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  • 101.
    Hellman, David
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Managing the Expectations of Voice-Controlled Access Solutions2019Independent thesis Advanced level (professional degree), 20 poäng / 30 hpOppgave
    Abstract [en]

    Voice is the primary tool of communication to a majority of people on earth. Humans are wired to process speech, meaning voice interaction require little cognitive effort. Advancements in voice technology over the last 20 years have seen an increased prevalence of voice-controlled applications. However, false expectations can potentially cause severe interaction deficiencies to many of these voice user interfaces. One of the many application areas being connected to voice is access solutions such as smart locks. With a fundamental value proposition of keeping people and their belongings safe and secure in convenient ways, access solutions require that many of the design decisions are delicate. The present thesis aimed to evaluate how expectations of access solutions in home environments can be affected by different voice attributes. A literature study was conducted to explore the rich body of research on the topic of voice technology and the psychological effects of synthesized speech. Based on the literature study, a design process with recognized methods for developing voice user interfaces was conducted. The design process led up to a Wizard of Oz test that was used to evaluate how different conversational strategies and voices affected expectations and perception of a voice-controlled smart lock. The results showed that choosing an appropriate conversational style is fundamental to provide users with a sense of control. Furthermore, the study provided insight on how previous experience of interacting with voice-controlled devices have an impact on the feeling of personalization in gendered synthesized voices. Finally, the study discusses some ethical considerations that have to be made when designing voice user interfaces that ultimately should provide value to users, not confine their privacy.

  • 102.
    Hellström, Thomas
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för datavetenskap.
    A random walk through the stock market1998Annet (Annet vitenskapelig)
  • 103.
    Hermansson, Moa
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik. 1992.
    Real Estate Transactions using Blockchain Technology2020Independent thesis Advanced level (professional degree), 20 poäng / 30 hpOppgave
    Abstract [en]

    Banking is considered only one of many industries that could benefit from using blockchain technology. A promising area in blockchain technology is so-called smart contracts, which is automated, decentralized and programmable contract solutions. Smart contracts can control the transfer of currencies or assets between parties under given conditions. The thesis work shows how blockchain technology could be applied to real estate transactions and minimize the need for third party involvement.

    The purpose of this paper is to provide an overview of the blockchain technology and its possible applications in the real estate market. The focus was on exploring the process of real estate transactions and problems that could be resolved by using smart contracts and blockchain technology. Witha qualitative research approach and a case study analysis, a proposition of a solution was made and discussed with its benefits and drawbacks. The goal was to in the process find the answers for the research questions such as: How can real estate transactions benefit from blockchain technology? What would it cost to store the necessary data on the main chain of Ethereum? How could blockchain technology be used for managing the transaction of the down payment?

    Even though a collaboration of systems and smart contracts could handle almost every aspect of a real estate transaction, there are still legal boundaries to it being legally enforceable. The blockchain technology could contribute to more efficient and transparent systems compared to traditional centralized solutions.

  • 104.
    Hernandez, Javier
    et al.
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Sörman, hannes
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Designing a Usable Internet Forum2012Independent thesis Advanced level (professional degree), 20 poäng / 30 hpOppgave
    Abstract [en]

    Many traditional Internet forums have not adapted to the development of the web and their usability standard is low. In order to satisfy this unexplored market segment Zoorum AB is working on a project with the goal to develop a new kind of Internet application for topic oriented discussions. The goal of this master thesis is to design a usable Internet forum, in association with Zoorum AB and Teknikhuset AB. Our challenge was to manage the designprocess, contribute with competence in interaction and usability and functionas a connection between the technology and the users. The result is presented as guidelines for design and visualized in the shape of mock-ups.

  • 105.
    Herr, Maximilian
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Augmented Exploration: Travelling through unknown realities2019Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    This is a project exploring a possible future of embedded mobile augmented reality services in people's daily routine. The project was conduct- ed at Umeå Institute of Design as a MFA Thesis in Interaction Design.

    The constant development of technologies along- side with society’s increased usage of the mobile phone makes this medium more and more inter- esting amongst all age groups. The existing solu- tions focus on ways of communicating through short time interactions as well as on gameplays with a focus on storytelling. So far, these existing solutions are rarely implementing a service aspect for people's daily routine. The mobile augmented reality technology has the power to serve a variety of purposes, which are for now, not discovered. This lack of exploration creates challenges for the market and the user which leads to discourage in that medium.

    To understand the needs of the people and the language of the technology, I immersed myself into the augmentation of realities and conducted a thorough research with conversations with the target group and experts in the field, opportunity evaluations, and concepts testing. The insights gathered during the research brought the conclu- sion that the medium has the power to transfer

    knowledge by having the user experiencing rath- er than observing. This increases the chances of understanding and participating with information. This is why the project’s goal is to form a mobile AR service example, where the user feels motivat- ed to engage with their surroundings in their daily routine.

    The final outcome of the project consists of a plat- form which allows the user to explore the history of their current location. The platform is clustered in two areas. On the one hand a content library gathers information about explored locations. This information is displayed through a list and detail view of written information as well as through an immersive gallery. This gives the user the oppor- tunity to easily explore and share their discoveries with their communities. On the other hand an interactive map as well as a lens filter enables the user during their exploration to discover the infor- mation. Based on a data preview visualisation the user is able to create their own contextual digital gallery. This experience motivates the user to easily start discovering their location as well as building up routines based on that kind of interaction. This new service showcases possibilities to design for mobile AR as well as strengthen the relation be- tween the users and their environment.

  • 106.
    Holmgren, Erika
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Att utveckla användbara gränssnitt till komplexa webbaserade system2014Independent thesis Advanced level (professional degree), 20 poäng / 30 hpOppgave
    Abstract [sv]

    Arbetet har utförts hos företaget CGI som idag är ett av världens största IT-företag. Genom att sätta sig in i hur CGIs centrala system, beståendes av tre fristående webbplatser, fungerar har designförslag på gränssnitt utvecklats för att skapa en tydligare visuell samhörighet dem emellan. Arbetet har också resulterat i designförslag på hur dessa webbplatser på lång sikt skulle kunna integreras ur gränssnittssynpunkt för att, istället för tre, utgöra en gemensam enhet. Användbarhet är ett återkommande begrepp och en röd tråd genom hela arbetet. Användbarhet kan definieras på många olika sätt men här reds det ut vilka faktorerna somhar störst påverkan på en webbplats användbarhet och några konkreta tips ges på hur de bör utformas för att uppnå bäst resultat.

