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  • 1.
    Ameri Ekhtiarabadi, Afshin
    Mälardalens högskola, Akademin för innovation, design och teknik.
    Unified Incremental Multimodal Interface for Human-Robot Interaction2011Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    Face-to-face human communication is a multimodal and incremental process. Humans employ  different information channels (modalities) for their communication. Since some of these modalities are more error-prone to specic type of data, a multimodal communication can benefit from strengths of each modality and therefore reduce ambiguities during the interaction. Such interfaces can be applied to intelligent robots who operate in close relation with humans. With this approach, robots can communicate with their human colleagues in the same way they communicate with each other, thus leading to an easier and more robust human-robot interaction (HRI).In this work we suggest a new method for implementing multimodal interfaces in HRI domain and present the method employed on an industrial robot. We show that operating the system is made easier by using this interface.

  • 2.
    Andersson, Jennie
    et al.
    Mälardalens högskola, Akademin för innovation, design och teknik, Innovation och produktrealisering.
    Palmgren, Marianne
    Mälardalens högskola, Akademin för innovation, design och teknik, Innovation och produktrealisering.
    Visionary Expectations and Novice Designers: Prototyping in Design Education2017Ingår i: Design and Technology Education: An International Journal, ISSN 1360-1431, E-ISSN 2040-8633, Vol. 22, nr 1, s. 1-16Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    In information design education, we strive to find methods that provide students with opportunities to explore different ways of learning and designing. We seek to support development of contextual competences that will be helpful in navigating an unknown future of design in society. A challenge in today's design education is to formulate and use methods that support design students in developing competencies in the space between basic form training and context-rich training. The aim of this study was to evaluate prototyping exercises in design education where the focus was in that in-between space. The study is based on 33 prototyping workshops done between 2008 and 2015 and involving 160 students and two design teachers. Four different approaches to prototyping exercises are described, examined and evaluated: "spatial prototyping," "multi-material prototyping," "physical prototyping," and a mix between the latter two, "physical multi-material prototyping." The results show that the prototyping exercises did support the learning of diverse competencies in the in-between space of basic form training and context training. However, the exercises were also counterproductive and met with different kinds of resistance. The results of the study invite to a dialogue on how different prototyping techniques can stimulate learning in relation to future design competences.

  • 3.
    Awada, I. A.
    et al.
    Univ Politehn Bucuresti, Bucharest, Romania..
    Cramariuc, O.
    Ctr IT Pentru Stiinta & Tehnol, Bucharest, Romania..
    Mocanu, I.
    Univ Politehn Bucuresti, Bucharest, Romania..
    Seceleanu, Cristina
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Kunnappilly, Ashalatha
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Florea, A. M.
    Univ Politehn Bucuresti, Bucharest, Romania..
    AN END-USER PERSPECTIVE ON THE CAMI AMBIENT AND ASSISTED LIVING PROJECT2018Ingår i: 12TH INTERNATIONAL TECHNOLOGY, EDUCATION AND DEVELOPMENT CONFERENCE (INTED) / [ed] Chova, LG Martinez, AL Torres, IC, IATED-INT ASSOC TECHNOLOGY EDUCATION & DEVELOPMENT , 2018, s. 6776-6785Konferensbidrag (Refereegranskat)
    Abstract [en]

    In this paper, we present the outcomes and conclusions obtained by involving seniors from three countries (Denmark, Poland and Romania) in an innovative project funded under the European Ambient Assisted Living (ALL) program. CAMI stands for "Companion with Autonomously Mobile Interface" in "Artificially intelligent ecosystem for self-management and sustainable quality of life in AAL". The CAMI solution enables flexible, scalable and individualised services that support elderly to self-manage their daily life and prolong their involvement in the society (sharing knowledge, continue working, etc). This also allows their informal caregivers (family and friends) to continue working and participating in society while caring for their loved ones. The solution is designed as an innovative architecture that allows for individualized, intelligent self-management which can be tailored to an individual's preferences and needs. A user-centred approach has ranked health monitoring, computer supervised physical exercises and voice based interaction among the top favoured CAMI functionalities. Respondents from three countries (Poland, Romania and Denmark) participated in a multinational survey and a conjoint analysis study.

  • 4.
    Bartusch, Cajsa
    et al.
    Mälardalens högskola, Akademin för hållbar samhälls- och teknikutveckling.
    Porathe, Thomas
    Mälardalens högskola, Akademin för innovation, design och teknik.
    Climate-smart information design: Visualizing residential electricity use over the Internet2011Ingår i: Information Design Journal, ISSN 0142-5471, E-ISSN 1569-979X, Vol. 19, nr 1, s. 3-17Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    In light of global warming, energy conservation is indispensable. Residential electricity use, nevertheless, escapes consumers’ notice. Thus feedback is essential, yet households’ access to information is vastly limited. Smart metering renders continuous feedback over the Internet possible, but users perceive existing web tools to be inaccessible and incomprehensible. Hence the aim has been to design a user interface so as to serve the purpose of increasing awareness and energy efficiency in households. Ease of access and straightforwardness have been established as key factors and conventional bar charts in combination with color symbolism have proven to be useful in this respect.

