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1.
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2.
  • Gennari, J.H., et al. (författare)
  • The evolution of Protégé : An environment for knowledge-based systems development
  • 2003
  • Ingår i: International journal of human-computer studies. - 1071-5819 .- 1095-9300. ; 58:1, s. 89-123
  • Tidskriftsartikel (refereegranskat)abstract
    • The Protégé project has come a long way since Mark Musen first built the Protégé meta-tool for knowledge-based systems in 1987. The original tool was a small application, aimed at building knowledge-acquisition tools for a few specialized programs in medical planning. From this initial tool, the Protégé system has evolved into a durable, extensible platform for knowledge-based systems development and research. The current version, Protégé-2000, can be run on a variety of platforms, supports customized user-interface extensions, incorporates the Open Knowledge-Base Connectivity (OKBC) knowledge model, interacts with standard storage formats such as relational databases, XML, and RDF, and has been used by hundreds of individuals and research groups. In this paper, we follow the evolution of the Protégé project through three distinct re-implementations. We describe our overall methodology, our design decisions, and the lessons we have learned over the duration of the project. We believe that our success is one of infrastructure: Protégé is a flexible, well-supported, and robust development environment. Using Protégé, developers and domain experts can easily build effective knowledge-based systems, and researchers can explore ideas in a variety of knowledge-based domains. © 2002 Elsevier Science Ltd. All rights reserved.
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3.
  • Hollnagel, Erik (författare)
  • Is affective computing an oxymoron?
  • 2003
  • Ingår i: International journal of human-computer studies. - 1071-5819 .- 1095-9300. ; 59:1-2, s. 65-70
  • Forskningsöversikt (refereegranskat)abstract
    • An overview of affective computing in respect with the human-computer interaction was presented. It dealt with the affective states of a computer which are similar to humans, hence computer can also show affects and emotions. In this regard, the concept of enhancement of effective of communication by imitating the emotional aspects was also discussed.
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4.
  • Akalin, Neziha, 1988-, et al. (författare)
  • Do you feel safe with your robot? Factors influencing perceived safety in human-robot interaction based on subjective and objective measures
  • 2022
  • Ingår i: International journal of human-computer studies. - : Academic Press. - 1071-5819 .- 1095-9300. ; 158
  • Tidskriftsartikel (refereegranskat)abstract
    • Safety in human-robot interaction can be divided into physical safety and perceived safety, where the later is still under-addressed in the literature. Investigating perceived safety in human-robot interaction requires a multidisciplinary perspective. Indeed, perceived safety is often considered as being associated with several common factors studied in other disciplines, i.e., comfort, predictability, sense of control, and trust. In this paper, we investigated the relationship between these factors and perceived safety in human-robot interaction using subjective and objective measures. We conducted a two-by-five mixed-subjects design experiment. There were two between-subjects conditions: the faulty robot was experienced at the beginning or the end of the interaction. The five within-subjects conditions correspond to (1) baseline, and the manipulations of robot behaviors to stimulate: (2) discomfort, (3) decreased perceived safety, (4) decreased sense of control and (5) distrust. The idea of triggering a deprivation of these factors was motivated by the definition of safety in the literature where safety is often defined by the absence of it. Twenty-seven young adult participants took part in the experiments. Participants were asked to answer questionnaires that measure the manipulated factors after within-subjects conditions. Besides questionnaire data, we collected objective measures such as videos and physiological data. The questionnaire results show a correlation between comfort, sense of control, trust, and perceived safety. Since these factors are the main factors that influence perceived safety, they should be considered in human-robot interaction design decisions. We also discuss the effect of individual human characteristics (such as personality and gender) that they could be predictors of perceived safety. We used the physiological signal data and facial affect from videos for estimating perceived safety where participants’ subjective ratings were utilized as labels. The data from objective measures revealed that the prediction rate was higher from physiological signal data. This paper can play an important role in the goal of better understanding perceived safety in human-robot interaction.
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5.
  • Allwood, Jens, et al. (författare)
  • Cooperation, dialogue and ethics
  • 2000
  • Ingår i: International journal of human-computer studies. - : Elsevier BV. - 1071-5819 .- 1095-9300. ; 53:6, s. 871-914
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper describes some of the basic cooperative mechanisms of dialogue. Ideal cooperation is seen as consisting of four features (cognitive consideration, joint purpose, ethical consideration and trust), which can also to some extent be seen as requirements building on each other. Weaker concepts such as ‘coordination’ and ‘collaboration’ have only some of these features or have them to lesser degrees. We point out the central role of ethics and trust in cooperation, and contrast the result with popular AI accounts of collaboration. Dialogue is also seen as associated with social activities, in which certain obligations and rights are connected with particular roles. Dialogue is seen to progress through the written, vocal or gestural contributions made by participants. Each of the contributions has associated with it both expressive and evocative functions, as well as specific obligations for participants. These functions are dependent on the surface form of a contribution, the activity and the local context, for their interpretation. We illustrate the perspective by analyzing dialogue extracts from three different activity types (a travel dialogue, a quarrel and a dialogue with a computer system). Finally, we consider what kind of information is shared in dialogue, and the ways in which dialogue participants manifest this sharing to each other through linguistic and other communicative behaviour. The paper concludes with a comparison to other accounts of dialogue and prospects for integration of these ideas within dialogue systems.
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6.
