SwePub
Sök i SwePub databas

  Extended search

Träfflista för sökning "WFRF:(Söderström Ulrik 1978 ) "

Search: WFRF:(Söderström Ulrik 1978 )

  • Result 1-38 of 38
Sort/group result
   
EnumerationReferenceCoverFind
1.
  • Khan, Muhammad Sikandar Lal, 1988-, et al. (author)
  • Face-off : A face reconstruction technique for virtual reality (VR) scenarios
  • 2016
  • In: 14th European Conference on Computer Vision, ECCV 2016. - Cham : Springer. - 9783319466033 - 9783319466040 ; , s. 490-503
  • Conference paper (peer-reviewed)abstract
    • Virtual Reality (VR) headsets occlude a significant portion of human face. The real human face is required in many VR applications, for example, video teleconferencing. This paper proposes a wearable camera setup-based solution to reconstruct the real face of a person wearing VR headset. Our solution lies in the core of asymmetrical principal component analysis (aPCA). A user-specific training model is built using aPCA with full face, lips and eye region information. During testing phase, lower face region and partial eye information is used to reconstruct the wearer face. Online testing session consists of two phases, (i) calibration phase and (ii) reconstruction phase. In former, a small calibration step is performed to align test information with training data, while the later uses half face information to reconstruct the full face using aPCAbased trained-data. The proposed approach is validated with qualitative and quantitative analysis.
  •  
2.
  • Li, Bo, 1982-, et al. (author)
  • Distinctive curve features
  • 2016
  • In: Electronics Letters. - : John Wiley & Sons. - 0013-5194 .- 1350-911X. ; 52:3, s. 197-198
  • Journal article (peer-reviewed)abstract
    • Curves and lines are geometrical, abstract features of an image. Whereas interest points are more limited, curves and lines provide much more information of the image structure. However, the research done in curve and line detection is very fragmented. The concept of scale space is not yet fused very well into curve and line detection. Keypoint (e.g. SIFT, SURF, ORB) is a successful concept which represent features (e.g. blob, corner etc.) in scale space. Stimulated by the keypoint concept, a method which extracts distinctive curves (DICU) in scale space, including lines as a special form of curve features is proposed. A curve feature can be represented by three keypoints (two end points, and one middle point). A good way to test the quality of detected curves is to analyse the repeatability under various image transformations. DICU using the standard Oxford benchmark is evaluated. The overlap error is calculated by averaging the overlap error of three keypoints on the curve. Experiment results show that DICU achieves good repeatability comparing with other state-of-the-art methods. To match curve features, a relatively uncomplicated way is to combine local descriptors of three keypoints on each curve.
  •  
3.
  • Malhotra, Aman, et al. (author)
  • Fixed camera drone based photogrammetry for indoor mapping
  • 2022
  • In: 9th IEEE Uttar Pradesh Section International Conference on Electrical, Electronics and Computer Engineering, UPCON 2022. - : Institute of Electrical and Electronics Engineers (IEEE). - 9798350332506
  • Conference paper (peer-reviewed)abstract
    • Point cloud data is a way of implementing and recreating the surrounding with the help of 3D imaging and rendering. These point clouds can be further converted into mesh and then 3d models that can be used for localisation and mapping. LIDAR (Light Detection and Ranging) is a common device that is used when we want to reconstruct a space(room or building) in a software 3D Mesh however LIDAR based systems are expensive and can be tricky to stitch and reconstruct, the proposed system uses a single camera, this single camera is going to capture the frame in a continuous manner. This frame capturing will be followed by feature extraction which is essentially going to help in comparing the motion of the camera by comparing the transformation of the frames relative to the previous frame. This process when implemented over a continuous frame path is going to help us build a 3D Space with the help of a process called photogrammetry. This can then be used in spatial planning or areas where the possibility of using lidar is not possible or the cost is too high for implementation. The estimated size from the sensor usually only differs a few centimeters from manually measured sizes. From 24 images the drone can generate more than 12000 feature points for photogrammetry and a point cloud with almost 10000 points for a room with a lot of features.
  •  
4.
  • Mejtoft, Thomas, Universitetslektor, 1976-, et al. (author)
  • Cookies and Trust : Trust in organizations and the design of cookie consent prompts
  • 2023
  • In: ECCE '23. - New York, NY : ACM Digital Library. - 9798400708756
  • Conference paper (peer-reviewed)abstract
    • The General Data Protection Regulation (GDPR) was passed in 2016 to regulate companies’ use and storage of personal data, such as cookies, which are a common feature of the modern internet used to track user’s activity and preferences. This paper aims to examine people’s perspectives on cookie consent prompts and the effects of using deceptive design in cookie consent prompts.The results suggest that the design, rather than trust in the website’s organization, is crucial for users’ decisions to accept, decline, or manage cookies. Honest design is emphasized, and the dangers of deceptive design in cookie consent prompts are highlighted. Prompts that require full attention from the user and cover the content of the page are more likely to result in reflective and active decisions, but design friction that forces users to make a reflective choice causes irritation. The study also reveals a discrepancy between self-reported and observed behavior regarding cookie acceptance, as users tend to accept more cookies than they say they do.
  •  
5.