  • 5. Blanco, Angeles
    et al.
    Dahlquist, Erik
    Mälardalens högskola, Akademin för hållbar samhälls- och teknikutveckling.
    Kappen, Johannes
    Manninen, Jussi
    Negro, Carlos
    Rittala, Risto
    Chapter 12: Modelling and simulation in the Pulp and Paper Industry: Current state and future perspectives2006Ingår i: Handbook of Control Room Design and Ergonomics: A Perspective for the Future / [ed] Toni Ivergård and Brian Hunt, Taylor & Francis Group, 2006, 2nd, s. 311-326Kapitel i bok, del av antologi (Övrigt vetenskapligt)
  • 6.
    Dahlquist, Erik
    et al.
    Mälardalens högskola, Akademin för hållbar samhälls- och teknikutveckling.
    Hunt, Brian
    Ivergård, Toni
    Chapter 8: Industrial Applications and Case Studies2009Ingår i: Handbook of Control Room Design and Ergonomics: A Perspective for the Future / [ed] Toni Ivergård and Brian Hunt, Taylor & Francis Group, 2009, 2nd, s. 203-226Kapitel i bok, del av antologi (Övrigt vetenskapligt)
  • 7.
    Dodig-Crnkovic, Gordana
    et al.
    Mälardalens högskola, Institutionen för datavetenskap och elektronik.
    Horniak, Virginia
    Mälardalens högskola, Institutionen för datavetenskap och elektronik.
    Togetherness and Respect - Ethical Concerns of Privacy in Global Web Societies2006Ingår i: AI & Society, ISSN 0951-5666, Vol. 20, nr 3, s. 372-383Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Today's computer network technologies are sociologically founded on hunter-gatherer principles; common users may be possible subjects ofsurveillance and sophisticated internet-based attacks are almost impossible to prevent. At the same time, information and communication technology, ICT offers the technical possibility of embedded privacy protection. Making technology legitimate by design is a part of the intentional design for democracy. This means incorporating options for socially acceptable behaviour in technical systems, and making the basic principles ofprivacy protection, rights and responsibilities, transparent to the user. The current global e-polis already has, by means of different technologies, de facto built-in policies that define the level of user-privacy protection. That which remains is to make their ethical implications explicit and understandable to citizens of the global village through interdisciplinary disclosive ethical methods, and to make them correspond to the highethical norms that support trust, the essential precondition of any socialization. The good news is that research along these lines is already inprogress. Hopefully, this will result in a future standard approach to the privacy of network communications.

  • 8.
    Flores-García, Erik
    et al.
    Mälardalens högskola, Akademin för innovation, design och teknik, Innovation och produktrealisering.
    Bruch, Jessica
    Mälardalens högskola, Akademin för innovation, design och teknik, Innovation och produktrealisering.
    Wiktorsson, Magnus
    Royal Inst Technol KTH, Dept Sustainable Prod Dev, Sodertalje, Sweden..
    Jackson, Mats
    Jonkoping Univ, Sch Engn, Jonkoping, Sweden..
    CHALLENGES OF DISCRETE EVENT SIMULATION IN THE EARLY STAGES OF PRODUCTION SYSTEM DESIGN2019Ingår i: International journal of industrial engineering, ISSN 1072-4761, E-ISSN 1943-670X, Vol. 26, nr 5, s. 819-834Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    This study analyzes the challenges of applying discrete event simulation in the early stages of production system design. Highlighting the implications of new production processes and technologies leading to improved competitiveness, this study provides novel contributions to the understanding of discrete event simulation based on three case studies of the transformation of legacy production systems in the heavy vehicle industry. The findings of this study show that equivocal or ambiguous understanding about new production processes or technologies, and uncertainty about necessary data input and the interrelation of subsystems in production, are critical in addressing discrete event simulation-related challenges. These findings highlight the need for an established process to manage assumptions and simplifications during the design, development, and deployment of discrete event simulation models as a countermeasure against uncertainties, improving manufacturing system design and practice.

  • 9.
    Florin, Ulrika
    et al.
    Mälardalens högskola, Akademin för innovation, design och teknik, Innovation och produktrealisering.
    Söderlund, Carina
    Mälardalens högskola, Akademin för innovation, design och teknik, Innovation och produktrealisering.
    Interaktiv designforskning: Metoder, roller och erfarenheter2019Ingår i: Forskarlounge, spår 2 Interaktiv designforskning cirkulära praktiker, forskningsetik, 2019Konferensbidrag (Refereegranskat)
    Abstract [sv]

    Detta bidrag diskuterar vad interaktiv forskning kan vara inom designforskningen, med utgångspunkt ur exempel, erfarenheter och upplägg i projekt Vis´man. Vi reflekterar särskilt över relationerna: metod-roll-resultat.

    Vis´man är ett KK-finansierat design- och forskningsprojekt som undersöker visualiseringens roll inom visual management, tillsammans med användarna i deras kontexter. I interaktivitet med användarna utvecklas befintligt design- och kunskapsläge i de verksamheter som deltar.

    Centralt för all interaktiv designforskning är att användare och andra parter inkluderas i undersöknings- och/eller designutvecklingsprocesserna, eller med andra ord att deltagarna ingår i ett kollektivt designutvecklingsarbete. Ibland benämns detta användarinvolverande designansats (eller designforskningsansats). Användarinvolvering kan ske i olika grader och deltagarna kan anta olika perspektiv och roller beroende på när i processen de deltar (och vad man kan tänka sig att deltagarna kan bidra med utifrån sin specifika erfarenhet). I detta bidrag analyserar vi och förmedlar upplägg, exempel och erfarenheter ur projekt Vis’man, samt reflekterar över deltagarnas grad av inkludering, perspektiv och roller inklusive metoder för deltagandet.

    Deltagarnas roller skiljer sig under projektets gång. De antar till exempel rollen som empiriinsamlare, alltså någon som observerar i sin egen kontext. Med sin yrkeskompetens deltar de då som experter, och tar del i analysarbetet gällande det som är kontextspecifikt. Här kan man anta att just deras perspektiv bidrar med en kunnig blick på det som undersöks. Det kan gälla förutsättningar och problemområden men också mer specifik detaljkunskap. De är på samma gång också källa till empiriska data.

    Deltagarna/användarna fungerar också som en slags assisterande formgivare, särskilt i ide tidiga faserna av innovation och designprocesser. De fungerar också som kvalitetsvärderare av resultat. Med utgångspunkt i sin yrkeserfarenhet deltar de i iterationer och utvärderar i samspel med designforskare de utvecklade designkomponenterna i sin användarkontext.

    *Vis’man, står för Visual and spatial communication in management from users’ perspectives.

