SwePub
Sök i SwePub databas

  Utökad sökning

Träfflista för sökning "WFRF:(Wallergård Mattias) "

Sökning: WFRF:(Wallergård Mattias)

  • Resultat 1-50 av 58
Sortera/gruppera träfflistan
   
NumreringReferensOmslagsbildHitta
1.
  • Alce, Günter, et al. (författare)
  • A Prototyping Method to Simulate Wearable Augmented Reality Interaction in a Virtual Environment - A Pilot Study
  • 2015
  • Ingår i: International Journal of Virtual Worlds and Human Computer Interaction. - : Avestia Publishing. - 2368-6103. ; 3, s. 18-28
  • Tidskriftsartikel (refereegranskat)abstract
    • Recently, we have seen an intensified development of head mounted displays (HMD). Some observers believe that the HMD form factor facilitates Augmented Reality (AR) technology, a technology that mixes virtual content with the users' view of the world around them. One of many interesting use cases that illustrate this is a smart home in which a user can interact with consumer electronic devices through a wearable AR system. Building prototypes of such wearable AR systems can be difficult and costly, since it involves a number of different devices and systems with varying technological readiness level. The ideal prototyping method for this should offer high fidelity at a relatively low cost and the ability to simulate a wide range of wearable AR use cases. This paper presents a proposed method, called IVAR (Immersive Virtual AR), for prototyping wearable AR interaction in a virtual environment (VE). IVAR was developed in an iterative design process that resulted in a testable setup in terms of hardware and software. Additionally, a basic pilot experiment was conducted to explore what it means to collect quantitative and qualitative data with the proposed prototyping method. The main contribution is that IVAR shows potential to become a useful wearable AR prototyping method, but that several challenges remain before meaningful data can be produced in controlled experiments. In particular, tracking technology needs to improve, both with regards to intrusiveness and precision.
  •  
2.
  • Alce, Günter, et al. (författare)
  • Design and Evaluation of Three Interaction Models for Manipulating Internet of Things (IoT) Devices in Virtual Reality
  • 2019
  • Ingår i: Human-Computer Interaction – INTERACT 2019 : 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2–6, 2019, Proceedings, Part IV - 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2–6, 2019, Proceedings, Part IV. - Cham : Springer International Publishing. - 0302-9743 .- 1611-3349. - 9783030293901 - 9783030293895 ; 11749, s. 267-286
  • Konferensbidrag (refereegranskat)abstract
    • More and more things are getting connected to the internet, including lights, speakers, and refrigerators. These connected things are an example of what a smart home system that is part of the Internet of Things (IoT) can incorporate. IoT enables advanced services by interconnecting physical and virtual things. But, building interactive prototypes for smart home systems can be difficult and costly, since it involves a number of different devices and systems with varying technological readiness level. Virtual reality (VR) is a technology that can create computer-generated environments and has been used as a design tool in many different domains, such as architecture, city planning, and industrial design. However, the focus has traditionally been on visualizing design proposals rather than letting the intended users directly interact with them. Recently, we have seen an intensified development of VR headsets such as HTC Vive and Oculus Rift. These headsets come with relatively well-developed hand controllers, which can be used to interact with the virtual environment. This opens up opportunities to develop and evaluate interactive virtual smart home systems.This paper presents three interaction models developed and evaluated using the new generation of VR technology. The interaction models were then compared in a user study with 18 participants. Some statistically significant differences and subjective preferences could be observed in the quantitative and qualitative data respectively.The main contribution of this paper is to elucidate knowledge about using VR as a prototyping tool to explore IoT interaction. Moreover, this study implies that you can collect and analyze data for statistical analysis using VR.
  •  
3.
  • Alce, Günter, et al. (författare)
  • Feasibility Study of Ubiquitous Interaction Concepts
  • 2014
  • Ingår i: [Host publication title missing]. - : Elsevier BV. - 1877-0509. ; 39, s. 35-42
  • Konferensbidrag (refereegranskat)abstract
    • There are all sorts of consumer electronics in a home environment. Using ”apps” to interact with each device is neither feasible nor practical in an ubicomp future. Prototyping and evaluating interaction concepts for this future is a challenge. This paper proposes four concepts for device discovery and device interaction implemented in a virtual environment. The interaction concepts were compared in a controlled experiment for evaluation and comparison. Some statistically significant dierences and subjective preferences could be observed in the quantitative and qualitative data respectively. Overall, the results indicate that the proposed interaction concepts were found natural and easy to use.
  •  
4.
  •  
5.
  • Alce, Günter, et al. (författare)
  • UbiCompass : An IoT interaction concept
  • 2018
  • Ingår i: Advances in Human-Computer Interaction. - : Hindawi Limited. - 1687-5893 .- 1687-5907. ; 2018
  • Tidskriftsartikel (refereegranskat)abstract
    • Lately, different wearable form factors have reached the consumer domain. Wearables enable at-a-glance access to information and can continually sense the surrounding environment. Internet of Things (IoT) researchers have focused on the main enabling factors: The integration of several technologies and communication solutions. Less effort has been devoted to exploring how not-so-tech-savvy end users can discover and directly interact with the numerous connected things predicted by the IoT vision. This paper presents a novel IoT interaction concept called UbiCompass. A functional, smartwatch face prototype of the UbiCompass was developed and integrated with an existing smart home system, in which five different connected devices could be controlled using simple interaction. It was then compared to a traditional smartphone mobile application in a controlled experiment. The results show statistically significant differences in favor of the proposed concept. This highlights the potential the UbiCompass has as an IoT interaction concept.
  •  
6.
