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Sökning: WFRF:(Juhlin Oskar)

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1.
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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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12.
  • Cano-Viktorsson, Carlos, 1977- (författare)
  • From Vision to Transition : Exploring the Potential for Public Information Services to Facilitate Sustainable Urban Transport
  • 2014
  • Licentiatavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Background: Policy initiatives to promote sustainable travel through the use of Internet based public information systems have increased during the last decade. Stockholm, in being one of the first cities in Europe to implement an Internet based service for facilitating sustainable travel is believed to be a good candidate for an analysis of key issues for developing sustainable travel planning services to the public.Aim: This thesis investigates the past development of two Stockholm based public information systems and their services in order to draw lessons on how to better provide for a public information service geared towards facilitating  environmentally sustainable travel planning through information and communications technology. The overall goal of the thesis is to contribute to an understanding on how to better design and manage current and future attempts at facilitating sustainable travel planning services based on historical case studies.Approach: The thesis draws ideas from the concept of organizational responsiveness – an organization’s ability to listen, understand and respond to demands put to it by its internal and external stakeholders – in order to depict how well or not the two public information systems and their owners have adapted to established norms and values of their surroundings.Results: Overall, the findings from the historical case studies suggest that organizations attempting to provide sustainable travel planning to the public need to design and manage their systems in such a way that it responds to shifting demands on how to provide for information. Implementing and embedding new technologies involves complex processes of change both at the micro level – for users and practitioners of the service – and at the meso level for the involved public service organizations themselves. This condition requires a contextualist framework to analyze and understand organizational, contextual and cultural issues involved in the adoption of new technologies and procedures.Conclusions: The thesis concludes with a discussion on how the findings from the historical case studies may provide lessons for both current and future attempts at providing public information systems geared towards facilitating environmentally sustainable travel planning to the public. Historical examples and issues concerning collective intelligence and peer to peer based forms of designing, producing and supervising public information services identified throughout the study are looked upon and discussed in terms of their possible role in increasing the potential for public information services to facilitate sustainable urban transport.
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13.
  • Ciobanu, Patricia, 1996-, et al. (författare)
  • Forms of Care in Human–Nature–Technology Environments
  • 2022
  • Ingår i: Journal of Posthumanism. - : Transnational Press London. - 2634-3576 .- 2634-3584. ; 2:3, s. 249-266
  • Tidskriftsartikel (refereegranskat)abstract
    • With the ongoing environmental disruptions, designers are increasingly interested in exploring nature–technology entanglements that create sustainable and collaborative futures. Although largely unarticulated, these emerging design inquiries are motivated by care for nature, which indirectly depends on cultural and social human practices. Drawing on a broad set of works on care from feminist theory, science and technology studies, and human–computer interaction, this article introduces a care framework that focuses on revealing tensions in the interrelationship between humans and nonhumans. The framework is used to examine an initial study in which five participants engaged with a speculative design probe, specifically a combination of a device and a plant, envisioning a scenario in which plants generate electricity. We reveal how forms of care manifest differently in a human–plant–technology dynamic and identify tensions, such as plants being considered utilities, proxies, or humans.
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14.
  • Ciobanu, Patricia, 1996-, et al. (författare)
  • Me, the Hill and My Browser - Investigating the Role of Time in Posthuman Interaction
  • 2022
  • Ingår i: ACM International Conference Proceeding Series. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450396998 ; , s. 1-12
  • Konferensbidrag (refereegranskat)abstract
    • Despite the growing concerns related to environmental disruptions, such as forest fires and floods, our interaction with nature has become increasingly distant. The belief is that this is due to human attunement to quick changes over short periods, while natural changes seem slow-paced over the long term. We argue that rather than the problem lying with the pace of time, humans should further attune to the various temporalities within nature. To unpack this topic, we follow a two-fold process: Research through Design and Autobiographical Design. The resulting prototype takes environmental sensor data and visualises the changes happening over a short time. We complement this IT-supported process with think-aloud walks, a practice that is embodied and devoid of technology, for a plural perspective on time. We offer insights into how noticing the various temporalities in nature was enabled, finally arguing for designs that support progressive adjustments that sustain human-nonhuman mutualism.
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15.
