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Sökning: WFRF:(Juhlin Oskar)

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2.
  • Aspling, Fredrik, et al. (författare)
  • Plant-Computer Interaction : Schönheit und Dissemination
  • 2021
  • Ingår i: Navigationen. - 1619-1641. ; 21:1, s. 73-99
  • Tidskriftsartikel (refereegranskat)abstract
    • Wir untersuchen verschiedene Arten der Pflanzen-Interaktion durch die Triangulation von vier Ansätzen: einer artenübergreifenden ethnografischen Untersuchung der gewöhnlichen Praktiken und Tätigkeiten von Menschen in Bezug auf die japanische Kirschblüte (japanisch: Sakura) während der kurzen Blühperiode dieser Bäume; einer Durchsicht der theoretischen Arbeiten zur Mensch-Pflanze-Beziehung und zum Drang von Pflanzen zur Weiterverbreitung; einer systematischen Analyse dessen, wie Pflanzen in Informatik- und Computersysteme eingebunden sind; und schließlich einem Überblick über die Verwendung von Kirschblüten in den Bereichen Design und Architektur. Schließlich bündeln wir diese Ansätze und stellen die Rolle zur Diskussion, die Pflanzen in Computersystemen und Designartikeln spielen. Als Leitaspekt dient dabei eine Auffassung von Pflanzen-Interaktion als zeitlich ausgedehnter Dissemination und einer auf Ausbreitung zielenden Handlungsfähigkeit oder agency. Das Gestaltungsziel im Bereich der Tier-Computer Interaktion (ACI, Animal-Computer Interaction) richtet sich bislang auf die Entwicklung von Systemen, in denen nicht-menschliche Arten als »Nutzer« fungieren. Bei Übertragung dieses Ansatzes auf Pflanzen muss der Bezugsrahmen der Forschung so ausgerichtet werden, dass wir verstehen, was diese Art von »Nutzern« tut. Da die erfolgreichsten Formen der Dissemination zugleich hedonisch sind, fordern wir für künftige Forschung die gezieltere Verfolgung eines Systemdesigns, das ästhetische Interaktion statt jener abstrakten Kontemplation fördert, die häufig im Bereich Mensch-Computer Interaktion (HCI) anzutreffen ist.
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3.
  • Aspling, Fredrik, et al. (författare)
  • Plant-computer interaction, beauty and dissemination
  • 2016
  • Ingår i: Proceedings of the Third International Conference on Animal-Computer Interaction. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450347587
  • Konferensbidrag (refereegranskat)abstract
    • We inquire into ways of understanding plant interaction through a triangulation of four approaches: a multispecies ethnography of people's ordinary practices and doings in relation to sakura trees during their short blossoming season; readings of theoretical works on human-plant relations and plants' urge to spread; a systematic review of how plants are involved in computing and computer systems; and finally a review study on how cherry blossoms are used in design and architecture. We bring these together and propose to discuss the involvement of florae in computer systems and design items through the lens of understanding plant interaction as temporally extended dissemination and agency to spread. The design intent within Animal-Computer Interaction (ACI) has been to develop systems where non-human species are seen as "users". If such an approach is applied to plants, then we need to frame research in a direction that aims to give us an understanding of what these sorts of users are doing. Since the most successful forms of dissemination are hedonic, we argue that researchers should focus more specifically on system design that supports aesthetic interaction, rather than supporting abstract contemplation, as has been common within Human-Computer Interaction (HCI).
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4.
  • Aspling, Fredrik, et al. (författare)
  • Smelling, pulling, and looking : unpacking similarities and differences in dog and human city life
  • 2015
  • Ingår i: Proceedings of the 12th International Conference on Advances in Computer Entertainment Technology (ACE15). - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450338523
  • Konferensbidrag (refereegranskat)abstract
    • The problem of understanding animals, e.g., what they want and what they are doing, are recurrent matters for the emerging field of animal-computer interaction (ACI). We focus on animals in the city by bridging the field with urban studies and open up for new design opportunities in terms of the possibilities of new digital technology to re-configure animal city life. We present an ethnomethodological video analysis of the negotiations and interactional work between two leashed pugs and a handler walking down a street. We unpack similarities and differences between the two species in terms of their interests and intentions in an urban environment through detailed examination of the moments in the walk when the leash is pulled taut. We show how a strained leash can result from a conflict between the dog’s attentiveness towards other dogs by smelling and looking, and the human’s urge to move along. We propose design directions supporting the dogs’ wants and needs by accessing the handler with information on the dogs’ curiosities in other dogs by visualizing the invisible scent-universe of the dogs and encourage dog-dog interaction.