  • 107.
    Holmlund, Jonas
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för fysik.
    Characterization and compensation of Stray light effects in Time of flight based range sensors2013Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
  • 108.
    Huang, Baomin
    et al.
    The 3rd Railway Survey and Design Institute.
    Yang, Bin
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Application of simulation technologies in green building design2012Inngår i: Journal of HV&AC, ISSN 1002-8501, Vol. 42, nr 2, s. 75-78Artikkel i tidsskrift (Fagfellevurdert)
  • 109.
    Hållbus, Richard
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Undersökning om värmeförluster från kabninen kan användas som avisningsmetod2016Independent thesis Advanced level (professional degree), 20 poäng / 30 hpOppgave
  • 110. Höök, Kristina
    et al.
    Caramiaux, Baptiste
    Erkut, Cumhur
    Forlizzi, Jodi
    Hajinejad, Nassrin
    Haller, Michael
    Hummels, Caroline C. M.
    Isbister, Katherine
    Jonsson, Martin
    Khut, George
    Loke, Lian
    Lottridge, Danielle
    Marti, Patrizia
    Melcer, Edward
    Müller, Florian Floyd
    Petersen, Marianne Graves
    Schiphorst, Thecla
    Segura, Elena Márquez
    Ståhl, Anna
    Svanæs, Dag
    Tholander, Jakob
    Tobiasson, Helena
    Umeå universitet, Medicinska fakulteten, Institutionen för folkhälsa och klinisk medicin, Avdelningen för hållbar hälsa.
    Embracing First-Person Perspectives in Soma-Based Design2018Inngår i: INFORMATICS-BASEL, ISSN 2227-9709, Vol. 5, nr 1, artikkel-id 8Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    A set of prominent designers embarked on a research journey to explore aesthetics in movement-based design. Here we unpack one of the design sensitivities unique to our practice: a strong first person perspective—where the movements, somatics and aesthetic sensibilities of the designer, design researcher and user are at the forefront. We present an annotated portfolio of design exemplars and a brief introduction to some of the design methods and theory we use, together substantiating and explaining the first-person perspective. At the same time, we show how this felt dimension, despite its subjective nature, is what provides rigor and structure to our design research. Our aim is to assist researchers in soma-based design and designers wanting to consider the multiple facets when designing for the aesthetics of movement. The applications span a large field of designs, including slow introspective, contemplative interactions, arts, dance, health applications, games, work applications and many others.

  • 111.
    Hübsch, Albin
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Exploring Alternative Interfaces for Controlling Robotic Water Cannons2016Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    In this thesis we are exploring the possibilities to use new and modern interfaces to control industrial robotic hardware, in specific a single water cannon system called TARGA. Using a iterative Design-Build-Test cycle we have been able to build three different prototype interfaces for controlling this robotic water cannon. One touch based, one gesture based and one gamepad interface has been designed, built and tested on users. We found that with modern interfaces, touch, gestures and gamepads we are able to create user experiences easier to use than the standard physical water cannon joystick. Although our user tests showed that the standard joystick still was the preferred interface to use by the users we did find that these modern interfaces can act as great complements to the already existing interface for increased usability.

  • 112.
    Ingeson, Martin
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för datavetenskap.
    Long-Term Experience Applications for Augmented Reality - In a Medication Adherence Scenario2018Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    The aim of this research project was to explore how long-term experience applications (LTEAs) can be designed and implemented for augmented reality (AR)-headsets. Personalization, unobtrusiveness, planning (short-term and long-term) and context-awareness were identified as particularly important areas when designing and implementing LTEAs for AR-headsets. An intelligent system, called Medication Coach Intelligent Agent (MCIA), directed towards medication adherence was designed and an approach for designing LTEAs considering the above mentioned areas are presented. The goal of the MCIA was to increase medication adherence for patients in an intelligent way and the goal was achieved by using beliefs-desires-intentions (BDI)-based reasoning algorithms. A concept of intentions and actions is presented in order tobe able to plan ahead while stile being adaptive to the situation of users. A proof-of-concept prototype was implemented in the setting of a Microsoft HoloLens and an evaluation with user tests was conducted. The purpose of the evaluation was to investigate user experience of using AR-headsets and the potential for using AR-headsets as a tool to address problems related to the behavior of users. The results showed that people with experience in use of smart technology was positive towards using AR-headsets and that it is possible to implement intelligent systems in AR-headsets using today’s technology.

  • 113.
    Ismail, Norafiqah
    et al.
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Kemiska institutionen.
    Venault, Antoine
    Mikkola, Jyri-Pekka
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Kemiska institutionen. Industrial Chemistry & Reaction Engineering, Johan Gadolin Process Chemistry Centre, Åbo Akademi University, Biskopsgatan 8, 20500, Åbo-Turku, Finland .
    Bouyer, Denis
    Drioli, Enrico
    Tavajohi Hassan Kiadeh, Naser
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Kemiska institutionen.
    Investigating the potential of membranes formed by the vapor induced phase separation process2020Inngår i: Journal of Membrane Science, ISSN 0376-7388, E-ISSN 1873-3123, Vol. 597, artikkel-id 117601Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    About 100 years ago, Zsigmondy and Bachmann invented a new method to induce phase inversion, the so-called vapor induced phase separation (VIPS). Since then many researchers have demonstrated this method in membrane fabrication. Here we present a review on membrane fabrication via VIPS to provide insights into membrane formation parameters in order to achieve desired properties for different applications. The key factors upon membrane preparation including solution parameters (i.e. polymer type and concentration, type of solvent, and additives) as well as operating parameters (i.e. exposure time, relative humidity, dissolution temperature, and vapor temperature) are comprehensively discussed. Furthermore, the design of a fouling-resistance membrane by the VIPS process has recently gained attention and is elaborated in details. The applications of the produced membranes via VIPS in water and wastewater treatment, gas separations, electrochemical applications (i.e. secondary batteries and supercapacitors) as well as in medical and biological applications are summarized and an outlook for future investigation is presented.

  • 114.
    Iversen, Erik
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Radiomediets utveckling - En fallstudie av produktionsflöden på Sveriges Radio Västerbotten2014Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    The development of the radio medium – a case study of Sveriges radio is a scientific report of the case study that was made in the spring of 2014 on Sveriges Radio Västerbotten. The report investigates and analyzes how radio has been developed.The purpose of this study is to analyze the production flows of the radio and explore how it has been developed. The project’s objective is to raise the knowledge in media development, primarily radio’s development.The scientific theory is based on the concept of media convergence, in this chapter the reader will learn what media convergence means, but also how it works in the media world and the Public Service. In the method and implementation chapter the reader can find out how the project was carried out from start to finish, the purpose of this part is to serve as a guide to future interests who want to duplicate the study.The case study was made of interviews with employees at Sveriges Radio Västerbotten and the results of their responses can be found in the report's results chapter where both technicians and broadcasters have been asked to respond to questions regarding the radio's development and how they see the change. The result of the case study have made it possible to see a clear picture of what the present Sveriges Radio Västerbotten looks like and also the changes it developing to.In the conclusions of the report the answers of the question formulations are discussed. The conclusions rely on both the interviews and the scientific theory. In the discussion section there are general reflections on the project in its entirety and also thoughts on future work with the case study and what could be done with it in 10 years.

  • 115.
    Iversen, Erik
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Sociala Medier i Kulturskolan i Kungsbacka2013Independent thesis Basic level (university diploma), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Kulturskolan i Kungsbacka kontaktade medieproducent-studenten Erik Iversen för att få hjälp med att ta fram en handlingsplan för sociala medier. Skolan vill börja använda sig av sociala medier och locka fler besökare till skolans evenemang men vet inte hur de ska använda sociala medier.Handlingsplanen skulle hjälpa lärarna att kommunicera via sociala medier och lägga upp strategi för hur mediet kan användas som ett verktyg.Projektet inleddes med en förstudie där tidsplan och krav för arbetet satts upp. Det arbetet följdes upp av intervjuer med lärare på kulturskolan och därefter ett genomförande i form av skrivande av handlingsplan.Resultatet av projektet blev en handlingsplan med personlig prägel för Kulturskolan i Kungsbacka med riktlinjer och förslag för hur användande av sociala medier ska gå till.Projektets slutsatser är att det är viktigt att göra en bra planering för hur arbetet ska ske och i vilka steg det ska ske.Rapportens teoretiska delar fokuserar på hur marknadsföring via sociala medier ser ut på olika plan i form av strategisättande men även en del om hur manualer skrivs och vad man ska tänka på.

