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Träfflista för sökning "AMNE:(NATURAL SCIENCES Computer and Information Sciences) ;pers:(Höök Kristina)"

Sökning: AMNE:(NATURAL SCIENCES Computer and Information Sciences) > Höök Kristina

  • Resultat 1-10 av 201
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1.
  • Laaksolahti, Jarmo (författare)
  • Plot, Spectacle, and Experience : Contributions to the Design and Evaluation of Interactive Storytelling
  • 2008
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Interactive storytelling is a new form of storytelling emerging in the crossroads of many scholarly, artistic, and industrial traditions. In interactive stories the reader/spectator moves from being a receiver of a story to an active participant. By allowing participants to influence the progression and outcome of the story new experiences will arise. This thesis has worked on three aspects of interactive storytelling: plot, spectacle, and experience. The first aspect is concerned with finding methods for combining the linear structure of a story, with the freedom of action required for an interactive experience. Our contribution has focused on a method for avoiding unwanted plot twists by predicting the progression of a story and altering its course if such twists are detected.The second aspect is concerned with supporting the storytelling process at the level of spectacle. In Aristotelian terms, spectacle refers to the sensory display that meets the audience of a drama and is ultimately what causes the experience. Our contribution focuses on graphically making changing emotions and social relations, important elements of dramatic stories in our vision, salient to players at the level of spectacle. As a result we have broadened the view of what is important for interactive storytelling, as well as what makes characters believable. So far not very much research has been done on evaluating interactive stories. Experience, the third aspect, is concerned with finding qualitative methods for evaluating the experience of playing an interactive story. In particular we were interested in finding methods that could tell us something about how a players experience evolved over time, in addition to qualities such as agency that have been claimed to be characteristic for interactive stories. Our contribution consists of two methods that we have developed and adapted for the purposes of evaluating interactive stories that can provide such information. The methods have been evaluated on three different interactive storytelling type games.
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2.
  • Ferreira, Pedro, et al. (författare)
  • Bodily Orientations around Mobiles: Lessons learnt in Vanuatu
  • 2011
  • Ingår i: ACM Conference on Human Factors in Computing Systems.
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • Since we started carrying mobiles phones, they have altered the ways in which we orient our bodies in the world. Many of those changes are invisible to us – they have become habits, deeply engrained in our society. To make us more aware of our bodily ways of living with mobiles and open the design space for novel ways of designing mobiles and their interactions, we decided to study one of the last groups of users on earth who had not been exposed to mobiles: the people of Vanuatu. As they had so recently started using mobiles, their use was still in flux: the fragility of the mo-bile was unusual to them as was the need to move in order to find coverage. They were still getting used to carrying their mobiles and keeping them safe. Their encounters with mobile use exposed the need to consider somaesthetics practices when designing mobiles as they profoundly affect our bodily ways of being in the world.
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3.
  • Sundström, Petra, 1976-, et al. (författare)
  • Hand in Hand with the Material : Designing for Suppleness
  • 2010
  • Ingår i: CHI 2010: 28th ACM Conference on Human Factors in Computing Systems. - Atlanta, Georgia : ACM press. - 9781605589299 ; , s. 463-472
  • Konferensbidrag (refereegranskat)abstract
    • Designing for a supple interaction, involving users bodily and emotionally into a 'dance' with a system is a challenging task. Any break-ups in interaction become fatal to the sensual, fluent, bodily and social experience sought. A user-centered, iterative design cycle is therefore required. But getting to know the affordances of the digital material used to build the application plays an equally important role in the design process. The 'feel' of the digital material properties sometimes even determines what the design should be. We describe three situations in which the properties and affordances of sensor network technologies guided our design process of FriendSense -- a system for expressing friendship and emotional closeness through movement. We show how the sensor node look and feel, choice of sensors, limitations of the radio signal strength and coverage, as well as iterative prototyping to properly exploit the software/algorithmic possibilities guided our design process.
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5.
  • Höök, Kristina, 1964-, et al. (författare)
  • Embracing First-Person Perspectives in Soma-Based Design
  • 2018
  • Ingår i: INFORMATICS-BASEL. - : MDPI. - 2227-9709. ; 5:1
  • Tidskriftsartikel (refereegranskat)abstract
    • A set of prominent designers embarked on a research journey to explore aesthetics in movement-based design. Here we unpack one of the design sensitivities unique to our practice: a strong first person perspective-where the movements, somatics and aesthetic sensibilities of the designer, design researcher and user are at the forefront. We present an annotated portfolio of design exemplars and a brief introduction to some of the design methods and theory we use, together substantiating and explaining the first-person perspective. At the same time, we show how this felt dimension, despite its subjective nature, is what provides rigor and structure to our design research. Our aim is to assist researchers in soma-based design and designers wanting to consider the multiple facets when designing for the aesthetics of movement. The applications span a large field of designs, including slow introspective, contemplative interactions, arts, dance, health applications, games, work applications and many others.
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6.
  • Höök, Kristina, et al. (författare)
  • Soma-based design theory
  • 2017
  • Ingår i: Conference on Human Factors in Computing Systems - Proceedings. - New York, NY, USA : ACM. - 9781450346566 ; , s. 550-557
  • Konferensbidrag (refereegranskat)abstract
    • Movement-based interaction design is increasingly popular, with application domains ranging from dance, sport, gaming to physical rehabilitation. In a workshop at CHI 2016, a set of prominent artists, game design-ers, and interaction designers embarked on a research journey to explore what we came to refer to as "aesthetics in soma-based design". In this follow-up work-shop, we would like to take the next step, shifting from discussing the philosophical underpinnings we draw upon to explain and substantiate our practice, to form our own interaction design theory and conceptualisations. We propose that soma-based design theory needs practical, pragmatic as well as analytical study -- otherwise the felt dimension will be missing. We will consider how such tacit knowledge can be articulated, documented and shared. To ground the discussion firmly in the felt experience of our own practice, the work-shop is organised as a joint practical design work session, supported by analytical study.