  • Alce, Günter, et al. (författare)
  • Using augmented reality to train flow patterns for pilot students - An explorative study
  • 2020
  • Ingår i: Augmented Reality, Virtual Reality, and Computer Graphics - 7th International Conference, AVR 2020, Proceedings. - Cham : Springer International Publishing. - 1611-3349 .- 0302-9743. - 9783030584641 - 9783030584658 ; 12242, s. 215-231
  • Konferensbidrag (refereegranskat)abstract
    • Today, just as in the early days of flying, much emphasis is put on the pilot student’s flight training before flying a real commercial aircraft. In the early stages of a pilot student’s education, they must, for example, learn different operating procedures known as flow patterns using very basic tools, such as exhaustive manuals and a so-called paper tiger. In this paper, we present a first design of a virtual and interactive paper tiger using augmented reality (AR), and perform an evaluation of the developed prototype. We evaluated the prototype on twenty-seven pilot students at the Lund University School of Aviation (LUSA), to explore the possibilities and technical advantages that AR can offer, in particular the procedure that is performed before takeoff. The prototype got positive results on perceived workload, and in remembering the flow pattern. The main contribution of this paper is to elucidate knowledge about the value of using AR for training pilot students.
  •  
7.
  • Alce, Günter, et al. (författare)
  • WozARd: A Wizard of Oz Method for Wearable Augmented Reality Interaction - A Pilot Study
  • 2015
  • Ingår i: Advances in Human-Computer Interaction. - : Hindawi Limited. - 1687-5893 .- 1687-5907. ; 2015
  • Tidskriftsartikel (refereegranskat)abstract
    • Head-mounted displays and other wearable devices open up for innovative types of interaction for wearable augmented reality (AR). However, to design and evaluate these new types of AR user interfaces, it is essential to quickly simulate undeveloped components of the system and collect feedback from potential users early in the design process. One way of doing this is the wizard of Oz (WOZ) method. The basic idea behind WOZ is to create the illusion of a working system by having a human operator, performing some or all of the system’s functions. WozARd is a WOZ method developed for wearable AR interaction. The presented pilot study was an initial investigation of the capability of the WozARd method to simulate an AR city tour. Qualitative and quantitative data were collected from 21 participants performing a simulated AR city tour. The data analysis focused on seven categories that can have an impact on how the WozARd method is perceived by participants: precision, relevance, responsiveness, technical stability, visual fidelity, general user-experience, and human-operator performance. Overall, the results indicate that the participants perceived the simulated AR city tour as a relatively realistic experience despite a certain degree of technical instability and human-operator mistakes.
  •  
8.
  • Alce, Günter, et al. (författare)
  • WozARd: a wizard of oz tool for mobile AR
  • 2013
  • Ingår i: [Host publication title missing]. - New York, NY, USA : ACM. - 9781450322737 ; , s. 600-605
  • Konferensbidrag (refereegranskat)abstract
    • Wizard of Oz methodology is useful when conducting user studies of a system that is in early development. It is essential to be able to simulate part of the system and to collect feedback from potential users. Using a human to act as the system is one way to do this. The Wizard of Oz tool presented here is called WozARd and it aims at offering a set of tools that help the test leader control the visual, tactile and auditive output that is presented to the test participant. Additionally, it is suitable for using in an augmented reality environment where images are overlaid on the phone's camera view or on glasses. The main features that were identified as necessary include presentation of media such as images, video and sound, navigation and location based triggering, automatically taking photos, capability to log test results and visual feedback, and the integration of Sony SmartWatch for interaction possibilities.
  •  
9.
  •  
10.
  • Annerstedt, Matilda, et al. (författare)
  • Inducing physiological stress recovery with sounds of nature in a virtual reality forest : results from a pilot study
  • 2013
  • Ingår i: Physiology and Behavior. - 0031-9384 .- 1873-507X. ; 118, s. 240-50
  • Tidskriftsartikel (refereegranskat)abstract
    • Experimental research on stress recovery in natural environments is limited, as is study of the effect of sounds of nature. After inducing stress by means of a virtual stress test, we explored physiological recovery in two different virtual natural environments (with and without exposure to sounds of nature) and in one control condition. Cardiovascular data and saliva cortisol were collected. Repeated ANOVA measurements indicated parasympathetic activation in the group subjected to sounds of nature in a virtual natural environment, suggesting enhanced stress recovery may occur in such surroundings. The group that recovered in virtual nature without sound and the control group displayed no particular autonomic activation or deactivation. The results demonstrate a potential mechanistic link between nature, the sounds of nature, and stress recovery, and suggest the potential importance of virtual reality as a tool in this research field.
  •  
11.
  •  
12.
  • Davies, Roy, et al. (författare)
  • Three applications of virtual reality for brain injury rehabilitation of daily tasks
  • 2002
  • Ingår i: Proceedings of the 4th International Conference on Disability, Virtual Reality & Associated Technologies. - 0704911434 ; , s. 93-100
  • Konferensbidrag (refereegranskat)abstract
    • Part of the process of rehabilitation after a brain injury is the relearning of various daily tasks such as preparing food, managing finances, getting from one place to another and so forth. These tasks require learning on all levels from physical to cognitive. Remembering a PIN code for a bank card, for example, can become automatic and ‘in the fingers’ after much repetition. However, other tasks require a certain cognitive process, for example, procedures must be followed, quantities estimated, numbers of items remembered or dangerous situations avoided. Even in these cases, repetition of the task many times can help fix the important aspects in the mind. This paper describes three applications of a Virtual Reality based method of rehabilitation which are a part of a larger project to investigate the potential and pitfalls of Virtual Reality technology as a complement to physical training in Brain Injury Rehabilitation. Virtual Reality has the advantage of providing a safe, controlled and highly repeatable environment that a patient can experience in a relaxed manner before having to encounter the potentially dangerous or stressful real environment. The three applications considered here are: kitchen work, an automatic teller machine (ATM) and finding ones way in a complex environment.
  •  
13.
