 13, no 1, p. 1-9Article in journal (Refereed) Published
    Abstract [en]

    In order for humans and robots to collaborate on an assembly line, safety of operations is a prerequisite. In this article, two assembly stations where a large industrial robots collaborate with humans will be analysed with the aim to 1. determine the characteristics of hazards associated with human-robot interaction and 2. design solutions that can mitigate risks associated with these hazards. To support the aim of this article, a literature review will attempt to characterize automation and detail the problems associated with human-automation interaction. The analysis points at situational awareness and mode-awareness as contributing factors to operator and process safety. These underlying mechanisms, if recognised by the risk assessment team as hazards, can mitigate risks of operator injury or production delays. This article details the function of visual and physical interfaces that allow operators to comprehend system-state in order to avoid undesirable situations

    Place, publisher, year, edition, pages
    Springer Berlin/Heidelberg, 2019
    Keywords
    Situational awareness, Mode awareness, Human-robot collaboration (HRC), Industrial safety
    National Category
    Production Engineering, Human Work Science and Ergonomics
    Identifiers
    urn:nbn:se:liu:diva-160304 (URN)10.1007/s11740-018-0868-2 (DOI)000457944600001 ()2-s2.0-85058656783 (Scopus ID)
    Funder
    Vinnova, 2015-03722
    Available from: 2019-09-17 Created: 2019-09-17 Last updated: 2020-03-24Bibliographically approved
    Download full text (pdf)
    On Safe Collaborative Assembly With Large Industrial Robots
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  • 46.
    Grasby, Katrina L.
    et al.
    QIMR Berghofer Med Res Inst, Australia.
    Little, Callie W.
    Univ New England, Australia; Univ Colorado, CO 80309 USA.
    Byrne, Brian
    Univ New England, Australia; Univ Colorado, CO 80309 USA.
    Coventry, William L.
    Univ New England, Australia; Univ Colorado, CO 80309 USA.
    Olson, Richard K.
    Univ Colorado Boulder, CO USA.
    Larsen, Sally
    Univ Colorado, CO 80309 USA.
    Samuelsson, Stefan
    Linköping University, Department of Behavioural Sciences and Learning, Education, Teaching and Learning. Linköping University, Faculty of Educational Sciences.
    Estimating Classroom-Level Influences on Literacy and Numeracy: A Twin Study2020In: Journal of Educational Psychology, ISSN 0022-0663, E-ISSN 1939-2176, Vol. 112, no 6, p. 1154-1166Article in journal (Refereed)
    Abstract [en]

    Classroom-level influences on literacy skills in kindergarten through Grade 2, and on literacy and numeracy skills in Grades 3. 5, 7, and 9. were examined by comparing the similarity of twins who shared or did not share classrooms with each other. We analyzed two samples using structural equation modeling adapted for twin data. The first, Study 1, was of Australia-wide tests of literacy and numeracy, with 1,098; 1,080; 790, and 812 complete twin pairs contributing data for Grades 3, 5, 7, and 9, respectively. The second, Study 2, was of literacy tests from 753 twin pairs from kindergarten through Grade 2, which included a sample of United States and Australian students and was a reanalysis and extension of Byrne et al. (2010). Classroom effects were mostly nonsignificant; they accounted for only 2-3% of variance in achievement when averaged over tests and grades. Although the averaged effects may represent a lower-bound figure for classroom effects, and the design cannot detect classroom influences limited to individual students, the results are at odds with claims in public discourse of substantial classroom-level influences, which are mostly portrayed as teacher effects.

  • 47.
    Gulz, Agneta
    et al.
    Linköping University, Department of Computer and Information Science, Human-Centered systems. Linköping University, Faculty of Arts and Sciences. Lund University, Lund, Sweden.
    Londos, Ludvig
    Lund University, Lund, Sweden.
    Haake, Magnus
    Lund University, Lund, Sweden.
    Preschoolers’ Understanding of a Teachable Agent-Based Game in Early Mathematics as Reflected in their Gaze Behaviors – an Experimental Study2020In: International Journal of Artificial Intelligence in Education, ISSN 1560-4292, E-ISSN 1560-4306, International Journal of Artificial Intelligence in Education, Vol. 30, no 1, p. 38-73Article in journal (Refereed)
    Abstract [en]