  • Almeida Costa, Nicole, 1988, et al. (författare)
  • Implementing human centred design in the context of a graphical user interface redesign for ship manoeuvring
  • 2017
  • Ingår i: International Journal of Human Computer Studies. - : Elsevier BV. - 1095-9300 .- 1071-5819. ; 100, s. 55-65
  • Tidskriftsartikel (refereegranskat)abstract
    • Human Centred Design (HCD) has been well-established in industrial and interaction design since the 1990's. HCD has a significant role to play as maritime industries struggle to retain the best crews and decrease risk in terms of human and environmental safety. This case study describes a test of an HCD approach, conducted within the European Commission project Crew-centred Design and Operations of Ships and Ship Systems (CyClaDes) under its Seventh Framework Programme. The HCD case study was undertaken by a design team at a partner firm for the redesign of a bridge wing conning display (a ship manoeuvring system) in their full mission ship bridge simulator. This paper summarizes the findings from the case study and discusses them from the perspective of the challenges, benefits, and most effective ways to introduce and use HCD in firms in the maritime sector unfamiliar with the concept. The authors of this paper performed observations, interviews and focus groups at regular intervals, augmented with reports and a resource survey completed by the design team. The conclusions highlight the impact of industrial context and constraints on the application of the HCD approach, as well as the impact of who applies HCD, of how it is depicted in literature and perceived by HCDnovice teams.
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7.
  • 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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8.
  • Berget, Gerd, et al. (författare)
  • Is visual content in textual search interfaces beneficial to dyslexic users?
  • 2016
  • Ingår i: International Journal of Human-Computer Studies. - : Elsevier BV. - 1071-5819. ; 92-93, s. 17-29
  • Tidskriftsartikel (refereegranskat)abstract
    • Dyslexia is a learning disability characterised by problems with accurate or fluent word recognition, poor decoding, and poor spelling abilities. Although several studies have addressed dyslexia and Web accessibility, less is known about how dyslexia affects information search. This study investigated whether the inclusion of icons in search user interfaces enhances performance among dyslexics. A total of 21 dyslexics and 21 controls completed 52 search tasks in 4 conditions: icons only, words only, and both icons and words in a grid layout and a list layout, while eye movements were recorded. Dyslexics took significantly longer than controls to locate targets in tasks containing text, but not in the icon-only condition. Dyslexics had longer fixation durations than controls in both icon and text based search arrays, suggesting higher mental load associated with search tasks generally. The addition of words to icon arrays led to faster search times within controls, but not dyslexics. Dyslexics also exhibited more fixations on dual-modality tasks, and longer scanpaths than controls in list layout. Both groups were fastest searching the list layout, with icons and words listed in columns. Results are discussed in terms of the design of accessible search interfaces for dyslexic users, taking into account mental load of dual-modality information display, and the arrangement of search items. Empirical data is provided for the design of accessible search results interfaces for dyslexics.
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9.
  • Bresin, Roberto, 1963-, et al. (författare)
  • Sonification of the self vs. sonification of the other : Differences in the sonification of performed vs. observed simple hand movements
  • 2020
  • Ingår i: International journal of human-computer studies. - : Elsevier BV. - 1071-5819 .- 1095-9300. ; 144
  • Tidskriftsartikel (refereegranskat)abstract
    • Existing works on interactive sonification of movements, i.e., the translation of human movement qualities from the physical to the auditory domain, usually adopt a predetermined approach: the way in which movement features modulate the characteristics of sound is fixed. In our work we want to go one step further and demonstrate that the user role can influence the tuning of the mapping between movement cues and sound parameters. Here, we aim to verify if and how the mapping changes when the user is either the performer or the observer of a series of body movements (tracing a square or an infinite shape with the hand in the air). We asked participants to tune movement sonification while they were directly performing the sonified movement vs. while watching another person performing the movement and listening to its sonification. Results show that the tuning of the sonification chosen by participants is influenced by three variables: role of the user (performer vs observer), movement quality (the amount of Smoothness and Directness in the movement), and physical parameters of the movements (velocity and acceleration). Performers focused more on the quality of their movement, while observers focused more on the sonic rendering, making it more expressive and more connected to low-level physical features.
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10.
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11.
  • Coyle, D., et al. (författare)
  • Emotional wellbeing
  • 2014
  • Ingår i: International journal of human-computer studies. - : Elsevier BV. - 1071-5819 .- 1095-9300. ; 72:8-9
  • Tidskriftsartikel (refereegranskat)
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12.
  • Dinka, David, et al. (författare)
  • Identity and role-A qualitative case study of cooperative scenario building
  • 2006
  • Ingår i: International journal of human-computer studies. - : Elsevier BV. - 1071-5819 .- 1095-9300. ; 64:10, s. 1049-1060
  • Tidskriftsartikel (refereegranskat)abstract
    • In this study, we argue that users participating in the design process will form the participation as a function of their professional role, but also as a function of their identity more or less independent from their role. In order to get the full potential of cooperative design the user identity in general and in this case their attitudes towards technology in particular should be incorporated into the design process. This case study consists of participatory design sessions with two different organizations, in the context of a media production tool development project. Facilitator skills, and workshop interventions to balance attitudes and to take them into account in design are discussed. Furthermore, we argue that attitudes will affect a subsequent implementation of a technical system, and that knowledge about stakeholder identity can be useful for further design activities and for planning system implementation. © 2006.
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13.
  • Dozio, Nicoló, et al. (författare)
  • A design methodology for affective Virtual Reality
  • 2022
  • Ingår i: International journal of human-computer studies. - : Elsevier. - 1071-5819 .- 1095-9300. ; 162
  • Tidskriftsartikel (refereegranskat)abstract
    • In the era of ‘metaverse’, virtual environments are gaining popularity among new multimedia contents and are also recognized as a valuable means to deliver emotional content. This is favoured by cost reduction, availability and acceptance by end-users of virtual reality technology. Creating effective virtual environments can be achieved by exploiting several opportunities: creating artificial worlds able to generate different stories, mixing sensory cues, and making the whole interactive. The design space for creating emotional virtual environments is ample, and no clear idea of how to integrate the various components exists. This paper discusses how to combine multiple design elements to elicit five distinct emotions. We developed and tested two scenarios per emotion. We present the methodology, the development of the case studies, and the results of the testing. © 2022 Elsevier Ltd
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14.