  • Dell'Unto, Nicolo, et al. (författare)
  • An Experiment of Integrated Technologies in Digital Archaeology : Creation of New Pipelines to Increase the Perception of Archaeological Data
  • 2013
  • Ingår i: CAA2010 : Fusion of Culture. Proceedings of the 38th Conference on Computer Applications and Quantitative Methods in Archaeology - Fusion of Culture. Proceedings of the 38th Conference on Computer Applications and Quantitative Methods in Archaeology. - 978 1 4073 1108 1 ; , s. 463-468
  • Konferensbidrag (refereegranskat)abstract
    • Abstract Digital visualization has gone through a revolutionary decade. Compared to other fields where these methods have been applied, archaeology has been, and still is, more resistant to integrating tools and instruments able to describe materials and scenarios with high resolution. This is partly due to the archaeological misconception of high cost of scientific equipment and the complexity in managing an entire pipeline of data processing. 3D data can be used to describe a huge quantity of information in a single model, and with that, can radically change the traditional way of investigating and interpreting an archaeological context. In this work we explore the potential of using 3D documentation to interpret an archaeological context. Moreover, we try to investigate how a 3D digital methodology can be completely integrated and managed with reasonable costs by archaeologists during an excavation. Furthermore, we test visualization tools such as a cave (an immersive, with the specific purpose to understand how the comprehension and sensory impact of an archaeological context changes in relation to how the 3D data is visualized.
  •  
14.
  • Fich, Lars Brorson, et al. (författare)
  • Can architectural design alter the physiological reaction to psychosocial stress? : a virtual TSST experiment
  • 2014
  • Ingår i: Physiology and Behavior. - 0031-9384 .- 1873-507X. ; 135, s. 91-97
  • Tidskriftsartikel (refereegranskat)abstract
    • It has long been established, that views to natural scenes can a have a dampening effect on physiological stress responses. However, as people in Europe, Canada and North America today spent 50-85% of their time indoors, attention might also be paid to how the artificial man-made indoor environment influences these mechanisms. The question that this study attempts to start addressing is therefore whether certain design, characteristics of indoor spaces can make a difference to the physiological stress response as well. Using a virtual version of the Trier Social Stress Test, in which the space is computer generated and properties of the space therefore can be systematically varied, we measured saliva cortisol and heart rate variability in participants in a closed room versus a room with openings. As shown by a significant linear contrast interaction between groups and TSST conditions, participants in the closed room responded with more pronounced cortisol reactivity to stress induction, and continued to show higher levels throughout recovery, compared to participants in the open room. No differences were found regarding any part of the autonomic nervous system.
  •  
15.
  • Fich, Lars Brorson, et al. (författare)
  • Can architectural design alter the physiological reaction to psychosocial stress? A virtual TSST experiment.
  • 2014
  • Ingår i: Physiology & Behavior. - : Elsevier BV. - 1873-507X .- 0031-9384. ; 135, s. 91-97
  • Tidskriftsartikel (refereegranskat)abstract
    • Is has long been established, that views to natural scenes can a have a dampening effect on physiological stress responses. However, as people in Europe, Canada and North America today spent 50-85% of their time indoors, attention might also be paid to how the artificial man-made indoor environment influences these mechanisms. The question that this study attempts to start addressing is therefore whether certain design, characteristics of indoor spaces can make a difference to the physiological stress response as well. Using a virtual version of the Trier Social Stress Test, in which the space is computer generated and properties of the space therefore can be systematically varied, we measured saliva cortisol and heart rate variability in participants in a closed room versus a room with openings. As shown by a significant linear contrast interaction between groups and TSST conditions, participants in the closed room responded with more pronounced cortisol reactivity to stress induction, and continued to show higher levels throughout recovery, compared to participants in the open room. No differences were found regarding any part of the autonomic nervous system.
  •  
16.
  •  
17.
  •  
18.
  •  
19.
  •  
20.
  •  
21.
  •  
22.
  •  
23.
  • Jönsson, Peter, et al. (författare)
  • Cardiovascular and cortisol reactivity and habituation to a virtual reality version of the Trier Social Stress Test : a pilot study
  • 2010
  • Ingår i: Psychoneuroendocrinology. - : Elsevier. - 0306-4530 .- 1873-3360. ; 35:9, s. 1397-1403
  • Tidskriftsartikel (refereegranskat)abstract
    • The Trier Social Stress Test (TSST) is a widely used protocol to induce stress in laboratory settings. Briefly, in the TSST, the test participant is asked to hold a speech and to do an arithmetic task in front of an audience. In the present pilot study, we examined endocrine and autonomic reactivity and habituation to repeated stress provocations using a virtual reality (VR) version of TSST. The VR system was a CAVE™ system with three rear projected walls (4 m×3 m), and one floor projection. The system also included a head tracking system and passive stereoscopy. The virtual audience consisted of one woman, and two men. Ten healthy men, mean age 28.3 years (24-38 years), were confronted with the test twice (1 week between sessions), during which salivary cortisol, heart rate (HR), high frequency heart rate variability (HF-HRV, parasympathetic activity), and T-wave amplitude (TWA, suggested to be related to sympathetic influence on myocardial performance) were assessed. Cortisol secretion showed a marked increase (88% vs. baseline) during the first stress provocation, but habituated in the second session. The magnitude of HR and TWA reactivity during stress provocation was approximately the same at both sessions, implying a stable increase in sympathetic activity. Heart rate showed a maximum increase of 40% at the first session, and 32% at the second. TWA showed a maximum decrease of 42% at the first session, and 39% at the second. The results resemble those obtained in prior studies using the real-life TSST. If these results can be replicated with larger samples, VR technology may be used as a simple and standardized tool for social stress induction in experimental settings.
  •  
24.
  • Jönsson, Peter, et al. (författare)
  • Cardiovascular and cortisol reactivity and habituation to a virtual reality version of the Trier Social Stress Test: A pilot study.