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5.
  • Aspling, Fredrik, et al. (författare)
  • Theorizing Animal–Computer Interaction as Machinations
  • 2017
  • Ingår i: International journal of human-computer studies. - : Elsevier BV. - 1071-5819 .- 1095-9300. ; 98, s. 135-149
  • Tidskriftsartikel (refereegranskat)abstract
    • The increased involvement of animals in digital technology and user-computer research opens up for new possibilities and forms of interaction. It also suggests that the emerging field of Animal–Computer Interaction (ACI) needs to reconsider what should be counted as interaction. The most common already established forms of interaction are direct and dyadic, and limited to domesticated animals such as working dogs and pets. Drawing on an ethnography of the use of mobile proximity sensor cameras in ordinary wild boar hunting we emphasize a more complex, diffuse, and not directly observable form of interaction, which involves wild animals in a technological and naturalistic setting. Investigating human and boar activities related to the use of these cameras in the light of Actor-Network Theory (ANT) and Goffman's notion of strategic interaction reveals a gamelike interaction that is prolonged, networked and heterogeneous, in which members of each species is opposed the other in a mutual assessment acted out through a set of strategies and counter-strategies. We stress the role of theory for the field of ACI and how conceptualizations of interaction can be used to excite the imagination and be generative for design. Seeing interaction as strategies and acknowledging the existence of complex interdependencies could potentially inspire the design of more indirect and non-dyadic interactions where a priori simplifications of design challenges as either human or animal can be avoided.
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6.
  • Aspling, Fredrik, et al. (författare)
  • Understanding animals : A critical challenge in ACI
  • 2018
  • Ingår i: NordiCHI '18 Proceedings of the 10th Nordic Conference on Human-Computer Interaction. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450364379 ; , s. 148-160
  • Konferensbidrag (refereegranskat)abstract
    • We present a qualitative content analysis of visual-verbal social media posts, where ordinary dog owners pretend to be their canine, to identify meaningful facets in their dogs' life-worlds, e.g. pleasures of human-dog relation, dog-dog relations, food etc. We use this knowledge to inform design of "quantified pets". The study targets a general problem in Animal-Computer Interaction (ACI), i.e. to understand animals when designing "for" them, although lacking a common language. Several approaches, e.g. ethnography and participatory design, have been appropriated from HCI without exhausting the issue. We argue for a methodological creativity and pluralism by suggesting an additional approach drawing on "kinesthetic empathy". It implies to understand animals by empathizing with their bodily movements over time and decoding the realities of their life-worlds. This, and other related approaches, has inspired animal researchers to conduct more or less radical participant observations during extensive duration to understand the perspective of the other. We suggest that dog owners whom share their lives with their dogs already possess a similar understanding as these experts, and thus uphold important experiences of canine life that could be used to understand individual dogs and inspire design.
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7.