  • Mejtoft, Thomas, Universitetslektor, 1976-, et al. (author)
  • Creative Capabilities of Machine Learning : Evaluating music created by algorithms
  • 2021
  • In: ACM International Conference Proceeding Series. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450387576
  • Conference paper (peer-reviewed)abstract
    • The concept of creativity is an important part of human society and the continuous evolution of artificial minds has raised questions on creativity among machines. This aim of the this study is to explore machine learning algorithms' ability to be creative. The study reported in this paper uses short samples of music generated by IBM Watson beats that are evaluated using expert assessment of 51 music teachers together with samples generated by humans as control samples. The results show that one of the machine learning generated samples showed the same level of creativity as the human generated samples. Hence, there are indications that today machine learning algorithms can create music that is hard to distinguish from human created music and can be considered creative.
  •  
6.
  • Mejtoft, Thomas, Universitetslektor, 1976-, et al. (author)
  • Deceptive design : cookie consent and manipulative patterns
  • 2021
  • In: 34th Bled eConference: Digital Support from Crisis to Progressive Change. - Maribor, Slovenia : University of Maribor Press. - 9789612864859 ; , s. 397-408
  • Conference paper (peer-reviewed)abstract
    • As a larger proportion of our lives moves onto the web, so does important and valuable information. This has led to an increase in different kinds of manipulative patterns (dark patterns) in web design with the sole purpose of being deceptive and tricking users. This paper discusses the comprehensive suite of deceptive design patterns on Internet services where the users are expected to comply with the use of cookies. This was done by analyzing 50 different home cooking recipe websites, regarding their appliance to GDPR and how they use different dark patterns in their design. Even though legislation tries tomove the choices from the website to the user, it is clear that by using deceptive design patterns it is possible to "bypass" the legislation and trick the user into making a favorable choice for the owners behind the website. The results show that out of the websites that were GDPR approved, a majority still use two types of deceptive design patterns - misdirection and sneak into basket.
  •  
7.
  • Mejtoft, Thomas, Universitetslektor, et al. (author)
  • Design Friction : How intentionally added friction affect users level of satisfaction
  • 2019
  • In: ECCE 2019. - New York, NY : ACM Press. - 9781450371667 ; , s. 41-44
  • Conference paper (peer-reviewed)abstract
    • This study evaluates if intentionally added design friction affects users level of satisfaction when using a mobile application. Today most applications are designed to have as little friction as possible. An interesting question is if a more mindful interaction will lead to more satisfied users. In this study two prototypes inspired by the Headspace application where tested. One prototype had added design friction and the other had none. The participants were asked to rate their experience and to choose which prototype they preferred. The result shows that most participants of the test would choose the mobile application with added design friction and that they felt more satisfied when they had a clear understanding of the goal of the task.
  •  
8.
  • Mejtoft, Thomas, Universitetslektor, 1976-, et al. (author)
  • Design friction and digital nudging : impact on the human decision-making process
  • 2023
  • In: IVSP '23. - New York : Association for Computing Machinery (ACM). - 9781450398381 ; , s. 183-190
  • Conference paper (peer-reviewed)abstract
    • People make a vast number of decisions every day and these decisions invoke either a reflective or automatic behavior. Using e.g., nudging to influence a person’s behavior in a positive direction can have beneficial sustainable effects. This study aims to illustrate how digital nudging and design friction can be used to induce a reflective behavior in users of digital services during their decision-making. The field of study is the user’s reflection regarding sustainable choices when ordering meals online. The results provided from this initial case study showed that the participants preferred prototypes with implemented design approaches of digital nudging and design friction over a neutral prototype. Nudging had great impact on the decision-making process and provided feelings such as guilt if the participants did not select the option with the lowest carbon footprint. The design approach also induced a reflective behavior among the participants. Introducing so-called design friction provided a reflective behavior but had no impact on the participants decisions. Results also showed that even detailed information in the neutral prototype provided an informative and reflective behavior, which in some of the cases had an impact on the participants’ decisions.
  •  
9.
  • Mejtoft, Thomas, Universitetslektor, 1976-, et al. (author)
  • Designing call to action : users' perception of different characteristics
  • 2021
  • In: 34th Bled econference: digital support from crisis to progressive change. - Maribor : University of Maribor University Press. - 9789612864859 ; , s. 405-416
  • Conference paper (peer-reviewed)abstract
    • This paper aims to provide guidance when designing acall to action in a digital system with the purpose to create anintended feeling and user engagement. The paper is based on a test of four different simple call to action constructions. The users clearly prefer constructions that have a high explainability and feels intuitive. Hence, the design should have a high level of transparency and show the user straight away what it demands from the user and what the result of the action is. Furthermore, the design should have a high usability to make it clear how touse the call to action.
  •  
10.
  • Mejtoft, Thomas, Universitetslektor, 1976-, et al. (author)
  • Enhancing digital social interaction using augmented reality in mobile fitness applications
  • 2023
  • In: IVSP '23. - : ACM Digital Library. - 9781450398381 ; , s. 95-100
  • Conference paper (peer-reviewed)abstract
    • The recent global pandemic has had great impact on our society, were restricted physical social interaction created changes that will have long-lasting effects on how certain activities are performed. One example is how the restrictive use of training facilities has impacted people's motivation of working out. Training online, through e.g., social media, increased during this time and many new apps for this purpose were launched. One way of differentiating in this landscape is the use of augmented reality. This paper investigates how augmented reality can be used in mobile fitness apps to improve the digital social interaction when working out. The study is based on prototyping and testing of a conceptual app and the results show the potential of augmented reality to improve social interaction in this context.
