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Sökning: WFRF:(Drugge Mikael)

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1.
  • Daniel, Wanner, et al. (författare)
  • Experimental implementation of a fault handling strategy for electric vehicles with individual-wheel drives
  • 2016
  • Ingår i: The Dynamics of Vehicles on Roads and Tracks - Proceedings of the 24th Symposium of the International Association for Vehicle System Dynamics, IAVSD 2015. - : CRC Press. - 9781138028852 ; , s. 147-152
  • Konferensbidrag (refereegranskat)abstract
    • This paper presents a fault handling strategy for electric vehicles with four individual-wheel drives, which are based on wheel hub motors. The control strategy to handle the faults is based on the principle of control allocation and is implemented in an experimental vehicle. Experimental tests has been performed with the experimental vehicle and with simulation. The results show that the directional stability of such a vehicle can be improved for the analysed manoeuvre and failure mode, and the tendencies of the experimental results correspond with the simulation results. It has been found that the lateral and yaw motion could be strongly improved. 
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2.
  • Drugge, Mikael, et al. (författare)
  • Eventcasting with a wearable computer
  • 2004
  • Ingår i: Proceedings, 24th International Conference on Distributed Computing Systems workshops. - Los Alamitos, Calif : IEEE Computer Society Press. - 0769520871 ; , s. 408-413, s. 408-413
  • Konferensbidrag (refereegranskat)abstract
    • Traditionally, interaction methods for wearable computers have focused on input to the computer itself, yet little has been done when it comes to allowing interaction with the surrounding environment. Pervasive computing, on the other hand, offers access to computational power from any place all the time, yet most interaction techniques utilize either physical hardware or monitoring of the user in order to receive input. This paper presents a novel form of interaction by which a wearable computer user can interact with and control a pervasive computing environment in a natural and intuitive manner. Using sensors, the user can be allowed to literally "throw" events into the environment as a way of interacting with devices and computers
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3.
  • Drugge, Mikael, et al. (författare)
  • Experiences from mobile e-meetings with the borderland wearable computer
  • 2003
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • People are presented with an increasing number of opportunities to communicate regardless of location as wireless network connectivity becomes more prevalent. Questions that arise are in what form this communication is and what challenges it poses? Can the experience of group communication be enhanced so that a feeling of actual presence can be conveyed? Can we enable participants to experience the world from another person's perspective? We believe so, in this paper we discuss our experiences of group communication when using a wearable computer that is always connected to the network.
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4.
  • Drugge, Mikael, et al. (författare)
  • Experiences of conveying knowledge in borderland
  • 2003
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • One of humankind's most basic needs is that of being able to communicate with other people. As wireless network connectivity becomes more prevalent, factors such as physical location and situation diminish in significance for deciding when and how such communication can take place. What happens when a user is given this freedom to utilize the network regardless of time and place? Questions that arise are how different media can enrich communication and what challenges it poses. Can we enable other users to experience the world from another person's perspective? Can we expand it beyond pure communication and allow other more novel uses to emerge? Can we use this as a way of conveying knowledge in real-time to those in need of it? We believe so, in this paper we discuss our experiences of mobile communication when using a wearable computer that is always connected to the best network available.
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5.
  • Drugge, Mikael, et al. (författare)
  • Experiences of using wearable computers for ambient telepresence and remote interaction
  • 2004
  • Ingår i: Proceedings of the ACM SIGMM 2004 workshop on effective telepresence ETP 2004. - New York, NY, USA : IEEE Communications Society. - 1581139330 ; , s. 2-11, s. 2-11
  • Konferensbidrag (refereegranskat)abstract
    • We present our experiences of using wearable computers for providing an ambient form of telepresence to members of an e-meeting. Using a continuously running e-meeting session as a testbed for formal and informal studies and observations, this form of telepresence can be investigated from the perspective of remote and local participants alike. Based on actual experiences in real-life scenarios, we point out the key issues that prohibit the remote interaction from being entirely seamless, and follow up with suggestions on how those problems can be resolved or alleviated. Furthermore, we evaluate our system with respect to overall usability and the different means for an end-user to experience the remote world
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6.