  • Dang, Qi, et al. (författare)
  • Garment Detection in Catwalk Videos
  • 2021
  • Ingår i: Proceedings of the 10th International Conference on Pattern Recognition Applications and Methods - ICPRAM. - : SciTePress. - 9789897584862 ; , s. 471-479
  • Konferensbidrag (refereegranskat)abstract
    • Most computer vision applications in the commercial scene lack a large scale and properly annotated dataset. The solution to these applications relies on already published code and knowledge transfer from existing computer vision datasets. In most cases, these applications sacrifice proper benchmarking of the solution and rely on the performance of used methods from their respective papers. In this paper, we are focusing on how we can use the existing code base and the datasets in computer vision to address a hypothetical application of detecting garments in the catwalk videos. We proposed a combination of methods that allows us to localize garments in complex scenery by only training models on public datasets. To understand which method performs best for our application, we have designed a relative-benchmark framework that requires very little manual annotation to work.
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16.
  • Engström, Arvid, 1979-, et al. (författare)
  • Amateur vision and recreational orientation : Creating live video together
  • 2012
  • Ingår i: CSCW 2012. - New York : Association for Computing Machinery (ACM). - 9781450310864 ; , s. 651-660
  • Konferensbidrag (refereegranskat)abstract
    • We explore the use of a live video broadcast system by a group of collaborating amateur camera operators to film an event on networked cameraphones. Using a detailed interaction analysis of their physical interactions and orientations to the work of others, we examine their choice of camera angles and positions in their filming as they attempt to provide interesting visual content and a coherent narrative. Our findings illustrate how users adapt their behaviour as co-ordination problems occur by drawing from a set of everyday visual practices (‘amateur vision’). The findings also show how the specifically temporal aspect of live video requires extended attention on its production, and that this is at odds with the ‘recreational orientation’ of amateur film crews who simultaneously participate in events for their own enjoyment and film them on behalf of other viewers. Implications for the design of collaborative live broadcast media are made, focusing on approaches to interaction design that augment users’ visual practices and allow users to look on behalf of others while experiencing places and events themselves.
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17.
  • Engström, Arvid, 1979- (författare)
  • Going Live : Collaborative Video Production After Television
  • 2012
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This thesis explores social and creative practices that emerge with new mobile video technology. The work frames a design space that spans across both the social and technical domains. It associates emerging collaborative practices online with new means for producing and broadcasting media in real time, over mobile networks and using low-cost consumer technology just as these technologies are becoming widely available in the world. As a premise, we sketch a scenario where groups of non-professional users, enabled by new technology available in their mobile phones, produce live media collaboratively. We use detailed ethnographic inquiries into the practices of expert media producers to inform design and spur innovation of new technology. Over the course of the design research process, we have designed and developed two functional prototype systems and produced a number of theoretical contributions to the understanding of the collaborative mobile video space.
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18.
  • Engström, Arvid, 1979-, et al. (författare)
  • Instant broadcasting system : mobile collaborative live video mixing
  • 2009
  • Ingår i: SIGGRAPH ASIA '09. - New York : ACM. - 9781605588780 ; , s. 73-73
  • Konferensbidrag (refereegranskat)abstract
    • With Instant Broadcasting System, people can collaboratively produce, edit, and broadcast live video using only mobile phones, a laptop computer, and available mobile networks. In this demonstration, it is used as a VJ system that supports visitor-generated video, flexible content selection, a communication back channel, and real-time loop editing. These features move the system beyond previous webcam-based VJ concepts.
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19.
  • Engström, Arvid, 1979-, et al. (författare)
  • Mobile collaborative live video mixing
  • 2008
  • Ingår i: Mobile HCI 2008. - New York : ACM. - 9781595939524 ; , s. 157-166
  • Konferensbidrag (refereegranskat)abstract
    • We report on design research investigating a possible combination of mobile collaborative live video production and VJing. In an attempt to better understand future forms of collaborative live media production, we study how VJs produce and mix visuals live. In the practice of producing visuals through interaction with both music and visitors, VJing embodies interesting properties that could inform the design of emerging mobile services. As a first step to examine a generation of new applications, we tease out some characteristics of VJ production and live performance. We then decide on the requirements both for how visitors could capture and transmit live video using their mobile phones and how this new medium could be integrated within VJ aesthetics and interaction. Finally, we present the SwarmCam application, which has been implemented to investigate these requirements.
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20.
