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Träfflista för sökning "hsv:(ENGINEERING AND TECHNOLOGY) hsv:(Other Engineering and Technologies) hsv:(Interaction Technologies) srt2:(2020-2024)"

Sökning: hsv:(ENGINEERING AND TECHNOLOGY) hsv:(Other Engineering and Technologies) hsv:(Interaction Technologies) > (2020-2024)

  • Resultat 1-10 av 545
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1.
  • Foroughi, Behzad, et al. (författare)
  • Determinants of continuance intention to use gamification applications for task management : an extension of technology continuance theory
  • 2023
  • Ingår i: Electronic library. - : Emerald Group Publishing Limited. - 0264-0473 .- 1758-616X. ; 41:2/3, s. 286-307
  • Tidskriftsartikel (refereegranskat)abstract
    • PurposeGamification applications (apps) are gaining great attention in many contexts and have grown increasingly. Despite their significant role in many settings, prior research mainly focused on initial adoption, and there are limited studies on the post-adoption stage. This study aims to explore the factors influencing individuals' continuance intention to use gamified task manager apps, drawing on the technology continuance theory (TCT) by integrating enjoyment, habit and social influence. Design/methodology/approachData were obtained from 318 Malaysian who had prior experience with task management gamified apps and analysed with the partial least squares approach. FindingsAccording to the results, confirmation, perceived usefulness (PU) and enjoyment positively influence satisfaction. PU, enjoyment, satisfaction and social influence affect attitude, while the result failed to confirm the association between perceived ease of use and attitude. Furthermore, PU, attitude and habit are strong determinants of users' continuance intention. Moreover, continuance intention was not predicted by users' satisfaction and social influence. Practical implicationsThe findings provide directions for developers and marketers of gamified task manager apps. Besides the technological and functional benefits of applications, they should also consider social, hedonic and individual factors in the designing and marketing stages. Originality/valueThis study extends the literature by assessing the determinants of continuous intention to use gamified task manager apps; and extending the TCT in the context of gamification by incorporating three contextual factors, namely, perceived enjoyment, social influence and habit.
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2.
  • Hedvall, Per-Olof, et al. (författare)
  • Moving Beyond Human Bodies on Display : Signs of a Shift in Categorisation
  • 2022
  • Ingår i: DAI - Il Disegno per l’Accessibilità e l’Inclusione. - Milano : Publica. - 9788899586256 ; , s. 48-59
  • Konferensbidrag (refereegranskat)abstract
    • In this paper, we explore signs on toilet doors. Our aim is to contribute to an enhanced understanding of how goals and ambitions regarding inclusion are realised in design processes. We identify and outline three patterns for inclusive signage: 1) Addition, where inclusive signage is accomplished by adding more pictograms of different persons, 2) Combination, where inclusive signage is accomplished by composite pictograms, 3) what we choose to call Nonclusion, where nonclusive signage is accomplished by not depicting persons, bodies, or roles at all. We end by discussing the three patterns in terms of a growing unease towards inclusion as such and with the prevailing patterns of categorisation of people, bodies, and roles.
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3.
  • Kurdve, Martin, Dr, 1971-, et al. (författare)
  • Establishing SME–university collaboration through innovation support programmes
  • 2020
  • Ingår i: Journal of Manufacturing Technology Management. - : Emerald Group Publishing Ltd.. - 1741-038X .- 1758-7786. ; 31:8, s. 1583-1604
  • Tidskriftsartikel (refereegranskat)abstract
    • Purpose: The research purpose is to analyse when and how innovation support programmes (ISPs) can affect collaboration between universities and established small and medium sized enterprises (SMEs). The paper specifically considers SME’s absorptive capacity. Design/methodology/approach: A Swedish research centre is studied in the context of innovation support and two of its SME-ISPs are examined with regards to industry–university collaboration and impact on firm innovation capabilities. Data collection and analysis are performed, using interviews, survey answers, document search and reflectional analysis to evaluate processes and effects of the centre and the programmes. Findings: A developed research centre, integrated into both academia and industry, can support translational collaboration and promote SME innovation absorptive capacity. The action learning elements and the organisational development approaches used when coaching in the ISPs contribute to the SMEs internal absorption capacity and collaborational skills. Organising collaboration into ISPs can provide a relational path to future collaboration with universities, which, for example start with student projects. Research limitations/implications: The study, though limited to one Swedish region, adds to empirical innovation research as it connects industry–university collaboration and absorptive capacity to organisational learning. Practical implications: The empirical results indicate possible long-term gains for industry and universities in building collaborative innovation into SME-ISPs. Originality/value: The contribution of this study pertains to the practice of innovation support for established SMEs with the inclusion of absorption capacity and collaborative innovation development. 