  • 10.
    Henricsson, Marcus
    Mälardalens högskola, Akademin för innovation, design och teknik.
    Interface Design for Decision Support Systems: A Case Study of a Sales Performance Management Tool2016Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [en]

    In this thesis a case study is presented, which explored what structural and visual aspects of a sales performance management tool's user interface that generated most recurrent problems for novice users. The purpose of the case study was to investigate if identified problems related to structural and visual aspects could help improve the current user interface of the sales performance management tool. In order to investigate these objectives was evaluation research conducted, this in the form of five direct user observations, which adopted the think aloud protocol. Qualitative data obtained from the observational study were analyzed using thematic analysis, which helped identify recurring themes within the data. The results from the case study indicate that it is possible to reveal structural and visual problems within a user interface with novice users, this through using the direct observation technique with the think aloud protocol. Problems identified in the observational study showed to be rather superficial, which indicate that evaluating a user interface with novice users has its limitations. Evident from the case study was that all novice users either found or encountered some problems related to structural and visual aspects. Moreover, the results from the case study indicates that evaluating a user interface with novice users can help improve a system's user interface. However, the improvements are likely to be incremental and not radical.

  • 11.
    Herring, Susan C.
    et al.
    Indiana University, Bloomington, USA.
    Fussel, Susan R.
    Cornell University, Ithaca, USA.
    Kristoffersson, Annica
    Örebro universitet, Institutionen för naturvetenskap och teknik.
    Mutlu, Bilge
    University of Wisconsin-Madison, Madison, USA.
    Neustaedter, Carman
    Simon Fraser University, Surrey, Canada.
    Tsui, Katherine
    Yale University, New Haven, USA.
    The Future of Robotic Telepresence: Visions, Opportunities and Challenges2016Ingår i: Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems, New York: Association for Computing Machinery (ACM) , 2016, s. 1038-1042Konferensbidrag (Refereegranskat)
    Abstract [en]

    This panel will bring together experts on robotic telepresence from HCI and related fields. Panelists will engage the audience in a discussion of visions, opportunities and challenges for the future of telepresence robots.

  • 12.
    Holstein, Tobias
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system. Hochschule Darmstadt.
    Towards a Multi-OS Architecture for Consistent User Interface Experience2016Licentiatavhandling, sammanläggning (Övrigt vetenskapligt)
    Abstract [sv]

    Bilen har förändrats mycket under de senaste decennierna. Ursprungligen användes den som ett transportmedel och dess förare var enbart engagerad i att köra fordonet. I moderna bilar måste användaren, det vill säga den tidigare omnämnde föraren, interagera med många olika system, som ger tillgång till olika domäner, såsom fordonsfunktioner (exempelvis övervakning av hastighet och bränsleförbrukning), säkerhetsrelaterade funktioner, komfort funktioner samt information och underhållningssystem (infotainment). Tekniska framsteg gör det möjligt att hantera den ökande mängden funktioner, exempelvis införandet inmatnings- och presentationsmodeller som möjliggör nya sätt att interagera, såsom pek (-skärmar), röststyrning eller rörelsedetektering. Användaren får slutligen interagera med de olika systemen via ett övergripande användargränssnitt . Detta kräver en hög användbarhet samt en enhetlighet i utseende och känsla för att ge en konsistent användarupplevelse.

    På den tekniska sidan måste utvecklare klara av ökande komplexitet, beroenden och sammanlänkning av olika inbyggda system, cirka 80 i en premiumbil. Införandet av multi-core system öppnade vägen för nya metoder, som Multi-OS miljöer. I dessa miljöer har flera operativsystem konsoliderats till en enda hårdvaruplattform med hjälp av hårdvaru- och mjukvaru-virtualisering. Detta gör det exempelvis möjligt att exekvera realtidsoperativsystem (RTOS) för säkerhetskritiska klusterapplikationer parallellt med ett generellt operativsystem (GPOS) för infotainmentapplikationer. Det innebär också nya utmaningar, såsom motsättningen emellan en tydlig separation, tänkt att minska komplexiteten och risken för störningar, samt de beroenden och sammankopplingar som krävs för att skapa ett sammansatt användargränssnitt.

    Denna avhandling utforskar utmaningarna för sammansatta heterogena system i en fordonsmiljö. Nuvarande metoder studeras och motsättningen mellan separation och sammankoppling förtydligas. Baserat på detta introduceras koncept samt förslag på mjukvaruarkitekturer som kan användas för att implementera sammansatta användargränssnitt för Multi-OS-miljöer. Vidare har en prototyp, kallad HTML-UI-Compositor, utvecklats för att verifiera den föreslagna mjukvaruarkitekturen, med avseende på grafiska användargränssnitt. Genom en anpassad webbläsarmotor tillhandahåller HTML-UI-Compositor dessutom ett enkelt sätt att sammanfoga grafiska användargränssnitt, vilket gör det möjligt att använda välkända standardverktyg och språk för webbutveckling för att skapa sammansatta användargränssnitt. Dessa är de första stegen mot en Multi-OS arkitektur med stöd för en konsekvent användarupplevelse.

  • 13.
    Holstein, Tobias
    et al.
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system. University of Applied Sciences, Darmstadt, Germany.
    Wietzke, Joachim
    University of Applied Sciences, Karlsruhe, Germany.
    Towards an architecture for an UI-Compositor for Multi-OS environments2016Ingår i: Software Architecture: 10th European Conference, ECSA 2016, Copenhagen, Denmark, November 28 - December 2, 2016. Proceedings, 2016, s. 138-147Konferensbidrag (Refereegranskat)
    Abstract [en]

    Separation through hardware/software virtualization on operating system (OS) layer reduces complexity in automotive software. Automotive software is categorized into domains (e.g. comfort, safety related features, driver assistance) and each domain is handled by a separate OS, which contains domain-specific applications. A common user interface (UI) for all applications from all domains is created through an UI-Compositor, which composites and manages the different input/output modalities.

    While interactions with a single OS with multiple applications and input/output modalities are well known, we find that a composition of applications from different OSs or a composition of multiple OSs into a single UI is challenging. In this paper we investigate architectural patterns for an UI-Compositor for Multi-OS environments and suggest a new architecture that supports the concept of separation.

