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  • 301.
    Mustaquim, Moyen
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Nyström, Tobias
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Informationssystem.
    Designing Information Systems for Sustainability – The Role of Universal Design and Open Innovation2014Ingår i: Advancing the Impact of Design Science: Moving from Theory to Practice: 9th International Conference, Miami, FL, USA, May 22-24, 2014. Proceedings / [ed] Tremblay, M.C., VanderMeer, D., Rothenberg, M., Gupta, A, and Yoon, V., Cham: Springer International Publishing , 2014, s. 1-16Konferensbidrag (Refereegranskat)
    Abstract [en]

    Although sustainability is a key concern in today’s world, more efforts towards achieving sustainability are needed. User inclusion in the information system design process could enhance the outcome of a system’s action towards sustainability. It is, however, important to understand the design procedure of a system to achieve such goals. A framework denominating as the inclusive innovation framework presented in this paper incorporated analyses from open innovation, universal design, and sustainability to motivate the initiation of internal and external driving factors towards sustainability goals. The derived framework could promote the information system’s enabled sustainable goals by combining the use of universal design principles and the concept of open innovation. A requirement engineering model was also proposed that was interoperable within the three subjects of interest discussed in the paper and was necessary for understanding the application of an inclusive innovation framework. Two use cases were then presented as an illustration for arguing the validation of the proposed inclusive innovation framework. The findings from the use cases indicated that the use of universal design principles along with an open innovation concept could increase information systems’ enabled sustainability goals. This could be done by enhancing a system’s successfulness along with the increased user satisfaction.

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  • 302.
    Mustaquim, Moyen
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Nyström, Tobias
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Informationssystem.
    Designing Sustainable IT System – From the Perspective of Universal Design Principles2013Ingår i: Universal Access in Human-Computer Interaction. Design Methods, Tools, and Interaction Techniques for eInclusion: Proceedings, Part I / [ed] Stephandis, C. and Antona, M., Berlin Heidelberg: Springer , 2013, , s. 9s. 77-86Konferensbidrag (Refereegranskat)
    Abstract [en]

    Since the concept of universal design is already extending the boundary of disabilities, it is significant to include different aspects of information technology where universal design enabled efforts can contribute towards better designed systems, products and services. Sustainability is an important and growing public concern in today’s world. Nevertheless, attempts of designing IT system that can be called sustainable in nature are not so evident at present. In this paper we propose a framework originating from sustainable IT system design principles (also described in the paper). The universal design principles are used as a foundation upon which the resultant sustainable IT system design principles were derived. The concept of ‘sustainable IT system’ addressed in this research paper is beyond the common phenomenon of sustainability like green IT, CO2 emission etc. Rather, the framework proposed in this paper incorporates more user inclusion and increased user satisfaction together towards higher usability. And an IT system designed in this manner is a sustainable IT system according to the argument of this paper which can therefore be designed by following the proposed design principles and framework.

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    Designing_Sustainable_IT_System_-_From_the_Perspective_of_Universal_Design_Principles
  • 303. Mustaquim, Moyen
    et al.
    Nyström, Tobias
    Uppsala universitet, Medicinska och farmaceutiska vetenskapsområdet, Medicinska fakulteten, Institutionen för medicinska vetenskaper.
    Information System Design Space for Sustainability2015Ingår i: New Horizons in Design Science: Broadening the Research Agenda / [ed] Donnellan, B; Helfert, M; Kenneally, J; VanderMeer, D; Rothenberger, M; Winter, R, Cham: Springer International Publishing , 2015, s. 39-54Konferensbidrag (Refereegranskat)
    Abstract [en]

    The interdisciplinary nature of human-computer interaction (HCI) makes it possible to contribute towards an improved thinking in design and the process of information system designs. It is, however, a challenging aim, because the transformation of different gathered knowledge from HCI to information system designers is not easy, there being multiple design solutions available. In this paper a design space for designing an information system aimed at sustainability is introduced and discussed. The design space could be seen as part of a new design process, or correlating with an existing design setting and consisting of nine different components that are explored elaborately through a design space analysis. Differently selected dimensions of the proposed design space imitate knowledge from HCI and the result thus reflects a support for successfully transferring knowledge from HCI to the information system (IS) designers for improving a design process.

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  • 304. Mustaquim, Moyen
    et al.
    Nyström, Tobias
    Uppsala universitet, Medicinska och farmaceutiska vetenskapsområdet, Medicinska fakulteten, Institutionen för medicinska vetenskaper.
    Open Sustainability Innovation—A Pragmatic Standpoint of Sustainable HCI2014Ingår i: Perspectives in Business Informatics Research: 13th International Conference, BIR 2014, Lund, Sweden, September 22-24, 2014. Proceedings / [ed] Johansson, B., Andersson, B., and Holmberg, N., Cham: Springer International Publishing , 2014, s. 101-112Kapitel i bok, del av antologi (Refereegranskat)
    Abstract [en]

    The importance of sustainability in design became a major topic of interest in HCI research. Past research has shown how classical HCI design principles could be used to create values of the design through the open innovation concept. The scope of this paper follows from an earlier work of open innovation design principles that established the basis of open sustainability innovation since contributions from a dissimilar applied form of HCI could be promising. We in this paper have analyzed the concept of open sustainability innovation from the perspective of sustainable HCI. The paper outlines seven design principles for open sustainability innovation and has illustrated them in the form of a framework. The notion of open sustainability innovation and sustainable HCI are then revisited and the role of sustainable HCI for developing sustainable products, services, and initiatives using open innovation are clarified.