  • 116.
    Iwasiewicz-Wabnig, Agnieszka
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för fysik.
    Studies of carbon nanomaterials based on fullerenes and carbon nanotubes2007Doktoravhandling, med artikler (Annet vitenskapelig)
    Abstract [en]

    Materials based on fullerenes and carbon nanotubes are very much different from most “traditional” materials, primarily because they are built from nanosized molecules with highly symmetry-dependent properties. Being the subject of a very active research field over the last twenty years, carbon nanostructures proved to be indeed extraordinary. Their splendid mechanical properties attract a great interest among material scientists. Their wide range of electrical properties, from ballistic conductors to insulators, makes them ideal candidates for future, better electronics. The possibilities seem to be nearly unlimited, with proposed applications ranging from quantum computing to medicine. However, in order to make it all happen one day, we first need to explore and understand the physics and chemistry of carbon nanomaterials. This work focuses on production and characterization of materials and structures in which fullerenes and/or carbon nanotubes are the main ingredients, and which can be produced or modified under high-pressure – high-temperature (hp-hT) conditions. Raman and photoluminescence spectroscopy, X-ray diffraction and scanning probe microscopy were employed for characterization of the samples. The research presented in this thesis is spread over a rather wide range of carbon nanomaterials. To highlight some of the main results – the first hp-hT polymerization of C60 nanorods and the C60-cubane compound is reported. The polymerization mechanism in the latter case was identified to be radically different from that in pure C60. The pressure-temperature diagram of C60-cubane is presented. A comparative study of C60 and C70 peapods under extreme p-T conditions reveals how the confinement affects the fullerenes’ ability for polymerization. Finally, in situ resistance measurements on Rb4C60 under high pressure show that the semiconducting character of this material persists at least up to 2 GPa, contradicting earlier reports on the existence of an insulator-to-metal transition and providing an insight into conduction mechanisms in this anomalous intercalated compound.

  • 117. Jaasma, Philemonne
    et al.
    Smit, Dorothe
    van Dijk, Jelle
    Latcham, Thomas
    Trotto, Ambra
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Arkitekthögskolan vid Umeå universitet. Interactive RI.SE ICT, Umeå, Sweden .
    Hummels, Caroline
    The Blue Studio: Designing an Interactive Environment for Embodied Multi-Stakeholder Ideation Processes2017Inngår i: Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction (TEI'17), New York: Association for Computing Machinery (ACM), 2017, s. 1-10Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper describes the process of designing the Blue Studio: an interactive space for embodied multi-stakeholder ideation processes. Inspired by embodied sensemaking the way people make sense of things through external expression and interaction with other people we iteratively designed material, interactive and spatial interventions in the Blue Studio and evaluated them with multi-stakeholder participants in various studies. Thereupon, we analyzed the impact of the design interventions, based on the seven principles to design for embodied sensemaking and highlighted opportunities for refining our interactive space for embodied ideation. Based on the insights gained, a final design of the Blue Studio was realized and evaluated on functionality.

  • 118.
    Janlert, Lars-Erik
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för datavetenskap.
    Studies in knowledge representation: modeling change - the frame problem : pictures and words1985Doktoravhandling, monografi (Annet vitenskapelig)
    Abstract [en]

    In two studies, the author attempts to develop a general symbol theoretical approach to knowledge representation.

    The first study, Modeling change -

    the frame problem, critically examines the - so far unsuccessful - attempts to solve the notorious frame problem. By discussing and analyzing a number of related problems - the prediction problem, the revision problem, the qualification problem, and the book-keeping problem - the frame problem is distinguished as the problem of finding a representational form permitting a changing, complex world to be efficiently and adequately represented. This form, it is argued, is dictated by the metaphysics of the problem world, the fundamental form of the symbol system we humans use in rightly characterizing the world.

    In the second study, Pictures and words, the symbol theoretical approach is made more explicit. The subject Is the distinction between pictorial (non-linguistic, non-propositional, analogical, "direct") representation and verbal (linguistic, propositional) representation, and the further implications of this distinction. The study focuses on pictorial representation, which has received little attention compared to verbal representation. Observations, ideas, and theories in AI, cognitive psychology, and philosophy are critically examined. The general conclusion is that there is as yet no cogent and mature theory of pictorial representation that gives good support to computer applications. The philosophical symbol theory of Nelson Goodman is found to be the most thoroughly developed and most congenial with the aims and methods of AI. Goodman's theory of pictorial representation, however, in effect excludes computers from the use of pictures. In the final chapter, an attempt is made to develop Goodman's analysis of pictures further turning it into a theory useful to AI. The theory outlined builds on Goodman's concept of exemplification. The key idea is that a picture is a model of a description that has the depicted object as its standard model. One consequence Is that pictorial and verbal forms of representation are seen less as competing alternatives than as complementary forms of representation mutually supporting and depending on each other.

  • 119.
    Janlert, Lars-Erik
    et al.
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för datavetenskap.
    Stolterman, Erik
    School of Informatics and Computing, Indiana University Bloomington.
    Things that keep us busy: the elements of interaction2017Bok (Fagfellevurdert)
    Abstract [en]

    We are surrounded by interactive devices, artifacts, and systems. The general assumption is that interactivity is good -- that it is a positive feature associated with being modern, efficient, fast, flexible, and in control. Yet there is no very precise idea of what interaction is and what interactivity means. In this book, Lars-Erik Janlert and Erik Stolterman investigate the elements of interaction and how they can be defined and measured. They focus on interaction with digital artifacts and systems but draw inspiration from the broader, everyday sense of the word.

    Viewing the topic from a design perspective, Janlert and Stolterman take as their starting point the interface, which is designed to implement the interaction. They explore how the interface has changed over time, from a surface with knobs and dials to clickable symbols to gestures to the absence of anything visible. Janlert and Stolterman examine properties and qualities of designed artifacts and systems, primarily those that are open for manipulation by designers, considering such topics as complexity, clutter, control, and the emergence of an expressive-impressive style of interaction. They argue that only when we understand the basic concepts and terms of interactivity and interaction will we be able to discuss seriously its possible futures.

  • 120.
    Jansson, Daniel
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    nuSense: Wearable technology to prototype and create new senses2015Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    nuSense is the result of a degree work on master level at Umeå Institute of Design exploring why wearable technology oftentimes tread a rather narrow path, with many different companies releasing essentially the same product with a new shell, and innovation being slow. Through research, interviews and user research, hardware prototyping and testing it became clear that developing for wearable technology is a very complicated task, for many reasons. Being able to build quick exploratory prototypes was nigh impossible if you do not have a grasp of hardware developing platforms and programming. Further, those outside the industry who just want to explore wearable technology lack a platform to do so easily, aside from buying ready-made solutions made to do one single prepackaged thing. Based on this a concept was developed to provide a platform to explore wearable technology, through modular building-blocks and an easy to grasp interface.