  • 14.
    Kade, Daniel
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Head-mounted Projection Display to Support and Improve Motion Capture Acting2016Doktorsavhandling, sammanläggning (Övrigt vetenskapligt)
    Abstract [en]

    Current and future animations seek for realistic motions to create an illusion of authentic and believable animations. A technology widely used to support this process is motion capture. Therefore, motion capture actors are used to enrich the movements of digital avatars with suitable and believable motions and emotions.

    Acting for motion capture, as it is performed today, is a challenging work environment for actors and directors. Short preparation times, minimalistic scenery, limited information about characters and the performance as well as memorizing movements and spatial positions requires actors who are trained and able to highly rely on their acting and imagination skills. In many cases these circumstances can lead to performances with unnatural motions such as stiff looking and emotionless movements, as well as less believable characters. To compensate this, time-consuming repetitions of performances or post-processing of motion capture recordings is needed.

    To improve this, we explore the possibilities of acting support and immersion through an interactive system supporting motion capture actors during their performances. In this process, we use an approach that combines research methods from interaction design and computer science. For our research, we firstly identify the challenges actors are facing in motion capture, as well as suggest possible concepts to support the actors. Thereafter, we explore initial prototypes built to support actors during their performance in a motion capture studio. The resulting insights from these initial prototypes led to the design exploration and development of a mixed reality head-mounted projection display that allows showing virtual scenery to the actors and provides real-time acting support. Thereafter, we describe our developed mixed reality application and our findings on how hardware and software prototypes can be designed as acting support, usable in a motion capture environment. A working prototype allowing to evaluate actors' experiences and performances was built as a proof-of-concept.

    Additionally, we explored the possibility to use our developed mixed reality prototype in other fields and investigated its applicability for computer games and as an industrial simulator application.

    Finally, we conducted user studies with traditionally trained theatre and TV actors, experienced motion capture actors and experts, evaluating the experiences with our prototype. The results of these user studies indicate that our application makes it easier for motion capture actors to get into demanded moods and to understand the acting scenario. Furthermore, we show a prototype that complies with the requirements of a motion capture environment, that has the potential to improve motion capture acting results and supports actors with their performances.

  • 15.
    Kade, Daniel
    et al.
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Lindell, Rikard
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Ürey, H.
    Koç University, Turkey.
    Özcan, O.
    Koç University, Turkey.
    Supporting motion capture acting through a mixed reality application2018Bok (Övrigt vetenskapligt)
    Abstract [en]

    Current and future animations seek for more human-like motions to create believable animations for computer games, animated movies and commercial spots. A technology widely used technology is motion capture to capture actors’ movements which enrich digital avatars motions and emotions. However, a motion capture environment poses challenges to actors such as short preparation times and the need to highly rely on their acting and imagination skills. To support these actors, we developed a mixed reality application that allows showing digital environments while performing and being able to see the real and virtual world. We tested our prototype with 6 traditionally trained theatre and TV actors. As a result, the actors indicated that our application supported them getting into the demanded acting moods with less unrequired emotions. The acting scenario was also better understood with less need of explanation than when just discussing the scenario, as commonly done in theatre acting. 

  • 16.
    Kade, Daniel
    et al.
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Lindell, Rikard
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Ürey, Hakan
    Özcan, Oguzhan
    Evaluation of a Mixed Reality Projection Display to Support Motion Capture Acting2016Ingår i: 13th EAI International Conference on Mobile and Ubiquitous Systems: Computing, Networking and Services, 2016Konferensbidrag (Refereegranskat)
    Abstract [en]

    We present an evaluation of our mixed reality prototype for motion capture acting, tested with experienced motion capture actors. Motion capture acting requires trained and experienced actors who can highly rely on their acting and imagination skills. This is especially the case when preparation times are short and scenery needs to be imagined. To support actors in such cases, we developed a mixed reality application that allows showing digital scenery and triggering emotions while performing. In this paper we tested our prototype with experienced motion capture actors performing short acting scenes. We also evaluated the prototype’s usefulness for motion capture with four actors and four motion capture experts. The actors and experts considered our application helpful, especially as a rehearsal tool to prepare performances before motion capture shoots. They indicated that our application could reduce the time to prepare performances support the preparation of physical acting scenarios.

  • 17.
    Kade, Daniel
    et al.
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Lindell, Rikard
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Ürey, Hakan
    Koç University, Rumeli Feneri Mh., 34450 Istanbul, Turkey.
    Özcan, Oguzhan
    Koç University, Rumeli Feneri Mh., 34450 Istanbul, Turkey.
    Supporting Acting Performances Through Mixed Reality and Virtual Environments2016Ingår i: Proceedings of SETECEC 2016, 2016Konferensbidrag (Refereegranskat)
    Abstract [en]

    Motion capture actors need to deal with short preparation times and highly rely on their acting and imagination skills. To support these actors, we developed a mixed reality application that allows showing digital acting environments while performing and tested our prototype with 6 traditionally trained theatre and TV actors. As a result, these 6 actors indicated that our application supported them getting into the demanded acting moods with less unrequired emotions. The acting scenario was also better understood with less need of explanation than when just discussing the scenario, as commonly done in theatre acting.

  • 18.
    Kade, Daniel
    et al.
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Wallmyr, Markus
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Holstein, Tobias
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Lindell, Rikard
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Ürey, Hakan
    Koç University, Istanbul, Turkey.
    Özcan, Oguzhan
    Koç University, Istanbul, Turkey.
    Low-cost mixed reality simulator for industrial vehicle environments2016Ingår i: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), Volume 9740, 2016, s. 597-608Konferensbidrag (Refereegranskat)
    Abstract [en]

    High-end industrial vehicle simulators are generally expensive and aim at providing a high level of realism. The access to such simulators is often a limited resource to researchers and developers who find themselves using a PC-based simulator instead. We challenge this approach by introducing a low-cost mixed reality simulator for industrial vehicles that allows to test new vehicle control concepts and design ideas in a rapid prototyping manner. Our simulator prototype consists of a head-mounted projection display, a CAVE-like room covered with a retro-reflective cloth and a rotatable chair with controls to steer an industrial vehicle. The created digital environment represents an obstacle course for an excavator and can be controlled by a joystick, a keyboard and can be explored by natural head movements. Performed user tests with 21 participants showed that the mixed reality simulator is perceived as more realistic, natural to use and provides a more immersive experience than a PC-based simulator with the same environment and controls.