  • Engström, Arvid, 1979-, et al. (författare)
  • Nighttime visual media production in club environments
  • 2008
  • Ingår i: CHI 2008 Proceedings, Workshops.
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • We analyze how VJs produce visuals to support DJs in dark and noisy club environments, enhancing the overall experience. We suggest that mobile technologies could improve the interaction between the audience and the VJ. As a first step to the generation of new applications, we tease out some characteristics of VJ production and live performance, which might influence the design of such technologies. We specifically focus on the ways in which VJs interact with the audience and the computer interfaces, as well as how they orient towards specific aesthetical ideals.
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21.
  • Engström, Arvid, 1979-, et al. (författare)
  • Producing, Collaborative Video : Developing an Interactive User Experience for Mobile TV
  • 2008
  • Ingår i: UXTV '08. - New York : ACM. - 9781605581002 ; , s. 115-124
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • This paper presents a study of professional live TV production, investigating the work and interactions between distributed camera operators and a vision mixer during an ice hockey game. Using interview and video data, we discuss the vision mixer's and camera operators' individual assignments, showing the role of video as both a topic and resource in their collaboration. Our findings are applied in a design-oriented examination into the interactive user experience of TV, and inform the development of mobile collaborative tools to support amateur live video production.
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22.
  • Engström, Arvid, et al. (författare)
  • Temporal hybridity : footage with instant replay in real time
  • 2010
  • Ingår i: CHI '10 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781605589299 ; , s. 1495-1504
  • Konferensbidrag (refereegranskat)abstract
    • In this paper we explore the production of streaming media that involves live and recorded content. To examine this, we report on how the production practices and process are conducted through an empirical study of the production of live television, involving the use of live and non-live media under highly time critical conditions. In explaining how this process is managed both as an individual and collective activity, we develop the concept of temporal hybridity to explain the properties of these kinds of production system and show how temporally separated media are used, understood and coordinated. Our analysis is examined in the light of recent developments in computing technology and we present some design implications to support amateur video production.
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23.
  • Engström, Arvid, et al. (författare)
  • The Mobile Vision Mixer : A mobile network based live video broadcasting system in your mobile phone
  • 2012
  • Ingår i: Proceedings of the 11th International Conference on Mobile and Ubiquitous Multimedia. - New York, NY, USA : Association for Computing Machinery (ACM).
  • Konferensbidrag (refereegranskat)abstract
    • Mobile broadcasting services, allowing people to stream live video from their cameraphones to viewers online, are becoming widely used as tools for user-generated content. The next generation of these services enables collaboration in teams of camera operators and a director producing an edited broadcast. This paper contributes to this research ...area by exploring the possibility for the director to join the camera team on location, performing mixing and broadcasting on a mobile device. The Mobile Vision Mixer prototype embodies a technical solution for connecting four camera streams and displaying them in a mixer interface for the director to select from, under the bandwidth constraints of mobile networks. Based on field trials with amateur users, we discuss technical challenges as well as advantages of enabling the director to be present on location, in visual proximity of the camera team.
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25.
  • Esbjörnsson, Mattias, 1972, et al. (författare)
  • Watching the cars go round and round: designing for active spectating
  • 2006
  • Ingår i: Proceedings of CHI 2006. ACM Press. ; , s. 1221-1224
  • Konferensbidrag (refereegranskat)abstract
    • Spectating at sport events is a common and popular leisure activity worldwide. Recently spectating has also become a topic of interest to CHI, particularly the design of technology for both performers and audiences. In this paper we describe an in-depth ...
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26.
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27.
  • Genç, Çağlar, et al. (författare)
  • Toolkits & Wearables : Developing Toolkits for Exploring Wearable Designs
  • 2022
  • Ingår i: CHI EA '22. - New York : Association for Computing Machinery (ACM). - 9781450391566 ; , s. 1-5
  • Konferensbidrag (refereegranskat)abstract
    • Designing wearables is a complex task that includes many layers, such as wearability, interactivity, functionality, social and cultural considerations. For decades now, prototyping toolkits are proposed to aid diverse types of audiences in exploring the design of smart accessories and garments. However, the task of designing toolkits for wearables has not received a comprehensive discussion and systematic reflection. In this workshop, we look into challenges, opportunities, and lessons learned in using, developing and evaluating wearable toolkits by focusing on their target groups, purposes, effects on the final designs. By bringing together researchers and practitioners who are experienced with the design, use and assessment of wearable toolkits, we see a particular opportunity in providing a broader perspective on defining the future of wearable toolkit designs.
