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Träfflista för sökning "hsv:(TEKNIK OCH TEKNOLOGIER) hsv:(Annan teknik) hsv:(Mediateknik) srt2:(2010-2014)"

Search: hsv:(TEKNIK OCH TEKNOLOGIER) hsv:(Annan teknik) hsv:(Mediateknik) > (2010-2014)

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1.
  • Rohman, Ibrahim Kholilul, 1980 (author)
  • The application of Rohman-Stork price basket to unlock the complexities of cellular price in Indonesia
  • 2013
  • In: Info. - : Emerald. - 1463-6697 .- 1465-9840. ; 15:5, s. 7-19
  • Journal article (peer-reviewed)abstract
    • Purpose: To demonstrate the complexity of prepaid mobile pricing in Indonesia and suggest tools that allow consumers to make informed decisions.Design/methodology/approach: Defining a basket of services and pricing it for all prepaid mobile products available in Indonesia.Findings: Findings suggested the importance of price transparency to ensure that consumers are well-informedconcerning the range of services and prices available.Practical implications: Recommendations for the Indonesian Telecommunication Regulation Agency (BRTI). Itcould use price baskets to create transparency and monitor price developments in the market. Another measureBRTI could undertake is to require any advertisement to include the cost for a price basket defined by BRTI.Social implications: Price transparency is likely to lead to price competition and, thus, lower prices and/or better services. The economic impact of lower prices is well documented.Originality/value: A unique basket methodology to address the specific situation in Indonesia was developed.
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2.
  • Bälter, Olof, 1962- (author)
  • Effektivare e-post : konkreta råd för ett bättre e-postliv
  • 2012
  • Book (pop. science, debate, etc.)abstract
    • Trots nya medier och medföljande spådomar om e-postens snara död räknar man med en årlig tillväxt i antalet brev på 6% 2012–2016. Det betyder att du om fyra år förväntas hantera ytterligare 25% mer e-brev än idag. Vi kan inte påverka hur andra använder e-post, men vi kan förändra vårt eget sätt att läsa, skriva och skicka brev vilket kan underlätta situationen avsevärt.Olle Bälter disputerade 1998 på en avhandling om våra e-postvanor som har blivit populär i media där Olle går under namnet ”epostdoktorn”. I denna bok har han samlat forskningsresultat och formulerat rekommendationer för hur just du ska kunna hantera din e-post effektivare oavsett om du är en vanlig eller tungt belastad e-post­användare.
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3.
  • Faure, Lucile, 1989, et al. (author)
  • 3D Movie Creation from Discrete Event Simulation Software Models of Manufacturing Industries
  • 2012
  • In: International Conference of Modeling, Optimization and Simulation.
  • Conference paper (peer-reviewed)abstract
    • Movies made from simulation tools can be used to present results of simulation models to people who have no knowledge about simulation or how to validate and optimize models. This is why it is important to present models that reproduce reality as accurately as possible. One important mean to achieve this is to capture the 3D depth which humans become aware of due to our set of two eyes. Actual simulation models include 3D-objects but are normally viewed in 2D on regular computer screens. There is a gap in terms of perceiving reality here. Nowadays the movie industry use stereoscopy to fill this gap. However industrial companies are not as far in this technological use yet. This paper presents a method to include stereoscopy when watching simulation models created with different programs. The method involves accessing the code which describes camera point of view in the simulation software and record two movies of the same scenario with slightly different camera positions and angles. Afterwards the two recordings can be integrated to create a stereoscopic movie.
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4.
  • Gil de la Iglesia, Didac, 1981-, et al. (author)
  • Towards a Decentralized and Self-Adaptive System for M-Learning Applications
  • 2012
  • In: Seventh IEEE International Conference on Wireless, Mobile and Ubiquitous Technology in Education. - : IEEE. - 9781467308847 ; , s. 162-166
  • Conference paper (peer-reviewed)abstract
    • Through the analysis of the different iterations of the Geometry Mobile (GEM) project, a mobile learning effort in the field of mathematics, we have identified a major architectural issue to be addressed in the design and implementation of m-learning applications. Due to the dynamic nature of the field many challenging requirements are continuously emerging. One of them relates to the possibility to support collaborative activities that demand sharing resources between students and their mobile devices in constantly changing conditions. These situations generate the need of using decentralized distributed architectures in which mobile devices can share resources to carry out the activity covering the concerns defined by the different stakeholders. This paper describes our current efforts connected to identifying a set of requirements for M-Learning activities. Thereafter, we elaborate on why a decentralized distributed system (DDS) can be used to provide a novel solution to tackle the mentioned above problems. Moreover, initial aspects related to the design of a DDS, including a self-adaptation mechanism are presented.
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5.
  • Khan, Muhammad Sikandar Lal, 1988-, et al. (author)
  • Distance Communication : Trends and Challenges and How to Resolve them
  • 2014
  • In: Strategies for a creative future with computer science, quality design and communicability. - Italy : Blue Herons Editions. - 9788896471104
  • Book chapter (peer-reviewed)abstract
    • Distance communication is becoming an important part of our lives because of the current advancement in computer mediated communication (CMC). Despite the current advancement in CMC especially video teleconferencing; it is still far from face-to-face (FtF) interaction. This study will focus on the advancements in video teleconferencing; their trends and challenges. Furthermore, this work will present an overview of previously developed hardware and software techniques to improve the video teleconferencing experience. After discussing the background development of video teleconferencing, we will propose an intuitive solution to improve the video teleconferencing experience. To support the proposed solution, the Embodied Interaction based distance communication framework is developed. The effectiveness of this framework is validated by the user studies. To summarize this work has considered the following questions: What are the factors which make video teleconferencing different from face to face interaction?; What researchers have done so far to improve video teleconferencing?; How to further improve the teleconferencing experience?; How to add more non-verbal modalities to enhance the video teleconferencing experience? At the end we have also provided the future directions for embodied interaction based video teleconferencing.