  • 19.
    Kiselev, Andrey
    et al.
    Örebro universitet, Institutionen för naturvetenskap och teknik.
    Kristoffersson, Annica
    Örebro universitet, Institutionen för naturvetenskap och teknik.
    Loutfi, Amy
    Örebro universitet, Institutionen för naturvetenskap och teknik.
    The Effect of Field of View on Social Interaction in Mobile Robotic Telepresence Systems2014Ingår i: Proceedings of the 9th ACM/IEEE International Conference on Human-Robot Interaction (HRI 2014), IEEE conference proceedings , 2014, s. 214-215Konferensbidrag (Refereegranskat)
    Abstract [en]

    One goal of mobile robotic telepresence for social interaction is to design robotic units that are easy to operate for novice users and promote good interaction between people. This paper presents an exploratory study on the effect of camera orientation and field of view on the interaction between a remote and local user. Our findings suggest that limiting the width of the field of view can lead to better interaction quality as it encourages remote users to orient the robot towards local users.

  • 20.
    Kiselev, Andrey
    et al.
    Örebro universitet, Institutionen för naturvetenskap och teknik.
    Mosiello, Giovanni
    Örebro universitet, Institutionen för naturvetenskap och teknik.
    Kristoffersson, Annica
    Örebro universitet, Institutionen för naturvetenskap och teknik.
    Loutfi, Amy
    Örebro universitet, Institutionen för naturvetenskap och teknik.
    Semi-Autonomous Cooperative Driving for Mobile Robotic Telepresence Systems2014Ingår i: Proceedings of the 9th ACM/IEEE International Conference on Human-Robot Interaction (HRI 2014), IEEE conference proceedings , 2014, s. 104-104Konferensbidrag (Refereegranskat)
    Abstract [en]

    Mobile robotic telepresence (MRP) has been introduced to allow communication from remote locations. Modern MRP systems offer rich capabilities for human-human interactions. However, simply driving a telepresence robot can become a burden especially for novice users, leaving no room for interaction at all. In this video we introduce a project which aims to incorporate advanced robotic algorithms into manned telepresence robots in a natural way to allow human-robot cooperation for safe driving. It also shows a very first implementation of cooperative driving based on extracting a safe drivable area in real time using the image stream received from the robot.

  • 21.
    Kiselev, Andrey
    et al.
    Örebro universitet, Institutionen för naturvetenskap och teknik.
    Scherlund, Mårten
    Giraff Technologies AB, Västerås, Sweden.
    Kristoffersson, Annica
    Örebro universitet, Institutionen för naturvetenskap och teknik.
    Efremova, Natalia
    Plekhanom University, Moscow, Russia.
    Loutfi, Amy
    Örebro universitet, Institutionen för naturvetenskap och teknik.
    Auditory immersion with stereo sound in a mobile robotic telepresence system2015Ingår i: 10th ACM/IEEE International Conference on Human-Robot Interaction, 2015, Association for Computing Machinery (ACM) , 2015Konferensbidrag (Refereegranskat)
    Abstract [en]

    Auditory immersion plays a significant role in generating a good feeling of presence for users driving a telepresence robot. In this paper, one of the key characteristics of auditory immersion - sound source localization (SSL) - is studied from the perspective of those who operate telepresence robots from remote locations. A prototype which is capable of delivering soundscape to the user through Interaural Time Difference (ITD) and Interaural Level Difference (ILD) using the ORTF stereo recording technique was developed. The prototype was evaluated in an experiment and the results suggest that the developed method is sufficient for sound source localization tasks.

  • 22.
    Kristoffersson, Annica
    Örebro universitet, Institutionen för naturvetenskap och teknik.
    Measuring the quality of interaction in mobile robotic telepresence systems using presence, spatial formations  and sociometry2013Doktorsavhandling, sammanläggning (Övrigt vetenskapligt)
    Abstract [en]

    A mobile robotic telepresence (MRP) system is characterized by a video conferencing system which is mounted on a mobile robotic base. The system allows remote pilot users to move the robot around while communicating with local users situated in the robot’s environment. One of the most promising application areas for MRP systems is to deploy them in homes of elderly who are in frequent contact with health care professionals and/or alarm operators. Using MRP systems, elderly can get in immediate contact with these services even without leaving their homes. However, this poses some challenges for the health care professionals and alarm operators. The alarm operators traditionally communicate with their clients using the telephone while the health care professionals see their patients face-to-face with little interference of computer applications. The encounters between health care professionals and patients typically take place at clinics. Neither the health care professionals nor the alarm operators visit the elderly in person. Accordingly, they have no knowledge about the layout of the homes or where the elderly may reside. Thus, the social communication between them and the elderly via MRP systems is more complex than their traditional interaction with elderly.

    This compilation thesis makes a contribution towards understanding how interaction is affected by MRP system embodiment. The work focuses on measuring quality of interaction in MRP systems deployed in domestic settings in elder care. The thesis proposes a set of useful tools for measuring interaction quality. These tools are presence, spatial formations and sociometry. They were selected based on their ability to capture important characteristics for communication via MRP systems, e.g. social communication and mobility, and have been evaluated in experiments with real end-users, that is with alarm operators, health care professionals and elderly. The tools used to conduct the experimental evaluations of MRP systems include video-based evaluations, driving sessions and retrospective interviews. These methods were carefully chosen and take into consideration the organizational background of the participants involved and the challenge of conducting experiments with the aforementioned groups of users.