  •  
11.
  • Mejtoft, Thomas, Universitetslektor, 1976-, et al. (author)
  • Reclaiming control over personal data with blockchain technology : An exploratory study
  • 2019
  • In: 32nd Bled eConference: Humanizing Technology for a Sustainable Society. - Maribor, Slovenia : University of Maribor Press. - 9789612862800 ; , s. 411-425
  • Conference paper (peer-reviewed)abstract
    • With the digitalization and increasing number of Internet users,more and more personal data breaches occur. Many people are not awareof their personal data rights and have not received any instructions on howto act in situations such as when their personal data is abused. This issomething that illustrates the flaws of the Internet. A technology thatprovides solutions to some of these problems, such as trust andtransparency, is the blockchain technology. Hence, the objective of thispaper is to investigate knowledge about personal data rights and to explorethe design of a prototype of a blockchain application for increased securityand transparency. User tests were conducted, highlighting the greatestneeds for users to feel secure and in control over their personal data. Thisknowledge provide the foundation for a prototype based on blockchaintechnology that gives the users increased security and forces those whostore personal data to be more transparent with the usage.
  •  
12.
  • Mejtoft, Thomas, Universitetslektor, 1976-, et al. (author)
  • The effect of skeleton screens : Users’ perception of speed and ease of navigation
  • 2018
  • In: Proceedings of the 36th European Conference on Cognitive Ergonomics. - New York, NY : ACM Press. - 9781450364492
  • Conference paper (peer-reviewed)abstract
    • Progression bars and spinners have long been the norm when providing feedback during wait times on the web. However, a more recent trend is the use of skeleton screens. This paper aims to evaluate the usefulness of skeleton screens as an alternative to spinners. This is done user testing a fictional news site with two variations, one showing skeleton screens before content is loaded, and another utilizing spinners. Both a questionnaire and measuring timing while finding a specified article when entering a website for the first time was used. The results show that the page using skeleton screens, scored higher on average on both perceived speed and ease of navigation. However, people using the page with spinners were faster at finding the article when entering the site for the first time. The results of this paper cannot show any significant differences in any of the comparisons between the web pages.
  •  
13.
  • Mejtoft, Thomas, Universitetslektor, 1976-, et al. (author)
  • The user experience of personalized content
  • 2020
  • In: 33rd Bled eConference - Enabling Technology for a Sustainable Society. - Maribor, Slovenia : University of Maribor University Press. - 9789612863623 ; , s. 147-158
  • Conference paper (peer-reviewed)abstract
    • Content in digital services is often filtered for users based on individual preferences with the possible consequence of creating a state referred to as a “filter bubble”. The objective of this paper is to examine which of a user’s inherent needs that are important to satisfy when a user is consuming personalized content in a digital service. The paper uses a survey to measure the need for autonomy, competence and relatedness of the Self-Determination Theory when users are consuming filtered content in digital services. The results show that the investigated services fail to satisfy all needs. A satisfactory user experience should include the opportunity for the user to satisfy the need for autonomy, competence and relatedness. For autonomy, transparency of filtering and choice about filtering should be offered. For competence, it is essential to offer content that the user can learn from, and also provide the right amount of choice throughout the service. The danger of filter bubbles is not personalization, but to remove choice about personalization.
  •  
14.
  • Mejtoft, Thomas, 1976-, et al. (author)
  • Use of Image Recognition of Social Media
  • 2017
  • In: ANZMAC 2017: Marketing for Impact. - Melbourne : RMIT University. ; , s. 271-278
  • Conference paper (peer-reviewed)abstract
    • Images are central to firms in their use of social media platforms as part of their marketing strategy. Images are a powerful online marketing tool as they allow for engagement and personalisation of marketing content for individual customers. However, images can be a double edge sword in the web 2.0 world, where consumers are able to post content to branded social media sites. This study evaluates the benefits of integrating image recognition into social media from the users perspective. The pilot study undertaken found the majority of the participants thought the possibilities presented for image recognition technology are useful, however they showed concern in relation to their privacy if this technology were to be in social media networks. The results also showed that prior familiarity with this technology does not have any significant impact in how social media users feel about having this technology in social media.
  •  
15.
  • Mejtoft, Thomas, Universitetslektor, 1976-, et al. (author)
  • User experience design and digital nudging in a decision making process
  • 2019
  • In: 32nd Bled eConference: Humanizing Technology for a Sustainable Societ. - Maribor, Slovenia : University of Maribor Press. - 9789612862800 ; , s. 427-442
  • Conference paper (peer-reviewed)abstract
    • When using online nudges to steer people in the right directionwhile they are making a decision, there is usually one preferable outcome.What might happen if the user experience is inadequate, will the nudgesstill work or might they be undermined? In this paper we investigate thecorrelation between user experience and digital nudges in a decisionmaking process. A user A/B test was conducted to investigate theproblem. The test participants visited one of two websites that includedthe same nudges where they were nudged to choose option (a) instead of(b). The only difference in the websites was the quality of the userexperience, one website design had a good user experience while the otherone offered an inadequate user experience. The results showed thateveryone who was assigned the good user experience chose (a), while twoof the inadequate experience participants chose (b). The results indicatethat user experience design can be used for digital nudging.