  • Drugge, Mikael (författare)
  • Interaction aspects of wearable computing for human communication
  • 2006
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This thesis presents the use of wearable computers for aiding human communication over a distance, focusing on interaction aspects that need to be resolved in order to realize this goal. As wearable computers by definition are highly mobile, always on, and always accessible, the ability to communicate becomes independent of place, time and situation. This also imposes new requirements on the user interface of the wearable computer, calling for natural and unobtrusive interaction with the user.One of the key challenges in wearable computing today is to streamline the user’s interaction, so that it is tailored for the situation at hand. A user interface that takes too much effort to use, interrupts or requires more than a minimum of attention, will inevitably hamper the user’s ability to perform tasks in real life. At the same time, human communication involves both effort, interruptions and paying attention, so the key is to find a balance where wearable computers can aid human communication without being intrusive. To design user interfaces supporting this, we need to know what roles different aspects of interaction have in the field of wearable computing. In this thesis, the use of wearable computing for aiding human communication is explored around three aspects of interaction.The first aspect deals with how information can be conveyed by the wearable computer user, allowing a user to retrieve advice and guidance from experts, and remote persons to share experiences over a distance. The thesis presents findings of using wearable computing for sharing knowledge and experience, both for informal exchange among work colleagues, as well as enabling more efficient communication among health-care personnel. The second aspect is based on findings from these trials and concerns how the wearable computer interacts with the user. As the user performs tasks in the real world, it is important to determine how different methods of notifying the user affects her attention and performance, in order to design interfaces that are efficient yet pleasant to use. The thesis presents user studies examining the impact of different methods of interruption, and provides guidelines for how to make notifications less intrusive. The third and final aspect considers how the user’s physical interaction with the wearable computer can be improved. The thesis presents rapid prototyping of systems employing user centric design. Furthermore, a framework for ubiquitousmultimedia communication is presented, enabling wearable computers to be dynamically configurable and utilize resources in the environment to supplement the user’s equipment.All in all, the thesis presents how wearable communications systems can be developed and deployed, how their human-computer interaction should be designed for unobtrusive operation, and how they can come to practical use in real world situations.
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7.
  • Drugge, Mikael, et al. (författare)
  • Methods for interrupting a wearable computer user
  • 2004
  • Ingår i: Proceedings. - Los Alamitos, Calif : IEEE Communications Society. - 076952186X ; , s. 150-157
  • Konferensbidrag (refereegranskat)abstract
    • A wearable computer equipped with a head-mounted display allows its user to receive notifications and advice that is readily visible in her field of view. While needless interruption of the user should be avoided, there are times when the information is of such importance that it must demand the user’s attention. As the user is mobile and likely interacts with the real world when these situations occur, it is important to know in what way the user can be notified without increasing her cognitive workload more than necessary. To investigate ways of presenting information without increasing the cognitive workload of the recipient, an experiment was performed testing different approaches. The experiment described in this paper is based on an existing study of interruption of people in human-computer interaction, but our focus is instead on finding out how this applies to wearable computer users engaged in real world tasks.
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8.
  • Drugge, Mikael, et al. (författare)
  • Relieving the medical workers' daily work through wearable and pervasive computing
  • 2005
  • Ingår i: ICE2005. - Nottingham : Centre for concurrent enterprising, University of Nottongham. - 9780853582212
  • Konferensbidrag (refereegranskat)abstract
    • We intend to relieve the daily work at care-centers, allowing medical workers to focus on the patients and their needs. This goal can be achieved by employing technology that automate and simplify tasks previously requiring tedious interventions, giving more time for the important human to human interaction. For any technology to become accepted by the medical workers, we must ensure that it is highly natural and unobtrusive, without interfering with their caregiving. By studying the medical workers’ daily work, we can draw conclusions on what problems they encounter, allowing us to develop prototypes which can be deployed and used at the care-centers. In doing this, we can proceed to study the acceptance and usability of our proposed solution, and see whether and how it solves the problem. In this position paper, we present our current and future research in wearable and pervasive health-care.
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9.
  • Drugge, Mikael, et al. (författare)
  • Using the "HotWire'' to study interruptions in wearable computing primary tasks
  • 2006
  • Ingår i: Proceedings. - Piscataway, NJ : IEEE Communications Society. - 142440598X ; , s. 37-44
  • Konferensbidrag (refereegranskat)abstract
    • As users of wearable computers are often involved in real-world tasks of critical nature, the management and handling of interruptions is crucial for efficient interaction and task performance. We present a study about the impact that different methods for interruption have on those users, to determine how interruptions should be handled. The study is performed using an apparatus called "HotWire" for simulating primary tasks in a laboratory experiment, while retaining the properties of wearable computers being used in mobile, physical, and practical tasks.
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10.
  • Drugge, Mikael (författare)
  • Wearable computer interaction issues in mediated human to human communication
  • 2004
  • Licentiatavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This thesis explores the use of wearable computers as mediators for human to human communication. The user of a wearable computer can deliver live video, audio and commentary from a remote location, allowing local participants to experience it and interact with people on the other side. In this way, knowledge and information can be shared over a distance, passing through the owner of the wearable computer who acts as a mediator. One of the main problems of today is that the virtual world offered by wearable computers can become too immersive, thereby distancing its user from interactions in the real world. At the same time, the very same immersion serves to let the user sense the remote participants as being there, accompanying and communicating through the virtual world. The key here is to get the proper balance between the real and the virtual worlds; remote participants should be able to experience a distant location through the user, while the user should similarly experience their company in the virtual world.
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