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28.
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29.
  • Harr, Rikard, 1975- (författare)
  • Striking a balance : Managing collaborative multitasking in computer-supported cooperation
  • 2009
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This thesis is a collection of six papers and a cover paper reporting an exploration of how to strike a balance between individual task execution and work articulation in Computer-supported Cooperative Work (CSCW). The interest in this theme is motivated by an increased reliance of IT-supported cooperative work arrangements in modern organizations, the fragmented layout of work for multitasking individuals and reports on various forms of overload, increased level of stress and anxiety experienced by workers active in these organizations. Modern organizations are increasingly reliant on IT-supported cooperative work arrangements for doing work. Cooperators are not only expected to execute assigned tasks, but also to engage in work articulation. This is a term used to describe the process of rich and frequent interaction needed for securing that the contributions of cooperators are executed in such a way that the overall goal is reached. As cooperators typically are involved in several work formations in parallel, they need to find a balance between individual work and work articulation in relation to several work formations. The challenge of finding a balance in cooperative work has only to a limited extent been addressed in CSCW and there are few successful designs available for this purpose. The scope of this thesis is to develop an understanding of the challenges faced and strategies deployed by cooperators and work formations for striking a balance in work. The purpose is therefore to explore how multitasking individuals manage to find a balance between task execution and articulation work in computer-supported cooperative work, what challenges they face in the process, and how IT should be designed to support them. To reach this purpose several instances of cooperative work in different contexts have been closely studied. The main conclusions of this thesis are that cooperators are constantly struggling for a balance in work through making frequent switches between work formations, individual task execution and work articulation, sometimes through making switches in the technology that is used. Strategies for finding this balance are developed in relation to the specific context of a cooperative activity as cooperators ‘design’ their use of IT, structures, procedures and norms. It is further concluded that for avoiding overloads of interaction, cooperators show and estimate availability through reliance on various sources of shared information, that social (e.g. interpersonal relation) and contextual factors (e.g. location) are considered when establishing interaction, that cooperators when searching for interaction with others are influenced by their estimated availability, competence and willingness to assist, but also by network maintenance efforts (i.e. an ambition to avoid overloading and underutilizing other cooperators). Finally, it is concluded that norms are important for finding a balance in work as they reduce the interaction needed for work articulation. The main contributions of this thesis are rich descriptions of four cooperative work formations, the challenges they face and the strategies they apply, redefined theoretical concepts (i.e. availability management, interruption, multitasking) and extended understanding of interaction search behavior and ways to achieve high levels of informal interaction across distance. This work also provides some practical contributions in the form of implications for designers of supportive IT and implications for cooperators active in modern organizations.
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30.
  • Holmquist, Lars Erik, et al. (författare)
  • Mobile Life: A Research Foundation for Mobile Services
  • 2007. - 1
  • Ingår i: Proceedings of the 6th Global Mobility Roundtable.
  • Konferensbidrag (refereegranskat)abstract
    • The telecom and IT industry is now facing the challenge of a second IT-revolution, where the spread of mobile and ubiquitous services will have an even more profound effect on commercial and social life than the recent Internet revolution. Users will expect services that are unique and fully adapted for the mobile setting, which means that the roles of the operators will change, new business models will be required, and new methods for developing and marketing services have to be found. Most of all, we need technology and services that put people at core. The industry must prepare to design services for a sustainable web of work, leisure and ubiquitous technology we can call the mobile life. In this paper, we describe the main components of a research agenda for mobile services, which is carried out at the Mobile Life Center at Stockholm University. This research program takes a sustainable approach to research and development of mobile and ubiquitous services, by combining a strong theoretical foundation (embodied interaction), a welldefined methodology (user-centered design) and an important domain with large societal importance and commercial potential (mobile life). Eventually the center will create an experimental mobile services ecosystem, which will serve as an open arena where partners from academia and industry can develop our vision an abundant future marketplace for future mobile servíces.
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31.
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32.