  •  
16.
  • Mårell-Olsson, Eva, 1966-, et al. (author)
  • Opportunities and challenges of using socially intelligent agents : increasing interaction and school participation for children suffering from a long-term illness
  • 2021
  • In: The international journal of information and learning technology. - : Emerald Group Publishing Limited. - 2056-4880 .- 2056-4899. ; 38:4, s. 393-411
  • Journal article (peer-reviewed)abstract
    • Purpose – Children suffering from cancer or cardiovascular disease, who need extended periods of treatment in hospitals, are subjected to multiple hardships apart from the physical implications, for example, experienced isolation and disrupted social and academic development. This has negative effects long after the child’s recovery from the illness. The purpose of this paper is to examine the non-medical needs of children suffering from a long-term illness, as well as research the field of artificial intelligence (AI) – more specifically, the use of socially intelligent agents (SIAs) – in order to study how technology can enhance children’s interaction, participation and quality of life. Design/methodology/approach – Interviews were performed with experts in three fields: housing manager for hospitalized children, a professor in computing science and researcher in AI, and an engineer and developer at a tech company.Findings – It is important for children to be able to take control of the narrative by using an SIA to support the documentation of their period of illness, for example. This could serve as a way of processing emotions, documenting educational development or keeping a reference for later in life. The findings also show that the societal benefits of AI include automating mundane tasks and recognizing patterns. Originality/value – The originality of this study concerns the holistic approach of increasing the knowledge and understanding of these children’s specific needs and challenges, particularly regarding their participation and interaction with teachers and friends at school, using an SIA. 
  •  
17.
  • Proceedings of the 16th Student Conference in Interaction Technology and Design and the 5th Student Conference in Electronics and Mechatronics
  • 2019
  • Editorial proceedings (peer-reviewed)abstract
    • The joint Student Conference in Interaction Technology and Design and Student Conference in Electronics and Mechatronics is the annual grand finale of the courses Current Topic in Interaction Technology and Design and Student Conference in Electronics and Mechatronics at the Department of Applied Physics and Electronics, Umeå University. The idea and objective of the two courses are to give the students a forum where they can actively participate in scientific research and development through their own ideas and interests.  The course introduces students to independently researching an interesting topic, using a foreign language orally and in writing, writing a scientific article, peer-review and presenting their work at a conference. The conference format was chosen to provide a realistic environment for the presentation of the results. The work has been reviewed both by other participant on the course and members of the department. If the reviews are favorable, the paper is accepted as a full paper at the conference and included in the proceedings. Research that has an interesting topic and potential for future publication is presented as work-in-progress at the conference and the abstract is included in the conference proceedings. This year 10 full papers and 2 work-in-progress papers were accepted at the conference and all included in this proceedings as full papers and extended abstracts, respectively.
  •  
18.
  • Proceedings of the 18th Student Conference in Interaction Technology and Design and the 6th Student Conference in Electronics and Mechatronics
  • 2020
  • Editorial proceedings (other academic/artistic)abstract
    • The joint Student Conference in Interaction Technology and Design and Student Conference in Electronics and Mechatronics is the annual grand finale of the courses Current Topic in Interaction Technology and Design and Student Conference in Electronics and Mechatronics at the Department of Applied Physics and Electronics, Umeå  University. The idea and objective of the two courses are to give the students a forum, where they can actively participate in scientific research and development through their own ideas and interests. The course introduces students to independently finding and researching a topic of interest for them, using a foreign language orally and in writing, writing a scientific article, peer-reviewing and presenting their work at a conference. The conference format was chosen to provide a realistic environment for the presentation of the results. The work has been reviewed both by other participant on the course and members of the department. If the reviews are favorable, the paper is accepted as a full paper at the conference and included in the proceedings.
  •  
19.
  • Proceedings of the 19th Student Conference in Interaction Technology and Design
  • 2020
  • Editorial proceedings (other academic/artistic)abstract
    • The Student Conference in Interaction Technology and Design is the annual grand finale of the course Current Topic in Interaction Technology and Design at the Department of Applied Physics and Electronics, Umeå University. The idea and objective of the course are to give the students a forum, where they can actively participate in scientific research and development through their own ideas and interests. The course introduces students to independently finding and researching a topic of interest for them, writing a scientific article, peer-reviewing, and presenting their work at a conference. The course is conducted in English both in writing and orally, and it is a foreign language for most of the students. The conference format is chosen to provide a realistic environment for the presentation of the results. The work of each student has been reviewed both by other participants on the course and members of the department. If the reviews are favorable, the paper is accepted as a full paper at the conference and included in the proceedings.
  •  
20.
