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Sökning: hsv:(TEKNIK OCH TEKNOLOGIER) hsv:(Annan teknik) > Umeå universitet

  • Resultat 1-10 av 319
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1.
  • Carlsson, Anna K, 1966, et al. (författare)
  • Rollator related pedestrian single accidents and collision events in Sweden
  • 2022
  • Ingår i: Traffic Safety Research (TSR). - : Lund University. - 2004-3082. ; 2
  • Tidskriftsartikel (refereegranskat)abstract
    • Rollators (four-wheel walkers in USA; zimmer frames in UK) are commonly used as mobility aids for the elderly and people with a variety of disabilities. Pedestrian rollator users are a sub-group of Vulnerable Road Users (VRUs), although this group is rarely recognised in traffic safety contexts. The aim of this study is to extract and analyse rollator related pedestrian accident and injury data in Sweden. The results will provide valuable insight into the risks and obstacles rollator users are exposed to in the traffic environment and may in the long term contribute to improving the mobility of this group. The current study is based on data from 2,020 accidents involving 2,305 persons extracted from the Swedish Traffic Accident Data Acquisition (STRADA) database. For consistency reasons, a subset of data (N = 745) was analysed in order to investigate the development of accidents over a period of 10 years. Thereafter, each accident in the whole data set was registered as either single or collision. The results show that the number of rollator accidents in Sweden increased by approximately 80% during 2007–2016. Females dominate the injury statistics of single accidents, collisions, as well as fatal outcome, which may be due to exposure and/or differences in physical characteristics. Single accidents are much more common than collisions (n=1,668 and n=352, respectively) and the injury consequences are at least as serious. Data from the present study have revealed that the frequency of minor injuries (ISS 1–3) is 4.3 times, moderate (ISS 4–8) 6.0 times and serious injuries (ISS 9–15) 8.9 times higher in single accidents than in collisions. Fatal injuries are, however, more common in collision events (33 in comparison to 8). The vast majority of single accidents (99%) was due to falls. Many of the single accidents (29%) were caused by ground level differences (typically a curb) or due to surface conditions (19%). Collisions involved cars, trucks or buses in 91% of cases, occurring predominantly in car parks (31%) and on (zebra) crossings (30%). In 54% of cases the vehicles reversed into the rollator. Abbreviated Injury Scale (AIS) 3+ injuries were dominated by head (36%) and torso (33%) injuries in collision events, and hip fractures (71%) in single accidents. The present study shows that further research into rollator user related accidents, both single accidents and collision events, is required. In order to introduce appropriate measures, future work should follow up on accident and injury developments and further improve the quality of mobility aid related accident data in general. Improved stability and design, proper training programmes, effective maintenance services, development of a supporting infrastructure would contribute to increased safety for rollator users.
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2.
  • Henje, Catharina, 1960-, et al. (författare)
  • Obstacles and risks in the traffic environment for users of powered wheelchairs in Sweden
  • 2021
  • Ingår i: Accident Analysis and Prevention. - : Elsevier. - 0001-4575 .- 1879-2057. ; 159
  • Tidskriftsartikel (refereegranskat)abstract
    • Objective: According to the European Union, fatal road accidents involving Vulnerable Road Users (VRUs) are equal in proportion to fatal car road accidents (46%). VRUs include individuals with mobility challenges such as the elderly and Powered Wheelchair (PWC) users. The aim of this interdisciplinary qualitative study was to identify obstacles and risks for PWC users by exploring their behaviour and experiences in traffic environments.Methods: Videos and in-depth interviews with 13 PWC users aged 20–66 were analysed for this study. The interviews and videos, which include real-life outdoor observations, originate from a qualitative study exploring experiences of PWC use on a daily basis in Sweden. Underlying causal factors to identified risks and obstacles were identified, based on human, vehicle (PWC) and environmental factors in accordance with the Haddon Matrix.Results: The results show significant potential for improvement within all three perspectives of the Haddon Matrix used in the analysis. Participants faced and dealt with various obstacles and risks in order to reach their destination. For example, this includes uneven surfaces, differences in ground levels, steep slopes, as well as interactions with other road users and the influence of weather conditions, resulting in PWC users constantly accommodating and coping with the shortcomings of the vehicle and the environment.Conclusions: There are still major challenges with regard to preventing obstacles and risks in the traffic environment for PWC users. To discern PWC users in traffic accident and injury data bases, a start would be to register type of aid used for persons involved in an accident. Furthermore, to emphasise PWC users’ role as VRUs, it may also be advantageous to describe them as drivers rather than users when navigating the traffic environment. Given the limited sample, further research covering more data from a broader perspective would be beneficial. By incorporating emerging knowledge of PWC users’ prerequisites and needs, and including them in research and traffic planning, the society will grow safer and more inclusive, and become better prepared for meeting future demands on accessibility from an aging population.
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3.