  • 121.
    Jegers, Kalle
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Wiberg, Charlotte
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    FunTain: Design Implications for Edutainment Games2003Inngår i: Ed-Media'03: World Conference on Educational Multimedia, Hypermedia and Telecommunications (Ed-Media), Chesapeake, VA, AACE, 2003Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper is a report on the initial findings of a study conducted in the project FunTain with the main purpose to find general guidelines for edutainment games. This to guide designers of such games, as they often lack in design guidelines. Usability evaluations were conducted on the edutainment game in order to find usability problems. These findings were then analyzed and used as input in focus group meetings, held with joint teams with game designers and HCI experts. The result was a proposal of a list of ten general design guidelines. Findings indicate that users had problems in understanding the underlying model for the game as well as finding the knowledge related content. Experts, further, gave comments about feedback problems and different types of consistencies. Some of the implications from the findings, as discussed in focus group, are guidelines for earning and loosing points, scoring and performance feedback and game object characteristics.

  • 122.
    Jingar, Monika
    et al.
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för datavetenskap.
    Lindgren, Helena
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för datavetenskap.
    Tangible Communication of Emotions with a Digital Companion for Managing Stress: An Exploratory Co-Design Study2019Inngår i: HAI ´19: Proceedings of the 7th International Conference on Human-Agent Interaction, ACM Digital Library, 2019, , s. 9s. 28-36Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The purpose of this research is to explore how an intelligent digital companion (agent) can support persons (human) with stress-related exhaustion to manage daily activities. In this paper, we explore in particular how information about a person's emotions can be communicated to the agent with means of non-verbal communication through tangible interfaces. The purpose is to explore how different individuals approach the task of designing their own tangible interfaces for communicating emotions with a digital companion, and the range of different preferences and expectations. Six participants were interviewed and created tangible prototypes during a co-creation workshop. The data was analysed using theories about human emotions and activity, and translated into a generic user model, an architecture for a multiagent system and interface design proposals. The results include increased understanding of how different individuals would like to express their emotions with tangible interfaces, and informed the design of the information models regarding representing emotions. The study illuminated the importance of personalisation of functionality and interface design to address the diversity among individuals, as well as the design of the adaptive behaviour of a digital companion. Future work includes further studies involving additional participants, the development of the stress management application and conducting user studies where prototypes are used in daily activities.

  • 123.
    Johansson, Dan
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Lassinantti, Josefin
    Luleå tekniska universitet.
    Wiberg, Mikael
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Mobile e-Services and Open Data in e-Government Processes: Transforming Citizen Involvement2015Inngår i: Proceedings of the 17th International Conference on Information Integration and Web-based Applications & Services (iiWAS2015) / [ed] Maria Indrawan-Santiago, Matthias Steinbauer, Ismail Khalil, Gabriele Anderst-Kotsis, New York: Association for Computing Machinery (ACM), 2015, s. 58-67Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Mobile computing is one of the most important paradigms to influence and enhance modern e-services, mainly due to its anytime and anywhere availability adding value to the delivered service. In a traditional e-government context, the service life cycle takes the form of citizens consuming services provided by public sector bodies. In this paper, we use a novel concept combining mobile e-services and open data to extend and allow possible citizen-driven continuation of the service life cycle. The concept is evaluated throughout the design process, and also becomes the subject of a focus group. Our most important conclusions are that the concept design extends the service life cycle within the public sector context, and also creates new entrances for citizens to participate in generating and acquiring open data, thus transforming citizens' involvement. The result is increased co-operation, as well as increased adoption and availability of data and e-services, enhancing citizen participation.

  • 124.
    Johansson, Emma
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Aktivering av ett varumärke: En kvalitativ analys över Bubblebox.se grafiska profil2013Independent thesis Basic level (university diploma), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Syftet med denna studie är att analysera samt aktivera Bubblebox.se som varumärke genom att utveckla och designa om de fyra medieplattformar som tillhör hemsidan. Det vill säga att den grafiska profil som används på hemsidan kommer att tillämpas på vardera plattform. Dessa plattformar består utav Bubblebox footer, nyhetsbrev, blogg samt facebooksida. Bubblebox.se har sin grund efter det fysiska företaget Anybody och etablerades på webben för cirka två år sedan. Bubblebox.se är kategoriserad inom skönhet och hälsabranschen, vilket innebär att de säljer allt från makeup, hälsokost, parfymer till hårdvård.  Hemsidan drivs utav entreprenörerna Annica Sundström och Niklas Johansson – som har varit verksamma inom branschen i 14 år. Det som även behandlas i denna studie är de teorier som ligger till grund för detta ämne samt den metod som använts under arbetets gång. Metoden består utav användartester som utförts av fem stycken testpersoner, där var och en fått frågor samt uppdrag att besvara utifrån medieplattformarna. Slutligen presenteras det resultat som framkommit ur analysen av användartesterna i form av före- och efterbilder.

  • 125.
    Johansson, Erik
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för fysik.
    Optimerad råvarustyrning för sågverksindustrin2010Independent thesis Advanced level (professional degree), 20 poäng / 30 hpOppgave
    Abstract [sv]

    Ett centralt processteg för sågverk är att sönderdela stockar med olika sågmönster. Vid sönderdelning uppstår ett visst råvaruspill, men genom att använda rätt sågmönster till varje enskild stock kan detta spill minimeras. Som ett steg i att göra detta försorteras därför timmer i ett antal timmerklasser som samlar stockar med liknande egenskaper. Råvarustyrning innebär att välja vilka mönster varje klass ska sågas med, hur stor andel av varje klass som ska sågas med dessa mönster samt att bestämma hur stockar sorteras till klasserna.

    I detta arbete utvecklas ett optimeringsverktyg som angriper problemet att optimera råvarustyrningen med avseende på de framställda produkternas försäljningsvärde. Problemet delas upp i två nivåer där linjärprogrammering kan användas i den ena nivån med syfte att, givet en uppsättning klasser, optimera valen av sågmönster. Linjärprogrammering används eftersom kubikmeterpriset på de sågade trävarorna antas vara konstant med avseende på producerad volym. Den andra problemnivån innebär att optimera timmersorteringen och för detta ändamål implementeras och utvärderas fyra lokalsökningsalgoritmer.

    Genom ett gränssnitt mot användare och databaser kan sågverk ladda in timmerdata, simulerade produktutfall när timmer sågas med olika sågmönster, samt lägsta och högsta tillåtna produktvolymer. Utöver optimering av råvarustyrning kan optimeringsverktyget användas som stöd för att skapa väl underbyggda kundofferter vid nya orderingångar eller väntade förändringar av råvarufördelning.

    Optimeringsverktyget klarar alltid av att hitta det optimala valet av postningar och postningsandelar givet en uppsättning klasser om det existerar minst ett val som uppfyller bivillkoren på framställda produktvolymer. Emellertid visar tester att denna beräkningsrutin gör anspråk på för mycket tid, men sannolikt kan den effektiviseras tillräckligt mycket för att användas skarpt i praktiken. Den bästa lokalsökningsalgoritmen fungerar tillfredsställande i tester, men det krävs mer utvecklingsarbete för att den ska rubriceras som helt klar. Främst i form av att möjliggöra för algoritmen att finna en lösning om sågverkets grundinställda klasser inte kan uppfylla bivillkoren på produktvolymer.Testdatat som används kommer från ett verkligt sågverk, men på grund av brister i detta data kan inga slutsatser dras angående ökad lönsamhet för sågverket genom användning av optimeringsverktyget.

