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  • Eriksson, Thommy, 1967 (author)
  • A Poetics of Virtuality
  • 2016
  • Doctoral thesis (other academic/artistic)abstract
    • How is virtuality represented in fiction, and what does that say about our anticipations and fears about what the virtual is and will be? This text, a poetics of virtuality, explores fictional representations of virtuality, primarily in movies and literature, but also in media productions done by the author. The aim is to study the dream of virtuality. What are we promised? What do we anticipate? What do we fear? This is why the study has focused on fictional virtualities, where the storyteller is somewhat free to represent the virtual, and let cultural ideas emerge, untethered by the technical constraints that govern real-life virtuality technology.The study has two methodological approaches. One is the analysis of a large number of fictional narrative texts representing virtuality, primarily movies but also a few novels and short stories. The other is the study of the author’s own work producing media products involving virtuality. The chosen research design utilizes the author’s position as both an academic and a computer graphic artist. The studied fictional narratives have been analyzed using semiotics, a method to study signs and sign production. A self- and auto-ethnographic approach has been used to observe the author’s media productions.The contribution of this study is a deep and detailed understanding of how virtuality is represented in fiction, presented as a poetics of virtuality. Seven topologies of virtuality are presented: #surrealism, #containment, #engineered space, #artificial light, #immateriality, #control, and #virtual artificial intelligence.In summary, the results show that:It was advantageous to combine film studies with auto-ethnographic observations, but also highly time consumingFictional representations of virtuality are largely based on real-life technology, especially older computer technologyFictional representations of virtuality are quite highly constrained by production circumstances and storytelling requirementsVolumetric displays are highly anticipated, but the need to use augmented reality to implement the vision might surprise usVirtuality is often thought of as being in opposition to the real and the natural; it is also often thought of as being a lesser copy of the actualA major theme is breaking out of the virtual, and this falsely promises that there can be an escape from the virtual, and from technology.
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  • Eriksson, Thommy, 1967, et al. (author)
  • Audiovisual Thinking
  • 2010
  • In: Media, Communication and Cultural Studies (MeCCSA).
  • Conference paper (other academic/artistic)
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  • Eriksson, Thommy, 1967 (author)
  • Boogie Street
  • 2010
  • In: Audiovisual Thinking. ; 2010:2
  • Journal article (other academic/artistic)abstract
    • A visual text critically reflecting on levels of intimacy and privacy raised by Google Street and adjacent technologies, and a meta-text reflecting on the incorporation of copyrighted media into academic discourse.
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  • Eriksson, Thommy, 1967 (author)
  • Caught
  • 2011
  • In: Audiovisual Thinking. ; 3
  • Journal article (other academic/artistic)
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  • Eriksson, Thommy, 1967, et al. (author)
  • Environmental Science Investigation – Challenges and opportunities
  • 2008
  • In: All our futures 2008, 9 september 2008, Plymouth.
  • Conference paper (other academic/artistic)abstract
    • Swedish high school students are generally well informed about the threat of global warming to our planet. However, in order to understand the scientific challenge we are facing, students need to learn how to do scientific research. Emerging and innovative information and communication technologies offer new possibilities to present scientific facts and to teach scientific methods in contemporary school settings.In our paper, we present and discuss pedagogical issues and the design development preceding the production of a virtual laboratory destined to become a tool for students when learning about the impact of global warming on fish reproduction. A number of challenging issues arose during the development phase and the formative evaluation sessions that were held during spring 2008. Some examples: What are we trying to transmit when teaching students “to do science”? Are the proposed experiments most efficient when showing ambiguous and thought-provoking results or is a pedagogical approach where the user is guided through the experiments and given clues in order to “reveal” an explicit result, more useful?
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  • Eriksson, Thommy, 1967 (author)
  • Failure and success in using mozilla hubs for online teaching in a movie production course
  • 2021
  • In: Proceedings of 2021 7th International Conference of the Immersive Learning Research Network, iLRN 2021.