  • Proceedings of the 21st Student Conference in Interaction Technology and Design
  • 2021
  • Editorial proceedings (peer-reviewed)abstract
    • The Student Conference in Interaction Technology and Design is the annual grand finale of the course Current Topic in Interaction Technology and Design at the Department of Applied Physics and Electronics, Umeå University, Sweden. The main objective of the course is to give the participants a forum, where they can actively discuss scientific research and development through the implementation of their own ideas and interests. The course introduces students to independently finding and researching a topic of interest for them, finding related sources of information and related research publications, writing a scientific article, peer-reviewing, and presenting their work at a conference. The course is conducted in English which is a foreign language for most of the students. The final examination format is chosen as a conference to provide a realistic environment for the presentation of the results. The work of each student has been reviewed by other participants on the course and members of the department acting not only as teachers and consultants but also as program committee members. If the reviews are favorable, the paper is accepted as a full paper at the conference and included in the proceedings.
  •  
21.
  • Rosenlind, Emma, et al. (author)
  • Young adults' attitude towards digital payment methods and financial responsibility
  • 2023
  • In: 36th Bled eConference – digital economy and society. - Maribor : University of Maribor, University Press. - 9789612867515 ; , s. 393-405
  • Conference paper (peer-reviewed)abstract
    • There are numerous online payment methods when shopping online. This paper presents the evolution of payment methods through the years and investigates which payment methods young adults prefer and investigates if and how modern payment methods affect financial responsibility among young adults. The study was conducted through a survey and follow-up interviews with Swedish young adults. 75% claimed they make online purchases 1-3 times a week or more, of which 35% always check their bank account before paying. The study suggests that direct payment using their smart device (Swish) is the most preferred payment method. The research suggests that it is the combination of the different payment methods available that is impacting financial responsibility among young adults rather than the payment method itself.
  •  
22.
  • Söderström, Ulrik, 1978-, et al. (author)
  • Anonymous video processing for live street view
  • 2011
  • In: 2011 IEEE International Conferences on Internet of Things, and Cyber, Physical and Social Computing. - Los Alamitos : IEEE Computer Society. - 9781457719769 ; , s. 109-113
  • Conference paper (peer-reviewed)abstract
    • We propose a method for hiding the identity of persons and objects in video sequences. This type of video sequence will be used in applications where the scene is important but the identity of persons should be unrecognizable, e.g., street view applications. Other parts, such as company logos, names on house doors or license plates on parked cars should not be recognizable as well. This is today solved in street view by blurring out parts of images that are compressed with standard encoding techniques. We propose a method that automatically will blur out parts that are moving but still show the motion. Our technique requires very low bitrates for video transmission; almost as low as for a still image. The low bitrate and the low computational complexity will enable video views of streets at the same costs as for still images.
  •  
23.
  • Söderström, Ulrik, 1978-, et al. (author)
  • Asymmetrical principal component analysis for video coding
  • 2008
  • In: Electronics Letters. - : Institution of Engineering and Technology (IET). - 0013-5194 .- 1350-911X. ; 44:4, s. 276-277
  • Journal article (peer-reviewed)abstract
    • Principal component analysis (PCA) can be used to encode video sequences at extremely low bit rates, e.g. 34.6 dB (PSNR) at 4.2 kbit/s. The same eigenvectors are used for encoding and decoding for this coding. Introduced is a coding scheme where eigenvectors for only part of the video frames are used for encoding but the eigenvectors for the entire frame are used for decoding. This is called asymmetric PCA coding. This reduces the complexity of encoding by ap5 times and at the same time increases the reconstruction quality for the facial part of the video with 0.4 dB (PSNR).
  •  
24.
  • Söderström, Ulrik, 1978-, et al. (author)
  • Comparing millennials view on minimalism and maximalism in web design
  • 2019
  • In: Proceedings of the 31st European Conference on Cognitive Ergonomics. - New York, NY : ACM Press. - 9781450371667 ; , s. 92-95
  • Conference paper (peer-reviewed)abstract
    • This study evaluates how Generation Y, also known as millennials, perceive different web design approaches. Two web design approaches were compared, using methods in User Experience design. The first approach is minimalism and the second one is maximalism. Minimalism has been a recurring web design trend ever since the end of the twentieth century. Maximalism is claimed to be the most important web design trend of 2018. The interesting question is if millennials who have grown up with minimalism in web design are interested in a new approach – the maximal approach. This study probe the opinions, thoughts and emotions of millennials after they have browsed two websites, one developed with minimalism and one developed with maximalism. The results show that the participants in this study were more exited by the maximal design. However, combining quantitative and qualitative data, the conclusion is that the different design approaches are more or less suitable to use depending on the message that the website is supposed to convey.
  •  
25.
  • Söderström, Ulrik, 1978-, et al. (author)
  • Customizing Lip Video into Animation for Wireless Emotional Communication
  • 2004
  • Reports (other academic/artistic)abstract
    • Universal Multimedia Access (UMA) engines are used to adapt the media content to suite different environments.The adaptation decision for content used over wireless networks is heavily dependent on the bandwidth needs since the transmission cost over wireless networks is high. We customize lip video into lip animations and through tests we challenge the assumption that the quality is reduced when the transmission cost is reduced. We show that animations are comparable with video when considering human emotion understanding and comparable with audio only when considering transmission cost. We argue that it is important to consider human cognitive and perceptive factors in the decision stage of a UMA engine. This can both improve the user’s perceived quality and lower the transmission cost.
  •  
26.