  • 126.
    Johansson, Henrik
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Windows 8-Windows Phone applikationsutveckling2013Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Den här rapporten beskriver utvecklingen av en applikation för Windows 8 och Windows Phone 8 där fokus ligger på multiplattformsutveckling. Applikationen använder sig av Svenska Kyrkans API för att visa information om kyrkoåret på ett lättförståeligt och smidigt sätt. I rapporten behandlas även verktyg och metoder för att underlätta utvecklingen av Windowsapplikationer. Syftet med projektet är att förstå principerna med att utveckla för multiplattformar och få fram en så bra lösning som möjligt där maximalt med kod delas mellan projekten.

  • 127.
    Johansson, Kristoffer
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Utveckling av insticksprogram för DigiSign2017Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    DigiSign är en webbapplikation skapad av företaget Omegapoint som används för att styra så kallade”Digital Signage” skärmar och hantera innehållet skärmarna ska visa. Applikationen saknar en funktion föratt kunna skapa egna mallar. Målet med detta projekt är att utveckla ett insticksprogram för DigiSign därdet är möjligt att skapa egna mallar som underlättar användningen av DigiSign för kunderna.Denna rapport beskriver utvecklingen av insticksprogrammet samt hur integrering med DigiSignapplikationen gått till. Insticksprogrammet som konstruerats är skapat med Microsoft ASP.NET Web formsoch JavaScript.Arbetet under detta projekt har varit uppdelat i tre olika faser, förstudie, utveckling av användargränssnittoch integrering av insticksprogrammet i DigiSign. I förstudien så undersöktes det vilka tekniker som kundetänkas att användas, hur konkurrerande produkter fungerade samt planering av projektet genomfördes.När valet av teknik bestämts så gjordes det en instudering av de tekniker där erfarenhet saknades. Efter endiskussion med företaget där parterna kommit överens om vilka krav och funktioner insticksprogrammetskulle innefatta gjorts så påbörjades utvecklingen av insticksprogrammet. Resultatet av projektet blev ettinsticksprogram som underlättar för kunderna genom att de själva kan skapa mallar för sina bildspel.

  • 128.
    Johansson, Mattias
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Investigating the Distance to Display Holographic Shelf Information in Retailing2018Independent thesis Advanced level (professional degree), 20 poäng / 30 hpOppgave
    Abstract [en]

    This paper explores how mixed reality (MR) can be implemented in a brick-and-mortar store. More specifically, it explores at what distances information about shelves should be shown to give users the best possible experience. The MR technology is becoming more and more popular and developers need ground to stand on when developing experiences that uses this kind of technology.

    There are many factors to consider to develop comfortable and enlightening experiences. Earlier studies on store layout, information processing, consumer behavior, as well as MR design guide lines are used to determine how the specific challenge of viewing distance can be approached.

    Two levels of distance spans and two levels of information amount are introduced. These distance spans are five to two meters, and closer than two meters. Two hypotheses are defined and user tests were done in a provisional store with a prototype developed for the Microsoft HoloLens. The data received from the tests indicated that the distances proposed were legible and satisfying to use, and most test participants would use this kind of technology in a real-world store. This makes the distances proposed to at least be a starting point for developers, although it is very important to test the specific application in the specific context. In the end of the paper, different topics that might affect the users' experiences are discussed and the results are evaluated.

  • 129.
    Jonsson, Jonathan
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Exploring destinations with atouch based tablet application2014Independent thesis Advanced level (professional degree), 20 poäng / 30 hpOppgave
    Abstract [en]

    The mobile technology that emerged with the smartphones and tablets has changed the way people travel. This has changed both in how bookings are performed, but also in the way travel destinations are browsed and explored. This thesis concerns the design and implementation of a prototype for exploring destinations, with the goal of finding out the most essential factors and parameters for travel browsing. With literature studies, user survey, paper prototyping and Hi-Fi prototypes, an implementation was made, written in Objective C and created as an iPad prototype. The application uses a globe-, map-, image- and list view as the main interfacesfor browsing destinations. The prototype uses 14 di↵erent APIs, with diverse functionality to be able to take advantage of searching and filtering of destinations, made available by the APIs. By incorporating social platforms, it was made possible to better target the user’sinterest, making the experience and exploration more personalized.

  • 130. Jönsson, Leif
    et al.
    Alriksson, Björn
    Soudham, Venkata Prabhakar
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Kemiska institutionen.
    Methods for improvement of enzymatic hydrolysis of lignocellulosic material2013Patent (Annet (populærvitenskap, debatt, mm))
    Abstract [en]

    The present invention relates to a method of enzymatic hydrolysis of a lignocellulosic material, comprising the steps of: a) pretreating the lignocellulosic material to obtain a slurry having a pH of less than 6; b) adding NaOH, Ca(OH)2 and/or CaO to the slurry to increase its pH to at least 8, said addition being carried out at a slurry temperature of at least 60 °C; c) reducing the pH of the slurry to below 7; and optionally cooling the slurry from step b) to a temperature below 60 °C; and d) adding hydrolytic enzymes to the slurry from c) and allowing the slurry to hydrolyze wherein no washing of the slurry is performed prior to step d)

  • 131. Kang, Jinho
    et al.
    Choi, Moon-Young
    Kang, Sunmi
    Kwon, Hyuk Nam
    Wen, He
    Lee, Chang Hoon
    Park, Minseok
    Wiklund, Susanne
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Kemiska institutionen.
    Kim, Hyo Jin
    Kwon, Sung Won
    Park, Sunghyouk
    Application of a 1H nuclear magnetic resonance (NMR) metabolomics approach combined with orthogonal projections to latent structure-discriminant analysis as an efficient tool for discriminating between Korean and Chinese herbal medicines2008Inngår i: Journal of Agricultural and Food Chemistry, ISSN 0021-8561, E-ISSN 1520-5118, Vol. 56, nr 24, s. 11589-11595Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Correct identification of the origins of herbal medical products is becoming increasingly important in tandem with the growing interest in alternative medicine. However, visual inspection of raw material is still the most widely used method, and newer scientific approaches are needed. To develop a more objective and efficient tool for discriminating herbal origins, particularly Korean and Chinese, we employed a nuclear magnetic resonance (NMR)-based metabolomics approach combined with an orthogonal projections to latent structure-discriminant analysis (OPLS-DA) multivariate analysis. We first analyzed the constituent metabolites of Scutellaria baicalensis through NMR studies. Subsequent holistic data analysis with OPLS-DA yielded a statistical model that could cleanly discriminate between the sample groups even in the presence of large structured noise. An analysis of the statistical total correlation spectroscopy (STOCSY) spectrum identified citric acid and arginine as the key discriminating metabolites for Korean and Chinese samples. As a validation of the discrimination model, we performed blind prediction tests of sample origins using an external test set. Our model correctly predicted the origins of all of the 11 test samples, demonstrating its robustness. We tested the wider applicability of the developed method with three additional herbal medicines from Korea and China and obtained very high prediction accuracy. The solid discriminatory power and statistical validity of our method suggest its general applicability for determining the origins of herbal medicines.