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  • 305.
    Mustaquim, Moyen
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Nyström, Tobias
    Uppsala universitet, Medicinska och farmaceutiska vetenskapsområdet, Medicinska fakulteten, Institutionen för medicinska vetenskaper.
    Some Aspects of Using Universal Design as a Redesign Strategy for Sustainability2017Ingår i: Advances and New Trends in Environmental Informatics / [ed] Wohlgemuth, V., Fuchs-Kittowski, F., Wittmann, J., Springer, 2017, s. 49-60Konferensbidrag (Refereegranskat)
    Abstract [en]

    Sustainability is something that unites humankind and the important 2015 UN Climate Change Conference manifested this and was described by many as our last chance. A shifting towards sustainability through design is a challenge for managers and policymakers of organizations since the existing system or product could be complex and may have difficulty to adopt such a shift. This paper explores how organizations and their designers and developers could benefit from having a predictable process to follow for conducting such a shift, since numerous challenges are associated with costs and revenues. While universal design (UD) is a design philosophy closely associated with the sustainable design, an advanced perspective of UD could be implied as a redesign strategy for existing design and may be used as a radical design and innovation strategy for sustainability. In this paper, some of the aspects of UD as a redesign strategy for sustainability are addressed. Based on the previous theoretical frameworks, a UD approach for redesigning towards sustainability was formulated and discussed.

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  • 306. Mustaquim, Moyen
    et al.
    Nyström, Tobias
    Uppsala universitet, Medicinska och farmaceutiska vetenskapsområdet, Medicinska fakulteten, Institutionen för medicinska vetenskaper.
    Video Game Control Dimensionality Analysis2014Ingår i: Proceedings of the 2014 Conference on Interactive Entertainment (IE2014) / [ed] Blackmore, K., Nesbitt, K., and Smith, S.P., New York: Association for Computing Machinery (ACM), 2014Konferensbidrag (Refereegranskat)
    Abstract [en]

    In this paper we have studied the video games control dimensionality and its effects on the traditional way of interpreting difficulty and familiarity in games. This paper presents the findings in which we have studied the Xbox 360 console’s games control dimensionality. Multivariate statistical operations were performed on the collected data from 83 different games of Xbox 360. It was found that the player’s perceived level of familiarity and difficulty can be influenced by the game control dimensionality. We also found that the perceived difficulty varies with control dimensionality and that the familiarity tends to show no relation to the user’s perceived difficulty. A way to measure and better understand familiarity and difficulty for games using the control dimensionality can thus give a better interpretation of different genres of games to its players and also to the game designers for further improvements in games’ design. Positive transfer of this could bring forward new knowledge for game designers to augment learning of different genres of games.

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  • 307.
    Myrgren, Dennis
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Tekniska sektionen, Institutionen för teknikvetenskaper, Signaler och System.
    Integrating FM/RDS/DAB radio with digital HMI for usage in off-highway vehicles.2017Självständigt arbete på avancerad nivå (yrkesexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    This thesis aimed to integrate a radio module, for listening to FM and DAB primarily, with CrossControl's display computers. The connection was done by converting the USB signals from the display computer to UART signals that were sent to the radio module.

    To be able to communicate a communication library was ported from C to Qt, and C++, which was used by a graphical user interface created during the project. This user interface aimed to keep a simplistic and clean look as well as making sure that the user could operate as easily as possible.

    The different radio standards around the world were reviewed and the analog standard FM radio and the digital standard DAB+ was chosen for testing the capabilities of the radio module, mostly because of their availability in Sweden.

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  • 308.
    Márquez Segura, Elena
    et al.
    Department of Computational Media University of California, Santa Cruz, USA.
    Isbister, Katherine
    Department of Computational Media University of California, Santa Cruz, USA.
    Back, Jon
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Design, Appropriation, and Use of Technology in Larps2017Ingår i: Proceedings of the 12th International Conference on the Foundations of Digital Games (FDG'17), 2017, artikel-id 53Konferensbidrag (Refereegranskat)
    Abstract [en]

    During the last decade, there has been an increasing interest in supporting social play through the design of collocated digital games, alongside efforts to better understand social-physical modes of play. In this paper, we present relevant insights from a well-established gaming community, the larp (Live Action Role Play) community. This community has a longstanding tradition of making use of costumes, physical environments, and objects to shape player experience. We conducted a survey completed by 39 larpers concerning how they use digital technology in larp, and the way technology is designed and appropriated to augment the larp experience. Here, we present early results in the form of a preliminary taxonomy of technologies in larps, as well as key trends for design, use, and appropriation of technology to impact in-game social and emotional experience.

  • 309. Márquez Segura, Elena
    et al.
    Spiel, Katta
    Johansson, Karin
    Back, Jon
    Toups, Z. O.
    Hammer, Jessica
    Waern, Annika
    Tanenbaum, Joshua
    Isbister, Katherine
    Larping (Live Action Role Playing) as an Embodied Design Research Method2019Ingår i: DIS’19 Companion, ACM , 2019Konferensbidrag (Refereegranskat)
  • 310.
    Márquez Segura, Elena
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Turmo Vidal, Laia
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Luis, Parrilla Bel
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Using Training Technology Probes in Bodystorming for Physical Training2019Ingår i: Proceedings of the 6th International Conference on Movement and Computing, 2019Konferensbidrag (Refereegranskat)
    Abstract [en]

    A promising domain technology design for physical training is as assistive tangible and wearable tools to help people understand, access, and act on their movement senses. To design these tools in close relation to a targeted training practice, we propose an embodied design activity using Training Technology Probes (TTPs). These are pieces of technology with a simple interactivity augmenting and exteriorizing cues from those senses. Here, we explain how we used existing TTPs as design material to spur creativity in an embodied co-creation design workshop that happened as part of an ongoing technology-supported circus training course for children with motor difficulties. Our contribution is two-fold: We present a novel form of embodied ideation method using TTPs as design materials. We also present and characterize novel design concepts, elaborating on three that were implemented and deployed in the context of our circus training class. We discuss their relevance in several physical training domains.

