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Träfflista för sökning "WFRF:(Wallergård Mattias) "

Sökning: WFRF:(Wallergård Mattias)

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1.
  • Alce, Günter, et al. (författare)
  • A Prototyping Method to Simulate Wearable Augmented Reality Interaction in a Virtual Environment - A Pilot Study
  • 2015
  • Ingår i: International Journal of Virtual Worlds and Human Computer Interaction. - : Avestia Publishing. - 2368-6103. ; 3, s. 18-28
  • Tidskriftsartikel (refereegranskat)abstract
    • Recently, we have seen an intensified development of head mounted displays (HMD). Some observers believe that the HMD form factor facilitates Augmented Reality (AR) technology, a technology that mixes virtual content with the users' view of the world around them. One of many interesting use cases that illustrate this is a smart home in which a user can interact with consumer electronic devices through a wearable AR system. Building prototypes of such wearable AR systems can be difficult and costly, since it involves a number of different devices and systems with varying technological readiness level. The ideal prototyping method for this should offer high fidelity at a relatively low cost and the ability to simulate a wide range of wearable AR use cases. This paper presents a proposed method, called IVAR (Immersive Virtual AR), for prototyping wearable AR interaction in a virtual environment (VE). IVAR was developed in an iterative design process that resulted in a testable setup in terms of hardware and software. Additionally, a basic pilot experiment was conducted to explore what it means to collect quantitative and qualitative data with the proposed prototyping method. The main contribution is that IVAR shows potential to become a useful wearable AR prototyping method, but that several challenges remain before meaningful data can be produced in controlled experiments. In particular, tracking technology needs to improve, both with regards to intrusiveness and precision.
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2.
  • Alce, Günter, et al. (författare)
  • Design and Evaluation of Three Interaction Models for Manipulating Internet of Things (IoT) Devices in Virtual Reality
  • 2019
  • Ingår i: Human-Computer Interaction – INTERACT 2019 : 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2–6, 2019, Proceedings, Part IV - 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2–6, 2019, Proceedings, Part IV. - Cham : Springer International Publishing. - 0302-9743 .- 1611-3349. - 9783030293901 - 9783030293895 ; 11749, s. 267-286
  • Konferensbidrag (refereegranskat)abstract
    • More and more things are getting connected to the internet, including lights, speakers, and refrigerators. These connected things are an example of what a smart home system that is part of the Internet of Things (IoT) can incorporate. IoT enables advanced services by interconnecting physical and virtual things. But, building interactive prototypes for smart home systems can be difficult and costly, since it involves a number of different devices and systems with varying technological readiness level. Virtual reality (VR) is a technology that can create computer-generated environments and has been used as a design tool in many different domains, such as architecture, city planning, and industrial design. However, the focus has traditionally been on visualizing design proposals rather than letting the intended users directly interact with them. Recently, we have seen an intensified development of VR headsets such as HTC Vive and Oculus Rift. These headsets come with relatively well-developed hand controllers, which can be used to interact with the virtual environment. This opens up opportunities to develop and evaluate interactive virtual smart home systems.This paper presents three interaction models developed and evaluated using the new generation of VR technology. The interaction models were then compared in a user study with 18 participants. Some statistically significant differences and subjective preferences could be observed in the quantitative and qualitative data respectively.The main contribution of this paper is to elucidate knowledge about using VR as a prototyping tool to explore IoT interaction. Moreover, this study implies that you can collect and analyze data for statistical analysis using VR.
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3.
  • Alce, Günter, et al. (författare)
  • Feasibility Study of Ubiquitous Interaction Concepts
  • 2014
  • Ingår i: [Host publication title missing]. - : Elsevier BV. - 1877-0509. ; 39, s. 35-42
  • Konferensbidrag (refereegranskat)abstract
    • There are all sorts of consumer electronics in a home environment. Using ”apps” to interact with each device is neither feasible nor practical in an ubicomp future. Prototyping and evaluating interaction concepts for this future is a challenge. This paper proposes four concepts for device discovery and device interaction implemented in a virtual environment. The interaction concepts were compared in a controlled experiment for evaluation and comparison. Some statistically significant dierences and subjective preferences could be observed in the quantitative and qualitative data respectively. Overall, the results indicate that the proposed interaction concepts were found natural and easy to use.
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5.