  • 132.
    Kaptelinin, Victor
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik. Department of Information Science and Media Studies, University of Bergen, Norway.
    Affordances2014Inngår i: The Encyclopedia of Human-Computer Interaction / [ed] Soegaard, Mads and Dam, Rikke Friis, Aarhus, Denmark: The Interaction Design Foundation , 2014, 2Kapittel i bok, del av antologi (Annet vitenskapelig)
    Abstract [en]

    The concept of affordances originates from ecological psychology; it was proposed by James Gibson (1977, 1979) to denote action possibilities provided to the actor by the environment. In the late 1980s Norman (1988) suggested that affordances be taken advantage of in design. The suggestion strongly resonated with designers’ concern about making possible uses of their products immediately obvious, and soon the concept came to play a central role in interaction design and Human-Computer Interaction (HCI). This chapter discusses the origins, history, and current interpretations of affordances in HCI research, and reflects on the future of affordances as an HCI concept.

  • 133.
    Kaptelinin, Victor
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik. Department of Information Science and Media Studies, University of Bergen.
    Designing mediation2015Inngår i: ECCE '15: Proceedings of the European Conference on Cognitive Ergonomics 2015, ACM Press, 2015, artikkel-id 1Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The aim of this paper is to analyze the concept of mediation in the context of current HCI research, with a special focus on the use of the concept to inform and guide the design of interactive artifacts and environments. The paper discusses the adoption of the mediational perspective on digital technology in HCI and reflects on how the perspective has informed design-oriented research in the field. It is concluded that there is a general trend of moving beyond relatively basic notions of technology mediation toward a more differentiated view of mediation as a complex, multi-dimensional phenomenon. The paper outlines a set of dimensions, which characterize technological mediation in relation to properties of mediational means, subjects and objects of mediated activities, levels of mediation, dynamics of mediation, and context. Design implications of adopting a view of technological mediation as a multi-dimensional phenomenon are discussed.

  • 134.
    Kaptelinin, Victor
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik. Dept. of Information Science and Media Studies University of Bergen POB 7802, 5020 Bergen, Norway.
    Robertson, Paul
    Rizzo, Antonio
    Rosenbaum, Stephanie
    Crafting user experience of self-service technologies: Key challenges and potential solutions2014Inngår i: DIS Companion '14: Proceedings of the 2014 companion publication on Designing interactive systems, ACM Digital Library, 2014, s. 199-202Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Self-service technologies (SSTs) are becoming an increasingly important factor shaping the everyday environments in which we live. The aim of this one-day workshop is to explore key challenges for HCI and interaction design, related to current trends in the development and use of SSTs. The workshop will gather interested researchers and practitioners in order to (a) collaboratively identify a set of issues related to analysis, design, and evaluation of SSTs and (b) discuss potential approaches to understanding and crafting user experience with self-service technologies.

  • 135.
    Kaptelinin, Victor
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Wasson, Barbara
    Guribye, Frode
    Self-service technologies in the hospitality industry: An exploratory analysis of interaction design issues2014Konferansepaper (Fagfellevurdert)
  • 136.
    Katarina, Hägglund
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Presenting information through a dashboard for Smart Video evaluations: The process of developing a design for a marketing dashboard2018Independent thesis Advanced level (professional degree), 20 poäng / 30 hpOppgave
    Abstract [en]

    Using the internet for watching videos or online shopping keeps growing, along with video advertisement to increase online sales. To know if the video actually increases the online sales, the owner of a video ad wants to do follow ups on how the video is doing, and get statistics. A different solution from the original video ads is Smart Video. It is an interactive video player with a clickable slideshow of products. This video can get even more types of statistics than a normal video, and today that statistic is not accessible for the Smart Video clients, without the help of someone from the Smart Video team that can create a report for them. The purpose of this thesis was to relieve the workload of the Smart Video team and to create a dashboard that shows all information that the clients find relevant about their videos.

    This paper is about the process of developing a design for a marketing dashboard, that follows the guidelines of information dashboard design by Stephen Few. The process included interviews, multiple designs, prototypes, and evaluations, before ending up with a prototype of a desktop solution that follows the aesthetics of Smart Video and can be realizable with the current technology.

  • 137.
    Katsura-Gordon, Shigeo
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Democratizing Our Data: Finding Balance Living In A World Of Data Control2018Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    The 2018 scandal where Cambridge Analytica tampered with U.S. elections using targeted ad campaigns driven by illicitly collected Facebook data has shown us that there consequences of living in a world of technology driven by data. Mark Zuckerberg recently took part in a congressional hearing making the topic of controlling data an important discussion at even the highest level of the government. Alternatively we can also recognize the benefits that data has in terms of technology and services that are highly personalized because of data.There’s nothing better than a targeted ad that appears at just the right time when you need to make a purchase or when Spotify provides you with the perfect playlist for a Friday night. This leaves us torn between opposites; To reject data and abandon our technology returning to the proverbial stone age, or to accept being online all the time monitored by a vast network of sensors that feed data into algorithms that may know more about our habits then we do. It is the friction of these polar opposites that will lead us on a journey to find balance between the benefits and negatives of having data as part of our everyday lives.To help explore the negatives and positives that will occur on this journey I developed Data Control Box, a product that ask the question “How would you live in a world where you can control your data?” Found in homes and workplaces, it allows individuals or groups of people to control their data by placing their mobile devices into it’s 14x22.5x15 cm acrylic container.Where the General Data Protect Act (GDPR) regulates and controls data after it has been produced by enforcing how “business processes that handle personal data must be built with data protection by design and by default, meaning that personal data must be stored using pseudonymisation or full anonymisation, and use the highest-possible privacy settings by default, so that the data is not available publicly without explicit consent, and cannot be used to identify a subject without additional information stored separately” (Wikipedia, 2018),Data Control Box limits personal data production through a physical barrier to it’s user prior to it’s creation. This physical embodiment of data control disrupts everyday habits when using a mobile device, which in turn of a creates the opportunity for reflection and questioning on what control of data is and how it works. For example a person using Data Control Box can still create data using a personal computer despite having placed their mobile device inside Data ControlBox. Being faced with this realization reveals aspects of the larger systems that might not have been as apparent without Data Control Box and can serve as a starting point to answering the question “How would you live in a world where you can control your data.” To further build on this discussion people using DataControl Box are encouraged to share their reflections by tweeting to the hashtag#DataControlBox. These tweets are displayed through Data Control Box’s 1.5 inchOLED breakout board connected to an Arduino micro-controller. Data ControlBox can interface with any network connected computer using a usb cord which also serves as a power source. The connected feature of Data Control Box allows units found around the world to become nodes in a real time discussion about the balance of data as a part of everyday life, but also serves as a collection of discussions that took place over time starting May of 2018.As a designer, the deployment of Data Control Box allowed me to probe the lives of real people and to see how they might interact with Data Control Box but also their data in a day to day setting. A total of fifteen people interacted with DataControl Box following a single protocol that was read aloud to them beforehand.A number of different contexts for the deployment of Data Control Box we’re explored such as at home, on a desk at school and during a two hour human computer lecture. I collected a variety of qualitative research in the form of photos and informal video interviews during these deployments which I synthesized into the following insights that can be used by designers when considering how to design for the control of data but also how to design for complex subjects like data. This paper retraces my arrival at this final prototype sharing the findings of my initial research collected during desk research, initial participant activities, and creation of my initial prototype Data Box /01. It then closes with a deeper dive into the design rationale and process when building my final prototype Data ControlBox and summarizes in greater detail insights I’ve learned from it’s deployment through results discussion and creative reflection.