  • 23.
    Kristoffersson, Annica
    Örebro universitet, Institutionen för naturvetenskap och teknik.
    Spatial configuration in communication via a MRP system2012Konferensbidrag (Övrigt vetenskapligt)
  • 24.
    Kristoffersson, Annica
    et al.
    Örebro universitet, Institutionen för naturvetenskap och teknik.
    Severinson Eklundh, Kerstin
    KTH Royal Institute of Technology, Stockholm, Sweden.
    Loutfi, Amy
    Örebro universitet, Institutionen för naturvetenskap och teknik.
    Measuring the quality of interaction in mobile robotic telepresence: a pilot's perspective2013Ingår i: International Journal of Social Robotics, ISSN 1875-4791, E-ISSN 1875-4805, Vol. 5, nr 1, s. 89-101Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    This article presents a method for measuring the quality of interaction in social mobile robotic telepresence. The methodology is in part based on Adam Kendon's theory of F-formations. The theory is based on observations of how bodies naturally orient themselves during interaction between people in real life settings. In addition, two presence questionnaires (Temple Presence Inventory and Networked Minds Social Presence Inventory), designed to measure the users' perceptions of others and the environment when experienced through a communication medium are used. The perceived presence and ease of use are correlated to the spatial formations between the robot and an actor. The proposed methodology is validated experimentally on a dataset consisting of interactions between an elder (actor) and 21 different users being trained in piloting a mobile robotic telepresence unit. The evaluation has shown that these tools are suitable for evaluating mobile robotic telepresence and also that correlations between the tools used exist. Further, these results give iportant quidlines on how to improve the interface in order to increase the quality of interaction.

  • 25.
    Kurdve, Martin
    et al.
    RISE - Research Institutes of Sweden, Mölndal, Sweden; Chalmers.
    Ulrika, Harlin
    RISE - Research Institutes of Sweden, Mölndal, Sweden.
    Hallin, Malin
    RISE - Research Institutes of Sweden, Mölndal, Sweden.
    Söderlund, Carina
    Mälardalens högskola, Akademin för innovation, design och teknik, Innovation och produktrealisering.
    Berglund, Martina
    Linköping University, HELIX Competence Centre and Logistics and Quality Development, Linköping, Sweden.
    Florin, Ulrika
    Mälardalens högskola, Akademin för innovation, design och teknik, Innovation och produktrealisering.
    Anna, Landström
    Chalmers University of Technology, Technology Management and Economics, Supply and Operations Management division, Göteborg, Sweden.
    Designing visual management in manufacturing from a user perspective2019Ingår i: Procedia CIRP, Elsevier, 2019, Vol. 84, s. 886-891Konferensbidrag (Refereegranskat)
    Abstract [en]

    Many organisations use daily meetings, whiteboards and an information system for employee intra-communication. While Operation Management research is often management centred, Human Centred Design, instead, takes a user’s perspective. This research aims to reflect upon and describe a method, applied in practice in a double case study within manufacturing, on how to (re-)design meetings and visual management boards, and what type of information and key performance indicators are most relevant for the personnel. The paper proposes a lean Kata-improvement inspired design method, which takes the personnel’s perspective on design of daily visual management.

  • 26.
    Lindell, Rikard
    Mälardalens högskola, Akademin för innovation, design och teknik.
    The Craft of Programming Interaction2012Ingår i: Proceedings of International Workshop on the Interplay between User Experience Evaluation and Software Development (I-UxSED 2012) / [ed] Effie Lai-Chong Law, Silvia Abrahão, Arnold P.O.S. Vermeeren, Ebba Thora Hvannberg, 2012, s. 26-30Konferensbidrag (Refereegranskat)
    Abstract [en]

    The creation of useful artefacts with rich experiential qualities required quality driven interaction designers and programmers with the ability to simultaneous problem setting and problem solving. Interaction design is a design practice that defines the appearance and function of digital artefacts. Bridging interaction design and engineering is problematic because design and engineering have different epistemology. Designers are trained to see a plethora of future designs for a situation and explains the phenomena of a context. Engineering focus on problem solving and depends on agreement about ends. In this paper I suggest that the poor state of designers and programmers who are not standing together can be avoided if we give up the claim that software development should be engineering or science, and instead see it as a quality-driven craftsmanship. 

  • 27.
    Lindgren, Sebastian
    Mälardalens högskola, Akademin för innovation, design och teknik.
    A Mobile Graph-Like Visual Programming Language2017Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [en]

    Visual programming is a programming paradigm commonly used for game scripting, it also has applications in other areas such as for example patcher languages for music and animation and even a few languages for general purpose programming. By using visual programming complex tasks can be made easier by abstracting the code and letting the user express a flow of commands instead. This also gives a better overview of the problem and how the different parts connect. By graphically connecting nodes the program flow will be made clear even for those new to programming. Unfortunately, visual programming is mostly limited to laptops and stationary computer systems. Touch enabled mobile devices which perhaps would be even better suited for a visual programming approach are left with textual programming environments, which doesn’t use the capabilities of the touch screen, and a few non-graph-like visual programming languages, which use interlocked blocks to represent code. To explore how well graph-like visual programming would work on mobile devices a study will be conducted in which a lo-fi design is created and iteratively evaluated and improved using a modified NEVO process. The design will be created and improved based on existing visual programming interfaces and research in the area of visual programming, interaction design and information design, combined with the input from the test subjects. In this work a mobile, visual, graph-like, general purpose programming language has been designed. A lo-fi prototype of the language has been created to display how the language would look on a mobile system if realized. The lo-fi prototype was then tested with a method given by Rettig to give an indication of the systems usability measured by its task completion time compared to the task completion time of a mobile textual system. There is also a qualitative analysis on the responses from the test users. The tests were conducted both on people new to programming as well as people who have been programming for a while.

  • 28.
    Pathi, Sai Krishna
    et al.
    Örebro University, Sweden.
    Kristoffersson, Annica
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Kiselev, Andrey
    Örebro University, Sweden.
    Loutfi, Amy
    Örebro University, Sweden.
    Estimating Optimal Placement for a Robot in Social Group Interaction2019Ingår i: Proceedings of the 2019 28th IEEE International Conference on Robot and Human Interactive Communication (RO-MAN), 2019, artikel-id 8956318Konferensbidrag (Refereegranskat)
    Abstract [en]

    In this paper, we present a model to propose an optimal placement for a robot in a social group interaction. Our model estimates the O-space according to the F-formation theory. The method automatically calculates a suitable placement for the robot. An evaluation of the method has been performed by conducting an experiment where participants stand in different formations and a robot is teleoperated to join the group. In one condition, the operator positions the robot according to the specified location given by our algorithm. In another condition, operators have the freedom to position the robot according to their personal choice. Follow-up questionnaires were performed to determine which of the placements were preferred by the participants. The results indicate that the proposed method for automatic placement of the robot is supported from the participants. The contribution of this work resides in a novel method to automatically estimate the best placement of the robot, as well as the results from user experiments to verify the quality of this method. These results suggest that teleoperated robots such as mobile robot telepresence systems could benefit from tools that assist operators in placing the robot in groups in a socially accepted manner.