  • 311.
    Nauwerck, Gerolf
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Assessing the digital work environment: A case study of digital transformation in higher education2017Ingår i: Proc. NES Conference: 2017, 2017, s. 382-386Konferensbidrag (Refereegranskat)
  • 312.
    Nauwerck, Gerolf
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Hamnar vi i skuggan av en AI?: En bok om artificiell intelligens och oss själva2018Ingår i: Människor och AI / [ed] Daniel Akenine; Jonas Stier, Stockholm: BoD – Books on Demand , 2018, s. 90-97Kapitel i bok, del av antologi (Övrig (populärvetenskap, debatt, mm))
  • 313.
    Nauwerck, Gerolf
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Cajander, Åsa
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Lind, Thomas
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Digital transformation and the changing role of student administrators: A case study2017Ingår i: European Journal of Higher Education IT, ISSN 2519-1764, Vol. 4, nr 1, s. 345-353Artikel i tidskrift (Refereegranskat)
  • 314.
    Nauwerck, Gerolf
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Cowen Forsell, Rebecka
    Malmö universitet.
    The Digital Work Environment—a Challenge and an Opportunity for CSCW2018Ingår i: Proc. 16th European Conference on Computer-Supported Cooperative Work: Exploratory Papers, EUSSET , 2018Konferensbidrag (Refereegranskat)
  • 315.
    Nauwerck, Gerolf
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Lind, Thomas
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Cajander, Åsa
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Lárusdóttir, Marta
    Swinging machetes in the jungle: Technological frames, ICT leaders, and user centred perspectives2017Ingår i: Behaviour & Information Technology, ISSN 0144-929XArtikel i tidskrift (Övrigt vetenskapligt)
  • 316.
    Norberg, Amanda
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Tekniska sektionen, Institutionen för teknikvetenskaper, Signaler och System.
    Rask, Elliot
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Tekniska sektionen, Institutionen för teknikvetenskaper, Signaler och System.
    3D visualisation of breast reconstruction using Microsoft HoloLens2018Självständigt arbete på avancerad nivå (yrkesexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    The purpose of the project is to create a Mixed Reality (MR) application for the 3D visualisation of the result of a breast reconstruction surgery. The application is to be used before surgery to facilitate communication between patient an surgeon about the expected result. To this purpose Microsoft HoloLens is used, which is a pair of Mixed Reality (MR) glasses developed and manufactured by Microsoft that has a self-contained, holographic rendering computer. For the development of the MR application on the Hololens, MixedRealityToolkit-Unity is used which is a Unity-based toolkit available. The goal of the application is that the user can scan a torso of a patient, render a hologram of the torso and attach to it a prefabricated breast which possibly follows the patient's specification.

    To prepare a prefabricated breast, a 3D model of the breast is first created in the 3D modelling software Blender. It then gets its texture from a picture taken with the HoloLens camera. The picture is cropped to better fit the model and uploaded as a 2D texture which is then attached to the prefabricated breast, which is imported into Unity.

    To scan objects, the HoloLens’s operating system feature Surface Observer is used. The resulting mesh from the observer is cropped using a virtual cube, scaled, moved and rotated by the user. The cropped mesh is then smoothed using the Humphrey's Classes smoothing algorithm. To fuse the smoothed mesh with the prefabricated breast model, the Unity components: Colliders and Transforms are used. On a collision the breast's transform parent is set to the mesh’s transform, making the objects transforms behave depending on each other.

    The MR application has been developed and evaluated. The evaluation results show that the goal has been achieved successfully. The project demonstrates that the Microsoft HoloLens is well suited for developing such medical applications as breast reconstructive surgery visualisations. It can possibly be extended to other surgeries such as showing on a patient’s body how the scar will look after a heart surgery, or a cesarean section.

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  • 317.
    Normark, Anna
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi.
    Oskarsson, Rebecca
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi.
    Individualizing Without Excluding: Ethical And Technical Challenges: Filter Bubbles and their Effects on Society2018Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    År 2009 talade Google om att de skulle börja anpassa sina sökresultat beroende på vem som använde deras tjänst. Detta lyftes fram av Eli Pariser år 2011, som då myntade uttrycket filterbubbla. Pariser menar att en person befinner sig i en filterbubbla om personen endast konsumerar innehåll som är anpassat efter tidigare visade intressen och därmed blir utesluten från information som utmanar personens åsikter och övertygelser. Det är omdiskuterat huruvida filter bubblor existerar eller inte och vilka effekter som kommer av att en person befinner sig i en. Detta arbete utförs med syfte att utvärdera filter bubblors existens och effekter på både individen och samhället i stort. För att uppfylla syftet genomförs ett experiment och en kvalitativ litteraturstudie. Experimentet består av fjorton nya medlemskonton på en stor social medieplattform där en automatisk mjukvara gillar specifika inlägg under sex veckors tid. Plattformen har uttryckligen framfört att de anpassar användarens flöde av inlägg efter dess beteende. Detta flöde sparas ner för samtliga fjorton konton, två gånger dagligen under sju veckors tid (en vecka extra efter att gillandet av inlägg slutat) och analyseras sedan i jakt på filterbubblor. Genom experimentet att skapa filterbubblor på en social medieplattform hittas inga bevis på att filterbubblor existerar på precis den plattformen. Den kvalitativa litteraturstudien innebär en ingående granskning av vetenskapliga artiklar och avhandlingar inom området. I de 24 arbeten som utvärderas är det åtta stycken som anser att filterbubblor existerar. Flera effekter av filterbubblor hittas i litteraturen och en av de negativa effekterna filterbubblor kan ha på individen är att förstärka behovet att bekräfta sina fördomar. Samhället kan också drabbas av effekter från filterbubblor, såsom försvagande av deliberativ demokrati. Deliberativ demokrati, även kallat samtalsdemokrati lyfter vikten av kommunikation för att utveckla och förstärka en demokrati.

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  • 318.
    Nygren, Else
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Människa-datorinteraktion.
    Modelling and analysis of human work situations as a basis for design of human-computer interfaces1992Licentiatavhandling, monografi (Övrigt vetenskapligt)
    Abstract [en]

    Many work situations in health care can be described as the control of dynamic processes. In order to design human-computer interfaces dedicated to a specific work situation there is a need to analyse not only the information contents but also the way the information is used. Reading from a screen instead of from a paper is different and in many ways more effortful. By incorporating theories of human cognition in the methods for analyses of work situations it is possible to understand what makes certain ways of reading from paper so extremely efficient. With this knowledge human-computer interfaces can be designed in a way which enables the user to benefit from the same effective ways of reading as when reading from papers. Paper 1 describes an analysis of the way physicians read a paper-based medical record. Paper 2 describes how a human-computer interface for reading the medical record is designed based on this analysis. Paper 3 describes a study of how doctors and nurses read documents in intensive care. It shows that pattern recognition and encoding of the characteristics of the information media is an effective way of gaining knowledge. Paper 4 describes the work in an intensive care unit seen as the control of a dynamic process where the documentation is an effective tool for among other things, coordination of actions and observations in time. Paper 5 gives a summary of the underlying ideas of the methods used.