  • Söderström, Ulrik, 1978-, et al. (author)
  • Emotion recognition and estimation from tracked lip features
  • 2004
  • Reports (other academic/artistic)abstract
    • Humans transmit and display information through the visual image of our lips; information about our speech and our emotions and expressions. By being able to track the movement of the lips, computers can make use of the visual part of the information. This information can be used for multiple purposes. Other research has mainly been focused on using lip tracking for speechreading, but here we focus on how to make use of tracked lip features for emotions. We have found that people are better at interpreting basic emotions displayed through an animation of lips than interpreting the same emotions displayed through a real video sequence that shows the lower part of the face. We have successfully transferred three basic emotions from visual information into information from another modality; touch.
  •  
27.
  • Söderström, Ulrik, 1978-, et al. (author)
  • Evaluating electronic ink display technology for use in drawing and note taking
  • 2019
  • In: ECCE 2019. - New York, NY : ACM Press. - 9781450371667 ; , s. 108-113
  • Conference paper (peer-reviewed)abstract
    • In recent years, electronic paper – a display technology known for its low power consumption and paper-like appearance has started emerging in several consumer products, replacing reading and writing on regular paper to some extent. In this paper, the capabilities of electronic ink technology is evaluated in the context of drawing and note taking. Our tests were done by letting test participants use two different tablet devices as replacements for daily activities that usually require pen and paper; the reMarkable, using an electronic ink display, and the Apple iPad, using an LCD screen. The results from the tests showed that for writing, the reMarkable was superior to the iPad, although insufficient when it comes to software and user experience. This shows that the nature of tasks performed throughout a day benefits from a less niched, more do-all device such as an iPad. In summary, the results from this evaluation shows that while the technology has come a long way mimicking the look and feel of paper, integrating electronic paper technology into a tablet in this case demands a little too much of the technology itself. Ultimately, electronic paper still has some way to go before being the go to paper replacement that has been long sought after.
  •  
28.
  • Söderström, Ulrik, 1978-, et al. (author)
  • Haptic feedback in first person shooter video games
  • 2022
  • In: ECCE '22. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450398084
  • Conference paper (peer-reviewed)abstract
    • Immersion has become an important factor for video games. This study investigates the effect that haptic feedback has on the perceived immersion of the player in two different setups; one with haptic feedback in the game controller and one with feedback in a haptic vest. Both experiments consisted of a user test, followed by answering a questionnaire. The results show tendencies of haptic feedback both increasing and inhibiting the ability to feel immersed by certain metrics, even if the statistical analysis shows no significant difference between the groups in any of the sub-scales. The results also show that most of the test subjects thinks that the vest and its' haptic feedback delivers more immersion to the gaming experience. The conclusion that can be drawn from both experiments is that haptic feedback improves the user feeling of immersion, more specifically regarding the players awareness of the surroundings in the game.
  •  
29.
  • Söderström, Ulrik, 1978-, et al. (author)
  • How work-related communication applications affect perceived stress levels among employees
  • 2023
  • In: ECCE '23. - : Association for Computing Machinery (ACM). - 9798400708756
  • Conference paper (peer-reviewed)abstract
    • This paper examines Slack's effects on perceived stress levels among employees compared with classical work communication such as email. The study also investigates whether or not modern work platforms such as Slack affects the way people view and separate work and leisure time. As work from home increased drastically with the spread of Covid-19, simple and fast communication at work became more important than ever. Employees did not have the same possibility to meet daily at the office which created new demands on text-based communication platforms used for work purposes. The study was performed through a survey with 113 contributing respondents as well as three follow-up interviews. The study shows a difference in the respondents' approach toward Slack compared to email. Close to 11% stated that they read emails after work hours whereas 24% stated that they read Slack messages after work. Even though a slight difference can be seen between the two ways of communication, it becomes clear that it is more likely the ease-of-use and simple accessibility of modern work communication can cause stress than Slack itself. The results show that platforms such as Slack make it easier to interact with colleagues even after work hours. These results illustrate the issue of living in a time where the office is equally as remote as fixed.
  •  
30.
  • Söderström, Ulrik, 1978- (author)
  • Personal Internet-driven maps based on time distances
  • 2011
  • In: 2011 IEEE International Conferences on Internet of Things, and Cyber, Physical and Social Computing. - Los Alamitos : IEEE Computer Society. - 9781457719769 ; , s. 683-686
  • Conference paper (peer-reviewed)abstract
    • New ways for map creation are presented. Instead of using the physical distance between locations the distance is measured in time, cost, environmental effect or as a weighted version between the different parameters. The maps will be personal and changed based on the user preferences so the map appearance will be different for different users. In closed-up version the standard map with physical distance should still be used since it is very important that the map resembles the actual surrounding when you are using a map in a local environment. As devices are connected to the Internet the calculation of distance can be made on-line and follow train/flight departures and delays.
  •  
31.
  • Söderström, Ulrik, 1978-, et al. (author)
  • Side view driven facial video coding
  • 2013
  • In: Advanced Video Coding for Next-Generation Multimedia Services. - : InTech. - 9789535109297 ; , s. 139-154
  • Book chapter (peer-reviewed)abstract
    • A video can be decoded from an encoded version of another video when there is correspondence between the pixels in the two videos. Asymmetrical principal component analysis allows decoding of the frontal view of a face based on an encoded version the side view, or the profile of the side, of the same face. If the side view is used for encoding instead of the frontal view the reconstruction quality is only lowered slightly ($\approx$ 1,5 dB PSNR). If the profile of the side of view is used to encode the video the complexity for the encoding is lowered with more than 99\% but the largest benefit of this coding is that the side view can be used for encoding instead of the frontal view. Filming the side view is far easier from a use-friendly point of view. This is a new kind of video coding where the information that is decoded does not have to be available for the encoding phase.