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6.
  • Khan, Muhammad Sikandar Lal, 1988-, et al. (author)
  • Embodied tele-presence system (ETS) : Designing tele-presence for video teleconferencing
  • 2014
  • In: 3rd International Conference on Design, User Experience, and Usability: User Experience Design for Diverse Interaction Platforms and Environments, DUXU 2014, Held as Part of 16th International Conference on Human-Computer Interaction, HCI Int. 2014. - Cham : Springer International Publishing. - 9783319076256 - 9783319076263 ; , s. 574-585
  • Conference paper (peer-reviewed)abstract
    • In spite of the progress made in tele conferencing over the last decades, however, it is still far from a resolved issue. In this work, we present an intuitive video teleconferencing system, namely - Embodied Tele-Presence System (ETS) which is based on embodied interaction concept. This work proposes the results of a user study considering the hypothesis: " Embodied interaction based video conferencing system performs better than the standard video conferencing system in representing nonverbal behaviors, thus creating a 'feeling of presence' of a remote person among his/her local collaborators". Our ETS integrates standard audio-video conferencing with mechanical embodiment of head gestures of a remote person (as nonverbal behavior) to enhance the level of interaction. To highlight the technical challenges and design principles behind such tele-presence systems, we have also performed a system evaluation which shows the accuracy and efficiency of our ETS design. The paper further provides an overview of our case study and an analysis of our user evaluation. The user study shows that the proposed embodied interaction approach in video teleconferencing increases 'in-meeting interaction' and enhance a 'feeling of presence' among remote participant and his collaborators.
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7.
  • Lv, Z., et al. (author)
  • Foot motion sensing : Augmented game interface based on foot interaction for smartphone
  • 2014
  • In: Conference on Human Factors in Computing Systems - Proceedings. - New York, NY, USA : ACM. - 9781450324748 ; , s. 293-296, s. 293-296
  • Conference paper (peer-reviewed)abstract
    • We designed and developmented two games: real-time augmented football game and augmented foot piano game to demonstrate a innovative interface based on foot motion sensing approach for smart phone. In the proposed novel interface, the computer vision based hybrid detection and tracking method provides a core support for foot interaction interface by accurately tracking the shoes. Based on the proposed interaction interface, wo demonstrations are developed, the applications employ augmented reality technology to render the game graphics and game status information on smart phones screen. The players interact with the game using foot interaction toward the rear camera, which triggers the interaction event. This interface supports basic foot motion sensing (i.e. direction of movement, velocity, rhythm).
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8.
  • Manker, Jon, 1970-, et al. (author)
  • Prototyping in game design : Externalization and internalization of game ideas
  • 2011
  • In: HCI 2011: Health, Wealth & Happiness: The 25th BCS Conference on Human-Computer Interaction. Newcastle Upon Tyne, UK, July 4-8, 2011..
  • Conference paper (peer-reviewed)abstract
    • Prototyping is a well-studied activity for interaction designers, but its role in computer game design is relatively unexplored. The aim of this study is to shed light on prototyping in game design. Interviews were conducted with 27 game designers. The empirical data was structured using qualitative content analysis and analysed using the design version of The Activity Checklist. The analysis indicated that six categories of the checklist were significant for the data obtained. Thesecategories are presented in relation to the data. The roles of externalization and internalization are specifically highlighted.
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9.
  • Nordmark, Susanna, et al. (author)
  • Using Mobile Digital Storytelling to Support Learning about Cultural Heritage
  • 2012
  • In: Proceedings of the 20th International Conference on Computers in Education ICCE 2012. - : Asia-Pacific Society for Computers in Education. - 9789810746490 ; , s. 408-412
  • Conference paper (peer-reviewed)abstract
    • This paper presents our on-going research related to the use of mobile digital storytelling (mDS) as means for promoting innovative ways of collaboratively learning about cultural heritage. In a joint effort we have worked closely together with our fellow stakeholders – a local museum and a primary school – on actively engaging a group of Swedish school children and their teachers in using mobile digital storytelling as facilitator for introducing the concept of seamless learning. The outcomes of these efforts provided us with valuable insights on how to proceed further in our work of designing versatile mDS applications supporting collaborative learning in authentic contexts.
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10.
  • Shafiq, ur Réhman, 1978-, et al. (author)
  • Using Vibrotactile Language for Multimodal Human Animals Communication and Interaction
  • 2014
  • In: Proceedings of the 2014 Workshops on Advances in Computer Entertainment Conference, ACE '14. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450333146 ; , s. 1:1-1:5
  • Conference paper (peer-reviewed)abstract
    • In this work we aim to facilitate computer mediated multimodal communication and interaction between human and animal based on vibrotactile stimuli. To study and influence the behavior of animals, usually researchers use 2D/3D visual stimuli. However we use vibrotactile pattern based language which provides the opportunity to communicate and interact with animals. We have performed experiment with a vibrotactile based human-animal multimodal communication system to study the effectiveness of vibratory stimuli applied to the animal skin along with audio and visual stimuli. The preliminary results are encouraging and indicate that low-resolution tactual displays are effective in transmitting information.
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  • Result 1-10 of 136
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