  • 319.
    Nylander, Stina
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för människa-datorinteraktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Människa-datorinteraktion.
    The ubiquitous interactor: Mobile services with multiple user interfaces2003Licentiatavhandling, sammanläggning (Övrigt vetenskapligt)
    Abstract [en]

    This licentiate thesis addresses design and development problems that arise when service providers, and service end-users face the variety of computing devices available on the market. The devices are designed for many types of use in various situations and settings, which means that they have different capabilities in terms of presentation, interaction, memory, etc. Service providers often handle these differences by creating a new version for each device. This creates a lot of development and maintenance work, and often leads to restrictions on the set of devices that services are developed for. For service end-users, this means that it can be difficult to combine devices that fit the intended usage context and services that provide the needed content. New development methods that target multiple devices from the start are needed. The differences between devices call for services that can adapt to various devices, and present themselves with device specific user interfaces.

    We propose a way of developing device independent services by using interaction acts to describe user-service interaction. Devices would interpret the interaction acts and generate user interfaces according to their own specific capabilities. Additional presentation information can be encoded in customization forms, to further control how the user interface would be generated. Different devices would generate different user interfaces from the same interaction acts, and a device could generate different user interfaces from the same interaction acts combined with different customization forms.

    In this thesis, the interaction act and customization form concepts are described in detail. A system prototype handling them and two sample services have been implemented. Preliminary evaluations indicate that interaction acts and customization forms constitute a feasible approach for developing services with multiple user interfaces. The thesis concludes with a discussion of the problems arising when evaluating this kind of systems, and some conclusions on how to continue the evaluation process.

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  • 320.
    Nyström, Tobias
    Uppsala universitet, Medicinska och farmaceutiska vetenskapsområdet, Medicinska fakulteten, Institutionen för medicinska vetenskaper.
    Gamification of Persuasive Systems for Sustainability2017Ingår i: Sustainable Internet and ICT for Sustainability, (SustainIT 2017) / [ed] Pereira, L., Bergés, M., Nunes, N., IEEE, 2017Konferensbidrag (Refereegranskat)
    Abstract [en]

    This work in progress presents some initial findings concerning the use of gamification and persuasive technology in the domain of reaching a set sustainability goal by using persuasive systems. Both gamification and persuasive technology have become more pervasive elements in the research community in the domain of human-computer interaction (HCI) and information systems. This paper argues for research addressing the designing of these systems since we currently have a vague understanding of the important underlying mechanism. Sustainability is genuinely complex and the designer of a persuasive system with a set sustainability goal must consider numerous parameters when designing the artefact.

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  • 321.
    Nyström, Tobias
    et al.
    Uppsala universitet, Medicinska och farmaceutiska vetenskapsområdet, Medicinska fakulteten, Institutionen för medicinska vetenskaper.
    Mustaquim, Moyen
    Exploring Sustainable HCI Research Dimensions Through the Inclusive Innovation Framework2018Ingår i: This Changes Everything – ICT and Climate Change: What Can We Do? / [ed] Kreps, D., Ess, C., Leenen, L., Kimppa, K., Cham: Springer , 2018, s. 151-165Konferensbidrag (Refereegranskat)
    Abstract [en]

    When frameworks and design principles for open innovation and open sustainability innovation (OSI) were established in earlier research, their foundations were originated from the expanded concepts of universal design (UD) from human-computer interaction (HCI) in a prescriptive form. This also was the basis of an inclusive innovation framework (IIF) aiming for a sustainable information system design. In this paper the IIF originating from the concept of combining UD and open innovation (OI) in promoting information technology enabling sustainability goals was analyzed together with OI and OSI frameworks. The role of OI in formulating the IIF was thereby strengthened, which in parallel helped recognizing the extended conceptions of sustainable HCI (SHCI) and its future research path through the use of IIF.

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  • 322.
    Nyström, Tobias
    et al.
    Uppsala universitet, Medicinska och farmaceutiska vetenskapsområdet, Medicinska fakulteten, Institutionen för medicinska vetenskaper.
    Mustaquim, Moyen
    Managing Framing Effects in Persuasive Design for Sustainability2015Ingår i: Proceedings of the 19th International Academic MindTrek Conference (AcademicMindTrek '15) / [ed] Turunen, M, New York: Association for Computing Machinery (ACM), 2015, s. 122-129Konferensbidrag (Refereegranskat)
    Abstract [en]

    For decades, the framing effect has been a popular research topic in social psychology. A persuasive system could act in shaping the user behaviour towards sustainability, and thereby play a key role in social change. In this respect, understanding different framing effects in persuasive design is crucial, since individual framing and cognition on sustainability plays a major role in the success of persuasion. For dealing with a complex issue, such as achieving sustainability through behavioural change, persuasive design needs to reflect on the potentials of framing effects. In this paper, we have proposed a model of framing effects from which the principles of managing different framing effects of persuasive sustainability design were formulated. The principles were then shown in relations with different dimensions of sustainability and were also used to generate a design space for persuasive sustainability. The proposed model and principles are significant for realizing the effectiveness of different framing effects for the success of a persuasive sustainability.

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  • 323.
    Nyström, Tobias
    et al.
    Uppsala universitet, Medicinska och farmaceutiska vetenskapsområdet, Medicinska fakulteten, Institutionen för medicinska vetenskaper.
    Mustaquim, Moyen
    Sustainable Information System Design and the Role of Sustainable HCI2014Ingår i: Proceedings of the 18th International Academic MindTrek Conference (AcademicMindTrek '14): Media Business, Management, Content & Services / [ed] Lugmayr, A., Franssila, H., and Paavilainen, J., New York: Association for Computing Machinery (ACM), 2014, s. 66-73Konferensbidrag (Refereegranskat)
    Abstract [en]

    Sustainable Human Computer Interaction (HCI) is a heterogene­ous developing field of research, typically focusing on persuasive system design to influence users to behave and live more sustain­ably. So far this change of behavior towards sustainability has been limited more or less within the scope of environmental topics. This paper extends the notion of sustainable HCI beyond the ecological sphere of sustainability. This paper has followed a previous research work in which sustainable system design princi­ples were formulated without explanation of how to practice them in a system development process. Design principles originating from HCI design principles are an approach to showing how they could influence the classical system development life cycle to produce a sustainable system. A theoretical framework is proposed to explain this. Then sustainable HCI is redefined from the perspective of different parameters associated within the universal design concept from HCI.