  •  
32.
  •  
33.
  • Söderström, Ulrik, 1978-, et al. (author)
  • The User' Time Perception : The effect of various animation speeds on loading screens
  • 2018
  • In: Proceedings of the 36th European Conference on Cognitive Ergonomics. - New York, NY : ACM Press. - 9781450364492
  • Conference paper (peer-reviewed)abstract
    • Loading screens are still important in 2018, and there is a reason for that: they provide a great way to give feedback to the user in the interface during wait times after a user's action. Previous research shows that it is essential for a well designed interface and it is a well established way to increase and maintain a user's satisfaction. This study specifically examine the looped, passive animation screen with regards to how the animation speed affects the user. Results suggests that with faster animation, perceived wait time gets shorter and the user is more satisfied.
  •  
34.
  • Söderström, Ulrik, 1978-, et al. (author)
  • Toward emotional recognition during HCI using marker-based automated video tracking
  • 2019
  • In: Proceedings of the 31st european conference on cognitive ergonomics. - New York, NY, USA : Association for Computing Machinery (ACM). ; , s. 49-52, s. 49-52
  • Conference paper (peer-reviewed)abstract
    • Postural movement of a seated person, as determined by lateral aspect video analysis, can be used to estimate learning-relevant emotions. In this article the motion of a person interacting with a computer is automatically extracted from a video by detecting the position of motion-tracking markers on the person’s body. The detection is done by detecting candidate areas for marker with a Convolutional Neural Network and the correct candidate areas are found by template matching. Several markers are detected in more than 99 % of the video frames while one is detected in only approximate to 80,2 % of the frames. The template matching can also detect the correct template in approximate to 80 of the frames. This means that almost always when the correct candidates are extracted, the template matching is successful. Suggestions for how the performance can be improved are given along with possible use of the marker positions for estimating sagittal plane motion.
  •  
35.
  • Söderström, Ulrik, 1978- (author)
  • Very low bitrate facial video coding : based on principal component analysis
  • 2006
  • Licentiate thesis (other academic/artistic)abstract
    • This thesis introduces a coding scheme for very low bitrate video coding through the aid of principal component analysis. Principal information of the facial mimic for a person can be extracted and stored in an Eigenspace. Entire video frames of this persons face can then be compressed with the Eigenspace to only a few projection coefficients. Principal component video coding encodes entire frames at once and increased frame size does not increase the necessary bitrate for encoding, as standard coding schemes do. This enables video communication with high frame rate, spatial resolution and visual quality at very low bitrates. No standard video coding technique provides these four features at the same time. Theoretical bounds for using principal components to encode facial video sequences are presented. Two different theoretical bounds are derived. One that describes the minimal distortion when a certain number of Eigenimages are used and one that describes the minimum distortion when a minimum number of bits are used. We investigate how the reconstruction quality for the coding scheme is affected when the Eigenspace, mean image and coefficients are compressed to enable efficient transmission. The Eigenspace and mean image are compressed through JPEG-compression while the while the coefficients are quantized. We show that high compression ratios can be used almost without any decrease in reconstruction quality for the coding scheme. Different ways of re-using the Eigenspace for a person extracted from one video sequence to encode other video sequences are examined. The most important factor is the positioning of the facial features in the video frames. Through a user test we find that it is extremely important to consider secondary workloads and how users make use of video when experimental setups are designed.
  •  
36.
  • Söderström, Ulrik, 1978- (author)
  • Very Low Bitrate Video Communication : A Principal Component Analysis Approach
  • 2008
  • Doctoral thesis (other academic/artistic)abstract
    • A large amount of the information in conversations come from non-verbal cues such as facial expressions and body gesture. These cues are lost when we don't communicate face-to-face. But face-to-face communication doesn't have to happen in person. With video communication we can at least deliver information about the facial mimic and some gestures. This thesis is about video communication over distances; communication that can be available over networks with low capacity since the bitrate needed for video communication is low. A visual image needs to have high quality and resolution to be semantically meaningful for communication. To deliver such video over networks require that the video is compressed. The standard way to compress video images, used by H.264 and MPEG-4, is to divide the image into blocks and represent each block with mathematical waveforms; usually frequency features. These mathematical waveforms are quite good at representing any kind of video since they do not resemble anything; they are just frequency features. But since they are completely arbitrary they cannot compress video enough to enable use over networks with limited capacity, such as GSM and GPRS. Another issue is that such codecs have a high complexity because of the redundancy removal with positional shift of the blocks. High complexity and bitrate means that a device has to consume a large amount of energy for encoding, decoding and transmission of such video; with energy being a very important factor for battery-driven devices. Drawbacks of standard video coding mean that it isn't possible to deliver video anywhere and anytime when it is compressed with such codecs. To resolve these issues we have developed a totally new type of video coding. Instead of using mathematical waveforms for representation we use faces to represent faces. This makes the compression much more efficient than if waveforms are used even though the faces are person-dependent. By building a model of the changes in the face, the facial mimic, this model can be used to encode the images. The model consists of representative facial images and we use a powerful mathematical tool to extract this model; namely principal component analysis (PCA). This coding has very low complexity since encoding and decoding only consist of multiplication operations. The faces are treated as single encoding entities and all operations are performed on full images; no block processing is needed. These features mean that PCA coding can deliver high quality video at very low bitrates with low complexity for encoding and decoding. With the use of asymmetrical PCA (aPCA) it is possible to use only semantically important areas for encoding while decoding full frames or a different part of the frames. We show that a codec based on PCA can compress facial video to a bitrate below 5 kbps and still provide high quality. This bitrate can be delivered on a GSM network. We also show the possibility of extending PCA coding to encoding of high definition video.