  • 2010
  • Ingår i: Psychoneuroendocrinology. - : Elsevier BV. - 1873-3360 .- 0306-4530. ; 35, s. 1397-1403
  • Tidskriftsartikel (refereegranskat)abstract
    • The Trier Social Stress Test (TSST) is a widely used protocol to induce stress in laboratory settings. Briefly, in the TSST, the test participant is asked to hold a speech and to do an arithmetic task in front of an audience. In the present pilot study, we examined endocrine and autonomic reactivity and habituation to repeated stress provocations using a virtual reality (VR) version of TSST. The VR system was a CAVE system with three rear projected walls (4mx3m), and one floor projection. The system also included a head tracking system and passive stereoscopy. The virtual audience consisted of one woman, and two men. Ten healthy men, mean age 28.3 years (24-38 years), were confronted with the test twice (1 week between sessions), during which salivary cortisol, heart rate (HR), high frequency heart rate variability (HF-HRV, parasympathetic activity), and T-wave amplitude (TWA, suggested to be related to sympathetic influence on myocardial performance) were assessed. Cortisol secretion showed a marked increase (88% vs. baseline) during the first stress provocation, but habituated in the second session. The magnitude of HR and TWA reactivity during stress provocation was approximately the same at both sessions, implying a stable increase in sympathetic activity. Heart rate showed a maximum increase of 40% at the first session, and 32% at the second. TWA showed a maximum decrease of 42% at the first session, and 39% at the second. The results resemble those obtained in prior studies using the real-life TSST. If these results can be replicated with larger samples, VR technology may be used as a simple and standardized tool for social stress induction in experimental settings.
  •  
25.
  • Jönsson, Peter, 1964-, et al. (författare)
  • Cardiovascular reactivity in high-, and low-trait anxious individuals during social stress induction
  • 2011
  • Konferensbidrag (refereegranskat)abstract
    • AimIn two previous studies we report that subjective ratings of state anxiety in healthy individuals co-vary positively with vagally mediated high frequency heart rate variability (HF-HRV), during base line recording before an experimental task, and during social stress induction. In this pilot study cardiovascular regulation was examined during a stressful task in high-, and low trait anxious individuals.Method35 healthy men were divided in to one high- and one low-anxiety group based on the median split of the results of the Spielberger Trait Anxiety Inventory (M = 39.9, SD = 8.5, resp. M = 26.2, SD = 3.3, p < .001). Both groups were confronted with a virtual version of the Tier Social Stress Test (V-TSST), involving two tasks: to hold a speech, and to complete a mathematical task in front of a committee. Heart rate (HR), high frequency HR variability (HF-HRV, related to vagal activity), T-wave amplitude (TWA, inversely related to sympathetic activity) and respiration were assessed before, during, and after the V-TSST.ResultsMain effects showed that during stress HR increased [F(7, 231) = 63.98, p < .001, η2 = .66], TWA decreased [F(7, 231) = 33.69, p < .001, η2 = .51]. Regarding HF-HRV an interaction with trait anxiety was found [F(7, 231) = 2.83, p = .047, η2 = .08; cubic F(1, 33) = 5.51, p = .025, η2 = .14], indicating slightly higher magnitudes during stress for the high anxious group, but lower magnitudes for the low anxious group.DiscussionBoth anxious groups responded with increased HR and sympathetic activity (decreased TWA) during V-TSST. However, the high anxious group showed higher HF-HRV during stress than the low anxious group. Tentatively, the participants with higher trait anxiety activate the vagal system to inhibit the sympathetic system to adequately cope with the stressful situation in order to complete the tasks successfully. It is important, however, to note that the high anxious group doesn’t represent a clinical sample. Clinical anxiety is generally associated with reduced HF-HRV suggested partly being related to poor emotional and attentional control. Healthy individuals with moderate increases in trait anxiety, on the other hand, would likely have a well functioning vagal system to engage in attention demanding and stressful tasks.
  •  
26.
  • Jönsson, Peter, et al. (författare)
  • Exhaustion-related changes in cardiovascular and cortisol reactivity to acute psychosocial stress.
  • 2015
  • Ingår i: Physiology & Behavior. - : Elsevier BV. - 1873-507X .- 0031-9384. ; 151:Jul 22, s. 327-337
  • Tidskriftsartikel (refereegranskat)abstract
    • Prior findings indicate that individuals scoring high on vital exhaustion show a dysfunctional stress response (DSR), that is, reduced cortisol reactivity and habituation to psychosocial stressors. The main aim of the present study was to examine whether a DSR may be a vulnerability factor in exhaustion disorder (ED). We examined whether a DSR is present during the early stages of ED, and still is present after recovery. Three groups were studied: 1. Former ED patients (n = 14); 2. persons who during the past 6 month had experienced stress at work and had a Shirom-Melamed Burnout Questionnaire (SMBQ) score over 3.75, considered to indicate a pre-stage of ED (n = 17); 3. persons who had not experienced stress at work during the past 6 months and had a SMBQ score below 2.75 (n = 20). The participants were exposed twice to a virtual version of the Trier Social Stress Test (V-TSST), during which salivary cortisol samples were collected. In addition, high frequency heart rate variability (HF-HRV), heart rate (HR), t-wave amplitude (TWA), and alpha-amylase were assessed to examine stress reactivity and habituation in the autonomic nervous system (ANS). The initial analyses showed dear hypothalamic-pituitary-adrenal (HPA) axis and sympathetic nervous system (SNS) activations in both V-TSST sessions, together with habituation of cortisol and heart rate in the second session, but without any significant group differences. However, the former ED patients showed considerable variation in self-reported signs of exhaustion (SMBQ). This led us to assign former ED patients with lower ratings into the low SMBQ group (LOWS) and those with higher ratings to the high SMBQ group (HIGHS). When repeating the analyses a different picture emerged; the HIGHS showed a lower cortisol response to the V-TSST than did the LOWS. Both groups' cortisol response habituated to the second V-TSST session. The ANS responses did not differ between the two groups. Thus, persons in a pre-stage of ED and unrecovered former ED patients showed signs of DSR, in contrast to healthy controls and recovered former ED patients. The results may be interpreted as indicating that DSR in the HPA axis is present early on in the stress process, but subsides after successful recovery. (C) 2015 The Authors. Published by Elsevier Inc. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/).
  •  
27.
  •  
28.
  •  
29.
  •  
30.
  •  
31.
  •  
32.