  • Edman, Anneli, et al. (författare)
  • A system architecture for knowledge-based hypermedia
  • 1999
  • Ingår i: INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES. - : ACADEMIC PRESS LTD. - 1071-5819. ; 51:5, s. 1007-1036
  • Tidskriftsartikel (refereegranskat)abstract
    • Hypermedia systems and knowledge systems can be viewed as flip-sides of the same coin. The former are designed to convey information and the latter to solve problems; developments beyond the basic techniques of each system type requires techniques from t
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15.
  • Eriksson, Henrik (författare)
  • The semantic-document approach to combining documents and ontologies
  • 2007
  • Ingår i: International journal of human-computer studies. - : Elsevier BV. - 1071-5819 .- 1095-9300. ; 65:7, s. 624-639
  • Tidskriftsartikel (refereegranskat)abstract
    • An ontology is a powerful way of representing knowledge for multiple purposes. There are several ontology languages for describing concepts, properties, objects, and relationships. However, ontologies in information systems are not primarily written for human reading and communication among humans. For many business, government, and scientific purposes, written documents are the primary description and communication media for human knowledge communication. Unfortunately, there is a significant gap between knowledge expressed as textual documents and knowledge represented as ontologies. Semantic documents aim at combining documents and ontologies, and allowing users to access the knowledge in multiple ways. By adding annotations to electronic-document formats and including ontologies in electronic documents, it is possible to reconcile documents and ontologies, and to provide new services, such as ontology-based searches of large document databases. To accomplish this goal, semantic documents require tools that support both complex ontologies and advanced document formats. The Protégé ontology editor, together with a custom-tailored documentation-handling extension, enables developers to create semantic documents by linking preexisting documents to ontologies. © 2007 Elsevier Ltd. All rights reserved.
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16.
  • Ferati, Mexhid, et al. (författare)
  • Audemes at work : Investigating features of non-speech sounds to maximize content recognition
  • 2012
  • Ingår i: International journal of human-computer studies. - : Elsevier BV. - 1071-5819 .- 1095-9300. ; 70:12, s. 936-966
  • Tidskriftsartikel (refereegranskat)abstract
    • To access interactive systems, blind users can leverage their auditory senses by using non-speech sounds. The structure of existing non-speech sounds, however, is geared toward conveying atomic operations at the user interface (e.g., opening a file) rather than evoking broader, theme-based content typical of educational material (e.g., an historical event). To address this problem, we investigate audemes, a new category of non-speech sounds whose semiotic structure and flexibility open new horizons for the aural interaction with content-rich applications. Three experiments with blind participants examined the attributes of an audeme that most facilitate the accurate recognition of their meaning. A sequential concatenation of different sound types (music, sound effect) yielded the highest meaning recognition, whereas an overlapping arrangement of sounds of the same type (music, music) yielded the lowest meaning recognition. We discuss seven guidelines to design well-formed audemes.
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17.
  • Ghorayeb, Abir, et al. (författare)
  • Older Adults' Perspectives of Smart Home Technology : Are We Developing the Technology That Older People Want?
  • 2021
  • Ingår i: International journal of human-computer studies. - : Elsevier BV. - 1071-5819 .- 1095-9300. ; 147
  • Tidskriftsartikel (refereegranskat)abstract
    • New technology and smart homes have the potential to improve quality of life, safety, and care for older people. However, we do not yet know how older people's perceptions of these technologies may vary, in particular how views based on experience of actual use may differ from those related to anticipated use. We also do not know how older people living independently might view technology that may be of future rather than current value to them. This paper explores older people's views of smart home monitoring technology and compares these between people with direct experience and those without. Four focus groups were conducted with six older people recruited from the community with no smart home experience and seven drawn from a large-scale Interdisciplinary Research Collaboration that is developing a sensor platform for health and lifestyle at home. For the seven participants, the sensor platform was installed and operated in their homes for eight to twelve months before the current study.The study found that participants in each group had some similar and some different understandings of smart home technologies. Among participants who had already tried the smart home monitoring technology, acceptance increased over time and with use. They expressed fewer concerns than non smart homes participants regarding privacy, trust, usability, and more concerns about utility. Non smart home participants focused on the extent to which this technology might increase household's vulnerability and they considered the technology somewhat intrusive and noticeable. It appeared that the more positive views of participants who had direct experience of smart homes related to the degree of trust between them and the researchers who installed and maintained the smart home system. Both groups of participants shared views about the technical feasibility, affordability, impact on relationships, and about the engagement and competencies of those who would view the monitoring data. They suggested that the technology would be more acceptable if it was possible to customize functionality and features. These findings have implications for development of smart home technologies so that they are appropriate and acceptable to older people who are living independently.
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18.
  • Gulz, Agneta, et al. (författare)
  • Design of animated pedagogical agents - A look at their look
  • 2006
  • Ingår i: International Journal of Human-Computer Studies. - : Elsevier BV. - 1071-5819. ; 64:4, s. 322-339
  • Tidskriftsartikel (refereegranskat)abstract
    • A well-established effect of animated agents in educational and other contexts is their potential to motivate and engage. "Increased motivation in users" is also one of the more frequent answers given to the question, "What is gained by adding an animated pedagogical agent to an intelligent tutoring system?" To further develop and exploit this potential, there are, however, several issues that need to be resolved. In this article we discuss the visual form and look of animated pedagogical agents. A survey is presented of how the area is approached (and, in particular, not approached) in research on animated pedagogical agents. Two possible reasons are proposed as to why visual form and look are so little addressed are also proposed. We also propose and discuss some key aspects of look that merit a systematic approach in future research. The main thesis of the paper is that users' visuo-aesthetic experience of animated pedagogical agents is too important with respect to the goals to motivate and engage, to be treated as a secondary issue. We do not deny that there are other pressing and fundamental issues that need to be solved, such as those concerning the content of the support and the competence level of agents, as well as various design elements that can contribute to making animated agents lifelike. But we argue that visual rendering issues are pressing and need to be seriously addressed as well. (c) 2005 Elsevier Ltd. All rights reserved.
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19.