  • 138.
    Kerzic, Borut
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Experiencing the moment: Enhancing surroundig awareness when walking2019Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    Todays technology provides the ability for people to interact with devices at all time, but it also makes them gaze down and loose touch with their surrounding while doing so. 

    This project explored alternatives to the current way of providing guidance while walking by designing in the context, rather than design for the context. This led to several iterations of prototypes that were tested with people in the context.

    The findings are showcased in a form of a multi modal guidance system called UP, that provides reassurance in all steps of the way without having to look down at the screen.

  • 139.
    Khan, Muhammad Sikandar Lal
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Enabling physical action in computer mediated communication: an embodied interaction approach2015Licentiatavhandling, med artikler (Annet vitenskapelig)
  • 140.
    Khan, Muhammad Sikandar Lal
    et al.
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Li, Haibo
    KTH.
    Réhman, Shafiq ur
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Embodied tele-presence system (ETS): designing tele-presence for video teleconferencing2014Inngår i: Design, user experience, and usability: User experience design for diverse interaction platforms and environments / [ed] Aaron Marcus, Springer International Publishing Switzerland, 2014, Vol. 8518, s. 574-585Konferansepaper (Fagfellevurdert)
    Abstract [en]

    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.

  • 141.
    Khan, Muhammad Sikandar Lal
    et al.
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Li, Haibo
    ur Réhman, Shafiq
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Gaze perception and awareness in smart devices2016Inngår i: International journal of human-computer studies, ISSN 1071-5819, E-ISSN 1095-9300, Vol. 92-93, s. 55-65Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Eye contact and gaze awareness play a significant role for conveying emotions and intentions duringface-to-face conversation. Humans can perceive each other's gaze quite naturally and accurately. However,the gaze awareness/perception are ambiguous during video teleconferencing performed by computer-based devices (such as laptops, tablet, and smart-phones). The reasons for this ambiguity are the(i) camera position relative to the screen and (ii) 2D rendition of 3D human face i.e., the 2D screen isunable to deliver an accurate gaze during video teleconferencing. To solve this problem, researchers haveproposed different hardware setups with complex software algorithms. The most recent solution foraccurate gaze perception employs 3D interfaces, such as 3D screens and 3D face-masks. However, todaycommonly used video teleconferencing devices are smart devices with 2D screens. Therefore, there is aneed to improve gaze awareness/perception in these smart devices. In this work, we have revisited thequestion; how to improve a remote user's gaze awareness among his/her collaborators. Our hypothesis isthat ‘an accurate gaze perception can be achieved by the ‘3D embodiment’ of a remote user's head gestureduring video teleconferencing’. We have prototyped an embodied telepresence system (ETS) for the 3Dembodiment of a remote user's head. Our ETS is based on a 3-DOF neck robot with a mounted smartdevice (tablet PC). The electromechanical platform in combination with a smart device is a novel setupthat is used for studying gaze awareness/perception in 2D screen-based smart devices during videoteleconferencing. Two important gaze-related issues are considered in this work; namely (i) ‘Mona-LisaGaze Effect’ – the gaze is always directed at the person independent of his position in the room, and (ii)‘Gaze Awareness/Faithfulness’ – the ability to perceive an accurate spatial relationship between theobserving person and the object by an actor. Our results confirm that the 3D embodiment of a remoteuser head not only mitigates the Mona Lisa gaze effect but also supports three levels of gaze faithfulness,hence, accurately projecting the human gaze in distant space.

  • 142.
    Khan, Muhammad Sikandar Lal
    et al.
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Li, Haibo
    ur Réhman, Shafiq
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Telepresence Mechatronic Robot (TEBoT): Towards the design and control of socially interactive bio-inspired system2016Inngår i: Journal of Intelligent & Fuzzy Systems, ISSN 1064-1246, E-ISSN 1875-8967, Vol. 31, nr 5, s. 2597-2610Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Socially interactive systems are embodied agents that engage in social interactions with humans. From a design perspective, these systems are built by considering a biologically inspired design (Bio-inspired) that can mimic and simulate human-like communication cues and gestures. The design of a bio-inspired system usually consists of (i) studying biological characteristics, (ii) designing a similar biological robot, and (iii) motion planning, that can mimic the biological counterpart. In this article, we present a design, development, control-strategy and verification of our socially interactive bio-inspired robot, namely - Telepresence Mechatronic Robot (TEBoT). The key contribution of our work is an embodiment of a real human-neck movements by, i) designing a mechatronic platform based on the dynamics of a real human neck and ii) capturing the real head movements through our novel single-camera based vision algorithm. Our socially interactive bio-inspired system is based on an intuitive integration-design strategy that combines computer vision based geometric head pose estimation algorithm, model based design (MBD) approach and real-time motion planning techniques. We have conducted an extensive testing to demonstrate effectiveness and robustness of our proposed system.

  • 143.
    Khan, Muhammad Sikandar Lal
    et al.
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    ur Réhman, Shafiq
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Distance Communication: Trends and Challenges and How to Resolve them2014Inngår i: Strategies for a creative future with computer science, quality design and communicability / [ed] Francisco V. C. Ficarra, Kim Veltman, Kaoru Sumi, Jacqueline Alma, Mary Brie, Miguel C. Ficarra, Domen Verber, Bojan Novak, and Andreas Kratky, Italy: Blue Herons Editions , 2014Kapittel i bok, del av antologi (Fagfellevurdert)
    Abstract [en]

    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.

  • 144.
    Khan, Muhammad Sikandar Lal
    et al.
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    ur Réhman, Shafiq
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Embodied head gesture and distance education2015Inngår i: 6th International Conference on Applied Human Factors and Ergonomics (AHFE 2015) and the Affiliated Conferences, 2015, Vol. 3, s. 2034-2041Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Traditional distance education settings are usually based on video teleconferencing scenarios where human emotions and social presence are only expressed by the facial and vocal expressions which are not enough for complete presence; our bodily gestures and actions play a vital role in understanding exact meaning of communication patterns; especially in teaching-learning scenarios. The bodily gestures especially head movements offer cues to understand contextual knowledge during conversational dialogue. In this work, we have considered the tutor’s head gesture embodiment for educational assistive robot and compared the results with the standard audio-video tele-conferencing scenarios used in online education. We have used Embodied Telepresence System (ETS) to investigate the distance communication for online education setting. Our ETS emulates the head gestures of the human tutor for distance education scenario. Our experimental study includes ten able-bodied subjects (5 male and 5 female) from various countries. These participants were asked to participate in online education scenario through i) a traditional video conferencing tool, i.e. Skype and ii) an extended setup based on ETS. The statistical analysis is done on the results which indicates the effectiveness of our novel embodied head gesture based approach in distance education setting. Our experimental studies show that the proposed design of embodied head gesture based ETS is able to improve the user engagement in distance education.