  • Legetth, Oscar, et al. (författare)
  • CellexalVR : A virtual reality platform to visualize and analyze single-cell omics data
  • 2021
  • Ingår i: iScience. - : Elsevier BV. - 2589-0042. ; 24:11
  • Tidskriftsartikel (refereegranskat)abstract
    • Single-cell RNAseq is a routinely used method to explore heterogeneity within cell populations. Data from these experiments are often visualized using dimension reduction methods such as UMAP and tSNE, where each cell is projected in two or three dimensional space. Three-dimensional projections can be more informative for larger and complex datasets because they are less prone to merging and flattening similar cell-types/clusters together. However, visualizing and cross-comparing 3D projections using current software on conventional flat-screen displays is far from optimal as they are still essentially 2D, and lack meaningful interaction between the user and the data. Here we present CellexalVR (www.cellexalvr.med.lu.se), a feature-rich, fully interactive virtual reality environment for the visualization and analysis of single-cell experiments that allows researchers to intuitively and collaboratively gain an understanding of their data.
  •  
33.
  •  
34.
  •  
35.
  • Lindén, Anita, et al. (författare)
  • Special Considerations for Navigation and Interaction in Virtual Environments for People with Brain Injury
  • 2000
  • Ingår i: Proceedings of the 3rd International Conference on Disability, Virtual Reality & Associated Technologies. ; , s. 287-296
  • Konferensbidrag (refereegranskat)abstract
    • When a Virtual Environment (VE) is designed, decisions regarding the navigation of the viewpoint, interaction with objects, and the behavior of the VE itself are made. Each of these can affect the usability and the cognitive load on the user. A VE that had previously been constructed as a prototype tool for the assessment of brain injury has been studied to establish the consequences of such design decisions. Six people, two with brain injury, have used the VE to perform a specific task (brewing coffee) a total of ten times over two sessions separated by a week. These trials were video recorded and analysed. Results and implications are presented and discussed.
  •  
36.
  • Lundstedt, Rikard, et al. (författare)
  • Designing virtual natural environments for older adults in residential care facilities
  • 2021
  • Ingår i: Technology and Disability. - 1055-4181. ; 33:4, s. 305-318
  • Tidskriftsartikel (refereegranskat)abstract
    • BACKGROUND: Spending time in natural environments is beneficial for mental health and cognitive function. Unfortunately, many elderly citizens, who would potentially gain from these beneficial effects, have limited or no access to natural environments. Virtual reality may provide the experience of being present in a natural environment without the need of transportation. OBJECTIVE: The purpose of the present study was to acquire an understanding of how residents and staff at a residential care facility may use and experience different virtual natural environments, and thus aid the design of virtual natural environments. METHODS: We used qualitative method, collecting data through interviews and observations. The data was analyzed using qualitative content analysis. RESULTS: Exposure to virtual natural environments provoked various emotional reactions, and promoted skill development and social interaction among participants. The staff perceived virtual natural environments as potentially useful for, for example, improving residents' anxiety. We identified several user interface improvements. CONCLUSIONS: The present study discusses how various aspects of virtual natural environments work in relation to the experience of a user and how this might affect wellbeing in older adults. These aspects may be valuable to consider in the design of virtual natural environments for use at residential care facilities.
  •  
37.
  • Lundstedt, Rikard, et al. (författare)
  • Designing Virtual Natural Environments for Older Adults : Think-Aloud Study
  • 2023
  • Ingår i: JMIR Human Factors. - : JMIR Publications Inc.. - 2292-9495. ; 10
  • Tidskriftsartikel (refereegranskat)abstract
    • Background: Spending time in natural environments is beneficial for human health, but many older adults have limited or no access to natural environments. Virtual reality technology may be a means to facilitate nature experiences, and so, there is a need for knowledge on how to design virtual restorative natural environments for older adults. Objective: The aim of this study was to identify, implement, and test older adults’ preferences and ideas regarding virtual natural environments. Methods: A total of 14 older adults (mean age 75, SD 5.9 years) participated in an iterative process to design such an environment. We used think-aloud protocols and qualitative content analysis and established questionnaires that targeted usability, affective aspects, and side effects. These data guided the design decisions for incremental implementations of a prototype. Results: The participants’ preferences included trueness to reality in terms of rendition and behavior; traces of human activity and natural processes that trigger the imagination and provide believability; the ability to roam, explore, and interact with the environment; and a familiar, relatable environment that evokes memories. The iterative design process resulted in a prototype featuring many of the participants’ ideas and preferences, including a seated locomotion technique, animals, a boat ride, the discovery of a boat wreck, and apple picking. The questionnaire results indicated high perceived usability, interest, and enjoyment; low pressure and tension; moderate value and usefulness; and negligible side effects. Conclusions: We suggested 3 principles for virtual natural environments for older adults: realness, interactivity, and relatedness. Virtual natural environments should also provide a diversity of content and activities to accommodate the heterogeneity in older adults’ preferences. These results can contribute to a framework for designing virtual natural environments for older adults. However, these findings need to be tested and potentially revised in future studies.
  •  
38.
  •  
39.
  • Persson, Johanna, et al. (författare)
  • A Virtual Smash Room for Venting Frustration or Just Having Fun: Participatory Design of Virtual Environments in Digitally Reinforced Cancer Rehabilitation
  • 2021
  • Ingår i: JMIR Rehabilitation and Assistive Technologies. - : JMIR Publications Inc.. - 2369-2529. ; 8:4
  • Tidskriftsartikel (refereegranskat)abstract
    • Background:Cancer rehabilitation is central for helping patients and relatives create a functional everyday life based on the changes in life conditions. The needs are highly individual and include physical, mental, and social challenges. Cancer rehabilitation programs offer coping strategies, including guidelines on how to handle emotions.Objective:This paper presents a participatory design activity where patients in cancer rehabilitation use a virtual smash room, which is a virtual environment where the user can break things, mainly porcelain or glass items such as vases or plates. The objective is to understand attitudes to, and some effects of, using this application, as well as eliciting ideas of other virtual environments that would be desired.Methods:The virtual environment presented here, the virtual smash room, was designed at the request of a patient with cancer who wanted a tool for venting frustration. In this virtual environment, the user can break porcelain, vases, and plates. Patients participating in a week-long cancer rehabilitation program tested the virtual smash room and reported their experiences through a questionnaire. The questionnaire comprised three sections: (1) a subset of the Intrinsic Motivation Inventory (IMI), (2) a subset of the Virtual Reality Symptoms Questionnaire (VRSQ), and (3) a free-text response section.Results:A total of 101 responses were gathered. The results from the IMI questions showed that the participants found the virtual experience enjoyable (mean 4.52, maximum 5, SD 0.73), and it helped them retain their focus (mean 4.44, maximum 5, SD 0.74). The VRSQ revealed that there were only minor symptoms related to general discomfort (5.9%, n=6), fatigue (5.9%, n=6), nausea (3.0%, n=3), and tired eyes (8.9%, n=9), while several participants experienced dizziness (22.8%, n=23). Since only postmeasurements were gathered, nothing could be concluded about the prevalence of these symptoms before testing. The free-text responses indicated that the user group had many ideas for other virtual environments to use in cancer rehabilitation.Conclusions:This study presents a concept of using virtual reality in the cancer rehabilitation process and exemplifies activities of patient participation in the design process. Virtual reality has potential in being both distracting and enjoyable, while certain aspects of cybersickness might be especially important to consider for a user group already experiencing physical and mental issues. The results will act as input in the process of further designing virtual applications in digitally reinforced cancer rehabilitation.