  • Hollnagel, Erik, et al. (författare)
  • Principles for modelling function allocation
  • 2000
  • Ingår i: International journal of human-computer studies. - : Elsevier BV. - 1071-5819 .- 1095-9300. ; 52:2, s. 253-265
  • Tidskriftsartikel (refereegranskat)abstract
    • Automation is the key element in safety, reliability of industrial processes. Selecting the right type and level of automation requires careful consideration of how to allocate tasks between operators and automation. This is important in order that the joint system, human and machine as seen together, perform in the intended manner. The Halden Reactor Project is currently engaged in a project to study this topic, with an emphasis on maximizing the operator's ability to maintain control and handle unexpected events. Functional models can be used to study this in a process control environment, because they explicitly describe the functions that must be provided by the process or the operator. This paper describes how functional modelling of the joint system can be used to provide a basis for how functions should be allocated.
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20.
  • Huang, Lida, et al. (författare)
  • Eyes can draw : A high-fidelity free-eye drawing method with unimodal gaze control
  • 2023
  • Ingår i: International journal of human-computer studies. - : Elsevier BV. - 1071-5819 .- 1095-9300. ; 170
  • Tidskriftsartikel (refereegranskat)abstract
    • EyeCompass is a novel free-eye drawing system enabling high-fidelity and efficient free-eye drawing through unimodal gaze control, addressing the bottlenecks of gaze-control drawing. EyeCompass helps people to draw using only their eyes, which is of value to people with motor disabilities. Currently, there is no effective gaze-control drawing application due to multiple challenges including involuntary eye movements, conflicts between visuomotor transformation and ocular observation, gaze trajectory control, and inherent eye-tracking errors. EyeCompass addresses this using two initial gaze-control drawing mechanisms: brush damping dynamics and the gaze-oriented method. The user experiments compare the existing gaze-control drawing method and EyeCompass, showing significant improvements in the drawing performance of the mechanisms concerned. The field study conducted with motor-disabled people produced various creative graphics and indicates good usability of the system. Our studies indicate that EyeCompass is a high-fidelity, accurate, feasible free-eye drawing method for creating artistic works via unimodal gaze control.
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21.
  • Huang, Ying Ying, et al. (författare)
  • Auditory Feedback in Haptic Collaborative Interfaces
  • 2012
  • Ingår i: International journal of human-computer studies. - : Elsevier BV. - 1071-5819 .- 1095-9300. ; 70:4, s. 257-270
  • Tidskriftsartikel (refereegranskat)abstract
    • The combined effect of haptic and auditory feedback in shared interfaces, on the cooperation between visually impaired and sighted persons is under-investigated. A central challenge for cooperating group members lies in obtaining a common understanding of the elements of the workspace and maintaining awareness of the other members’, as well as one’s own, actions during the work process. The aim of the experimental study presented here, was to investigate if adding audio cues in a haptic and visual interface makes collaboration between a sighted and a blindfolded person more efficient. Results showed that task performance was significantly faster in the audio, haptic and visual feedback condition compared to the haptic and visual feedback condition. One special focus was also to study how participants utilize the auditory and haptic force feedback in order to obtain a common understanding of the workspace and to maintain an awareness of the group members’ actions. Results from a qualitative analysis showed that the auditory and haptic feedback was used in a number of important ways for the group members’ action awareness and in the participants’ grounding process.
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22.
  • Håkansson, Anne (författare)
  • A User-Centred Knowledge Modelling
  • Ingår i: International Journal of Human-Computer Studies / Knowledge Acquisition. - 1071-5819.
  • Tidskriftsartikel (refereegranskat)
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23.
  • Hård af Segerstad, Ylva, 1969, et al. (författare)
  • Instant messaging with WebWho
  • 2002
  • Ingår i: International Journal of Human Computer Studies. - : Elsevier BV. - 1071-5819. ; 56:1, s. 147-171
  • Tidskriftsartikel (refereegranskat)abstract
    • We present a study of how awareness of presence affects content of instant messaging sent between students using WebWho, an easily accessible web-based awareness tool. WebWho visualizes where people are located in a large university computer lab and allows students to virtually locate one another and communicate via an instant messaging system. As WebWho is there to be accessed through any web browser, it requires no programming skills or special software. It may also be used from outside the computer lab by students located elsewhere. The sender's user name is normally automatically added to the instant messages, but the messages can also be sent anonymously. We were interested in finding out if the sender's conscious hiding of his or her identity seemed to be reflected in the content of anonymous messages, and how these differed from those with identified senders. Awareness of presence seems to be one of several factors influencing message composition, both content and structural aspects. At this stage, we have primarily focused on examining how different factors affects the content of the messages. We cross-analysed the messages for content in relation to parameters such as sender location (collocated, distributed and distant) and sender status (anonymous vs. identified), in order to find out whether awareness of presence seems to be an influencing factor. Computer-mediated communication (CMC) is often claimed to be a sort of hybrid between spoken and written interaction [c.f. Ferrara, Brunner & Whittemore (1991) and several others]. We compared the messages that were sent using the instant messaging tool in WebWho with data from other types of CMC (email, chat) and also with corpora of spoken language and traditionally written language. The aim of the study was primarily to investigate awareness of presence affects on instant messaging, and only secondarily to investigate spoken vs. written features of the texts. Results show that awareness of both physical and virtual presence affects the content of the messages, and that these factors affects the text differently. Sender status, the nature of the computer-mediated medium, and the written mode shape the messages as well. Results show that the students use the messaging system to support collaborative work and coordinate social activities, and extensively for playful behaviour.
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24.
  • Isbister, Katherine, et al. (författare)
  • Evaluating affective interactions
  • 2007
  • Ingår i: International journal of human-computer studies. - 1071-5819 .- 1095-9300. ; vol. 65:issue 4, s. pp. 273-
  • Tidskriftsartikel (refereegranskat)
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25.