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  • 324.
    Nyström, Tobias
    et al.
    Uppsala universitet, Medicinska och farmaceutiska vetenskapsområdet, Medicinska fakulteten, Institutionen för medicinska vetenskaper.
    Mustaquim, Moyen
    Universal Design as a Cause of Triggering Innovation Levels for Sustainability-A Deliberative Concept2015Ingår i: Proceedings of the 19th International Academic MindTrek Conference (AcademicMindTrek '15) / [ed] Turunen, M, New York: Association for Computing Machinery (ACM), 2015, s. 114-121Konferensbidrag (Refereegranskat)
    Abstract [en]

    Sustainability achievement through design could be seen as a connective result of design and innovation. The role of universal design (UD) for sustainability is well known, although how any innovation through this could be produced by the practice of UD is not evident. Different innovation levels could be triggered positively towards sustainability by practicing UD in an advanced way. In this paper, different innovation levels associated with sustainability achievement were scrutinized within the scope of UD. It was presented how the advance perspective of UD could have a direct impact on incrementing innovation levels of organisations, thereby ensuing sustainability. The advance concept of UD was then revisited in a deliberative way to justify the argument of the extensiveness of UD beyond the traditional scope of the accessibility domain only. Finally, the concept of sustainable human-computer interaction (HCI) was also re-explored within the context of UD and its practice.

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  • 325.
    Obaid, Mohammad
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Alaca, Ilgim Veryeri
    Wozniak, Pawel W.
    Lischke, Lars
    Billinghurst, Mark
    Transforming Books and the Reading Experience through Interactive Technologies: Preface2017Ingår i: IxD&A: Interaction Design and Architecture(s), ISSN 1826-9745, E-ISSN 2283-2998, nr 32, s. 71-73Artikel i tidskrift (Övrigt vetenskapligt)
  • 326.
    Obaid, Mohammad
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Aylett, Ruth
    Mathematics and Computer Science, Heriot-Watt University, UK.
    Barendregt, Wolmet
    Department of Applied IT, University of Gothenburg, Sweden.
    Basedow, Christina
    Department of Psychology, Vancouver Island University, Canada.
    Corrigan, Lee J.
    Department of Electronic, Electrical and Systems Engineering, University of Birmingham, UK.
    Hall, Lynne
    Faculty of Computer Science, University of Sunderland, UK.
    Jones, Aidan
    Department of Electronic, Electrical and Systems Engineering, University of Birmingham, UK.
    Kappas, Arvid
    Department of Psychology and Methods, Jacobs University Bremen, Germany.
    Kuster, Dennis
    Department of Computer Science, University of Bremen, Germany.
    Paiva, Ana
    INESC-ID, Instituto Superior Técnico, University of Lisbon, Portugal.
    Papadopoulos, Fotios
    School of Computing Electronics and Mathematics, Plymouth University, UK.
    Serholt, Sofia
    Department of Computer Science and Engineering, Chalmers University of Technology, Sweden.
    Castellano, Ginevra
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Endowing a robotic tutor with empathic qualities: Design and pilot evaluation2018Ingår i: International Journal of Humanoid Robotics, ISSN 0219-8436, Vol. 15, nr 6, artikel-id 1850025Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    As increasingly more research efforts are geared towards creating robots that can teach and interact with children in educational contexts, it has been speculated that endowing robots with artificial empathy may facilitate learning. In this paper, we provide a background to the concept of empathy, and how it factors into learning. We then present our approach to equipping a robotic tutor with several empathic qualities, describing the technical architecture and its components, a map-reading learning scenario developed for an interactive multitouch table, as well as the pedagogical and empathic strategies devised for the robot. We also describe the results of a pilot study comparing the robotic tutor with these empathic qualities against a version of the tutor without them. The pilot study was performed with 26 school children aged 10–11 at their school. Results revealed that children in the test condition indeed rated the robot as more empathic than children in the control condition. Moreover, we explored several related measures, such as relational status and learning effect, yet no other significant differences were found. We further discuss these results and provide insights into future directions.

  • 327.
    Obaid, Mohammad
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Gao, Alex Yuan
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Barendregt, Wolmet
    Department of Applied IT, Gothenburg University, Gothenburg, Sweden.
    Castellano, Ginevra
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Exploring users' reactions towards tangible implicit probes for measuring human-robot engagement2017Ingår i: Social Robotics, Springer, 2017, s. 402-412Konferensbidrag (Refereegranskat)
    Abstract [en]

    In this paper, we present an exploratory study of the use of tangible implicit probes to gauge the user's social engagement with a robot. Our results show that users' paying attention to the robot's implicit probes is related to higher social engagement, but also that introducing implicit probes can lead to a more positive interaction with a robot. As we observed that users in our study started paying more attention to the implicit probes after they had encountered them, the need for careful design to capture changes in social engagement over time is justified here. Finally, we discuss some of the user recommendations to design better implicit probes.

  • 328.
    Obaid, Mohammad
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Kaipainen, Kirsikka
    Tampere University of Technology, Tampere, Finland.
    Ahtinen, Aino
    Tampere University of Technology, Tampere, Finland.
    Ocnarescu, Ioana
    Strate School of Design, Paris, France.
    Designing for experiences with socially interactive robots2018Ingår i: Proc. 10th Nordic Conference on Human-Computer Interaction, New York: ACM Press, 2018, s. 948-951Konferensbidrag (Refereegranskat)
    Abstract [en]

    Socially interactive technologies are emerging as one of the predominant technologies of the future. In this workshop, we aim to discuss the emerging field of Social Robotic technologies with a particular focus on interaction design methodologies used in the design process. The workshop will investigate how researchers have approached designing social robots and what we can learn from the interaction design field for future designs. The main activities of the workshop will encompass two interactive sessions and a discussion panel on approaches to inspire the design of socially interactive robots. In particular, we focus on experience-driven design methods involving rituals and memorable experiences with social robots.

