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  • Resultat 1-10 av 65
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1.
  • Håkansson, Maria, et al. (författare)
  • Facilitating Mobile Music Sharing and Social Interaction with Push!Music
  • 2007
  • Ingår i: Proceedings of the 40th Hawaii International Conference on System Sciences. - Los Alamitos, Calif. : IEEE Computer Society Washington. - 1530-1605. - 0769527558 ; , s. 87-
  • Konferensbidrag (refereegranskat)abstract
    • Push!Music is a novel mobile music listening and sharing system, where users automatically receive songs that have autonomously recommended themselves from nearby players depending on similar listening behaviour and music history. Push!Music also enables users to wirelessly send songs between each other as personal recommendations. We conducted a two-week preliminary user study of Push!Music, where a group of five friends used the application in their everyday life. We learned for example that the shared music in Push!Music became a start for social interaction and that received songs in general were highly appreciated and could be looked upon as 'treats'.
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3.
  • Fernaeus, Ylva, et al. (författare)
  • Revisiting the jacquard loom : threads of history and current patterns in HCI
  • 2012
  • Ingår i: CHI '12 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. - New York : Association for Computing Machinery (ACM). - 9781450310154 ; , s. 1593-1602
  • Konferensbidrag (refereegranskat)abstract
    • In the recent developments of human computer interaction, one central challenge has been to find and to explore alternatives to the legacy of the desktop computer paradigm for interaction design. To investigate this issue further we have conducted an analysis on a fascinating piece of machinery often referred to as one of the predecessors of the modern day computer, the Jacquard loom. In analysing the Jacquard loom we look at qualities in design and interaction from some different perspectives: how historical tools, crafts, and practices can inform interaction design, the role of physicality, materiality, and full-body interaction in order to rethink some current conceptions of interaction and design of computational devices.
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4.
  • Andersson, Ulf, 1973-, et al. (författare)
  • Challenges in designing virtual environments training social skills for children with autism
  • 2006
  • Ingår i: International Journal on Disability and Human Development. - Tel Aviv Israel : Freund Publishing House Ltd. - 1565-012X. ; 5:2, s. 105-111, s. 35-43
  • Tidskriftsartikel (refereegranskat)abstract
    • The aim of the study was to explore particular challenges faced when designing virtual environments for children with autism, with the purpose of training social skills. Our findings are based on studying autistic behavior during three years (primary and secondary sources), analysis of related system and other computer mediated assistive technology, as well as general game design. From these studies, we have identified eight critical design parameters that must be adjustable in a system suitable for autistic persons. The importance of the parameters, their variation range, as well as the need for independent adjustment of these were estimated and verified by experienced expert pedagogues. Copyright © Freund Publishing House Limited.
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5.
  • Johansson, Magnus, et al. (författare)
  • Model of social believable NPCs for teacher training using Second Life
  • 2011
  • Ingår i: Computer Games (CGAMES), 2011 16th International Conference on. - Louisville, KY : IEEE conference proceedings. - 9781457714511 ; , s. 270-274
  • Konferensbidrag (refereegranskat)abstract
    • This paper explores the possibilities for believable game agents (NPCs) through the implementation of a Model Social Game Agent (MSGA). We present a high level model focusing on the conceptual framework for implementing MSGAs on a Second Life server.
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6.
  • Jonsson, Martin, 1973-, et al. (författare)
  • Cracking the code : Co-coding with AI in creative programming education
  • 2022
  • Ingår i: ACM International Conference Proceeding Series. - New York, NY, USA : Association for Computing Machinery. - 9781450393270 ; , s. 5-14
  • Konferensbidrag (refereegranskat)abstract
    • This paper presents a study of a group of university students using generative machine learning to translate from natural language to computer code. The study explores how the use of the AI tool can be understood in terms of co-creation, focusing on the one hand on how the tool may serve as a resource for understanding and learning, and on the other hand how the tool affects the creative processes. Findings show how the participants search for a 'correct' syntax in their instructions to the machine learning tool, and how the inconsistent and erroneous behavior can work as a way to generate clues and inspiration for generating creative expressions. The notion of friction is used to describe how systems like this can serve to both lower thresholds for programming, and also interfere with the creative processes, encouraging reflection and exploration of alternative solutions.
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7.
  • Koenitz, Hartmut, et al. (författare)
  • Interactive digital narrative (IDN) : new ways to represent complexity and facilitate digitally empowered citizens
  • 2022
  • Ingår i: New Review of Hypermedia and Multimedia. - : Taylor & Francis. - 1361-4568 .- 1740-7842. ; 28:3-4, s. 76-96
  • Tidskriftsartikel (refereegranskat)abstract
    • In this overview paper, we consider interactive digital narratives (IDN) as a means to represent and enable understanding of complex topics both at the public level (e.g. global warming, the COVID-19 pandemic, migration, or e-mobility) and at the personal level (trauma and other mental health issues, interpersonal relationships). We discuss scholarly, artistic, and non-fiction approaches to complexity, point out limitations of traditional media to represent complex issues, and describe the foundational advantages of IDN in this regard, using the SPP model as a conceptual lens. Then, we describe the problem space of IDN for complexity, and what aspects need further work in order to more fully realise the potential of IDN to represent complex topic in education and public communication. 
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8.
  • Barkhuus, Louise, et al. (författare)
  • Social Infrastructures as Barriers and Foundation for Informal Learning : Technology Integration in an Urban After-School Center
  • 2012
  • Ingår i: Computer Supported Cooperative Work. - : Springer. - 0925-9724 .- 1573-7551. ; 21:1, s. 81-103
  • Tidskriftsartikel (refereegranskat)abstract
    • In this paper we explore the relationship between social learning environments and the technological ecologies that practitioners, learners, and researchers develop to sustain them. Through an examination of ethnographic research conducted at an urban after- school learning program we show how social, technological and power infrastructures influence learning and interaction in this setting. Adopting a holistic approach we examine how technologies are integrated into activities in this program to support the learning of the after-school youth. We emphasize both positive and negative infrastructures that contribute to the learning environment and discuss how identifying these infrastructures are one of the first steps towards understanding and informing technology design in informal learning settings.
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9.
  • Degerstedt, Lars, 1965-, et al. (författare)
  • Open Resources for Language Technology
  • 2004
  • Ingår i: Language Resources and Evaluation LREC,2004. - Paris : ELDA. ; , s. 1373-1376
  • Konferensbidrag (refereegranskat)
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10.
  • Degerstedt, Lars, 1965- (författare)
  • Social Competitive Intelligence : Socio-technical themes and values for the networking organization
  • 2015
  • Ingår i: Journal of Intelligence Studies in Business. - Huddinge : Södertörns högskola. - 2001-015X. ; 5:3, s. 5-34
  • Tidskriftsartikel (refereegranskat)abstract
    •  This article introduces the notion of social competitive intelligence, meaning competitive intelligence (CI) for the networking organization. A novel socio-technical framework called the Social CI Framework (SCIF) is presented, intended for analysis and design of social CI processes, methods and tools. By using a socio-technical perspective, both social and technical aspects are considered together in SCIF. The framework is founded on a theory related to enterprise 2.0 and wikinomics, and is intended to be used to study social CI using principles such as openness, participation, sharing and co-creation. The presented results are based on a literature review and an exploratory study with interviews of CI experts from Swedish organizations. SCIF explicitly distinguishes between task-oriented models and collaboration models, and models of different socio-technical perspectives. Moreover, SCIF uses the mechanisms of socio-technical themes and a socio-technical value map that relate the theoretical and empirical characteristics with the SCIF modeling method.
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