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7.
  • Helmes, John, et al. (författare)
  • Rudiments 1, 2 & 3 : Design Speculations on Autonomy
  • 2011
  • Ingår i: Tangible and Embedded Interaction (TEI), Portugal. - New York, NY, USA : ACM Press. - 9781450306287 ; , s. 145-152
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • This work describes the design process and installation of three speculative, rudimentary machines, or rudiments. Through careful iterations in their design, the rudiments are intended to provoke curiosity and discussion around the possibility of autonomy in interactive systems. The design of the rudiments is described in detail, alongside the design decisions that were made to suggest a machine autonomy and to provoke discussion. Some preliminary reflections from installing the rudiments in two separate households are also reported. Widely divergent opinions of the rudi- ments from the two households are used to discuss a num- ber of themes for thinking about autonomy and interactive systems design. Overall, the presented work adopts a per- spective strongly oriented towards guiding future research, but, importantly, aims to do so by opening up and exposing the design possibilities rather than constraining them.
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8.
  • Mentis, Helena M., et al. (författare)
  • My self and you : Tension in bodily sharing of experience
  • 2014
  • Ingår i: ACM Transactions on Computer-Human Interaction. - : Association for Computing Machinery. - 1073-0516 .- 1557-7325. ; 21:4
  • Tidskriftsartikel (refereegranskat)abstract
    • There is a growing interest in designing systems for sharing experience through bodily interaction. To explore this design space, we built a probe system we named the Lega. In our 2-month-long research design process, we noted that the users' attention was set on their own reflective experience, rather than attending to the person(s) with which they were sharing their experience. To explain these findings, we present an inductive analysis of the data through a phenomenological lens to pinpoint what causes such behavior. Our analysis extends our understanding of how to design for social embodied interaction, pointing to how we need to embrace the tension between self-reflection and shared experience, making inward listening and social expression visible acts, accessible to social construction and understanding. It entails experiencing our embodied self as others experience us in order to build a dialogue.
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9.
  • Rudström, Åsa (författare)
  • Co-Construction of Hybrid Spaces
  • 2005
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • When computational systems become increasingly mobile and ubiquitous, digital information and the use of computational systems may increasingly be immersed into the physical and social world of objects, people and practices. However, the digital, physical and social materials that make up these hybrid spaces have different characteristics and are hard to understand for users. In addition, users are themselves part in constructing and re-constructing the hybrid spaces.The main question addressed in this thesis is whether making aspects of the digitally mediated hybrid spaces observable and accessible provides support to users. The observability may provide support for the specific task at hand or help in building an understanding for what the system does and how, an understanding that is needed to explain system output and to cope with service breakdowns. The fundament of the approach is to empower users of computational systems to actively make sense of the system themselves.Two prototype services are described, Socifer and MobiTip. Their common denominator was to make digitally mediated parts of the hybrid spaces observable to users. Without disqualifying other kinds of information, the work focussed on digitally mediated social trails of other users.Building on experience from the prototype work and an investigation into in seamful design, observability and awareness, I have investigated the effects of making a computational system’s social context observable to users in a way that- is separated from the service’s main functionality in the interface, allowing it to become peripheral and non-obtrusive;- uses simple models and little interpretation;- to some extent opens up the service to allow for user appropriation of both service content and functionality; and- is informative rather than proactive in order to empower the user rather than acting on the user’s behalf.By designing systems that fulfil these criteria I claim that the user will be supported in performing the task at hand, with or without the service, and that with service use, the user will become more and more aware of the possibilities and limitations of the underlying technology. In addition, the digitally mediated hybrid spaces where physical, social and digital contexts meet constitute application domains in themselves, domains that users may enjoy exploring.
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10.
  • Sundström, Petra, 1976- (författare)
  • Designing Affective Loop Experiences
  • 2010
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • There is a lack of attention to the emotional and the physical aspects of communication in how we up to now have been approaching communication between people in the field of Human Computer Interaction (HCI). As designers of digital communication tools we need to consider altering the underlying model for communication that has been prevailing in HCI: the information transfer model. Communication is about so much more than transferring information. It is about getting to know yourself, who you are and what part you play in the communication as it unfolds. It is also about the experience of a communication process, what it feels like, how that feeling changes, when it changes, why and perhaps by whom the process is initiated, altered, or disrupted. The idea of Affective Loop experiences in design aims to create new expressive and experiential media for whole users, embodied with the social and physical world they live in, and where communication not only is about getting the message across but also about living the experience of communication - feeling it. An Affective Loop experience is an emerging, in the moment, emotional experience where the inner emotional experience, the situation at hand and the social and physical context act together, to create for one complete embodied experience. The loop perspective comes from how this experience takes place in communication and how there is a rhythmic pattern in communication where those involved take turns in both expressing themselves and standing back interpreting the moment. To allow for Affective Loop experiences with or through a computer system, the user needs to be allowed to express herself in rich personal ways involving our many ways of expressing and sensing emotions – muscles tensions, facial expressions and more. For the user to become further engaged in interaction, the computer system needs the capability to return relevant, either diminishing, enforcing or disruptive feedback to those emotions expressed by the user so that the she wants to continue express herself by either strengthening, changing or keeping her expression. We describe how we used the idea of Affective Loop experiences as a conceptual tool to navigate a design space of gestural input combined with rich instant feedback. In our design journey, we created two systems, eMoto and FriendSense.
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