  • 329.
    Oestreicher, Lars
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Finding keys for people with mild dementia: Not just a matter of beeping and flashing2014Ingår i: Proceedings 8th International Conference on Augmented Cognition, Foundations of Augmented Cognition: Advancing Human Performance and Decision-Making through Adaptive Systems, Springer Berlin/Heidelberg, 2014, s. 315-324Konferensbidrag (Refereegranskat)
    Abstract [en]

    Searching for everyday objects are a frequent activity for most people. Misplaced keys, mobiles and other devices are a source of annoyance, and even more so, if people are affected by memory problems. Searching for objects is a frustrating activity, especially if this is a frequently recurring phenomenon. There are several existing techniques for retrieving objects, but many of them do not use the available technology to the full extent, providing solutions that are almost "good-enough" but not necessarily useable practice.

    In this paper we present a solution that is intense to be more than good-enough, and simultaneously argue that there is a need for solutions that don't only facilitate a good life for people with impairments, but that also does so with the user's emotional experience (UEX?) in focus.

  • 330.
    Oestreicher, Lars
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Future assistive devices: What's at stake for you or me?2019Ingår i: XRDS, ISSN 1528-4972, Vol. 26, nr 1, s. 46-49Artikel i tidskrift (Refereegranskat)
  • 331.
    Oestreicher, Lars
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Teaching Human-Computer Interaction from Real World Examples: Furnishing Creativity?2009Ingår i: Creativity and HCI:: From Experience to Design in Education / [ed] Kotzé, P.; Wong, W.; Jorge, J.; Dix, A.; Silva, P.A., Boston, MA: Springer, 2009, 1:a, s. 60-77Kapitel i bok, del av antologi (Refereegranskat)
    Abstract [en]

    This paper argues that it can give good results to use bad and good design examples when teaching Human-Computer Interaction provided that the examples are elaborated by the teacher in a manner that enables a changed (shaken) mind-set in the students. In the paper examples from lectures, exercises and larger assignments using concrete material as a base, are discussed from the perspective of general theories of education. The key issue in the teaching process in order to reach this level is the proper elaboration of the used examples and exercises, leaving the reflection on the problem to the students to a large extent. One conclusion is that it is possible to use elaboration to support the students' learning so that he or she is enabled to understand the general problem and create new solutions to given problems. Elaboration of concrete examples can in this way support even a creative level of learning.

  • 332.
    Oestreicher, Lars
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Silva, Paula Alexandra
    Challenges from the Future: Bridging the Gaps through HCI Education2013Ingår i: Human-Computer Interaction – INTERACT 2013: Part IV, Springer Berlin/Heidelberg, 2013, s. 779-779Konferensbidrag (Övrigt vetenskapligt)
  • 333.
    Olsson, Eva
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Människa-datorinteraktion.
    Jansson, Anders
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Människa-datorinteraktion.
    Participatory design with train drivers - a process analysis2005Ingår i: Interacting with computers, ISSN 0953-5438, E-ISSN 1873-7951, Vol. 17, nr 2, s. 147-166Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    A participatory design process involving train drivers is analyzed and described in this paper. A group of six drivers were involved in the design process, and within a short period, four design iterations were completed. The present case study was the final part of a larger research project (TRAIN) investigating the train driving task including the drivers' information environment, number and nature of hours worked, work situation and work environment, and their effect on the drivers' behaviour and the train driver system safety. Although usability activities are widely used in IT development today, the users are not involved to the desired extent. This paper argues that to produce usable systems, quality time has to be spent initially to acquire knowledge of a work domain and establishing a common ground in terms of shared knowledge and a better understanding of the work context between the parties involved in system development. Our suggestions on participatory analysis and design that conclude the paper are based on the present case study including train drivers, as well as our experience from previous case studies.

  • 334.
    Olsson, Eva
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Människa-datorinteraktion.
    Kecklund, Lena
    Ingre, Michael
    Jansson, Anders
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Människa-datorinteraktion.
    Lokförarens informationsmiljö och ATC: Ett användarperspektiv2001Rapport (Övrigt vetenskapligt)
  • 335.
    Olsson, Pontus
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Haptics with Applications to Cranio-Maxillofacial Surgery Planning2015Doktorsavhandling, sammanläggning (Övrigt vetenskapligt)
    Abstract [en]

    Virtual surgery planning systems have demonstrated great potential to help surgeons achieve a better functional and aesthetic outcome for the patient, and at the same time reduce time in the operating room resulting in considerable cost savings. However, the two-dimensional tools employed in these systems today, such as a mouse and a conventional graphical display, are difficult to use for interaction with three-dimensional anatomical images. Therefore surgeons often outsource virtual planning which increases cost and lead time to surgery.

    Haptics relates to the sense of touch and haptic technology encompasses algorithms, software, and hardware designed to engage the sense of touch. To demonstrate how haptic technology in combination with stereo visualization can make cranio-maxillofacial surgery planning more efficient and easier to use, we describe our haptics-assisted surgery planning (HASP) system. HASP supports in-house virtual planning of reconstructions in complex trauma cases, and reconstructions with a fibula osteocutaneous free flap including bone, vessels, and soft-tissue in oncology cases. An integrated stable six degrees-of-freedom haptic attraction force model, snap-to-fit, supports semi-automatic alignment of virtual bone fragments in trauma cases. HASP has potential beyond this thesis as a teaching tool and also as a development platform for future research.

    In addition to HASP, we describe a surgical bone saw simulator with a novel hybrid haptic interface that combines kinesthetic and vibrotactile feedback to display both low frequency contact forces and realistic high frequency vibrations when a virtual saw blade comes in contact with a virtual bone model. 

    We also show that visuo-haptic co-location shortens the completion time, but does not improve the accuracy, in interaction tasks performed on two different visuo-haptic displays: one based on a holographic optical element and one based on a half-transparent mirror. 

    Finally, we describe two prototype hand-worn haptic interfaces that potentially may expand the interaction capabilities of the HASP system. In particular we evaluate two different types of piezo-electric motors, one walking quasi-static motor and one traveling-wave ultrasonic motor for actuating the interfaces.