  •  
40.
  • Persson, Johanna, et al. (författare)
  • Evaluating interactive computer-based scenarios designed for learning medical technology.
  • 2014
  • Ingår i: Nurse Education in Practice. - : Elsevier BV. - 1873-5223 .- 1471-5953. ; 14:6, s. 579-585
  • Tidskriftsartikel (refereegranskat)abstract
    • The use of medical equipment is growing in healthcare, resulting in an increased need for resources to educate users in how to manage the various devices. Learning the practical operation of a device is one thing, but learning how to work with the device in the actual clinical context is more challenging. This paper presents a computer-based simulation prototype for learning medical technology in the context of critical care. Properties from simulation and computer games have been adopted to create a visualization-based, interactive and contextually bound tool for learning. A participatory design process, including three researchers and three practitioners from a clinic for infectious diseases, was adopted to adjust the form and content of the prototype to the needs of the clinical practice and to create a situated learning experience. An evaluation with 18 practitioners showed that practitioners were positive to this type of tool for learning and that it served as a good platform for eliciting and sharing knowledge. Our conclusion is that this type of tools can be a complement to traditional learning resources to situate the learning in a context without requiring advanced technology or being resource-demanding.
  •  
41.
  • Persson, Johanna, et al. (författare)
  • Interactive Scenario Simulation to Learn Medical Technology in the Patient Care Context
  • 2012
  • Konferensbidrag (refereegranskat)abstract
    • Abstract in UndeterminedCaring for intensive care patients involves extensive use ofmedical technology. When staff are educated in workingwith these devices, the focus is on practical management.The context in which they are used is however verycomplex and the device cannot be seen as a separatecomponent. Knowledge about for example the patient’smedical status and background must also be consideredwhen acting on a specific alarm. There is a gap betweenlearning how to handle the medical technology and learninghow to care for the patient that we believe could be bridgedby making advanced, educational aids available in the dailypractice. We present a prototype of an interactive computerbasedscenario simulation for learning to work with medicaltechnology in the patient care context. The paper describesthe user-centred design process and the prototype itself, andconcludes with a discussion about the motivation of usingthis type of educational aid.
  •  
42.
  •  
43.
  • Pescarin, Sofia, et al. (författare)
  • Archeovirtual 2011 : An evaluation approach to virtual museums
  • 2012
  • Ingår i: Proceedings of the 2012 18th International Conference on Virtual Systems and Multimedia, VSMM 2012 : Virtual Systems in the Information Society - Virtual Systems in the Information Society. - 9781467325653 ; , s. 25-32
  • Konferensbidrag (refereegranskat)abstract
    • November 2011 saw the opening of the exhibition "Archeovirtual" organized by CNR ITABC - Virtual Heritage Lab - and V-MusT Network of Excellence, in Paestum, Italy, under the general direction of BMTA1. The event, that was part of a wider European project focus on virtual museums, turned to be a great opportunity to show many different projects, applications and installations about Virtual Reality and Cultural Heritage. The four-days exhibition was an occasion to get in touch with the newest experiences with virtual reconstructions, 3D models, interactive environments, augmented reality and mobile solutions for cultural contents; at the same time, it was an opportunity for organizers to directly face the audience's impact towards projects. That because of the necessity to investigate more on social and behavioral aspects in order to positively affect the learning benefits of public. So doing, we could build in the future applications much more tailored on the final costumers, closer to their abilities and necessities. During the show four types of investigative tools were employed to evaluate the general visitor's behavior and the effectiveness of interfaces, to understand their expectations and experiences, and to obtain a reference grid of values to test if users' experience fit with organizers' ones. The first outcomes revealed that audience's impact toward interactive applications seems depending on the capability of technology to be "invisible" otherwise technology has to assure a wide range of possibilities in content accesses. In definitive, virtual museums need to have an always more integrated approach between cultural contents, interfaces and social and behavioral studies.
  •  
44.
  • Pescarin, Sofia, et al. (författare)
  • NICH: a preliminary theoretical study on Natural Interaction applied to Cultural Heritage contexts
  • 2013
  • Ingår i: [Host publication title missing]. ; , s. 355-362
  • Konferensbidrag (refereegranskat)abstract
    • Gesture-based interaction constitutes a new paradigm in human-machine interaction. The possibility to control a technical system with gestures on surfaces or in mid air makes it possible to design user interfaces that go beyond the WIMP paradigm (Windows Icons Menus and Pointers), the dominating interaction paradigm since the 1970's. After mainly having been of interest in the human-computer interaction and VR research communities, gesture-based interaction is now quickly becoming part of main-stream applications, thanks to low cost solutions such as Microsoft Kinect and Leap Motion Controller. Gesture-based interaction has proved useful for cultural heritage applications in, for example, a museum or a heritage site since this type of interaction removes the need for physical input devices that might be complicated to use or difficult to maintain. However, the application of gesture-based interaction in the heritage domain is still in an experimental phase. When asking a visitor to interact using gestures, we need to take into consideration what are natural gestures for him/her based on, for example nationality, and culture. Some VR projects using gesture-based interaction (Etruscanning, Giotto's "Rule Approval", Livia's Villa) and also some experiments for objects manipulation have been made by VHLab of CNR ITABC in the last three years. The team became aware about the potentialities and the limits of the actual technologies, the cognitive and perceptive reactions of the users, the need to organize cultural contents in a different way because cultural transmission is strongly influenced by this new paradigm of interaction. The good reaction of the public of museums shows how promising this perspective is and encourages us to go further, starting an extensive mapping of "natural" communication gestures to interact within VR applications. The paper investigates what is perceived as “natural” gestures in different countries and cultures for controlling a computer application. It presents the ideas behind and preliminary data from an ongoing study that aims at exploring what is considered proper gestures for cultural heritage applications in three different countries: Sweden, Italy and Egypt.
