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Träfflista för sökning "WFRF:(Rydeman Bitte) "

Search: WFRF:(Rydeman Bitte)

  • Result 1-10 of 31
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1.
  • Caltenco, Héctor, et al. (author)
  • Co-designing wearable technology together with visually impaired children
  • 2016
  • In: International Journal of Mobile Human Computer Interaction. - 1942-390X. ; 8:4, s. 68-84
  • Journal article (peer-reviewed)abstract
    • This paper presents the process and results of a set of studies within the ABBI EU project, with the general aim to co-design wearable technology (an audio bracelet) together with visually impaired children, starting at a young age. The authors discuss user preferences related to sounds and tactile materials and present the results of a focus group with very young visually-impaired children under the age of 5, together with their parents. They find that multisensory feedback (visual, tactile/haptic, auditory) is useful and that preferences vary - also the drastic and potentially unpleasant sounds and materials may have a role. Further studies investigate the possibilities of using the ABBI wearable technology for social contexts and games. In a series of game workshops children with and without visual impairments created games with wearable technology employing very simple interactivity. The authors report the created games, and note that even with this simple interactivity it is possible to create fun, inclusive and rich socially co-located games.
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2.
  • Caltenco, Héctor, et al. (author)
  • Co-Designing wearable technology together with visually impaired children
  • 2018
  • In: Wearable Technologies : Concepts, Methodologies, Tools, and Applications - Concepts, Methodologies, Tools, and Applications. - : IGI Global. - 9781522554851 - 152255484X - 9781522554844 ; , s. 314-332
  • Book chapter (peer-reviewed)abstract
    • This paper presents the process and results of a set of studies within the ABBI EU project, with the general aim to co-design wearable technology (an audio bracelet) together with visually impaired children, starting at a young age. The authors discuss user preferences related to sounds and tactile materials and present the results of a focus group with very young visually-impaired children under the age of 5, together with their parents. They find that multisensory feedback (visual, tactile/haptic, auditory) is useful and that preferences vary - also the drastic and potentially unpleasant sounds and materials may have a role. Further studies investigate the possibilities of using the ABBI wearable technology for social contexts and games. In a series of game workshops children with and without visual impairments created games with wearable technology employing very simple interactivity. The authors report the created games, and note that even with this simple interactivity it is possible to create fun, inclusive and rich socially co-located games.
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5.
  • Hedvall, Per-Olof, et al. (author)
  • An Activity Systemic Approach to Augmentative and Alternative Communication
  • 2010
  • In: AUGMENTATIVE AND ALTERNATIVE COMMUNICATION. - : Informa UK Limited. - 0743-4618 .- 1477-3848. ; 26:4, s. 230-241
  • Journal article (peer-reviewed)abstract
    • The purpose of this paper is to discuss and highlight how Cultural-Historical Activity Theory (CHAT) can contribute to the understanding of the different factors at play when a person is using augmentative and alternative communication (AAC). It is based on data from a 3-year project concerning activity-based vocabulary design of voice output communication aids (VOCAs). Four persons who used AAC and their assistants were interviewed about shopping activities and their views about a vocabulary that included pre-stored phrases. A CHAT model, the Activity Diamond, was applied in an analysis of the data. The result was a multiplicity of human, artifactual, and natural factors, in which six themes were identified: Attitude/Preference, Expectation/Trust, Goal/Power, Place/Space, Time/Learning, and Usability/Accessibility. The themes are exemplified and discussed in relation to AAC.
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6.
  • Hedvall, Per Olof, et al. (author)
  • Co-Constructing Universal Design in Citizen Science Workshops
  • 2018
  • In: ransforming our World Through Design, Diversity and Education. - 0926-9630. - 9781614999232 - 9781614999225 ; 256, s. 214-222
  • Conference paper (peer-reviewed)abstract
    • This paper reports on a series of workshops that took place at two Swedish museums during 2017. The workshops were inspired by a citizen science approach, where the participants were not only on the receiving end but also active in producing new knowledge. The importance of turning to peoples' lived perspectives are often brought forward as crucial to understanding how inclusion and exclusion are played out in real life. The study aimed to introduce and discuss Universal Design (UD) of museum exhibitions, by engaging visitors and staff in bringing forward content for joint discussions. As there is an ongoing shift from traditional work on accessibility towards UD taking place in Sweden right now, the study was also part of raising the awareness of UD within the disability movement and at the museums. Museum visitors representing different disability organizations worked together with museum staff in photo exercises, supervised by two researchers. In total, 31 participants took part in six three-hour workshops. The workshop format encompassed three steps. First, one of the researchers introduced UD, after which the participants were divided into mixed groups with both visitors and staff. Their task was to take photos of museum features that were in line with, or in conflict with, UD. At the end of the workshop, all groups gathered to discuss what they had found. In this paper, we tell about the examples the participants brought forward and the ensuing joint discussions, and discuss the further implications for UD.