  • Alce, Günter, et al. (författare)
  • UbiCompass : An IoT interaction concept
  • 2018
  • Ingår i: Advances in Human-Computer Interaction. - : Hindawi Limited. - 1687-5893 .- 1687-5907. ; 2018
  • Tidskriftsartikel (refereegranskat)abstract
    • Lately, different wearable form factors have reached the consumer domain. Wearables enable at-a-glance access to information and can continually sense the surrounding environment. Internet of Things (IoT) researchers have focused on the main enabling factors: The integration of several technologies and communication solutions. Less effort has been devoted to exploring how not-so-tech-savvy end users can discover and directly interact with the numerous connected things predicted by the IoT vision. This paper presents a novel IoT interaction concept called UbiCompass. A functional, smartwatch face prototype of the UbiCompass was developed and integrated with an existing smart home system, in which five different connected devices could be controlled using simple interaction. It was then compared to a traditional smartphone mobile application in a controlled experiment. The results show statistically significant differences in favor of the proposed concept. This highlights the potential the UbiCompass has as an IoT interaction concept.
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6.
  • Alce, Günter, et al. (författare)
  • Using augmented reality to train flow patterns for pilot students - An explorative study
  • 2020
  • Ingår i: Augmented Reality, Virtual Reality, and Computer Graphics - 7th International Conference, AVR 2020, Proceedings. - Cham : Springer International Publishing. - 0302-9743 .- 1611-3349. - 9783030584641 - 9783030584658 ; 12242, s. 215-231
  • Konferensbidrag (refereegranskat)abstract
    • Today, just as in the early days of flying, much emphasis is put on the pilot student’s flight training before flying a real commercial aircraft. In the early stages of a pilot student’s education, they must, for example, learn different operating procedures known as flow patterns using very basic tools, such as exhaustive manuals and a so-called paper tiger. In this paper, we present a first design of a virtual and interactive paper tiger using augmented reality (AR), and perform an evaluation of the developed prototype. We evaluated the prototype on twenty-seven pilot students at the Lund University School of Aviation (LUSA), to explore the possibilities and technical advantages that AR can offer, in particular the procedure that is performed before takeoff. The prototype got positive results on perceived workload, and in remembering the flow pattern. The main contribution of this paper is to elucidate knowledge about the value of using AR for training pilot students.
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7.
  • Alce, Günter, et al. (författare)
  • WozARd: A Wizard of Oz Method for Wearable Augmented Reality Interaction - A Pilot Study
  • 2015
  • Ingår i: Advances in Human-Computer Interaction. - : Hindawi Limited. - 1687-5893 .- 1687-5907. ; 2015
  • Tidskriftsartikel (refereegranskat)abstract
    • Head-mounted displays and other wearable devices open up for innovative types of interaction for wearable augmented reality (AR). However, to design and evaluate these new types of AR user interfaces, it is essential to quickly simulate undeveloped components of the system and collect feedback from potential users early in the design process. One way of doing this is the wizard of Oz (WOZ) method. The basic idea behind WOZ is to create the illusion of a working system by having a human operator, performing some or all of the system’s functions. WozARd is a WOZ method developed for wearable AR interaction. The presented pilot study was an initial investigation of the capability of the WozARd method to simulate an AR city tour. Qualitative and quantitative data were collected from 21 participants performing a simulated AR city tour. The data analysis focused on seven categories that can have an impact on how the WozARd method is perceived by participants: precision, relevance, responsiveness, technical stability, visual fidelity, general user-experience, and human-operator performance. Overall, the results indicate that the participants perceived the simulated AR city tour as a relatively realistic experience despite a certain degree of technical instability and human-operator mistakes.
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8.
  • Alce, Günter, et al. (författare)
  • WozARd: a wizard of oz tool for mobile AR
  • 2013
  • Ingår i: [Host publication title missing]. - New York, NY, USA : ACM. - 9781450322737 ; , s. 600-605
  • Konferensbidrag (refereegranskat)abstract
    • Wizard of Oz methodology is useful when conducting user studies of a system that is in early development. It is essential to be able to simulate part of the system and to collect feedback from potential users. Using a human to act as the system is one way to do this. The Wizard of Oz tool presented here is called WozARd and it aims at offering a set of tools that help the test leader control the visual, tactile and auditive output that is presented to the test participant. Additionally, it is suitable for using in an augmented reality environment where images are overlaid on the phone's camera view or on glasses. The main features that were identified as necessary include presentation of media such as images, video and sound, navigation and location based triggering, automatically taking photos, capability to log test results and visual feedback, and the integration of Sony SmartWatch for interaction possibilities.
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