  • Junestrand, S, et al. (författare)
  • Private and public digital domestic spaces
  • 2001
  • Ingår i: International journal of human-computer studies. - : Elsevier BV. - 1071-5819 .- 1095-9300. ; 54, s. 753-778
  • Tidskriftsartikel (refereegranskat)abstract
    • With the introduction of information and communication technologies into our homes and the different physical and communicative expressions this implies for our living spaces the concepts of being private and of being public become crucial. In this paper, we introduce A Pattern Language, developed by Christopher Alexander in the 1970s, in order to handle these problems systematically. The presentation formally follows Alexander’s structure in five cases all related to practical experiments on being private and public at home. We start with a number of concrete user situations related to human-computer interaction. Social and communicative phenomena or possibilities end up in novel design patterns at the interface between an architectural and a technological perspective. The novel patterns presented are primarily based on experiences from practical work on the development of a conceptual dwelling of the future, comHOME, designed and constructed as a full-scale model of a flat. By creating different zones for video-mediated communication, comZONES, the user can control the private and public digital areas varying in time and space. The novel patterns refer to two separate levels. On the first level a specific pattern, called “PRIVATE AND PUBLIC DIGITAL SPACES”, is designed as a conceptual floor plan layout. This plan distributes private and public digital spaces for video-mediated communication over the flat. At a second level, four patterns show the integration of the specific comZONES aiming at solving four specific problems with video-mediated communication at home. Our intention is to describe the application of design patterns as a method for analysing and solving novel problems encountered with the introduction of information and communication technologies in our homes. The video-mediated set-ups are not dealt with in depth. They serve mainly as designs that make it possible to apply the design patterns. (C) 2001 Academic Press.
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26.
  • Keenan, Fiona, et al. (författare)
  • Evaluating a Sonic Interaction Design Based on a Historic Theatre Sound Effect
  • 2022
  • Ingår i: International journal of human-computer studies. - : Elsevier BV. - 1071-5819 .- 1095-9300. ; 164
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper reports on the procedure and results of a preliminary experiment to evaluate participants’ perceptual experiences of a mechanical theatre sound effect and its digital counterpart. The theatre sound effect chosen - an acoustic wind machine - affords a simple rotational gesture; turning its crank handle at varying speeds produces a convincing wind-like sound. A prototype digital model of a working acoustic wind machine was programmed. The mechanical interface of the acoustic wind machine drove both the digital model and its own acoustic sound in performance, therefore preserving the same tactile and kinaesthetic feedback across the two continuous sonic interactions. Participants were presented with two listening tests to examine the perceived similarity of these wind-like sounds and the perceived connection between the speed of the crank handle and the resulting sound. Participants’ performances of both the acoustic and digital systems were then elicited with sound stimuli produced from simple gestural performances of the wind-like sounds. The results of this study show that, while the sound of the prototype digital model requires further calibration to bring the experience of its performance closer to that of its acoustic counterpart, the acoustic wind machine is significantly easier to play, and the mechanism of its interface may play a role in perceptually guiding performance gestures.
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27.
  • Khan, Muhammad Sikandar Lal, 1988-, et al. (författare)
  • Gaze perception and awareness in smart devices
  • 2016
  • Ingår i: International journal of human-computer studies. - : Elsevier. - 1071-5819 .- 1095-9300. ; 92-93, s. 55-65
  • Tidskriftsartikel (refereegranskat)abstract
    • Eye contact and gaze awareness play a significant role for conveying emotions and intentions duringface-to-face conversation. Humans can perceive each other's gaze quite naturally and accurately. However,the gaze awareness/perception are ambiguous during video teleconferencing performed by computer-based devices (such as laptops, tablet, and smart-phones). The reasons for this ambiguity are the(i) camera position relative to the screen and (ii) 2D rendition of 3D human face i.e., the 2D screen isunable to deliver an accurate gaze during video teleconferencing. To solve this problem, researchers haveproposed different hardware setups with complex software algorithms. The most recent solution foraccurate gaze perception employs 3D interfaces, such as 3D screens and 3D face-masks. However, todaycommonly used video teleconferencing devices are smart devices with 2D screens. Therefore, there is aneed to improve gaze awareness/perception in these smart devices. In this work, we have revisited thequestion; how to improve a remote user's gaze awareness among his/her collaborators. Our hypothesis isthat ‘an accurate gaze perception can be achieved by the ‘3D embodiment’ of a remote user's head gestureduring video teleconferencing’. We have prototyped an embodied telepresence system (ETS) for the 3Dembodiment of a remote user's head. Our ETS is based on a 3-DOF neck robot with a mounted smartdevice (tablet PC). The electromechanical platform in combination with a smart device is a novel setupthat is used for studying gaze awareness/perception in 2D screen-based smart devices during videoteleconferencing. Two important gaze-related issues are considered in this work; namely (i) ‘Mona-LisaGaze Effect’ – the gaze is always directed at the person independent of his position in the room, and (ii)‘Gaze Awareness/Faithfulness’ – the ability to perceive an accurate spatial relationship between theobserving person and the object by an actor. Our results confirm that the 3D embodiment of a remoteuser head not only mitigates the Mona Lisa gaze effect but also supports three levels of gaze faithfulness,hence, accurately projecting the human gaze in distant space.
  •  
28.
  • Lif, M (författare)
  • User-interface modelling - adding usability to use cases
  • 1999
  • Ingår i: INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES. - : ACADEMIC PRESS LTD. - 1071-5819. ; 50:3, s. 243-262
  • Tidskriftsartikel (övrigt vetenskapligt/konstnärligt)abstract
    • User interface modelling (UIM) is basically a method for gathering user requirements that are applicable when designing the user interface to an information system. UIM is to be used as a complement to use case modelling (Jacobson, Christerson, Jonsson &
  •  
29.
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30.