  • 29.
    Porathe, Thomas
    Mälardalens högskola, Akademin för innovation, design och teknik. Informationsdesign.
    Conspicuity index: Looking for a possible objective measurement of visibility taking context into account2008Ingår i: Proceedings of the 40th Annual Conference of the Nordic Ergonomic Society, 2008Konferensbidrag (Refereegranskat)
    Abstract [en]

    An emergency exit sign can be more or less visible. Something has to do with the sign itself: with bright colors it might be more visible than with faint colors. But also the context plays a role: alone on a white wall it will most likely become more visible than on a wall full of brightly colored posters. There is also a subjective side to the matter; you will more likely see the sign in an emergency situation than in an everyday situation. In the field of Information Design there is a need for an objective and easily administered measurement of conspicuity. Today a time measurement using visual search is possible, but often difficult and unpractical to use in real life.

    In a small pilot study I have tested a new method of conspicuity index, a measurement method where the subject starts by looking at the target whose conspicuity is to be measured, then gradually looks away while attending to the target in the corner of his or her eyes until detection no longer is possible. The angle where detection ends is the conspicuity angle. Previous studies show a high correlation between the conspicuity index and traditional search time measurements. Results from this study show good accordance with intuitive impression of saliency.

  • 30.
    Porathe, Thomas
    Mälardalens högskola, Institutionen för innovation, design och produktutveckling. Informationsdesign.
    Nautiskt 3D-GIS med sikte på kognitiv avlastning2007Ingår i: Kart og Plan, ISSN 0047-3278, Vol. 67, nr 3, s. 183-191Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    A 3-D Nautical GIS is suggested in this paper. The system is aimed at nautical navigation and simplifies navigation by adding three major features to existing chart systems: The egocentric view, by allowing the geographical data to be viewed from an bridge perspective the problem of mental rotations is removed; the seaways, displaying traffic separated fairways and individual track lines and the NoGo area polygons displaying warning areas for waters too shallow for the individual ship in the current tidal situation.

  • 31.
    Porathe, Thomas
    Mälardalens högskola, Akademin för innovation, design och teknik. Informationsdesign.
    Pictures as tools for navigation: On maps and the effectiveness of visual iconicity2008Ingår i: Images, Science & Knowledge, Linköpings universitet , 2008, s. 17-Kapitel i bok, del av antologi (Övrigt vetenskapligt)
  • 32.
    Porathe, Thomas
    et al.
    Mälardalens högskola, Akademin för innovation, design och teknik.
    Prison, Johannes
    Chalmers Tekniska högskola, Institutionen för sjöfart och marin teknik.
    Design of Human-Map System Interaction2008Ingår i: Proceedings of ACM CHI 2008, Computer-Human Interaction Conference, 2008, s. 2859-2864Konferensbidrag (Refereegranskat)
    Abstract [en]

    In this work-in-progress we present some ideas and findings involving map design and human performance. Satellites has once and for all automated geographic positioning and resulted in a plethora of map applications, not only in professional transportation but also in the private sphere, in cars and even for street use in mobile phones. But many people have problems using the traditional bird's-eye view maps. The maze experiment presented here show that an egocentric ("out of the window") view of the map results in faster decision making and fewer errors. Can this also address some of the human-out-of-the-loop problems of navigation automation?

  • 33.
    Schaeffer, Jennie
    et al.
    Mälardalens högskola, Akademin för innovation, design och teknik, Innovation och produktrealisering.
    Lindell, Rikard
    Mälardalens högskola, Akademin för innovation, design och teknik, Innovation och produktrealisering.
    Arduino in Museum Exhibition: Lessons Learned When Working With Design Students Inexperienced in Coding2015Ingår i: Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction, 2015, s. 715-720Konferensbidrag (Refereegranskat)
    Abstract [en]

    This work-in-progress paper describes the lessons learned when introducing Arduino and Processing programming into a museum exhibition design course. 20 information design students from Sweden, with no previous knowledge in programming, participated in the course. The students' task was to create five interactive exhibition stations at a museum in five weeks. As an experiment, Arduino and Processing programming was introduced into the course in 2014. The ambition with the experiment was to enlarge the information design students' repertoire and find ways to develop the interactive aspects of the exhibition medium. The aim of the paper is to identify and discuss challenges and strengths when introducing code as design material in information design education. The findings presented are based on the students' reflection stories. This work is in progress and we aim in the future to 1) continue the analysis of the material 2) with the findings develop the information design education further and 3) explore the relation between tangible and intangible experience of interactive museum artifacts from a designer's and a museum visitor's perspective. We consider this to be an important matter with branches into the TEI community. We appreciate any feedback on our work.

  • 34.
    Skärby, Kim-Richard
    Mälardalens högskola, Akademin för innovation, design och teknik.
    ”Kryddan i maten”: Redesign av en kokbok2009Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Mitt examensarbete har inneburit att göra en redesign på en redan befintlig kokbok. På bokensomslag står det: ”Kryddan i maten – året om med örter och kryddor” och den handlar om just detrubriken antyder: örter, kryddor och mat. Tyvärr har författarens syfte, att knyta samman dessa tvåbitar, gått förlorad i bokens inlaga. Detta beror på en inkonsekvent och ostrukturerad formgivning.

    Mitt arbete har varit att med hjälp av informationsdesignens regler och teorier göra om och styraupp bokens layout på ett sånt sätt så att informationen på nytt blir lättillgänglig för användaren. Föratt lyckas med det har jag förutom ett gediget skissarbete även utfört utprovningar, litteraturstudiersamt bokanalyser.I denna rapport avhandlar jag hur hela arbetsprocessen sett ut– från bakgrund till färdigt resultat.