  •  
45.
  • Rosengren, Calle, et al. (författare)
  • Virtual reality : en revolution i arbetslivet?
  • 2023
  • Ingår i: Nio - Fem Tidskrift om arbetsliv & profession. - 2001-9688.
  • Tidskriftsartikel (populärvet., debatt m.m.)abstract
    • I artikeln presenterar en tvärvetenskaplig forskargrupp vid Designvetenskaper, LTH, Lunds universitet sin forskning som syftar till att öka förståelsen för hur VR-tekniken kan tillämpas i arbetslivet inom tre områden. Det första är hur den kan användas för att förbättra interaktion och samverkan vid distansarbete. Den andra frågan är hur det ser ut när det gäller arbetsplatsbaserade tränings- och utbildningsinsatser. Den tredje frågan är hur VR-tekniken kan tillämpas som stöd för återhämtning och avkoppling på arbetsplatsen.
  •  
46.
  • Rydenfält, Christofer, et al. (författare)
  • To learn to design is to learn to learn about possible futures: A learning perspective on design and its implications
  • 2019
  • Ingår i: Proceedings of the 21st International Conference on Engineering and Product Design Education (E&PDE 2019), University of Strathclyde, Glasgow. 12th-13th September 2019. - : The Design Society. - 9781912254057
  • Konferensbidrag (refereegranskat)abstract
    • Design requires thoughtful application of methods to broaden ones understanding of the task and to generate alternative solutions in the form of possible futures in relation to the task. These kind of activities implies learning. In an interaction design course for undergraduate engineering students, we noticed that students gave little effort to the usage of the design methodologies taught, and neither did the choice of methods always appear thoughtful.To tackle these issues, we redesigned the course applying a strategy based on the sociocultural and experiential theories of learning and Martons variation theory. A guiding hypothesis was that engineering students are essentially rational. To become an engineer is to become a rational problem solver. However, the problems engineering undergraduate students are facing are for the most part well-structured and they have little resemble with the ill-structured problems they face when forced to design for real users in real contexts. Thus, engineering students, at least early in their education are facing problems where optimization is not only a working problem solving strategy, but also the best strategy. When facing real problems in a design context, they must instead 1) apply a satisficing approach to problem solving, and 2) learn how to question the boundaries of their own rationality in relation to the task. Thus, we aimed, not to steer the students away from rationality, but rather to give them means to develop the foundation for their rationality in such way that a design thinking approach appeared rational.As all the students were assigned the same course project, the first step in the redesign was to supervise several groups in parallel during longer sessions instead of shorter sessions of single group supervision. This gave the students opportunity to share the other groups’ perspectives on their projects including their problem interpretations and their methodology for user studies and idea generation. Secondly, we introduced peer review of other students work. This meant that the students experienced more ways of seeing and approaching the task, which should give them a more complete picture of the problem and thus challenge the boundaries of their rationality. Third, we increased the number of design methodology workshops, and fourth, we added workshop-like exercises to the supervision sessions. The latter implied that the students not only got more opportunities for experiential learning before they applied their knowledge to their own course projects, but also that their teachers got more opportunities to observe their learning and support them on their own individual level.This highlights a crucial issue when teaching design to engineers, to make design thinking appear rational to the students. In essence, this implies to teach them how to learn about ill-defined problems and possible futures in relation to those problems, rather than to learn specific methodologies. However, in order to learn how to learn, the knowledge of different design methodologies can play an important part as they provide examples that could help the students to challenge their own rationality, i.e. break their own preconceptions regarding the design task.
  •  
47.
  • Wallergård, Mattias, et al. (författare)
  • A suggested Virtual Reality methodology allowing people with cognitive disabilities to communicate their knowledge and experiences of public transport systems
  • 2008
  • Ingår i: Technology and Disability. - 1878-643X. ; 20:1, s. 9-24
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper presents a suggested methodology based on virtual reality (VR) technology that enables people with cognitive disabilities to communicate their knowledge and experiences of public transport systems. The users interacted with the VR system by verbally describing their actions to the person controlling the VR system and/or pointing with a laser pointer while seated in front of three screens on which the virtual environment (VE) was projected. A surround sound system was used to add realism. The users were video filmed as they took a virtual bus trip and were then asked to think aloud about their experience while watching the video material. The VR methodology was evaluated on seven people with stroke. Overall, the results suggested that the VR methodology is feasible for people with cognitive disabilities. Despite some initial difficulties, the subjects managed to communicate their intentions, some by combining verbalisations and pointing with the laser pointer in a very efficient manner. They were engaged in the virtual bus trip and made comments on the experience, including comments on emotional aspects. Interestingly, the subjects’ verbal descriptions of what they wanted to do revealed in parts aspects of how they reasoned when taking the bus trip.
  •  
48.