    Delarbeten
    1. Haptics-assisted Virtual Planning of Bone, Soft Tissue, and Vessels in Fibula Osteocutaneous Free Flaps
    Öppna denna publikation i ny flik eller fönster >>Haptics-assisted Virtual Planning of Bone, Soft Tissue, and Vessels in Fibula Osteocutaneous Free Flaps
    Visa övriga...
    2015 (Engelska)Ingår i: Plastic and Reconstructive Surgery - Global Open, ISSN 2169-7574, Vol. 3, nr 8, artikel-id e479Artikel i tidskrift (Refereegranskat) Published
    Abstract [en]

    Background: Virtual surgery planning has proven useful for reconstructing head and neck defects by fibula osteocutaneous free flaps (FOFF). Benefits include improved healing, function, and aesthetics, as well as cost savings. But available virtual surgery planning systems incorporating fibula in craniomaxillofacial reconstruction simulate only bone reconstruction without considering vessels and soft tissue.

    Methods: The Haptics-Assisted Surgery Planning (HASP) system incorporates bone, vessels, and soft tissue of the FOFF in craniomaxillofacial defect reconstruction. Two surgeons tested HASP on 4 cases they had previously operated on: 3 with composite mandibular defects and 1 with a composite cervical spine defect. With the HASP stereographics and haptic feedback, using patient-specific computed tomography angiogram data, the surgeons planned the 4 cases, including bone resection, fibula design, recipient vessels selection, pedicle and perforator location selection, and skin paddle configuration.

    Results: Some problems encountered during the actual surgery could have been avoided as they became evident with HASP. In one case, the fibula reconstruction was incomplete because the fibula had to be reversed and thus did not reach the temporal fossa. In another case, the fibula had to be rotated 180 degrees to correct the plate and screw placement in relation to the perforator. In the spinal case, difficulty in finding the optimal fibula shape and position required extra ischemia time.

    Conclusions: The surgeons found HASP to be an efficient planning tool for FOFF reconstructions. The testing of alternative reconstructions to arrive at an optimal FOFF solution preoperatively potentially improves patient function and aesthetics and reduces operating room time.

    Ort, förlag, år, upplaga, sidor
    Wolters Kluwer, 2015
    Nationell ämneskategori
    Medicinsk bildbehandling Kirurgi
    Forskningsämne
    Datoriserad bildbehandling
    Identifikatorer
    urn:nbn:se:uu:diva-260771 (URN)10.1097/GOX.0000000000000447 (DOI)
    Tillgänglig från: 2015-08-24 Skapad: 2015-08-24 Senast uppdaterad: 2016-01-20Bibliografiskt granskad
    2. A haptics-assisted cranio-maxillofacial surgery planning system for restoring skeletal anatomy in complex trauma cases
    Öppna denna publikation i ny flik eller fönster >>A haptics-assisted cranio-maxillofacial surgery planning system for restoring skeletal anatomy in complex trauma cases
    2013 (Engelska)Ingår i: International Journal of Computer Assisted Radiology and Surgery, ISSN 1861-6410, E-ISSN 1861-6429, Vol. 8, nr 6, s. 887-894Artikel i tidskrift (Refereegranskat) Published
    Abstract [en]

    Cranio-maxillofacial (CMF) surgery to restore normal skeletal anatomy in patients with serious trauma to the face can be both complex and time-consuming. But it is generally accepted that careful pre-operative planning leads to a better outcome with a higher degree of function and reduced morbidity in addition to reduced time in the operating room. However, today's surgery planning systems are primitive, relying mostly on the user's ability to plan complex tasks with a two-dimensional graphical interface. A system for planning the restoration of skeletal anatomy in facial trauma patients using a virtual model derived from patient-specific CT data. The system combines stereo visualization with six degrees-of-freedom, high-fidelity haptic feedback that enables analysis, planning, and preoperative testing of alternative solutions for restoring bone fragments to their proper positions. The stereo display provides accurate visual spatial perception, and the haptics system provides intuitive haptic feedback when bone fragments are in contact as well as six degrees-of-freedom attraction forces for precise bone fragment alignment. A senior surgeon without prior experience of the system received 45 min of system training. Following the training session, he completed a virtual reconstruction in 22 min of a complex mandibular fracture with an adequately reduced result. Preliminary testing with one surgeon indicates that our surgery planning system, which combines stereo visualization with sophisticated haptics, has the potential to become a powerful tool for CMF surgery planning. With little training, it allows a surgeon to complete a complex plan in a short amount of time.

    Nationell ämneskategori
    Medicinsk bildbehandling Kirurgi
    Identifikatorer
    urn:nbn:se:uu:diva-198977 (URN)10.1007/s11548-013-0827-5 (DOI)000326455900002 ()23605116 (PubMedID)
    Tillgänglig från: 2013-04-21 Skapad: 2013-04-30 Senast uppdaterad: 2020-01-23Bibliografiskt granskad
    3. Visuohaptic bone saw simulator: Combining vibrotactile and kinesthetic feedback
    Öppna denna publikation i ny flik eller fönster >>Visuohaptic bone saw simulator: Combining vibrotactile and kinesthetic feedback
    Visa övriga...
    2015 (Engelska)Ingår i: Proc. 8th ACM SIGGRAPH Asia Technical Briefs, New York: ACM Press, 2015, s. 10:1-4Konferensbidrag, Publicerat paper (Refereegranskat)
    Ort, förlag, år, upplaga, sidor
    New York: ACM Press, 2015
    Nationell ämneskategori
    Datorseende och robotik (autonoma system)
    Forskningsämne
    Datoriserad bildbehandling
    Identifikatorer
    urn:nbn:se:uu:diva-262369 (URN)10.1145/2820903.2820925 (DOI)978-1-4503-3930-8 (ISBN)
    Konferens
    ACM SIGGRAPH Asia 2015, November 2–5, Kobe, Japan
    Tillgänglig från: 2015-11-02 Skapad: 2015-09-14 Senast uppdaterad: 2018-01-11Bibliografiskt granskad
    4. Snap-to-fit, a Haptic 6 DOF Alignment Tool for Virtual Assembly
    Öppna denna publikation i ny flik eller fönster >>Snap-to-fit, a Haptic 6 DOF Alignment Tool for Virtual Assembly
    2013 (Engelska)Ingår i: Proc. World Haptics (WHC), 2013 IEEE, 2013, s. 205-210Konferensbidrag, Publicerat paper (Refereegranskat)
    Abstract [en]