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4.
  • Ljungblad, Sara, 1977, et al. (författare)
  • What maters in professional drone pilots' practice? an interview study to understand the complexity of theirwork and inform human-drone interaction research
  • 2021
  • Ingår i: Conference on Human Factors in Computing Systems - Proceedings. - New York, NY, USA : ACM.
  • Konferensbidrag (refereegranskat)abstract
    • Human-drone interaction is a growing topic of interest within HCI research. Researchers propose many innovative concepts for drone applications, but much of this research does not incorporate knowledge on existing applications already adopted by professionals. This limits the validity of said research. To address this limitation, we present our fndings from an in-depth interview study with 10 professional drone pilots. Our participants were armed with signifcant experience and qualifcations - pertinent to both drone operations and a set of applications covering diverse industries. Our fndings have resulted in design recommendations that should inform both ends and means of human-drone interaction research. These include, but are not limited to: safety-related protocols, insights from domain-specifc use cases, and relevant practices outside of hands-on fight.
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5.
  • Sellberg, Charlott, 1974, et al. (författare)
  • From technical and non-technical skills to hybrid minds: Reconceptualizing cognition and learning in semi-automated environments
  • 2020
  • Ingår i: Advances in Intelligent Systems and Computing. - Cham : Springer International Publishing. - 2194-5365 .- 2194-5357. ; 1211 AISC, s. 191-197, s. 191-197
  • Konferensbidrag (refereegranskat)abstract
    • The aim of this study is to review and compare theories and methods for studying cognition and learning in simulator-based maritime training, preparing students for work in socio-technical systems on ships that are rapidly becoming increasingly autonomous. A comparison of studies that draw on classic cognitivist theories with situated and socio-cultural theories on cognition and learning is conducted. The findings reveal tensions between different research ontologies, pointing towards the need to re-consider the dualistic view on human relations with technology underlying the technical and non-technical skills taxonomy. Instead, the notion of a hybrid mind is introduced to maritime human factors. A hybrid mind is both relying on and is shaped by its embeddedness in increasingly complex and powerful cognitive habits and technical systems. Hence, the concept serves as a compelling tool to explain how increased levels of automation continuously change both cognitive practices and capacities of humans at work.
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6.
  • Bresin, Roberto, 1963-, et al. (författare)
  • Sonification of the self vs. sonification of the other : Differences in the sonification of performed vs. observed simple hand movements
  • 2020
  • Ingår i: International journal of human-computer studies. - : Elsevier BV. - 1071-5819 .- 1095-9300. ; 144
  • Tidskriftsartikel (refereegranskat)abstract
    • Existing works on interactive sonification of movements, i.e., the translation of human movement qualities from the physical to the auditory domain, usually adopt a predetermined approach: the way in which movement features modulate the characteristics of sound is fixed. In our work we want to go one step further and demonstrate that the user role can influence the tuning of the mapping between movement cues and sound parameters. Here, we aim to verify if and how the mapping changes when the user is either the performer or the observer of a series of body movements (tracing a square or an infinite shape with the hand in the air). We asked participants to tune movement sonification while they were directly performing the sonified movement vs. while watching another person performing the movement and listening to its sonification. Results show that the tuning of the sonification chosen by participants is influenced by three variables: role of the user (performer vs observer), movement quality (the amount of Smoothness and Directness in the movement), and physical parameters of the movements (velocity and acceleration). Performers focused more on the quality of their movement, while observers focused more on the sonic rendering, making it more expressive and more connected to low-level physical features.
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7.
  • Brovelli, M.A., et al. (författare)
  • Citizen Science in Support of Digital Earth
  • 2020
  • Ingår i: Manual of Digital Earth. - Singapore : Springer Verlag.