  • Conference paper (peer-reviewed)abstract
    • In the autumn 2020 the course Digital Movie Making was given in a fully online mode, due to the restrictions and lockdowns related to the covid-19 pandemic. With the intention of avoiding Zoom fatigue and provide a more creative and engaging online teaching environment, the social VR platform Mozilla Hubs was chosen for all the lectures, seminars and supervision. The two main reasons for choosing Mozilla Hubs were the openness of the platform, providing wide opportunities for creating and setting up your own virtual space, as well as the option to access the platform via a web browser. However, Mozilla Hubs has a number of usability and technical flaws, making it clumsy to use, and the initial course introduction and guest lecture suffered severe technical issues when all 25 students attended simultaneously. A decision was made to only use Mozilla Hubs for supervision, and these meetings with few students turned out successful. Based on the observations from these learning activities, a number of advantages and disadvantages with VR in general and Mozilla Hubs specifically is presented and discussed.
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  • Eriksson, Thommy, 1967, et al. (author)
  • Imaging the Sanctuary of Hercules Victor : Immaginare il Santuario di Ercole Vincitore
  • 2010
  • In: Archeomatica. - 2037-2485. ; :2, s. 58-62
  • Journal article (peer-reviewed)abstract
    • The rapid progress of both information technology and digital media allows for an increasing amount of effective and exciting ways of documenting and communicating our common cultural heritage. Three dimensional scanning through photometry and laser, as well as augmented reality, photorealistic computer graphics and interactive displays; all these are technologies that in days to come will shape the profession of both archaeology and museology. This exploratory article describe the design and production process of a visualization of the Sanctuary of Hercules Victor in Tivoli, part of the interdisciplinary research project Via Tiburtina — Space, Movement and Artefacts in the Urban Landscape at the Swedish Institute in Rome. We address both the philosophical and practical ramifications of communicating the past using technology which allows us to create representations that not only mimic reality but also shape society’s idea about reality through photorealistic visualizations. A pedagogical approach is presented and discussed in a context where the visualization is tested as a communicative device that encourage questions rather than acceptance. Further, we discuss how a communicative exchange through the visual language can be adapted to let the audience de-construct the re-construction and track different layers of certainty in a visualization. In the process we propose and test a set of core guidelines when creating historical representations, with the aim to enhance the pedagogical quality of the scientific visual language.
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  • Eriksson, Thommy, 1967, et al. (author)
  • Imaging the Sanctuary of Hercules Victor
  • 2010
  • In: Archeomatica. - 2037-2485. ; :2, s. 58-62
  • Journal article (peer-reviewed)abstract
    • The rapid progress of both information technology and digital media allows for an increasing amount of effective and exciting ways of documenting and communicating our common cultural heritage. Three dimensional scanning through photometry and laser, as well as augmented reality, photorealistic computer graphics and interactive displays; all these are technologies that in days to come will shape the profession of both archaeology and museology.This exploratory article describe the design and production process of a visualization of the Sanctuary of Hercules Victor in Tivoli, part of the interdisciplinary research project Via Tiburtina — Space, Movement and Artefacts in the Urban Landscape at the Swedish Institute in Rome. We address both the philosophical and practical ramifications of communicating the past using technology which allows us to create representations that not only mimic reality but also shape society’s idea about reality through photorealistic visualizations. A pedagogical approach is presented and discussed in a context where the visualization is tested as a communicative device that encourage questions rather than acceptance. Further, we discuss how a communicative exchange through the visual language can be adapted to let the audience de-construct the re-construction and track different layers of certainty in a visualization. In the process we propose and test a set of core guidelines when creating historical representations, with the aim to enhance the pedagogical quality of the scientific visual language.
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  • Eriksson, Thommy, 1967, et al. (author)
  • Reflections on Academic Video
  • 2012
  • In: Seminar.net : Media, technology and lifelong learning. - 1504-4831. ; 8:1
  • Journal article (peer-reviewed)
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  • Eriksson, Thommy, 1967 (author)
  • rex : ren
  • 2010
  • In: Audiovisual Thinking. ; 2010:2
  • Journal article (other academic/artistic)abstract
    • Digital remediation recreates a semi-physical/virtual event – a rock concert – and reflects on the academic usage of copyrighted material.