  •  
37.
  • Tjärnhage, Anja, et al. (author)
  • The impact of scrollytelling on the reading experience of long-form journalism
  • 2023
  • In: ECCE '23. - New York, NY : ACM Digital Library. - 9798400708756
  • Conference paper (peer-reviewed)abstract
    • Scrollytelling is the most common form of long-form journalism and has become a popular communication device because of its ability to capture an audience’s attention. This could make scrollytelling a suitable format for younger audiences, whose attitudes towards news differ from older generations; it is more individualistic and is driven by progress and entertainment. This paper investigates the effect scrollytelling has on journalistic content according to a younger audience. This was done by letting participants consume an article in both a normal static format, i.e., non-scrollytelling, and a scrollytelling format, and then provide insights through a questionnaire and interview. The results showed a significant difference in perceived engagement favoring the scrollytelling format and clear indications of which features scrollytelling can produce and how desirable these are. It also showed the strength of scrollytelling in its ability to invoke an emotional response.
  •  
38.
  • Wahlroos, Alex, et al. (author)
  • Balancing personalization and privacy : towards personalized saving experience in banking apps for young adults
  • 2024
  • In: 37th Bled eConference resilience through digital innovation: enabling the twin transition. - Maribor : University of Maribor. - 9789612868710 ; , s. 453-462
  • Conference paper (peer-reviewed)abstract
    • This pilot study investigates how personalized content can be used in banking applications to encourage shaping good saving habits and increase overall financial literacy among young people. The preliminary result are recommendations including providing clear and personalized saving goals, incorporating educational content on investing and financial planning, and implementing features for tracking and categorizing expenses. Some trade-offs in usage that are presented are to minimize the use of personal data to what is necessary for personalization purposes, treat the data on a group level or increase transparency of data usage. The pilot study concludes that personalization is likely to be beneficial for both banks and their customers, given personal data is handled carefully and used in a sound financial consumer protection framework. 
  •  
Skapa referenser, mejla, bekava och länka
  • Result 1-38 of 38
Type of publication
conference paper (25)
editorial proceedings (4)
journal article (3)
reports (2)
other publication (1)
doctoral thesis (1)
show more...
book chapter (1)
licentiate thesis (1)
show less...
Type of content
peer-reviewed (31)
other academic/artistic (7)
Author/Editor
Söderström, Ulrik, 1 ... (38)
Mejtoft, Thomas, Uni ... (20)
Norberg, Ole (12)
Li, Haibo (6)
Andersson, Mattias (4)
Cripps, Helen (3)
show more...
Freidovich, Leonid B ... (2)
Nordström, Tomas (2)
Mårell-Olsson, Eva, ... (2)
Li, Haibo, 1965- (2)
Freidovich, Leonid B ... (2)
Larsson, William (1)
Hedlund, Jonathan (1)
Mejtoft, Thomas, 197 ... (1)
ur Réhman, Shafiq (1)
Kunert, Kristina (1)
Hale, Sarah (1)
Halawani, Alaa (1)
Li, Songyu (1)
Li, Haibo, Professor (1)
Khan, Muhammad Sikan ... (1)
Witchel, Harry J (1)
Li, Bo, 1982- (1)
Malhotra, Aman (1)
Vejbrink Starbrink, ... (1)
Roos Morales, Carla (1)
Lagerhjelm, Linus (1)
Frängsmyr, Erik (1)
Mejtoft, Thomas, Uni ... (1)
Emma, Parsjö (1)
Lindahl, Håkan (1)
Hellman, David (1)
Långström, Arvid (1)
Lindmark, Tonje (1)
Bahtiri, Blerand (1)
Ristiniemi, Charlott ... (1)
Tovedal, Sofia (1)
Carlsson, Lovisa (1)
Rosenlind, Emma (1)
Hellman, Måns (1)
Lundqvist, Max (1)
Harlin, Olivia (1)
Bååth, Martin (1)
Claxton, Harry L. (1)
Holmes, Daisy C. (1)
Ranji, Thomas T. (1)
Santos, Carlos P. (1)
Westling, Carina E. ... (1)
Li, Haibo, Prof. (1)
Torres, Luis, Profes ... (1)
show less...
University
Umeå University (38)
Royal Institute of Technology (2)
Luleå University of Technology (1)
Language
English (38)
Research subject (UKÄ/SCB)
Engineering and Technology (31)
Natural sciences (16)
Social Sciences (5)
Humanities (2)

Year

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 Close

Copy and save the link in order to return to this view