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- Eriksson, Per Erik, et al.
(författare)
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How gaze time on screen impacts the efficacy of visual instructions
- 2018
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Ingår i: Heliyon. - : Elsevier BV. - 2405-8440. ; 4:6
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Tidskriftsartikel (refereegranskat)abstract
- This article explores whether GTS (gaze time on screen) can be useful as an engagement measure in the screen mediated learning context. Research that exemplifies ways of measuring engagement in the on-line education context usually does not address engagement metrics and engagement evaluation methods that are unique to the diverse contemporary instructional media landscape. Nevertheless, unambiguous construct definitions of engagement and standardized engagement evaluation methods are needed to leverage instructional media's efficacy. By analyzing the results from a mixed methods eye-tracking study of fifty-seven participants evaluating their visual and assembly performance levels in relation to three visual, procedural instructions that are versions of the same procedural instruction, we found that the mean GTS-values in each group were rather similar. However, the original GTS-values outputted from the ET-computer were not entirely correct and needed to be manually checked and cross validated. Thus, GTS appears not to be a reliable, universally applicable automatic engagement measure in screen-based instructional efforts. Still, we could establish that the overall performance of learners was somewhat negatively impacted by lower than mean GTS-scores, when checking the performance levels of the entire group (N = 57). When checking the stimuli groups individually (N = 17, 20, 20), the structural diagram group's assembly time durations were positively influenced by higher than mean GTS-scores.
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- Eriksson, Per Erik, et al.
(författare)
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Media instructions and visual behavior : An eye-tracking study investigating visual literacy capacities and assembly efficiency
- 2014
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Ingår i: Analyzing Cognitive Processes during Design. - 9783906327020
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Konferensbidrag (refereegranskat)abstract
- This pilot study aims at illuminating human visual behavior in the interaction with pictorial instructions. The study is a multi disciplinary effort and is informed by the connection between gaze and attention as well as certain aspects of the Visual Literacy field and reveals a few basic visual behavior tendencies related to certain specific pictorial instruction types. By doing so, it is also an evaluation of the usefulness of a methodological framework consisting of six measures.The analysis of this paper is primarily based on eye-tracking data. In addition, an observed assembly that generated video and sound recordings is also part of the method. In the study 12 Film/TV- production students (out of which there is complete data from 9 informants) interacted with three types of types of visual instructions of the same assembled object, a solar powered toy.
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- Swenberg, Thorbjörn, 1968-
(författare)
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A Film Editor’s Visual Intentions and Use of Perceptual Phenomena in Designing Film Edits : An Observational Study
- 2017
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Ingår i: International Journal of Visual Design. - : Common Ground Publishing. - 2325-1581 .- 2325-159X. ; 11:3, s. 1-17
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Tidskriftsartikel (refereegranskat)abstract
- This article investigates the role of perception in film editing, considered as audiovisual design work. The study is an observation of a film editor editing a documentary film sequence, where the perceptual phenomena at stake at edit points are scrutinized, with reference to perception theory. The results show that the film editor’s design goal is to achieve perceptual precision for each edit, either for continuity or for discontinuity, accordingly. The more perceptual phenomena per edit, the more time and the more processing the editor has to spend on the edit until satisfied with the result. This knowledge is of importance to inexperienced film editors in order to make the editing process faster and more precise and thus shorten production time. In the wider design context, other design activities are indicated to find inspiration for future research in this study, regarding perceptual phenomena and gaze framing during design processes.
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- Swenberg, Thorbjörn, 1968-, et al.
(författare)
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Agents, design and creativity : A postproduction analysis
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Tidskriftsartikel (refereegranskat)abstract
- The purpose of this paper is to clarify major issues in production planning and collaboration in the making of assemblies of moving images and soundtracks (postproduction of film, TV-programs et cetera). We argue that worker creativity in the making of such assemblies is constrained by the digitalization of production technology. We also argue that the members of each craft that collaborate in the process have their own set of aesthetic and technical problems that need to be solved and that the possible solutions are constrained by the creative space accorded to each craft. Participants do not necessarily subscribe to this idea and any theoretical understanding of the process must also account for the variety of notions put forward by the agents. We give examples from the Swedish TV show, Värsta Språket, from interviews and technical writing in order to clarify and support these arguments.
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- Swenberg, Thorbjörn, 1968-, et al.
(författare)
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Agents, Design and Creativity in Moving Image Postproduction : Conditions for Collaborative Creativity in Digital Media
- 2021
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Ingår i: Journal of Integrated Design & Process Science. - : IOS Press. - 1092-0617 .- 1875-8959. ; 23:4, s. 29-44
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Tidskriftsartikel (refereegranskat)abstract
- This article analyses how creativity in the making of films and TV is constrained as a consequence of the shift to digital production technology, and the resulting change in work activities for different crafts involved in the postproduction process. We adapt the concept of creative spaces in order to describe these constraints, and we introduce the term audiovisual assemblies to facilitate an analysis of collaboration. We argue that this study is well-accomplished by analyzing collections of existing media productions. We identify two contradicting practices: first, the development of new conventions which reallocate roles and resources in the making of audiovisual assemblies, and second, the high rate and broad range of incremental technological change which demand unconventional, but creative, problem-solving practices from everyone involved. Examples are provided from an innovative Swedish TV-production.
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- Swenberg, Thorbjörn, 1968-
(författare)
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Complex design data joined in audiovisual representation : Benefits and issues in analysis
- 2018
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Ingår i: PIN-C Conference Proceedings 2018. - Eskilstuna. ; , s. 319-323
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Konferensbidrag (refereegranskat)abstract
- Participatory methods in design or innovationresearch can require several different kinds of datain order to cover the object or process of interest tothe study. This paper addresses the potential anddifficulties of joining and analyzing several datacategories into a unified observational video, whereall data is represented in either audio, visual oraudiovisual form. The core problem of such acomplex body of data is that the analysis requiresefficient tools and/or methods to match the datacomplexity. The current case regards a participatorystudy on film editing, its method and datacomplexity, and discusses analytical approaches.
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- Swenberg, Thorbjörn, 1968-, et al.
(författare)
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Creative Space in Contemporary Swedish Moving Image Production
- 2012
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Ingår i: Journal of Integrated Design & Process Science. - : IOS Press. - 1092-0617 .- 1875-8959. ; 16:4, s. 55-72
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Tidskriftsartikel (refereegranskat)abstract
- Production of moving images is turning completely digital. This leads to new possibilities and new constraints for creativity within film and TV production chains.This paper describes professionals’ current comprehension of the consequences of the shift from celluloid to digital technologies, within the Swedish Moving Image Industry. New technologies bring new workflows, new design processes and new constraints.We aim to illuminate factors that affect design creativity in digital moving image production, by addressing questions about production related responses to the digital turn as well as the affects of such responses on creativity.Inspired by Ingar Brinck’s creativity theories (1999, 2007) we view aesthetic problem solving as a cognitive process and suggest creative spaces to be the critical phenomenon to manage. We also use organization theories, particularly the work of Katherine Miller (2011) to explain why creativity ought to be a primary management concern.The empirical material used is semi-structured interviews with management personnel in Swedish moving image production companies. Outcomes include that the variety of digital formats available today is hard for crafts people to overview. This has brought costly workflow constraints that largely limit creativity.We suggest a pre-production file format check-list as a tool to support design management.
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