  • Håkansson, Joakim, 1975, et al. (författare)
  • Changes in ion-channels in the dorsal root ganglion after exposure to autologous nucleus pulposus and TNF. A rat experimental study
  • 2024
  • Ingår i: Journal of Orthopaedics. - : Reed Elsevier India Pvt. Ltd.. - 0972-978X .- 2589-9082. ; 47, s. 23-27
  • Tidskriftsartikel (refereegranskat)abstract
    • Purpose: It is known that contact of nucleus pulposus with the dorsal root ganglion may induce changes in nerve conduction and pain behavior. It has also been suggested that the behavioristic changes are caused by changes in voltage-gated ion channels, which in turn have been upregulated by TNF. Such upregulations have previously been shown for NaV 1.8 and NaV 1.9. In this investigation, we expanded the number of studied ion channels after the application of nucleus pulposus or TNF. Methods: Following removal of the left L4-5 fact joint, a disc puncture was performed and the dorsal root ganglion was exposed to nucleus pulposus (n = 5) and TNF (n = 5). Operated rats without disc puncture served as sham (n = 5) and 5 non-operated (naïve) rats were included. After 24 h, the DRGs were harvested and analyzed by quantitative PCR on validated pre-spotted primer plates displaying genes for 90 voltage-gated ion channels. Results: It was evident that the changes in operated animals were separate from the naïve rats. It was also apparent that gene expression changes in rats with nucleus pulposus or TNF application showed similar trends and were also separated from sham-operated animals. Conclusion: The application of nucleus pulposus and TNF onto the DRG in rats induces comparable changes in gene expression of several ion channels. Since the changes induced by TNF and NP are similar, one might also suspect that TNF mediates the NP-induced changes. However, such a mechanism needs further investigation.
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33.
  • Håkansson, Maria, 1977- (författare)
  • Playing with Context : Explicit and Implicit Interaction in Mobile Media Applications
  • 2009
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This thesis contributes with insights into how aspects of the surrounding physical and social context can be exploited in the design of mobile media applications for playful use. In this work, context refers to aspects of the immediate surroundings – outside of the device – that can be identified and measured by sensors; for instance environmental aspects like sound, and social aspects like co-located people. Two extensive case studies explore the interplay between users, mobile media, and aspects of context in different ways, and how it can invite playful use. The first case study, Context Photography, uses sensor-based information about the immediate physical surroundings to affect images in real time in a novel digital camera application for everyday creativity. The second, Push!Music, makes it possible to share music both manually and autonomously between co-located people, based on so-called media context, for spontaneous music sharing.The insights gained from the designs, prototypes, and user studies, point at the value of combining explicit and implicit interaction – essentially, the expected and unexpected – to open for playful use. The explicit interaction encouraged users to be active, exploratory, and creative. The implicit interaction let users embrace and exploit dynamic qualities of the surroundings, contributing to making the systems fun, exciting, magical, ‘live’, and real. This combination was facilitated through our approach to context, where sensor-based information was mostly open in use and interpretation, ambiguous, visible, and possible to override for users, and through giving the systems a degree of agency and autonomy. A key insight is that the combination of explicit and implicit interaction allowed both control and a sense of magic in the interaction with the mobile media applications, which together seems to encourage play and playfulness.
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34.
  • Häkkilä, Jonna, et al. (författare)
  • The role and impact of aesthetics in designing mobile devices
  • 2016
  • Ingår i: Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450344135 ; , s. 1142-1145
  • Konferensbidrag (refereegranskat)abstract
    • This workshop addresses a topic, which has been relatively (and surprisingly) little considered among mobile HCI research -- aesthetics in design. Whereas research in the area is under represented, aesthetics is one of the key parameters in product design, and an important part of user experience. By understanding the role and impact of aesthetics, we can better understand user behavior and preferences, create better user interfaces, and improve our design processes. As mobile HCI is expanding in mass markets to new areas and form factors such as bracelets, glasses and smart clothing, the possibilities for designers are growing. In this workshop, we consider, e.g., user research, design research, prototypes and case studies related to aesthetics in designing mobile devices and interactions, and draw a research agenda for the future.
  •  
35.