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  • Eriksson, Thommy, 1967, et al. (author)
  • The next step in social networking software – the global coffee machine
  • 2008
  • In: Digital Interactive Media in Entertainment and Arts (DIMEA), 11 september 2008, Athen.
  • Conference paper (peer-reviewed)abstract
    • The development of both computer mediated communication and social networking software have changed our way of connecting with people profoundly. Consider the impact such a simple communication tool as e-mail, and of course the last years development of Web 2.0 concepts. Even a very simple tool such as MSN Messenger have interesting effects on the social connection with friends and co-workers; that such a simple tool can create the feeling of sharing a virtual space together. That such a simple icon as the “friend icon” in Messenger can be so loaded with emotional connotations.But still, from another viewpoint, these technologies are just pale imitations, troublesome clones, of their real world equivalents. Consider the infamous chance meeting at the coffee machine, consider all the social networking that occurs in that physical space. Colleagues keeping track of each others work days, chance encounters triggering ideas for collaboration, and other chance encounter connecting to new acquaintances. Our idea is simple; what would happen if you combined the power of the coffee machine chance meetings, with the connecting-with-the-world concept of MSN Messenger, Facebook and all other similar tools? A strong picture forms in our minds; with all the hundreds of digital connections professionals manage online, and with all million potential acquaintances available online, a cross-breeding between the coffee machine and the Mesenger could be – metaphorically – like having the coffee machine in stadium filled with thousands of people…Imagine the potentials! Imagine the obstacles, the threats! What would actually happen to our way of being online with such a capability? Would we stand it? Would we be so information overloaded that we would hate it? Would we be addicted to it? How would the visual representation and the interaction interface actually be designed? Can it be designed with current technology?What we suggest is to explore these questions by building a digital mock-up – a partly functional prototype – of such a tool. We imagine it being a demonstration of a tool which might be developed, or which might prove to be a nightmare. We do not have a clear idea how the tool would work or how it would be designed. The actual design of the prototype would be the core of this proposed project. But we have a dream image of how it possibly could work.Imagine a computer interface with much larger screen area than today, and with an interface not using the mouse, but using touch screen or motion tracking of hand motions in the air instead. Imagine for example that your whole physical desktop was a computer screen. Imagine a windows-like interface, but using a much more layered, deeper and much more visually rich graphical display. The recent development of both the standard Windows and Macintosh operative systems have gone a few steps in this direction, and future developments have been tentatively hinted at both in actual prototypes and in science fiction scenarios such as Minority report and The Island. Imagine that when using this computer interface, you have access to a combined communication based on for example Messenger, Skype and Facebook, but with souped-up capabilites; a social networking software on steroids. Instead of simple icons as in Messenger, you see live video feeds or photographic images of the people you are connected with. You have for each person a diversity of information presented. Instead of just seeing of the person is online, you see different visual representations of for example how long time the person have been online, what documents the person is working on, and maybe most important, what web site does the person use right now, what keywords have the person recently used in Google, and so on. The closeness of your own latest keyword searches and the other persons keywords searching could for example be represented by “distance”; the more close the web usage is, the closer the person appears to be on screen. Finally, you do not only see the persons directly connected to you, but in a fashion similar to LinkedIn and similar social networking softwares, you see people connected to your connections. As a sea of faces, constantly shifting, everyone constantly available for a quick chat via text, audio or video.The purpose would not be surveillance, even if the risks of improper usage looms large. The purpose would be to attempt a digital re-creation of the chance meetings at the coffee machine. Instead of meeting around the coffee, you meet around a web site that you suddenly visit at the same time as a second-connection to one of your own colleagues, and that triggers a connect.That is actually what it would be all about; triggering contacts. That is the advantage of the coffee machine; it constantly triggers old and new contacts with people close. And it is also the disadvantage with the current social networking softwares; when your social network have been established on Facebook, on LinkedIn and in Messenger, what happens then? Usually not much. So the question is, could social networking be transformed into a new shared virtual space, where online social interactions actually becomes even more fluent, dynamic and fruitful?