  • Bokkapitel (refereegranskat)abstract
    • Citizen science can be thought of as a tremendous catalyst for making Digital Earth a participation model of our world. This chapter presents a wide overview of the concept and practice of citizen science in terms of the technologies and social impact. Definitions of citizen science and various existing approaches to citizen involvement are described, from simple contributions to projects proposed by someone else to the design and planning of science as a bottom-up process. To illustrate these concepts, the relevant example of OpenStreetMap is described in detail, and other examples are mentioned and briefly discussed. Social innovation connected with citizen science is focused on to highlight different levels of direct citizen contributions to scientific research and indirect effects on academia, and studies driven by new questions that may support responsible research and innovation (RRI), governments and public administration in making better informed decisions. Despite its growth and success in relatively few years, citizen science has not fully overcome a number of persistent challenges related to quality, equity, inclusion, and governance. These themes and related complex facets are discussed in detail in the last section of the chapter.
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8.
  • Díaz, C.M.C., et al. (författare)
  • More than Data Gatherers: Exploring Player Experience in a Citizen Science Game
  • 2020
  • Ingår i: Quality and User Experience. - : Springer Science and Business Media LLC. - 2366-0147 .- 2366-0139. ; 5:1
  • Tidskriftsartikel (refereegranskat)abstract
    • We present the results of an exploratory player experience study on the game Quantum Moves, a citizen science game where players move quantum particles to help create a quantum computer. Eight-hundred-and-seventeen players responded to a 13-question exploratory survey constructed to understand how players relate to the game, what are their motivations, and how could the game be improved. We analyzed the data using descriptive statistics and thematic analysis. Specifically, the thematic analysis helped to identify two cross-cutting themes amongst the players: (a) learning and (b) the opportunity to contribute to science. Results indicate that the opportunity to help science, along with game design, game elements, involvement of players with the scientific community, and players’ strategies influence the experience. Implications of the particular findings for the research on player experience on citizen science games and development of evaluation methods are discussed.
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9.
  • Frid, Emma, 1988-, et al. (författare)
  • Music Creation by Example
  • 2020
  • Ingår i: Proceedings CHI '20: CHI Conference on Human Factors in Computing Systems. - New York, NY, USA : Association for Computing Machinery (ACM). ; , s. 1-13
  • Konferensbidrag (refereegranskat)abstract
    • Short online videos have become the dominating media on social platforms. However, finding suitable music to accompany videos can be a challenging task to some video creators, due to copyright constraints, limitations in search engines, and required audio-editing expertise. One possible solution to these problems is to use AI music generation. In this paper we present a user interface (UI) paradigm that allows users to input a song to an AI engine and then interactively regenerate and mix AI-generated music. To arrive at this design, we conducted user studies with a total of 104 video creators at several stages of our design and development process. User studies supported the effectiveness of our approach and provided valuable insights about human-AI interaction as well as the design and evaluation of mixedinitiative interfaces in creative practice.
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10.
  • Herlin, Anders Henrik (författare)
  • Utmaningar med digitalt förändringsarbete – erfarenheter från introduktion av ett nytt enhetligt rapporteringssystem i mjölk- och köttproduktionen
  • 2021
  • Ingår i: LTV-fakultetens faktablad.
  • Annan publikation (populärvet., debatt m.m.)abstract
    • Digitalisering är inget självändamål utan måste leda till vinster som tidsvinster och förenklingar i arbetet, säkrare datarapportering och att användningen av data är lätt och meningsfull. När detta fungerar bra, har man inom sin verksamhet fått en digital transformering, då man drar den fulla nyttan av digitaliseringen. Rapportering av data från händelser hos djuren för bearbetning och lagring i digitala system har skett sen 1960-talet. System har kommit och gått och det har tillkommit system som inneburit att samma datahändelser ofta behöver registreras i flera system. Otympligheten av detta har uppmärksammats på senare år. Det har därför introducerats nya system för inrapportering och hantering av data hos mjölkoch nötköttsproducenter som skall klara av att förenkla för och vara nyttiga för brukarna. I detta faktablad rapporteras en utvärdering om det system som Skånesemin och Rådgivarna i Sjuhärad infört, TopCow.
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