  • Mancini, Clara, et al. (författare)
  • Animal-Computer Interaction : The emergence of a discipline
  • 2017
  • Ingår i: International journal of human-computer studies. - : Elsevier BV. - 1071-5819 .- 1095-9300. ; 98, s. 129-134
  • Tidskriftsartikel (övrigt vetenskapligt/konstnärligt)abstract
    • In this editorial to the IJHCS Special Issue on Animal-Computer Interaction (ACI), we provide an overview of the state-of-the-art in this emerging field, outlining the main scientific interests of its developing community, in a broader cultural context of evolving human-animal relations. We summarise the core aims proposed for the development of ACI as a discipline, discussing the challenges these pose and how ACI researchers are trying to address them. We then introduce the contributions to the Special Issue, showing how they illustrate some of the key issues that characterise the current state-of-the-art in ACI, and finally reflect on how the journey ahead towards developing an ACI discipline could be undertaken.
  •  
31.
  • Morgan, Phillip L., et al. (författare)
  • Reducing risk to security and privacy in the selection of trigger-action rules: Implicit vs. explicit priming for domestic smart devices
  • 2022
  • Ingår i: International journal of human-computer studies. - : Elsevier. - 1071-5819 .- 1095-9300. ; 168
  • Tidskriftsartikel (refereegranskat)abstract
    • Smart home device usage is increasing, as is the diversity of users and range of devices. Additionally, it is becoming increasingly common to interconnect devices (e.g., via trigger-action rules) which, while bringing benefits, can bring unforeseen security and privacy risks. Developing strategies to protect users as well as understanding what biographical or attitudinal characteristics contribute to these risks is a critical step for ensuring empowered, but safe, interconnected smart device usage. Using narrative descriptions of domestic smart devices, two experiments explored how the prevailing security/privacy contexts—priming conditions—in which 20 trigger-action rules (developed via a Delphi Study) were presented influenced the adoption of rules favoring either security or privacy. Both experiments contrasted three priming conditions: no prime, security prime, privacy prime. Experiment 1 (n=254) used explicit priming, giving direct instruction to maximize a security or privacy outcome while Experiment 2 (n=325) used implicit priming, with an apparently unrelated security or privacy problem-solving puzzle. Across both experiments, priming promoted safer rule adoption, markedly so when explicit. Explicit priming produced an asymmetry however: privacy priming improved privacy scores with security scores unchanged and security primes improved security scores while worsening privacy scores. Across experiments, two dimensions of user attitudes shaped riskier rule choice: perceived benefits of technology and pre-existing trusting beliefs in online companies. Our novel findings reveal that implicit and explicit priming shape safe use of trigger-action rules in domestic settings and that age, perceived trust and perceived benefits should be considered when designing safety messaging.
  •  
32.
  • Niedenthal, Simon, et al. (författare)
  • A graspable olfactory display for virtual reality
  • 2023
  • Ingår i: International Journal of Human-Computer Studies. - : Elsevier. - 1071-5819 .- 1095-9300. ; 169
  • Tidskriftsartikel (refereegranskat)abstract
    • The sense of smell, olfaction, is seldom engaged in digital interactive systems, but, supported by the proper technology, olfaction might open up new interaction domains. Human olfactory experience involves active exploration, directed sniffing and nuanced judgements about odour identity, concentrations, and blends, yet to date most compact olfactory displays do not directly support these experiences. We describe the development and validation of a compact, low-cost olfactory display fitted to the hand controller of the HTC Vive Virtual Reality (VR) system that employs stepless valves to enable control of scent magnitude and blending (Fig. 1). Our olfactory display allows for concealed (i.e., unknown to the user) combinations of odours with virtual objects and contexts, making it well suited to applications involving interactions with odorous objects in virtual space for recreational, educational, scientific, or therapeutic functions. Through a user study and gas sensor analysis, we have been able to demonstrate that our device presents clear and consistent scent output, is intuitive from a user perspective, and supports gameplay interactions. We present results from a smell training game in a virtual wine tasting cellar in which the initial task of identifying wine aroma components is followed by evaluating more complex blends, allowing the player to “level up” as they proceed to higher degrees of connoisseurship. Novice users were able to quickly adapt to the display, and we found that the device affords sniffing and other gestures that add verisimilitude to olfactory experience in virtual environments. Test-retest reliability was high when participants performed the task two times with the same odours. In sum, the results suggest our olfactory display may facilitate use in game settings and other olfactory interactions.
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33.
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34.
  • Pauletto, Sandra, et al. (författare)
  • Interactive sonification of complex data
  • 2009
  • Ingår i: International journal of human-computer studies. - : Elsevier. - 1071-5819 .- 1095-9300. ; 67:11, s. 923-933
  • Tidskriftsartikel (refereegranskat)abstract
    • In this paper we present two experiments on implementing interaction in sonification displays: the first focuses on recorded data (interactive navigation) and the second on data gathered in real time (auditory feedback). Complex synthesised data are explored in the first experiment to evaluate how well the known characteristics present in the data are distinguished using different interaction methods, while real medical data (from physiotherapy) are used for the second. The addition of interaction to the exploration of sonified recorded data improves the system usability (efficiency, effectiveness and user satisfaction), and the real-time sonification of complex physiotherapy data can produce sounds with timbral characteristics that audibly change when important characteristics present in the data vary.
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35.
  • Robertsson, Linn, et al. (författare)
  • Perception modeling for human-like artificial sensor systems
  • 2007
  • Ingår i: International journal of human-computer studies. - Amsterdam : Elsevier. - 1071-5819 .- 1095-9300. ; 65:5, s. 446-459
  • Tidskriftsartikel (refereegranskat)abstract
    • In this article we present an approach to the design of human-like artificial systems. It uses a perception model to describe how sensory information is processed for a particular task and to correlate human and artificial perception. Since human-like sensors share their principle of operation with natural systems, their response can be interpreted in an intuitive way. Therefore, such sensors allow for easier and more natural human–machine interaction. The approach is demonstrated in two applications. The first is an “electronic tongue”, which performs quality assessment of food and water. In the second application we describe the development of an artificial hand for dexterous manipulation. We show that human-like functionality can be achieved even if the structure of the system is not completely biologically inspired.