    Rapporten har omöjligt kunnat behandla alla de frågor och tankegångar jag ställts inför utanbehandlar processen på ett mer övergripande sätt. Ibland beskrivs vissa moment detaljerat för attläsaren skall förstå, men genom bilagorna går det att snabbare få en förståelse för vad som menas.

  • 35.
    Tidare, Sebastian
    et al.
    Mälardalens högskola, Akademin för innovation, design och teknik.
    Antonsson, Jakob
    Mälardalens högskola, Akademin för innovation, design och teknik.
    HCI - En analyserande kartläggning av datavetenskapliga metaforer inom digitalisering2016Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Vi har utrett möjligheter och begränsningar att använda metaforer i mjukvaruutveckling. Metaforer i vårt arbete syftar till det fysiska koncept som omvandlats till något digitalt. Vi har använt oss av fem olika digitaliseringar för att utreda och analysera deras metaforer. Vårt syfte var att vidga perspektiven för utveckling av innovationer. Det har vi gjort genom att kartlägga metaforer, analyserat dessa och diskuterat med utomstående forskare. Information har vi hämtat från olika forskningsartiklar som berör metaforer, HCI och digitalisering för att kunna koppla samman metaforernas roll inom dessa områden. Vi har även deltagit i konferensen ABB Automation Scandinavia och fått stöd av Susanne Timsjö, Vice president, strategic innovation program PiiA (Process Industrial IT & Automation), SICS Swedish ICT Västerås. Vårt arbete har lett fram till att metaforer innehåller många möjligheter som kan tas tillvara och bör finnas med i utvecklingsprocessen. Det har också visat sig att metaforer möjliggör smartare lösningar. 

  • 36.
    Wallmyr, Markus
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system. Crosscontrol AB.
    Exploring Interaction Design Perspectives on Heavy Vehicles2017Licentiatavhandling, sammanläggning (Övrigt vetenskapligt)
    Abstract [sv]

    Interaktionsdesign är mer avgörande i produktutveckling och digitalisering än någonsin. Utvecklingen här drivs av en trend där mjukvarubaserad funktionalitet blir allt viktigare i alla typer av produkter samtidigt som ny teknik ökar designrymden för var samspelet mellan människa och dator kan äga rum. Användare efterfrågar förnyade upplevelser, mer effektiva, stimulerande och moderiktiga. Företag söker möta denna efterfrågan för att locka kunder och genera affärer. Dessutom, genom att system, exempelvis fordonssystem, blir allt mer informationsintensiva, blir sättet som informationsutbytet sker med användaren en allt viktigare faktor för säkerhet och funktionalitet. Sammantaget ökar behovet av en skickligt utförd interaktionsdesign.

    Den här avhandlingen undersöker hur interaktionstekniker, interaktionsdesignsprinciper och informationssystem kan användas för att leverera användarupplevelser och effektiv interaktion för operatörer av industriella mobila maskiner, exempelvis jordbruksmaskiner och anläggningsmaskiner. Forskningen kombinerar interaktionsdesign och mjukvaruutveckling i ett industriellt kontext. Forskningen har bedrivits genom studier, i litteratur och etnografiska studier av användare i fält, genom utforskande design och genom prototyprealisering.

    Avhandlingen beskriver designrymden för industrifordon från flera perspektiv. Dels från perspektiven av de grundläggande elementen inom interaktionsdesign, processerna för att skapa och forska inom interaktionsdesign samt fördelarna med designdriven produkt- och tjänste-förverkligande. Vidare tar den upp perspektiv utifrån situationen och utmaningarna för inblandade aktörer, såsom operatören av maskinen, mjukvaruutvecklaren och designern. Avhandlingen bidrar också med praktiska perspektiv, dels en metod för att få detaljerad inblick i operatörens dagliga beteende med minimal störning i sitt arbete, och dels ett verktyg för interaktionsdesigners att undersöker möjliga designs med virtuell förstärkt verklighet med hjälp av blandad virtuell verklighet och fria huvudrörelser.

  • 37.
    Wallmyr, Markus
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system. Crosscontrol AB.
    Seeing through the eyes of heavy vehicle operators2017Ingår i: Human-Computer Interaction - INTERACT 2017. INTERACT 2017. Lecture Notes in Computer Science, vol 10514. Springer, Cham / [ed] Bernhaupt R., Dalvi G., Joshi A., K. Balkrishan D., O'Neill J., Winckler M., 2017, Vol. 10514Konferensbidrag (Refereegranskat)
  • 38.
    Wallmyr, Markus
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Sketching research methods.Konferensbidrag (Refereegranskat)
  • 39.
    Wallmyr, Markus
    et al.
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Kade, Daniel
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Holstein, Tobias
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system. University of Applied Sciences, Darmstadt, Germany.
    360 Degree Mixed Reality Environment to Evaluate Interaction Design for Industrial Vehicles Including Head-Up and Head-Down Displays2018Ingår i: Lecture Notes in Computer Science , Volume 10910, 2018, s. 377-391Konferensbidrag (Refereegranskat)
    Abstract [en]

    Designing and testing new information and safety features for industrial vehicles do not need to involve the realization of high-fidelity and expensive simulators. We propose a low-cost mixed reality environment which allows for rapid development and rearrangement of a virtual and physical setup of a simulator for industrial vehicles. Our mixed reality simulator allows for safe testing of controls, information, and safety features to support drivers of industrial vehicles. In this paper, we test the implications of showing extra digital information to excavator drivers through a virtual environment, an external head-up display as well as a head-down display. Through user tests we have seen first indications that projected information through our mixed reality system and content on a head-up display is perceived as more helpful and intuitive than using head-down displays, when controlling our industrial vehicle simulator. Moreover, we have seen that the fear of overseeing an obstacle or other important information is lower when using a head-up display, in comparison to other tested visualization options. © Springer International Publishing AG, part of Springer Nature 2018.

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