  • 145.
    Khan, Muhammad Sikandar Lal
    et al.
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    ur Réhman, Shafiq
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Expressive Multimedia: Bringing Action to Physical World by Dancing-Tablet2015Inngår i: Proceedings of the 2nd Workshop on Computational Models of Social Interactions: Human-Computer-Media Communication, ACM Digital Library, 2015, s. 9-14Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The design practice based on embodied interaction concept focuses on developing new user interfaces for computer devices that merge the digital content with the physical world. In this work we have proposed a novel embodied interaction based design in which the 'action' information of the digital content is presented in the physical world. More specifically, we have mapped the 'action' information of the video content from the digital world into the physical world. The motivating example presented in this paper is our novel dancing-tablet, in which a tablet-PC dances on the rhythm of the song, hence the 'action' information is not just confined into a 2D flat display but also expressed by it. This paper presents i) hardware design of our mechatronic dancing-tablet platform, ii) software algorithm for musical feature extraction and iii) embodied computational model for mapping 'action' information of the musical expression to the mechatronic platform. Our user study shows that the overall perception of audio-video music is enhanced by our dancing-tablet setup.

  • 146.
    Khan, Muhammad Sikandar Lal
    et al.
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    ur Réhman, Shafiq
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    La Hera, Pedro
    Liu, Feng
    Li, Haibo
    A pilot user's prospective in mobile robotic telepresence system2014Inngår i: 2014 Asia-Pacific Signal and Information Processing Association Annual Summit and Conference (APSIPA 2014), IEEE, 2014Konferansepaper (Fagfellevurdert)
    Abstract [en]

    In this work we present an interactive video conferencing system specifically designed for enhancing the experience of video teleconferencing for a pilot user. We have used an Embodied Telepresence System (ETS) which was previously designed to enhance the experience of video teleconferencing for the collaborators. In this work we have deployed an ETS in a novel scenario to improve the experience of pilot user during distance communication. The ETS is used to adjust the view of the pilot user at the distance location (e.g. distance located conference/meeting). The velocity profile control for the ETS is developed which is implicitly controlled by the head of the pilot user. The experiment was conducted to test whether the view adjustment capability of an ETS increases the collaboration experience of video conferencing for the pilot user or not. The user study was conducted in which participants (pilot users) performed interaction using ETS and with traditional computer based video conferencing tool. Overall, the user study suggests the effectiveness of our approach and hence results in enhancing the experience of video conferencing for the pilot user.

  • 147.
    King, Adam
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för psykologi.
    Cognitive load and its impact on usage of email applications2019Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    The shift from analogue to digital data has been a trend the last couple of decades. One reason for such a switch is the ease and effectiveness with which it can be stored and spread. Among the most common methods people use to spread their data today is by e-mail and therefore, the goal should be to decrease the cognitive load when utilizing e-mail services. The main hypothesis of this thesis is that a prototype of an e-mail application designed to induce lower levels of cognitive load to its users is more time effective and less mentally demanding than one of its market counterparts; Gmail. Male and female participants with the age group 18-40 (N=21) performed five different tasks on both the prototype and the Gmail application. These tasks were accompanied by a dual-task, which was to tap their finger(s) rhythmically with their non-dominant hand on a metal plate to induce further cognitive load. The result showed that the tasks were more mentally demanding and frustrating when using the Gmail application compared to the prototype. The results showed that the execution time for five out of five tasks where longer when using the Gmail application compared to when using the prototype, but only three out of five had a statistically significant difference in time.

     

  • 148.
    Klinkert, Rickard
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för fysik.
    Uncertainty Analysis of Long Term Correction Methods for Annual Average Winds2012Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    For the construction of a wind farm, one needs to assess the wind resources of the considered site location. Using reference time series from numerical weather prediction models, global assimilation databases or observations close to the area considered, the on-site measured wind speeds and wind directions are corrected in order to represent the actual long-term wind conditions. This long-term correction (LTC) is in the typical case performed by making use of the linear regression within the Measure-Correlate-Predict (MCP) method. This method and two other methods, Sector-Bin (SB) and Synthetic Time Series (ST), respectively, are used for the determination of the uncertainties that are associated with LTC.The test area that has been chosen in this work, is located in the region of the North Sea, using 22 quality controlled meteorological (met) station observations from offshore or nearby shore locations in Denmark, Norway and Sweden. The time series that has been used cover the eight year period from 2002 to 2009 and the year with the largest variability in the wind speeds, 2007, is used as the short-term measurement period. The long-term reference datasets that have been used are the Weather Research and Forecast model, based on both ECMWF Interim Re-Analysis (ERA-Interim) and National Centers for Environmental Prediction Final Analysis (NCEP/FNL), respectively and additional reference datasets of Modern Era Re-Analysis (MERRA) and QuikSCAT satellite observations. The long-term period for all of the reference datasets despite QuikSCAT, correspond to the one of stations observations. The QuikSCAT period of observations used cover the period from November 1st, 1999 until October 31st, 2009.The analysis is divided into three parts. Initially, the uncertainty connected to the corresponding reference dataset, when used in LTC method, is investigated. Thereafter the uncertainty due to the concurrent length of the on-site measurements and reference dataset is analyzed. Finally, the uncertainty is approached using a re-sampling method of the Non-Parametric Bootstrap. The uncertainty of the LTC method SB, for a fixed concurrent length of the datasets is assessed by this methodology, in an effort to create a generic model for the estimation of uncertainty in the predicted values for SB.The results show that LTC with WRF model datasets based on NCEP/FNL and ERA-Interim, respectively, is slightly different, but does not deviate considerably in comparison when comparing with met station observations. The results also suggest the use of MERRA reference dataset in connection with long-term correction methods. However, the datasets of QuikSCAT does not provide much information regarding the overall quality of long-term correction, and a different approach than using station coordinates for the withdrawal of QuikSCAT time series is preferred. Additionally, the LTC model of Sector-Bin is found to be robust against variation in the correlation coefficient between the concurrent datasets. For the uncertainty dependence of concurrent time, the results show that an on-site measurement period of one consistent year or more, gives the lowest uncertainties compared to measurements of shorter time. An additional observation is that the standard deviation of long-term corrected means decreases with concurrent time. Despite the efforts of using the re-sampling method of Non-Parametric Bootstrap the estimation of the uncertainties is not fully determined. However, it does give promising results that are suggested for investigation in further work.

  • 149.
    Konu, Tommi
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Migrering av en webbsida från Joomla! till WordPress.2013Independent thesis Basic level (university diploma), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Denna rapport bygger på examensarbetet för Högskoleexamen i Medieteknik vid Umeå Universitet.Examensarbetet har utförts med VK Effekt på uppdrag av Västerbottens-Kuriren.

    Denna rapport kommer att behandla en migrering mellan systemen Joomla! och WordPress.Rapportens syfte är att kortfattat berätta om vilka valmöjligheter som finns vid en migrering, samtdemonstrera och visa en av vägarna som kan tas vid en migrering av en hemsida mellan olika CMS.

  • 150.
    Kouma, Jean-Paul
    et al.
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Liu, Li
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Internet of Food2011Inngår i: 2011 IEEE International Conferences on Internet of Things, and Cyber, Physical and Social Computing / [ed] Feng Xia, Zhikui Chen, Gang Pan, Laurence T. Yang, and Jianhua Ma, Los Alamitos: IEEE Computer Society, 2011, s. 713-716Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Today, more and more "things" have an IP identity and thus are able to communicate with each other though the Internet. The IP identity of things (or Internet of Things), refers to uniquely identifiable objects and their virtual representation in an internet-like structure. The paper describes the impact of the Internet of Things has on the technology roadmap through time. The author asks how will the eating habits be affected if foods also were equipped with IP identity?".

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