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36.
  • Salovaara, Antti, et al. (författare)
  • Information technologies and transitions in the lives of 55–65-year-olds : The case of colliding life interests
  • 2010
  • Ingår i: International journal of human-computer studies. - : Elsevier. - 1071-5819 .- 1095-9300. ; 68:11, s. 803-821
  • Tidskriftsartikel (refereegranskat)abstract
    • More and more people entering the stage of retirement at around age 55–65 are healthy, active, and also very computer-literate. This trend is rapidly changing the common image of late-midlife technology users, which rests on the assumption that they find it difficult to embrace new technologies and also that their main interests are health related. Although technology use and lifestyles are changing, however, many other aspects of life remain the same. One of these aspects is that of the transitions, or life changes, that generally take place in these years. Besides retirement, these transitions include changes in health, housing, social interaction, work life, and personal finance. People develop different ways of coping with these transitions, which brings up interesting issues related to the late midlife stage. This paper presents a diary-aided interview study of late middle-age adults (N=24) in Finland and Sweden with a focus on the interplay between technologies and transitions. Transitions were found to play a part in how the life interests of late middle-aged persons are often conflictive, forcing them to choose from among various ‘possible selves’. At its best, technology can help alleviate these tensions. This finding is exemplified in the paper’s discussion of two design implications associated  with particular clashes of interests, related to how daily activities are organized and how contact is maintained with one’s friends and family.
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37.
  • Sjölinder, Marie, et al. (författare)
  • Age differences and the acquisition of spatial knowledge in a three-dimensional environment : Evaluating the use of an overview map as a navigation aid.
  • 2005
  • Ingår i: International Journal of Human-Computer Studies. - : Elsevier BV. - 1071-5819. ; 63, s. 537-564
  • Tidskriftsartikel (refereegranskat)abstract
    • This study examined age differences in the use of an electronic three-dimensional (3D) environment, and how the age differences were affected by the use of an overview map as a navigation aid. Task performance and the subjects' acquisition of configural knowledge of the 3D-environment were assessed. Impact of spatial ability and prior experience on these measurements were also investigated. One group of older subjects (n = 24) and one group of younger subjects (n = 24) participated. An overall hypothesis for the work presented here was that differences in learning to and performing navigational tasks in the physical world are similar in learning and performing navigational tasks in the virtual world. The results showed that the older participants needed more time to solve the tasks; and similar to navigation in the physical world, the older participants were less likely to create configural knowledge. It could not be established that older participants benefited more from an overview map as cognitive support than younger subjects, except in the subjective sense: the older users felt more secure when the map was there. The map seemed to have supported the older users in creating a feeling of where objects were located within the environment, but it did not make them more efficient. The results have implications for design; in particular, it brings up the difficult issue of balancing design goals such as efficiency in terms of time and functionality, against maintaining a sense of direction and location in navigational situations.
  •  
38.
  • Skågeby, Jörgen (författare)
  • Semi-Public End-user Content Contributions : a case-study of concerns and intentions in online photo-sharing
  • 2008
  • Ingår i: International journal of human-computer studies. - : Elsevier. - 1071-5819 .- 1095-9300. ; 66:4, s. 287-300
  • Tidskriftsartikel (refereegranskat)abstract
    • As social networks and rich media sharing are increasingly converging, end-user concerns regarding to whom, how and why to direct a certain digital content emerge. Between the pure private contribution and the pure public contribution exists a large research and design space of semi-public content and relationships. The theoretical framework of gift-giving correlates to semi-public contributions in that it envelopes social relationships, concerns for others and reciprocity, and was consequently adopted in order to reveal and classify qualitative semi-public end-user concerns with content contribution. The data collection was performed through online ethnographic methods in a large photo-sharing network. The main data-collection method used was forum message elicitation, combined with referential methods such as interviews and application observation and usage. The analysis of data resulted in descriptions concerning end-user intentions to address dynamic recipient groupings, the intentions to control the level of publicness of both digital content and its related social metadata (tags, contacts, comments and links to other networks) and the conclusion that users often refrained from providing material unless they felt able to control its direction.
  •  
39.
  • Strengers, Yolande, et al. (författare)
  • Pursuing pleasance : Interrogating energy-intensive visions for the smart home
  • 2020
  • Ingår i: International journal of human-computer studies. - : Elsevier BV. - 1071-5819 .- 1095-9300. ; 136
  • Tidskriftsartikel (refereegranskat)abstract
    • In recent years, household sustainability has received increasing attention in the field of Human-Computer Interaction. This has largely been driven by the argument that through interaction design, we can create ‘smart homes’ that enable households to be more responsible with precious resources, such as food, water and energy. However, the assumption that home automation technologies lead to improved sustainability may not hold. As a contribution to this discussion, this paper demonstrates how home automation devices promote a lifestyle vision which may undermine intended energy savings. Drawing on a qualitative content analysis of smart home articles, we identify and interrogate the industry vision of ‘pleasance’. We highlight seven qualities that underpin this vision: aesthetic experience, fun and cool, customisation and control, convenience and simplicity, peace of mind, extension and expansion, and effortless energy-saving. We analyse how energy-intensive pleasance is embedded within two commercially available types of devices: smart thermostats and networked lighting. We show how these devices and the pleasance vision that they mobilize may encourage householders to use more energy. The paper concludes with design suggestions on how HCI community can re-envision pleasance through the examples of thermostats and networked lighting to achieve energy reductions and sustainability outcomes.
  •  
40.