  • Khan, Muhammad Sikandar Lal, 1988-, et al. (författare)
  • Distance Communication : Trends and Challenges and How to Resolve them
  • 2014
  • Ingår i: Strategies for a creative future with computer science, quality design and communicability. - Italy : Blue Herons Editions. - 9788896471104
  • Bokkapitel (refereegranskat)abstract
    • Distance communication is becoming an important part of our lives because of the current advancement in computer mediated communication (CMC). Despite the current advancement in CMC especially video teleconferencing; it is still far from face-to-face (FtF) interaction. This study will focus on the advancements in video teleconferencing; their trends and challenges. Furthermore, this work will present an overview of previously developed hardware and software techniques to improve the video teleconferencing experience. After discussing the background development of video teleconferencing, we will propose an intuitive solution to improve the video teleconferencing experience. To support the proposed solution, the Embodied Interaction based distance communication framework is developed. The effectiveness of this framework is validated by the user studies. To summarize this work has considered the following questions: What are the factors which make video teleconferencing different from face to face interaction?; What researchers have done so far to improve video teleconferencing?; How to further improve the teleconferencing experience?; How to add more non-verbal modalities to enhance the video teleconferencing experience? At the end we have also provided the future directions for embodied interaction based video teleconferencing.
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4.
  • Khan, Muhammad Sikandar Lal, 1988-, et al. (författare)
  • Embodied tele-presence system (ETS) : Designing tele-presence for video teleconferencing
  • 2014
  • Ingår i: 3rd International Conference on Design, User Experience, and Usability: User Experience Design for Diverse Interaction Platforms and Environments, DUXU 2014, Held as Part of 16th International Conference on Human-Computer Interaction, HCI Int. 2014. - Cham : Springer International Publishing. - 9783319076256 - 9783319076263 ; , s. 574-585
  • Konferensbidrag (refereegranskat)abstract
    • In spite of the progress made in tele conferencing over the last decades, however, it is still far from a resolved issue. In this work, we present an intuitive video teleconferencing system, namely - Embodied Tele-Presence System (ETS) which is based on embodied interaction concept. This work proposes the results of a user study considering the hypothesis: " Embodied interaction based video conferencing system performs better than the standard video conferencing system in representing nonverbal behaviors, thus creating a 'feeling of presence' of a remote person among his/her local collaborators". Our ETS integrates standard audio-video conferencing with mechanical embodiment of head gestures of a remote person (as nonverbal behavior) to enhance the level of interaction. To highlight the technical challenges and design principles behind such tele-presence systems, we have also performed a system evaluation which shows the accuracy and efficiency of our ETS design. The paper further provides an overview of our case study and an analysis of our user evaluation. The user study shows that the proposed embodied interaction approach in video teleconferencing increases 'in-meeting interaction' and enhance a 'feeling of presence' among remote participant and his collaborators.
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5.
  • Khan, Muhammad Sikandar Lal, 1988-, et al. (författare)
  • Expressive multimedia : Bringing action to physical world by dancing-tablet
  • 2015
  • Ingår i: HCMC 2015 - Proceedings of the 2nd Workshop on Computational Models of Social Interactions. - New York, NY, USA : ACM Digital Library. - 9781450337472 ; , s. 9-14
  • Konferensbidrag (refereegranskat)abstract
    • The design practice based on embodied interaction concept focuses on developing new user interfaces for computer devices that merge the digital content with the physical world. In this work we have proposed a novel embodied interaction based design in which the 'action' information of the digital content is presented in the physical world. More specifically, we have mapped the 'action' information of the video content from the digital world into the physical world. The motivating example presented in this paper is our novel dancing-tablet, in which a tablet-PC dances on the rhythm of the song, hence the 'action' information is not just confined into a 2D flat display but also expressed by it. This paper presents i) hardware design of our mechatronic dancingtablet platform, ii) software algorithm for musical feature extraction and iii) embodied computational model for mapping 'action' information of the musical expression to the mechatronic platform. Our user study shows that the overall perception of audio-video music is enhanced by our dancingtablet setup.
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6.