  • Jarusriboonchai, Pradthana, et al. (författare)
  • Poster: Exploring Non-Emissive Wearable Display as a Clothing Accessory
  • 2019
  • Ingår i: Adjunct Proceedings of the 2019 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2019 ACM International Symposium on Wearable Computers. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450368698 ; , s. 89-92
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • In this paper, we explore wearable ambient display as a clothing accessory. A majority of wearable display research so far focuses on using displays as a channel to present concrete information and notifications. The aim of our research is to develop an understanding and identify the preferred characteristics of wearable displays as an everyday accessory and embellishment. We designed the Scarf Set headphones in the form of a hooded scarf, as an instance to explore the design space. The Scarf Set is used as a probe to provoke conversation around wearable displays as an everyday clothing and accessory item. The initial user study shows that our participants appreciated the interactive features enabled by the wearable display, but the constant changing and movement, which are part of the interaction, were not liked.
  •  
36.
  • Juhlin, Oskar, et al. (författare)
  • A Fashion-ology of Mobile Innovation
  • 2010
  • Ingår i: The Culture of Ubiquitous Information. - : Ulrik Ekman.
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)
  •  
37.
  •  
38.
  •  
39.
  •  
40.
  •  
41.
  • Juhlin, Oskar, et al. (författare)
  • Fashionable services for wearables
  • 2017
  • Ingår i: interactions. - : Association for Computing Machinery (ACM). - 1072-5520 .- 1558-3449. ; 24:3, s. 88-88
  • Tidskriftsartikel (övrigt vetenskapligt/konstnärligt)
  •  
42.
  • Juhlin, Oskar, et al. (författare)
  • Fashionable Services for Wearables : Inventing and Investigating a New Design Path for Smart Watches
  • 2016
  • Ingår i: Proceedings of the 9th Nordic Conference on Human-Computer Interaction. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450347631
  • Konferensbidrag (refereegranskat)abstract
    • With the advent of wearable devices equipped with publicly visible screens, we argue for the need to apply fashion thinking in designing their visual expression. The screen provides endless variations of visual expression, beyond traditional clothing. The topic motivates us to investigate the potential of assembling “fashion thinking” with services generation, to create new forms of use that wearers will adore, as they do with clothes. Disregarding fashion thinking in wearable design might lead to user dissatisfaction and missed opportunities. In an explorative design study we triangulate three methods i.e. a small study on the use of smart watches in dressing practices; an invention and design of a service called “Watch for Figuracy”, with a watch face contextually dependent on the wearer’s dressed ensemble, and finally an initial user feedback study. Altogether they indicate the potential of fashion wearable hybrids and shortcomings in utilizing color theory for matching the watch face to the outfit.
  •  
43.
  • Juhlin, Oskar, et al. (författare)
  • Fashionable shape switching : Explorations in outfit-centric design
  • 2013
  • Ingår i: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. - New York, NY, USA : ACM. - 9781450318990 ; , s. 1353-1362
  • Konferensbidrag (refereegranskat)abstract
    • We present a design exercise illustrating how fashion practices and the fashion design process can be used to create new opportunities both in the mobile domain and in product design, as well as in wearable computing. We investigate the concept of outfit-centric design by extending the support for social and visual interaction with digital devices beyond the currently available shells and stickers, and drawing on the ways in which people vary their dress ensembles. We designed a set of mock-up samples in a local fashion style, as a first step in under-standing possible applications of the emerging technology of organic interfaces. Initial user feedback shows how fashion-conscious participants creatively experimented with the set's variations of shape and color in outfits created from their personal wardrobes, which revealed the importance of the objects' size and location on the body. It also points out that a lack of integration with the fashion system's processes reduces the attractiveness of the samples.
  •  
44.
  • Juhlin, Oskar, et al. (författare)
  • Long Tail TV revisited : From ordinary camera phone use to Pro-Am video production
  • 2014
  • Ingår i: CHI '14 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. - New York : Association for Computing Machinery (ACM). - 9781450324731 ; , s. 1325-1334
  • Konferensbidrag (refereegranskat)abstract
    • Pro-Am live video producers broadcast events on a regular basis. They are here selected for an ethnographic study since their continuous content generation can teach us something of what it takes for amateurs, who currently struggle with mastering the video medium, to become proficient producers. We learn from media theory that Pro- Ams are distinguished from professionals in terms of inherent skills and identities, and have therefore focused on these characteristics. We add to this research by showing on-going challenges that the former face in their production, i.e. how their learning practices, such as learning through instructions, are situated and related to particular settings. Learning and development of skills were done as organizations, rather than as individuals. Furthermore, the recurrent nature of both events and broadcasts appears to be an important condition for establishing the terms needed to carry out a production, and to learn the skills of a producer. This understanding may explain in part why accounts in previous research, of single users struggling with the affordances of live video, point to such difficulties in mastering the medium. The findings guide design to better support activities contiguous with the set-up of the production, rather than the broadcast per se. 