    This study investigated how preschool children processed and understood critical information in Magical Garden, a teachable agent-based play-&-learn game targeting early math. We analyzed 36 children’s (ages 4–6 years) real-time behavior during game-use to explore whether children: (i) processed the information meant to support number sense development; (ii) showed an understanding of the teachable agent as an entity with agency. An important methodological goal was to go beyond observable behavior and shed some light on how cognitive processing and understanding in children of such young age can be studied. First, the children played Magical Garden for three weeks to get acquainted with the game. Second, in an experimental part of the study, the children’s gaze behaviors were measured during 5 rounds of interaction with an experimental version of one of the sub-games. The analyses suggest that two of the gaze behaviors were positively correlated with the game performance measure, as hypothesized. Another result was that children looked at the teachable agent significantly more often when the teachable agent had been in charge of gameplay than when it had not. This can be interpreted as an indication that the children had an understanding of their teachable agent as an entity that, like themselves and unlike other dynamic visual elements in the game, made decisions based on own ‘knowledge’. In a broader context, the findings are important in showing the potential gains of combining log data with eye-tracking data for developing and refining AI algorithms for adaptive individual feedback and scaffolding.

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  • 48.
    Gustavsson, Per
    Linköping University, Department of Computer and Information Science.
    Creation and optimization of motion-based platform game in Unity 3D: How variated levels in amotion based platform game affects performance2019Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    With computer games getting more and more advanced with every year, game developers need to get creative to attract an audience. Throughout the years, tries has been made by moving away from the traditional gaming controller to enrich the gaming experience and to create a more healthy view upon the gaming industry. Most of these has involved the need of additional equipment to play the game, but what if all you need is the hardware in the computer? This report made findings in how to create a game that easily can be scaled by adding additional levels with custom tools for creation and modification in Unity. While only using the built-in web camera in the computer, it made it an accessible motion- based platformer game. This report also investigates the performance of the game when using these tools and the camera, as well as what is needed for improvements, including rendering and lighting effects in the game.

    Download full text (pdf)
    fulltext
  • 49.
    Haake, Magnus
    et al.
    Department of Design Sciences, LTH, Lund University, Lund, Swede.
    Gulz, Agneta
    LUCS (Div. of Cognitive Science), Lund University, Kungshuset, Lundagård, Lund, Sweden.
    Visual Stereotypes and Virtual Pedagogical Agents2008In: Educational Technology & Society, ISSN 1176-3647, E-ISSN 1436-4522, Vol. 11, no 4, p. 1-15Article in journal (Refereed)
    Abstract [en]

    The paper deals with the use of visual stereotypes in virtual pedagogical agents and its potential impact in digital learning environments. An analysis of the concept of visual stereotypes is followed by a discussion of affordances and drawbacks as to their use in the context of traditional media. Next, the paper explores whether virtual pedagogical characters introduce anything novel with regard to the use of visual stereotypes - as compared both to real life interaction between humans and to the use of visual stereotypes in traditional non-interactive media such as magazines, film, television and video. It is proposed that novel affordances, as well as novel drawbacks, indeed are being introduced with the use of visual stereotypes in virtual characters. The conclusion of the paper is that knowledge on these matters can be useful both for developers of educational systems and for educators in enabling them to strengthen some pedagogical settings and activities.

  • 50.
    Hanssen Seferidis, Johan
    Linköping University, Department of Computer and Information Science. Linköping University, The Institute of Technology.
    Geoexplorer: A free open-source framework for black-box testing and scraping information from geographic services2013Independent thesis Basic level (degree of Bachelor), 10,5 credits / 16 HE creditsStudent thesis
    Abstract [en]

    This is a report on the development of a free open-source framework. The framework is meant to be used to mainly black-box test and/or scrape information from a geographic service like Google Places, Facebook Places or Foursquare. In reality any service that is based on geographic coordinates can be used with the framewok.

    Amongst others, the framework offers functionalities like visualisation on-the-fly and logging of different aspects of the service. There are a few similar tools scattered on the world-wide web, but they usually are hard to find and if they are found, they either are not open-source, free or they lack in functionality. Another major drawback is that the available solutions are very generic, and thus limiting their capabilities. The work described here is an attempt for a concise, easy to use, extendible framework solely focused on geographic services.

    In this report, the technologies used are demonstrated, while at the same time the reasons are given as to why a specific technology was selected in each case. Some documentation is also presented and a few references to the actual code-base in case someone wants to extend Geoexplorer or use it at their organization.

    Download full text (pdf)
    geoexplorer_framework
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