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  • Eriksson, Thommy, 1967 (author)
  • The Virtual Film Crew
  • 2004
  • In: Presence.
  • Conference paper (other academic/artistic)
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  • Eriksson, Thommy, 1967, et al. (author)
  • "Time is the bottleneck": a qualitative study exploring why learners drop out of MOOCs
  • 2017
  • In: Journal of Computing in Higher Education. - : Springer Science and Business Media LLC. - 1867-1233 .- 1042-1726. ; 29:1, s. 133-146
  • Journal article (peer-reviewed)abstract
    • Why do over 90% of the learners in Massive Open Online Courses (MOOCs) never finish the course? There is a need for further studies focusing on the learners' experiences of participating in MOOCs and factors that influence the decision to complete or drop out of the course. To deepen our understanding of why learners complete or drop out of MOOCs, we report on a qualitative case study based on in-depth interviews with 34 learners with different degrees of course completion for two MOOCs. A qualitative analysis of the interviews led to the identification of four main factors influencing dropout: (1) the learner's perception of the course content, (2) the learner's perception of the course design, (3) the learner's social situation and characteristics, and (4) the learner's ability to find and manage time effectively. How the learners conceptualized a MOOC had a strong impact on how they engaged with the contents. We discuss the implications of our results for MOOC practice in terms of time, openness and accessibility and provide recommendations for future research.
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  • Karlsson, Göran, 1954, et al. (author)
  • Joint reasoning about gas solubility in water in modified versions of a virtual laboratory
  • 2013
  • In: 10th International Conference on Computer-Supported Collaborative Learning, CSCL 2013; Madison, WI; United States; 15 June 2013 through 19 June 2013. - : International Society of the Learning Sciences. - 1573-4552. ; 2, s. 283-284, s. 283-284
  • Conference paper (peer-reviewed)abstract
    • A virtual laboratory was designed to enable students to collaboratively discover the concept of gas solubility in water at different physiological conditions. The virtual laboratory was developed through a design experiment involving three successive versions with different guiding structures. Analysis of 13 dyads' reasoning about gas solubility in water revealed that the students' problem was to understand the concept of solubility of gases. It was also observed how the guiding structures within the three different versions influenced the students' reasoning about the concept.
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  • Larsson, Clara, et al. (author)
  • Visualizing Invisible Environmental Data in VR: Development and Implementation of Design Concepts for Communicating Urban Air Quality in a Virtual City Model
  • 2023
  • In: Communications in Computer and Information Science Volume 1819 CCIS, Pages 253 - 267. - : Springer. - 1865-0929 .- 1865-0937. ; , s. 253-267
  • Conference paper (peer-reviewed)abstract
    • As cities continue to grow, the desire to combine densification with sustainability and greenery may present a challenge to air quality, resulting from reduced ventilation caused by dense buildings and vegetation. To support the careful urban planning required, effective and interactive tools that can visualize and communicate information about air quality to stakeholders are essential. In a transdisciplinary research project aiming to explore such visualizations a prototype pedagogical virtual reality tool was developed, allowing users to explore the impact of aspects of the built environment upon urban air quality. The tool was evaluated with adolescents in upper secondary school through interviews and observations, as well as with the general public through a questionnaire study. This paper provides insights, potential solutions, and initial assessments relevant to data visualization in 3D and immersive analytics in urban planning and stakeholder communication. Identified challenges include difficulties with color association and data distinguishability, and as well as tool complexity relating to the many features requested by experts involved in a transdisciplinary project.