  • Wallergård, Mattias, et al. (författare)
  • A Virtual Cash Dispenser for Persons with Acquired Brain Injury
  • 2001
  • Ingår i: Proceedings of the international conference on computer-aided ergonomics and safety. - 8493113476
  • Konferensbidrag (refereegranskat)abstract
    • Brain injury rehabilitation is a long and difficult process that includes training of so-called instrumental activities of daily living (IADL). This type of training involves activities like preparing meals, doing housework, grocery shopping etc. and it is often used by occupational therapists when they teach brain injury patients how to manage their daily life. A computer-generated Virtual Environment (VE) that is to be used as a tool in IADL training has been designed. The VE has the shape of a cash dispenser and it can be used by a brain injury patient that wants to practice the activity of withdrawing money. The aim was to design a VE interface that puts as little cognitive load as possible on the brain injury patient, so that he or she can focus completely on the task of withdrawing money. A low-fidelity paper prototype was built and evaluated in order to generate ideas regarding object behaviour, navigation of the viewpoint, interaction with objects and other features. The result of the project so far is a computer prototype built with a Virtual Reality (VR) development kit called WorldUp, a personal computer based VR system. The computer prototype behaves exactly like a real cash dispenser and it has a function that allows the patient to learn his or her banking code. Feedback and clues will be provided by the occupational therapist that sits next to the patient during the training sessions. At present tests are in progress with voluntary brain injury patients in a usability laboratory. These tests aim to evaluate the virtual cash dispenser in order to get ideas on how to increase its usability. The tests also aim to collect ideas on future functions and features and also to get clues on how VE training can be integrated into the rehabilitation process.
  •  
49.
  •  
50.
  • Wallergård, Mattias, et al. (författare)
  • A Virtual Reality Version of the Trier Social Stress Test : A Pilot Study
  • 2011
  • Ingår i: Presence - Teleoperators and Virtual Environments. - 1054-7460 .- 1531-3263. ; 20:4, s. 325-336
  • Tidskriftsartikel (refereegranskat)abstract
    • One of the most common methods of inducing stress in the laboratory in order to examine the stress response in healthy and clinical populations is the Trier Social Stress Test (TSST). Briefly, the participant is asked to deliver a speech and to perform an arithmetic task in front of an evaluating committee. The committee, consisting of three trained actors, does not respond emotionally during the test, which makes the situation very stressful for the participant. One disadvantage of the TSST is that it can be difficult to hold the experimental conditions constant. In particular, it may be difficult for actors to hold their acting constant across all sessions. Furthermore, there are several practical problems and costs associated with hiring professional actors. A computerized version of the TSST using virtual humans could be a way to avoid these problems provided that it is able to induce a stress response similar to the one of the original TSST. The purpose of the present pilot study was therefore to investigate the stress response to a virtual reality (VR) version of the TSST visualized using an immersive VR system (VR-TSST). Seven healthy males with an average age of 24 years (range: 23-26 years) performed the VR-TSST. This included delivering a speech and performing an arithmetic task in front of an evaluating committee consisting of three virtual humans. The VR equipment was a CAVE equipped with stereoscopy and head tracking. ECG and respiration were recorded as well as the participant's behavior and comments. Afterward, a semi-structured interview was carried out. In general, the subjective and physiological data from the experiment indicated that the VR version of the TSST induced a stress response in the seven participants. In particular, the peak increase in heart rate was close to rates observed in studies using the traditional TSST with real actors. These results suggest that virtual humans visualized with an immersive VR system can be used to induce stress under laboratory conditions.
  •  
Skapa referenser, mejla, bekava och länka
  • Resultat 1-50 av 58
Typ av publikation
konferensbidrag (31)
tidskriftsartikel (21)
samlingsverk (redaktörskap) (2)
rapport (1)
annan publikation (1)
doktorsavhandling (1)
visa fler...
licentiatavhandling (1)
visa färre...
Typ av innehåll
refereegranskat (47)
övrigt vetenskapligt/konstnärligt (9)
populärvet., debatt m.m. (2)
Författare/redaktör
Wallergård, Mattias (58)
Johansson, Gerd (30)
Karlson, Björn (13)
Jönsson, Peter (10)
Alce, Günter (9)
Eriksson, Joakim (5)
visa fler...
Hansen, Åse Marie (5)
Hermodsson, Klas (4)
Gulz, Agneta (4)
Haake, Magnus (4)
Jönsson, Peter, 1964 ... (4)
Dalholm Hornyánszky, ... (3)
Hansen, Ase Marie (3)
Eek, Frida (2)
Grahn, Patrik (2)
Thern, Lars (2)
Ternblad, Eva-Maria (2)
Annerstedt, Matilda (2)
Währborg, Peter (2)
Sonesson, B. (1)
Lang, Stefan (1)
Ek, Åsa (1)
Olsson, Robert (1)
Andersson, Daniel (1)
Albin, Maria (1)
Hadzovic, Tarik (1)
De Paolis, Lucio Tom ... (1)
Niehorster, Diederic ... (1)
Espinoza, Andreas (1)
Horain, Patrick (1)
Chellali, Amine (1)
Mallem, Malik (1)
Roszko, Maximilian (1)
Edlund, Henrik (1)
Olsson, Sandra (1)
Svedberg, Johan (1)
Hartzell, Ted (1)
Olsson, Staffan (1)
Samuelsson, Dennis (1)
Klang, Karl Johan (1)
Nyström, Stefan (1)
Bourdot, Patrick (1)
Lindgren, Stefan (1)
Hemphälä, Hillevi (1)
Magnusson, Charlotte (1)
Tärning, Betty (1)
Petersson, Bodil (1)
van den Bosch, Matil ... (1)
Nirme, Jens (1)
Balkenius, Christian (1)
visa färre...
Lärosäte
Lunds universitet (49)
Högskolan Kristianstad (12)
Linköpings universitet (2)
Karolinska Institutet (1)
Sveriges Lantbruksuniversitet (1)
Språk
Engelska (54)
Svenska (4)
Forskningsämne (UKÄ/SCB)
Teknik (26)
Medicin och hälsovetenskap (16)
Naturvetenskap (12)
Samhällsvetenskap (10)
Humaniora (3)

År

Kungliga biblioteket hanterar dina personuppgifter i enlighet med EU:s dataskyddsförordning (2018), GDPR. Läs mer om hur det funkar här.
Så här hanterar KB dina uppgifter vid användning av denna tjänst.

 
pil uppåt Stäng

Kopiera och spara länken för att återkomma till aktuell vy