  • Kuenen, Stoffel, 1975- (författare)
  • Aesthetics of being together
  • 2018
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Design deals with matters of aesthetics. Historically, aesthetics in industrial design refers to the designed artifact: aesthetics of objects. When designed artifacts include digital technologies, aesthetics in design refers to what happens between people and artifacts as well: aesthetics of interaction. Now that these artifacts increasingly mediate our social lives, what aesthetics in design quite obviously also refers to, is what happens between people.This dissertation proposes an aesthetic of being together, as a necessary addition to current notions of aesthetics in interaction design practice, when it engages with digital systems that are part of people’s social life. It does not answer the question what Aesthetics is in general, instead it examines the work that particular notions of aesthetics do in interaction design practice.The practice based design research assembled in this dissertation starts from current notions of aesthetics in interaction design to explore the social experiences that mediated interactions between groups of people offer. What I found, through designing digital systems, is that current notions of aesthetics in interaction design are not conducive to addressing the kind of social experience people have with such systems. On the contrary, current notions actually inhibit interaction design to approach any experiences that cannot in the first place be conceived of as useful in terms of instrumental task performance. Yet, being social is hardly like performing a task or using other people in that sense.An aesthetic of being together is a proposition of a different fundament for interaction design practice. In addition to referring to properties of things and qualities of interacting with things, it refers to the kind of relations that come to expression between people interacting with each other with these things. Consequently, interaction design needs to resolve basic issues in what it considers and brings to expression, i.e. people’s relations with things and people at the same time. This requires (re-) considering what the designed thing is, what interaction is about and what the role of design is in bringing those to expression.My work contributes to the field of interaction design research an example of how, through practice, fundamental issues can be addressed. By orienting one set of concepts, ways of working and objectives into a different design situation, tensions built up that exposed foundational issues with that frame of reference, while pointing to the different fundaments needed to enable design practice to engage such situations.The results of the practical experimentation led to the articulation of a series of structural mechanisms of mediating systems.  These mechanisms provide material handles for interaction designers on how experiences of being present with others take shape. They configure the relations of artifacts and people in different ways than current notions of aesthetics afford. This theoretical investigation is then synthesised in the form of a new logic of expression for interaction design practice: an aesthetic of being together.
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7.
  • Lv, Z., et al. (författare)
  • Foot motion sensing : Augmented game interface based on foot interaction for smartphone
  • 2014
  • Ingår i: Conference on Human Factors in Computing Systems - Proceedings. - New York, NY, USA : ACM. - 9781450324748 ; , s. 293-296, s. 293-296
  • Konferensbidrag (refereegranskat)abstract
    • We designed and developmented two games: real-time augmented football game and augmented foot piano game to demonstrate a innovative interface based on foot motion sensing approach for smart phone. In the proposed novel interface, the computer vision based hybrid detection and tracking method provides a core support for foot interaction interface by accurately tracking the shoes. Based on the proposed interaction interface, wo demonstrations are developed, the applications employ augmented reality technology to render the game graphics and game status information on smart phones screen. The players interact with the game using foot interaction toward the rear camera, which triggers the interaction event. This interface supports basic foot motion sensing (i.e. direction of movement, velocity, rhythm).
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8.
  • Mejtoft, Thomas, 1976-, et al. (författare)
  • Feedback in commercial educational applications : Guidelines and conceptual framework
  • 2017
  • Ingår i: Proceedings of the European Conference on Cognitive Ergonomics 2017 (ECCE 2017). - New York, NY, USA : ACM Digital Library. - 9781450352567 ; , s. 113-120
  • Konferensbidrag (refereegranskat)abstract
    • In recent years, schools made large investments to increase the integration and use of contemporary technologies in teaching and learning.Today iPads and educational applications are growing in popularity and are commonly used. These technologies have a potential beneficial effect on the learning, but studies show that some applications have flaws that hinder these positive effects, for example regarding the feedback provided to the user. This study has determined a number of guidelines for effective feedback in a learning situation and has further shown how well these guidelines can be reached in an educational application today. The study shows that there are both advantages and disadvantages of feedback in an application compared to giving feedback in a more traditional learning situation. Many of the guidelines for effective feedback were found to be possible to reach in an application, and the greatest advantage found in applications is that they can provide feedback timely on each action taken by the pupils.
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9.
  • Mejtoft, Thomas, 1976- (författare)
  • Industry based projects and cases : A CDIO approach to students' learning
  • 2015
  • Ingår i: Proceedings of the 11th International CDIO Conference. - : Chengdu University of Information Technology.
  • Konferensbidrag (refereegranskat)abstract
    • Just as the media industry, media technology and interaction design are fast moving areas. Even though grounded in theoretical models, the problems that the students face after graduation are constantly changing and contemporary, which makes a CDIO approach to education important. This paper reports a case study concerning a project spanning two consecutive courses with the main objective to renew the digital news platforms of the media group VK Media. The project was carried out in 2013 with students from the five-year Master of Science program in Interaction Technology and Design at Umeå University, Sweden. The results illustrate how project-based learning and real case-based group projects can enhance both students learning and the internal process at the external industry partner. The results clearly show how that not only goals in the CDIO Syllabus 2.0 have been met during the project but also actual value has been created for the industry as the students’ design proposals have been implemented and launched publicly.
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10.
  • Mejtoft, Thomas, 1976-, et al. (författare)
  • Interaction design processes to facilitate changing business models in the newspaper industry : A case study of vk.se
  • 2015
  • Ingår i: Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450331463 ; , s. 2253-2258
  • Konferensbidrag (refereegranskat)abstract
    • This case study illustrates and analyzes the process of redesigning one of the largest news media site in Sweden during a cooperation between the Interaction Design Study Program at Umeå University and VK Media using a customer centric open approach. The results show that the design process used, both provided new insights for the industry and produced an appreciated website that facilitated the transition into a new revenue model using a paywall for digital content.
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