  • Aspling, Fredrik, 1980- (författare)
  • Unleashing Animal-Computer Interaction : A Theoretical Investigation of the “I” in ACI
  • 2020
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Non-human animals have had a long co-existence and relationship with human culture and society, and we interact with them in a number of ways, and for various reasons. Their involvement in technology can be traced back more than half a century, initially restricted to scientific contexts, for example, for the study of animal behavior, cognition, or language learning abilities. The advancement and growing ubiquity of technology has extended their interactions with technology beyond scientific settings to other domains and everyday contexts, and for a broader set of reasons. This development is also driven by the emerging research area of animal-computer interaction (ACI), in which scholars of human-computer interaction (HCI) are starting to explore the possibilities of designing interactive technology for and with animals. This requires engagement with the difficult task of understanding this new set of actors and the types of interactions and functionality they possibly would like to have with computing. This is a challenge even when it comes to humans, but the challenge escalates when considering other animals, and presents even more challenges. Animals live different lives to us, and include a broad and diverse category of species, with different ways of experiencing and being in the world, and we have difficulty understanding each other due to these interspecies differences. The shift from human to animal interaction is far from straightforward.This new and embryonic situation contests traditional notions of what a “user” is and can be, and how both digital technologies and other species, are being used. Consequently, it also challenges previous theoretical foundations and methods for understanding and designing user-computer interactions. The latter has received special attention, where user-centered design approaches and methods from the field of HCI and interaction design (IxD) has become a natural point of departure. As a complement, ACI needs a bolder and more creative way of progressing when it comes to building a theoretical framework to account for these new forms of interaction. There is a need to extend our thinking and the conventional ways of doing research and design, and to preserve curiosity and theoretical and methodological openness. As an alternative to many other design approaches, this thesis advocates the theoretical investigation of the “I” in ACI, aiming to extend the conventional notion of how interaction is conceptualized, a topic that has suffered from negligence. Drawing on ethnomethodological and ethnographic fieldwork – covering a maximum variation of extreme and deviant of cases – this thesis investigates the boundaries of the field and different theoretical perspectives and empirical insights, in order to increase our understanding of the emerging dynamics of multispecies-computer interactions, and also how these insights can excite the imagination and generate topics for zoocentric design and computing.
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8.
  • Back, Jon, 1977- (författare)
  • Designing Activity and Creating Experience : On People’s Play in Public places
  • 2013
  • Licentiatavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This thesis deals with the design of play in public places; this can mean both pervasive games and other freer play activities. In these activities (as well as in many other game activities) the same game can spur many different ways to play it, and the same activity can be experienced differently by different players, and even differently on different occasions for the same player. An activity such as playing must be observed as a whole. The surrounding cul- ture, player preconceptions and the emergent mood within the group will affect the experience.By analysing previous frameworks, and using own design examples, a three level design framework is developed, functioning as a lens towards understanding the design of playful activities. The framework focuses on the player perspective, offering game design as an invitation and encouragement to engage in certain activities. The framework distinguishes between design at three levels:Designed construct (e.g. artefacts and rules)ActivityExperiencesBut it remains to be understood why people engage in the activities that lead to playful experiences. What encourages playful engagement? And why do people want to play one game, and not another?This question can be split into two parts:Engagement: starting to be interested in the activityCommitment: actually caring for the experienceThis issue is identified in the thesis, and examples show how convoluted this problem is, in particular in pervasive game settings. Challenges are pre- sented for future work.
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9.
  • Brown, Barry, et al. (författare)
  • Enjoying Machines
  • 2015
  • Bok (övrigt vetenskapligt/konstnärligt)abstract
    • The dominant feature of modern technology is not how productive it makes us, or how it has revolutionized the workplace, but how enjoyable it is. We take pleasure in our devices, from smartphones to personal computers to televisions. Whole classes of leisure activities rely on technology. How has technology become such an integral part of enjoyment? In this book, Barry Brown and Oskar Juhlin examine the relationship between pleasure and technology, investigating what pleasure and leisure are, how they have come to depend on the many forms of technology, and how we might design technology to support enjoyment. They do this by studying the experience of enjoyment, documenting such activities as computer gameplay, deer hunting, tourism, and television watching. They describe technologies that support these activities, including prototype systems that they themselves developed.Brown and Juhlin argue that pleasure is fundamentally social in nature. We learn how to enjoy ourselves from others, mastering it as a set of skills. Drawing on their own ethnographic studies and on research from economics, psychology, and philosophy, Brown and Juhlin argue that enjoyment is a key concept in understanding the social world. They propose a framework for the study of enjoyment: the empirical program of enjoyment.
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10.
  • Brown, Barry, et al. (författare)
  • What Is Pleasure?
  • 2018
  • Ingår i: Funology 2. - Cham : Springer. - 9783319682129 ; , s. 47-59
  • Bokkapitel (refereegranskat)abstract
    • One of the biggest surprises about modern technology is not how productive it makes us, or how it has revolutionized the workplace, but how enjoyable it is. The great success of new technologies—such as social networking, computer graphics, wireless networks—are in how they create pleasure in our lives. People taking a walk in a forest can use a GPS device to track where they are, or while watching a football match use a phone to record a video clip of the game. Entire categories of leisure activities (such as sport and television) depend upon technology for their very existence.
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