  • Sundström, Petra, et al. (författare)
  • In situ informants exploring an emotional mobile messaging system in their everyday practice
  • 2007
  • Ingår i: International journal of human-computer studies. - : Academic Press. - 1071-5819 .- 1095-9300. ; 65:4, s. 388-403
  • Tidskriftsartikel (refereegranskat)abstract
    • We have designed and built a mobile emotional messaging system named eMoto. With it, users can compose messages through using emotion-related gestures as input, rendering a message background of colours, shapes and animations expressing the emotional content. The design intent behind eMoto was that it should be engaging physically, intellectually and socially, and allow users to express themselves emotionally in all those dimensions, involving them in an affective loop experience. In here, we describe the user-centred design process that lead to the eMoto system, but focus mainly on the final study where we let five friends use eMoto for two weeks. The study method, which we name in situ informants, helped us enter and explore the subjective and distributed experiences of use, as well as how emotional communication unfolds in everyday practice when channelled through a system like eMoto. The in situ informants are on the one hand users of eMoto, but also spectators, that is close friends who observe and document user behaviour. Design conclusions include the need to support the sometimes fragile communication rhythm that friendships require – expressing memories of the past, sharing the present and planning for the future. We saw that emotions are not singular state that exist within one person alone, but permeates the total situation, changing and drifting as a process between the two friends communicating. We also gained insights into the under-estimated but still important physical, sensual aspects of emotional communication. Experiences of the in situ informants method include the need to involve participants in the interpretation of the data obtained, as well as establishing a closer connection with the spectators.
  •  
41.
  • Viktorelius, Martin, et al. (författare)
  • Automation and the imbrication of human and material agency : A sociomaterial perspective
  • 2021
  • Ingår i: International journal of human-computer studies. - London : Elsevier. - 1071-5819 .- 1095-9300. ; 145, s. 1-11
  • Tidskriftsartikel (refereegranskat)abstract
    • Automation is projected to transform many industries and work domains and enable both increased levels of safety and efficiency by reallocating many of the functions traditionally performed by operators. However, research on the relation between automation and work practice is lagging and needs to be further explored in order to ground the debate and design of automated work on a sound empirical basis reflecting work in actual organizational settings. In particular, research is needed that offers rich naturalistic representations of human automation interaction that accounts for the mutual shaping of human and material agency over time. The ethnographic workplace study reported in this paper draws on the sociomaterial practice perspective and on the theory of imbrication to analyze a case in which an automatic speed regulation system was installed onboard five large passenger ferries in order to improve the energy efficiency of the execution of voyages. The results show how the adoption, appropriation and use of automated technologies is inextricable from the local patterns of social interaction and collaboration. The study contributes with a deeper understanding of the relation and entanglement of the social and technological elements in human automation interaction.
  •  
42.
  • Visell, Y., et al. (författare)
  • Sound design and perception in walking interactions
  • 2009
  • Ingår i: International journal of human-computer studies. - : Elsevier BV. - 1071-5819 .- 1095-9300. ; 67:11, s. 947-959
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper reviews the state of the art in the display and perception of walking generated sounds and tactile vibrations, and their current and potential future uses in interactive systems. As non-visual information sources that are closely linked to human activities in diverse environments, such signals are capable of communicating about the spaces we traverse and activities we encounter in familial and intuitive ways However, in order for them to be effectively employed in human-computer interfaces, significant knowledge is required in areas including the perception of acoustic signatures of walking, and the design, engineering, and evaluation of interfaces that utilize them. Much of this expertise has accumulated in recent years, although many questions remain to be explored We highlight past work and current research directions in this Multidisciplinary area of investigation, and point to potential future trends.
  •  
43.
  • Wang, Xiyao, et al. (författare)
  • Understanding differences between combinations of 2D and 3D input and output devices for 3D data visualization
  • 2022
  • Ingår i: International journal of human-computer studies. - : ACADEMIC PRESS LTD- ELSEVIER SCIENCE LTD. - 1071-5819 .- 1095-9300. ; 163
  • Tidskriftsartikel (refereegranskat)abstract
    • Focusing on interaction needs for scientific data exploration, we evaluated peoples performance using a 2D mouse, 3D SpaceMouse, or 3D-tangible tablet as input devices to interact with visualizations on 2D screens or stereoscopic augmented reality (AR) head-mounted displays. The increasing availability and power of immersive displays drives us to try to understand how to choose input devices, interaction techniques and output displays for the visualization of scientific data, thus to finally help us guide the interaction design for hybrid AR and PC visualization systems. With a docking task and a clipping plane placement/orientation task, we measure our participants performance (completion time and accuracy) with each of the different combinations of input and output. We also report on their perceived workload, their preference, and on other qualitative feedback. Results show that the mouse remains good with any display, especially for tasks that require a high accuracy. Our results highlight the potential to retain the mouse as a primary input device, and to complement it with other 3D interaction devices for specific uses.
  •  
44.
  • Widdicks, Kelly, et al. (författare)
  • Escaping unsustainable digital interactions : Toward "more meaningful" and "moderate" online experiences
  • 2022
  • Ingår i: International journal of human-computer studies. - : Elsevier. - 1071-5819 .- 1095-9300. ; 165
  • Tidskriftsartikel (refereegranskat)abstract
    • Growing and even excessive use of digital technology has unquestionably fuelled demand for digital devices and online services leading to a wide range of societal and environmental impacts. In sustainability terms, ICT as a whole is estimated to produce up to nearly 4% of global greenhouse gas emissions. As presumed responsible innovators, the HCI community should now consider design strategies that will reduce use and demand for digital technology for the good of both its users and the planet-strategies perhaps even seen as retrogressive in an era where digital technology is constantly implicated in innovation and economic growth. Prior work has noted the potential to design "more moderate" interactions for sustainability, simultaneously addressing negative societal impacts on users' wellbeing, relationships, productivity at work, and privacy. In this paper, we explore how we may design intentionally moderate digital interactions that retain our participants' "more meaningful" experiences. We report on the outcomes of two design workshops to uncover experiences of meaningful device and service use, to inform practical designs for 'moderate and meaningful' interaction. From this, we offer design recommendations that aim to address the multiple negative impacts that digital technology can create, and discuss the possible barriers to these designs.
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