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Träfflista för sökning "AMNE:(ENGINEERING AND TECHNOLOGY Other Engineering and Technologies Media Engineering) srt2:(2010-2014)"

Sökning: AMNE:(ENGINEERING AND TECHNOLOGY Other Engineering and Technologies Media Engineering) > (2010-2014)

  • Resultat 1-10 av 225
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1.
  • Appelberg, Jonas, 1985-, et al. (författare)
  • Social media in the professional work of Polish, Russian and Swedish journalists
  • 2014
  • Ingår i: Journal of Print and Media Technology Research. - Darmstadt : International Association of Research Organizations for the Information, Media and Graphic Arts Industrie (IARIGAI). - 2223-8905 .- 2414-6250. ; 3:2, s. 107-118
  • Tidskriftsartikel (refereegranskat)abstract
    • Professional journalistic culture is a complex of journalistic values, practices, norms and media products. On the one hand it tends to unification across the globe, but on the other hand these cultures varies according to cultural diversities.  Technological development leads to a media convergence, increasing interactivity and plenty of opportunities for individualization of media content influence audience’s demands and consequently challenge of traditional routine of journalists’ work, affect professional practices and even undermine traditional role of a journalist in society. Social media creates new conditions for both actors: readers/viewers/listeners and for media professionals who use it as a tool for media work.  Journalists in the different countries, however, use social media for professional needs not equally. This paper is discussing differences and similarities in the patterns of social media use by Polish, Russian and Swedish journalists.  The research is based on a survey of 500 journalists in each country.  
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2.
  • Andersson Schwarz, Jonas, 1978-, et al. (författare)
  • Introducing the panspectric challenge : A reconfiguration of regulatory values in a multiplatform media landscape
  • 2013
  • Ingår i: Central European Journal of Communication. - Wroclaw, Polen. - 1899-5101. ; 6:2, s. 219-233
  • Tidskriftsartikel (refereegranskat)abstract
    • Taking Sweden as a case study, the role of public service broadcasting (PSB) is explored, with a focus on issues of data retention and innovation that accompany web distribution. The issue of predicting audience preferences by means of data retention is investigated, and the related problem of organizational autonomy when interacting with commercial actors in the digital sphere. We hypothesize that previous tendencies towards paternalism might be equally supplemented by tendencies towards so-called “panspectric” surveillance and tracking, given a technological environment where such practices are increasingly common. We argue that the absence of advertising partially helps keep these broadcasters from panspectric temptation. Still, practices such as Facebook integration entail a panspectric element. We ask whether the potential increase in the efficacy of targeting audiences promised by panspectric practices might be offset by its negative impact on civic accountability. Is there a possibility for a “benign,” democratically accountable panspectrocism?
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4.
  • Shafiq, ur Réhman, 1978-, et al. (författare)
  • Using Vibrotactile Language for Multimodal Human Animals Communication and Interaction
  • 2014
  • Ingår i: 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
  • Konferensbidrag (refereegranskat)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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5.
  • Kaipainen, Mauri, 1957-, et al. (författare)
  • Enactive Systems and Enactive Media : Embodied human-machine coupling beyond interfaces
  • 2011
  • Ingår i: Leonardo. - 0024-094X .- 1530-9282. ; 44:5, s. 433-438
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper proposes the concept of enactive system as an alternative to the standard assumption of the human-computer-interaction and elaborates the idea of content mediation as enactive media. Our system consists of the two elements coupled in a holistic manner by means of bodily and spatial involvement, or enactment. It has two directions and is recursive by nature involving the impact of the technology on the human agent and the effect of the human experience on the technology. Instead of the standard explicit interface in the middle there is an implicit connecting surface, based on unconscious psychophysiological reactions. Our aim is not only to point out an analytic approach to existing media systems, but also to develop radically novel media concepts implied by the concept.
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6.
  • Nordmark, Susanna, et al. (författare)
  • Using Mobile Digital Storytelling to Support Learning about Cultural Heritage
  • 2012
  • Ingår i: Proceedings of the 20th International Conference on Computers in Education ICCE 2012. - : Asia-Pacific Society for Computers in Education. - 9789810746490 ; , s. 408-412
  • Konferensbidrag (refereegranskat)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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7.
  • Gil de la Iglesia, Didac, 1981-, et al. (författare)
  • Towards a Decentralized and Self-Adaptive System for M-Learning Applications
  • 2012
  • Ingår i: Seventh IEEE International Conference on Wireless, Mobile and Ubiquitous Technology in Education. - : IEEE. - 9781467308847 ; , s. 162-166
  • Konferensbidrag (refereegranskat)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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8.
  • Khan, Muhammad Sikandar Lal, 1988-, et al. (författare)
  • Embodied tele-presence system (ETS) : Designing tele-presence for video teleconferencing
  • 2014
  • Ingår i: 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
  • Konferensbidrag (refereegranskat)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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9.
  • ur Réhman, Shafiq, 1978-, et al. (författare)
  • Vibrotactile TV for immersive experience
  • 2014
  • Ingår i: Signal and Information Processing Association Annual Summit and Conference (APSIPA), 2014 Asia-Pacific. - : IEEE conference proceedings. - 9786163618238
  • Konferensbidrag (refereegranskat)abstract
    • Audio and video are two powerful media forms to shorten the distance between audience/viewer and actors or players in the TV and films. The recent research shows that today people are using more and more multimedia contents on mobile devices, such as tablets and smartphones. Therefore, an important question emerges - how can we render high-quality, personal immersive experiences to consumers on these systems? To give audience an immersive engagement that differs from `watching a play', we have designed a study to render complete immersive media which include the `emotional information' based on augmented vibrotactile-coding on the back of the user along with audio-video signal. The reported emotional responses to videos viewed with and without haptic enhancement, show that participants exhibited an increased emotional response to media with haptic enhancement. Overall, these studies suggest that the effectiveness of our approach and using a multisensory approach increase immersion and user satisfaction.
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10.
  • Söderberg, Håkan, 1966, et al. (författare)
  • In video war games, are military personnel's fixation patterns different compared with those of civilians?
  • 2012
  • Ingår i: The Journal of Defense Modeling and Simulation: Applications, Methodology, Technology. - : Sage Publications. - 1557-380X .- 1548-5129. ; 11:4, s. 329-338
  • Tidskriftsartikel (refereegranskat)abstract
    • For combat personnel in urban operations, situational awareness is critical and of major importance for a safe and efficient performance. One way to train situational awareness is to adopt video games. Twenty military and 20 civilian subjects played the game “Close Combat: First to Fight” on two different platforms, Xbox and PC, wearing an eye tracker. The purpose was to investigate if the visual search strategies used in a game correspond to live training, and how military-trained personnel search for visual information in a game environment. A total of 27,081 fixations were generated through a centroid mode algorithm and analyzed frame-by-frame, 48% of them from military personnel. Military personnel’s visual search strategies were different from those of civilians. Fixation durations were, however, equally short, that is, about 170 ms, for both groups. Surprisingly, the military-trained personnel’s fixation patterns were less orientated towards tactical objects and areas of interest than the civilians’; the underlying mechanisms remaining unclear. Military training was apparently not advantageous with respect to playing “Close Combat: First to Fight”. Further research within the area of gaming, military training and visual search strategies is warranted.
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