  •  
45.
  • Juhlin, Oskar, et al. (författare)
  • Making sense of screen mobility : Dynamic maps and cartographic literacy in a highly mobile activity
  • 2013
  • Ingår i: MobileHCI '13 Proceedings of the 15th international conference on Human-computer interaction with mobile devices and services. - New York : Association for Computing Machinery (ACM). - 9781450322737 ; , s. 372-381
  • Konferensbidrag (refereegranskat)abstract
    • Dynamic, digital maps are increasingly used in many set- tings. It is an emerging domain of technology extending on previous maps studies and positioning technology. We draw upon ethnographic field studies of collaborative hunting, where hunting dogs are tracked and their location made visible on digital maps. We discuss mobility of two differ- ent kinds. First, we refer to mobility as the practice of physical movements of hunters, dogs and prey. Second, we refer to the movement of symbolic objects on a digital map screen, i.e. screen mobility, and the interpretational work that the hunters do to make sense of it. Representations of motion on a screens, are of ongoing practical concern for the hunters. We show how they interpret such mobility in terms of accelerations, distance, trajectories and temporal alignments. The findings are used to revisit mobility theo- ries and populate them with new notions to inspire design in broad domains.
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46.
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47.
  • Juhlin, Oskar, et al. (författare)
  • Mobile broadcasting – The whats and hows of live video as a social medium
  • 2010
  • Ingår i: Mobile HCI 2010. - New York : ACM. - 9781605588353 ; , s. 35-44
  • Konferensbidrag (refereegranskat)abstract
    • A new type of social medium, which allows users to broadcast live video from mobile devices to websites on the internet, is becoming increasingly popular. We provide a qualitative content analysis of a sample from four such services. The analysis specifically focuses on the topics presented, camerawork, and coordination, in order to investigate the possibilities and barriers to wider adoption of this new social medium. Although the services are growing in numbers of users, the study reveals an immature application area. People struggle to find interesting topics to broadcast and to manage the camera in a way that presents them in an appealing form. But there are also examples of topics such as artistic performances and tours, as well as ways to conduct live transitions and coordination, that point to a more medium-specific way of using these services. The results indicate that providing the opportunity to broadcast live video is not enough, and that there is now a need to design for amateurs' appropriation of camera handling techniques.
  •  
48.
  •  
49.
  • Juhlin, Oskar, et al. (författare)
  • New uses for mobile pervasive games - Lessons learned for CSCW systems to support collaboration in vast work sites
  • 2009
  • Ingår i: Mobile games.
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • New pervasive games draw upon the location of players and objects as well as the availability of several mobile players to create an appealing experience in a large game site. The games include support for interaction other players as well as with location. The advances in games research is of benefit for specific mobile work where a vast site is both topic and resource to get the job done. We discuss how these new means for annotating the location as well as sharing information with colleagues could possibly improve individual work, collaboration as well as learning.
  •  
50.
  • Juhlin, Oskar, et al. (författare)
  • On the Relation of Ordinary Gestures to TV Screens : General Lessons for the Design of Collaborative Interactive Techniques
  • 2013
  • Ingår i: CHI '13 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. - New York : Association for Computing Machinery (ACM). - 9781450318990 ; , s. 919-930
  • Konferensbidrag (refereegranskat)abstract
    • We present an interaction analysis based on ethnographic fieldwork of how physical movements, including gestures, are produced by viewers in front of television screens in a sports bar. Understanding ordinary life and specifically television watching in social situations will benefit the dis- cussion of the potential of gesture techniques for controlling interactive televisions in various locations. Challenges for system design include body movement recognition, since movements can have many different purposes and are di- rected simultaneously at the screen and co-viewers. More- over, gestures as elements of conversation are sometimes negotiated and overlapping. Since these ordinary move- ments are hard to automatically track and analyse, sug- gested systems might lead to demands on viewers to re- strain their accustomed movements and adapt them in ways that might be considered awkward. We also reveal new design opportunities that draw upon the ways viewers’ gestures are influenced by ongoing broadcast.
  •  
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