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8.
  • Larsson, Andreas, et al. (author)
  • Motivation, Peer Learning and Feedback in Flexible Learning
  • 2012
  • Conference paper (peer-reviewed)abstract
    • Based on material from previous classes, three features were examined 1) the respective roles of student-to-student, teacher-to-student and student-to-teacher feedback, 2) the ways in which students collaborated with each other in a peer-learning mode, and 3) the strategies used to enhance the students’ extrinsic and intrinsic motivation. The purpose was to study and describe how feedback, peer learning and motivation were manifested in two VLE-based courses at our department, in order to learn how they relate to constructive alignment and how they support flexible learning in diverse student groups, and based on that suggest changes to enhance student learning.
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9.
  • Magnusson, Charlotte, et al. (author)
  • Co-located games created by children with visual impairments
  • 2015
  • In: Proceedings of the 17th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct. - New York, NY, USA : ACM. - 9781450336536 ; , s. 1157-1162
  • Conference paper (peer-reviewed)abstract
    • The present paper reports on a games workshop within the ABBI EU project involving children with visual impairments as co-creators. The created games show that it is possible to create fun, rich and social co-located games with wearable technology employing very simple interactivity. Having a device that makes a sound when you move allows for the creation of finding and avoiding games but also for “sneaking” games where the goal is to avoid activating the sound. Natural sounds were seen to enhance the playfulness of the activity.
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10.
  • Magnusson, Charlotte, et al. (author)
  • Developing a mobile activity game for stroke survivors—lessons learned
  • 2020
  • In: Journal on Multimodal User Interfaces. - : Springer Science and Business Media LLC. - 1783-7677 .- 1783-8738. ; 14:3, s. 303-312
  • Journal article (peer-reviewed)abstract
    • Persons who have survived a stroke might lower the risk of having recurrent strokes by adopting a healthier lifestyle with more exercise. One way to promote exercising is by fitness or exergame apps for mobile phones. Health and fitness apps are used by a significant portion of the consumers, but these apps are not targeted to stroke survivors, who may experience cognitive limitations (like fatigue and neglect), have problems with mobility due to hemiplegia, and balance problems. We outline the design process, implementation and user involvement in the design of an exergame app that is specifically targeted to stroke survivors, and present the lessons learned during the design process.
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  • Result 1-10 of 31
Type of publication
conference paper (18)
journal article (4)
book (3)
reports (2)
book chapter (2)
artistic work (1)
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editorial proceedings (1)
doctoral thesis (1)
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Type of content
peer-reviewed (25)
other academic/artistic (3)
pop. science, debate, etc. (3)
Author/Editor
Rydeman, Bitte (31)
Hedvall, Per-Olof (16)
Magnusson, Charlotte (9)
Rassmus-Gröhn, Kirst ... (7)
Caltenco, Héctor (6)
Finocchietti, Sara (3)
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Gori, Monica (3)
Egard, Hanna (2)
Randall, Gary (2)
Larsson, Håkan (2)
Larsson, Andreas (2)
Eftring, Håkan (2)
Fransson, Philip (2)
Cappagli, Giulia (2)
Cocchi, Elena (2)
Baud-Bovy, Gabriel (2)
Porquis, Lope Ben (2)
Eklöf, Linnéa (2)
Vinblad, Elin (2)
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Andersson, Malin (1)
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Jónsdóttir, Helga (1)
Ben Porquis, Lope (1)
Lucero, Andrés (1)
Granholm, Sarah (1)
Doran, Cormac (1)
McNutt, Larry (1)
Rice, Dónal (1)
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Paneels, Sabrina (1)
Ortiz Fernandez, Lei ... (1)
Bouilland, Stephand (1)
Pager, Julien (1)
Belson, Sarah (1)
Norén, Niclas (1)
Lloyd, Lyle (1)
Koehler, Linda (1)
Rådenmark, Carina (1)
Zachrisson, Gerd (1)
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University
Lund University (29)
University of Gothenburg (2)
Jönköping University (1)
Language
English (26)
Swedish (5)
Research subject (UKÄ/SCB)
Engineering and Technology (14)
Natural sciences (12)
Medical and Health Sciences (6)
Social Sciences (5)
Humanities (5)

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