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  • Mubin, O., et al. (author)
  • Towards an Agenda for Sci-Fi Inspired HCI Research
  • 2016
  • In: 13th International Conference on Advances in Computer Entertainment Technology (Ace 2016). - New York, NY, USA : ACM. - 9781450347730
  • Conference paper (peer-reviewed)abstract
    • Science fiction media has had a long lasting influence on the progression of interactive technology, however recently contradictions are emerging in the development of the two disciplines. Therefore, in this exploratory position paper we report on the insights attained through a day long workshop amongst scientists and researchers on how the collaboration between science fiction and Human Computer Interaction (HCI) can be advanced. Discussions in the workshop focused on detailing the relationship between HCI and science fiction. In conclusion, as our main contribution an action plan and agenda is presented for facilitating deeper influences amongst the two disciplines.
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  • Sjölie, Daniel, 1977, et al. (author)
  • PRACTICAL USE OF OFF-THE-SHELF VIRTUAL REALITY FOR DISTANCE EDUCATION - A LOOK AT THE FEASIBILITY OF NON-EXPERT USE
  • 2020
  • In: Learning and Teaching. - : IATED. - 1755-2273. ; 2020
  • Conference paper (peer-reviewed)abstract
    • As the potential value of online learning and distance education becomes increasingly clear (considering, e.g., global health and climate change) we are motivated to push for practical use of emerging technologies at an accelerated pace, to further facilitate rich and flexible distance education. In the current scenario, the changes forced into the classic educational system need to be executed quickly. While the pedagogical value of lectures has been often questioned, it remains a common method of instruction, making them relevant to investigate within digitalisation. Virtual Reality (VR) affords valuable embodied experiences and is currently at a point where it is within reach for non-experts, but the threshold may still be perceived as too high. By focusing on the use of off-the-shelf hardware and software to give virtual lectures, a larger number of educators can start experimenting within their comfort zone. The purpose of the current paper is to contribute to the acceleration of this process by describing challenges encountered in such an attempt to quickly employ readily available VR technology to give a lecture in VR. Is it possible for educators without previous expertise in VR to start using this technology now? What factors can be considered to make the experience positive to both educators and students? The setup of the VR lecture in this case study had the lecturer entering a virtual environment remotely (from another city) using the free VR application Bigscreen VR with students and three observing co-teachers entering the same environment being co-located in one physical room. The lecturer used the Oculus Rift S headset and a VR-capable laptop while the students used the simpler Oculus Go headsets. A predetermined view of the lecturer in the VR-environment was also shown via a projector, as a general fallback. The study was performed as an action research intervention, and the results were documented with ethnographic observations and a focus group. Compared to established tools for distance education, such as video meetings, the preparation time was significantly longer but the VR setup with off-the-shelf VR hardware and software worked relatively well for the lecture itself. The primary problems encountered concerned the student headsets and the preparation of and interaction with the students in the physical room. In addition to practical issues with managing a larger number of headsets (there were 5 headsets for the students) there were significant problems in getting the audio to work well as well as technical problems with Internet access. During the lecture more behavioral and social issues came to the forefront, for example students being uncertain about how to behave in the unfamiliar environment. Out of five participating students, two experienced discomfort, but were uncertain about how to act and whether it was OK to take off their headsets or not. Some issues encountered here may be avoided or minimised by raising awareness beforehand and additional preparation. Based on the present study, technical and ethical recommendations are given for which issues should be prioritized and how they may be dealt with, regardless of the educators level of expertise, to be able to successfully conduct a VR lecture.
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  • Spante, Maria, 1967-, et al. (author)
  • The Need for Efficient and Flexible Educational Imagery : When Ambitious Visualization Products meet the Context of Actual Learning Environment
  • 2009
  • In: Readings in Technology and Education: Proceedings of ICICTE 2009. ; , s. 425-436
  • Conference paper (peer-reviewed)abstract
    • This paper reports findings from a project implementing the Virtual Labs site featuring Flashbased animations developed at Stanford University. The main conclusion in this paper stresses the need to design for flexibility and adaptability of interactive media to better suit the specific situation teachers encounter in their everyday work in order to allow them to build their own audiovisual presentation kits based on various available resources. Ambitious but rigidvisualization products might otherwise end up not being used at all.
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