    Virtual assembly of complex objects has application in domains ranging from surgery planning to archaeology. In these domains the objective is to plan the restoration of skeletal anatomy or archaeological artifacts to achieve an optimal reconstruction without causing further damage. While graphical modeling plays a central role in virtual assembly, visual feedback alone is often insufficient since object contact and penetration is difficult to discern due to occlusion. Haptics can improve an assembly task by giving feedback when objects collide, but precise fitting of fractured objects guided by delicate haptic cues similar to those present in the physical world requires haptic display transparency beyond the performance of today’s systems. We propose a haptic alignment tool that combines a 6 Degrees of Freedom (DOF) attraction force with traditional 6 DOF contact forces to pull a virtual object towards a local stable fit with a fixed object. The object forces are integrated into a virtual coupling framework yielding a stable haptic tool. We demonstrate the use of our system on applications from both cranio-maxillofacial surgery and archaeology, and show that we can achieve haptic rates for fractured surfaces with over 5000 points.

    Nyckelord
    Virtual Assembly, Force Feedback, Haptic Rendering, Fractured Object, Virtual Environments, 3D puzzle
    Nationell ämneskategori
    Människa-datorinteraktion (interaktionsdesign) Interaktionsteknik Medicinsk bildbehandling
    Identifikatorer
    urn:nbn:se:uu:diva-209551 (URN)10.1109/WHC.2013.6548409 (DOI)000325187400035 ()978-1-4799-0087-9 (ISBN)
    Konferens
    IEEE World Haptics Conference (WHC), 14-18 April, 2013, Daejeon, SOUTH KOREA
    Tillgänglig från: 2013-10-21 Skapad: 2013-10-21 Senast uppdaterad: 2020-01-23Bibliografiskt granskad
    5. Comparison of walking and traveling-wave piezoelectric motors as actuators in kinesthetic haptic devices
    Öppna denna publikation i ny flik eller fönster >>Comparison of walking and traveling-wave piezoelectric motors as actuators in kinesthetic haptic devices
    2016 (Engelska)Ingår i: IEEE Transactions on Haptics, ISSN 1939-1412, E-ISSN 2329-4051, Vol. 9, nr 3, s. 427-431Artikel i tidskrift (Refereegranskat) Published
    Abstract [en]

    Piezoelectric motors offer an attractive alternative to electromagnetic actuators in portable haptic interfaces: they are compact, have a high force-to-volume ratio, and can operate with limited or no gearing. However, the choice of a piezoelectric motor type is not obvious due to differences in performance characteristics. We present our evaluation of two commercial, operationally different, piezoelectric motors acting as actuators in two kinesthetic haptic grippers, a walking quasi-static motor and a traveling wave ultrasonic motor. We evaluate each gripper's ability to display common virtual objects including springs, dampers, and rigid walls, and conclude that the walking quasi-static motor is superior at low velocities. However, for applications where high velocity is required, traveling wave ultrasonic motors are a better option.

    Nationell ämneskategori
    Människa-datorinteraktion (interaktionsdesign) Robotteknik och automation
    Forskningsämne
    Datoriserad bildbehandling; Teknisk fysik med inriktning mot mikrosystemteknik
    Identifikatorer
    urn:nbn:se:uu:diva-262371 (URN)10.1109/TOH.2016.2537803 (DOI)000384670000012 ()27046907 (PubMedID)
    Forskningsfinansiär
    VårdalstiftelsenVINNOVA
    Tillgänglig från: 2016-03-30 Skapad: 2015-09-14 Senast uppdaterad: 2018-01-11Bibliografiskt granskad
    6. Rendering stiffness with a prototype haptic glove actuated by an integrated piezoelectric motor
    Öppna denna publikation i ny flik eller fönster >>Rendering stiffness with a prototype haptic glove actuated by an integrated piezoelectric motor
    2012 (Engelska)Ingår i: Haptics: Perception, Devices, Mobility, and Communication: Part I, Springer Berlin/Heidelberg, 2012, s. 361-372Konferensbidrag, Publicerat paper (Refereegranskat)
    Ort, förlag, år, upplaga, sidor
    Springer Berlin/Heidelberg, 2012
    Serie
    Lecture Notes in Computer Science ; 7282
    Nationell ämneskategori
    Människa-datorinteraktion (interaktionsdesign) Interaktionsteknik
    Identifikatorer
    urn:nbn:se:uu:diva-183878 (URN)10.1007/978-3-642-31401-8_33 (DOI)978-3-642-31400-1 (ISBN)
    Konferens
    EuroHaptics 2012, Tampere, Finland, June 13-15
    Projekt
    Whole Hand Haptics
    Tillgänglig från: 2012-05-30 Skapad: 2012-11-05 Senast uppdaterad: 2018-01-12Bibliografiskt granskad
    7. Physically Co-Located Haptic Interaction with 3D Displays
    Öppna denna publikation i ny flik eller fönster >>Physically Co-Located Haptic Interaction with 3D Displays
    2012 (Engelska)Ingår i: Proc. Haptics Symposium (HAPTICS), 2012 IEEE, 2012, s. 267-272Konferensbidrag, Poster (med eller utan abstract) (Refereegranskat)
    Abstract [en]

    Studies indicate that haptic interaction with a computer generated virtual scene may become more intuitive by aligning (co-locating) the visual and haptic workspaces so that the visual and haptic feedback coincide as they do in the real world. Co-located haptics may gain importance when more advanced haptic interfaces, such as high-fidelity whole hand devices, become available. We describe a user study that investigates the pros and cons with physically co-located versus non-collocated haptics on two different display types: a commercial half-transparent mirror 3D display with shutter glasses and a prototype autostereoscopic display based on a Holographic Optical Element (HOE). We use two accuracy tasks with spatial accuracy as the dependent variable and one manipulation task with time as the dependent variable. The study shows that on both displays co-location significantly improves completion time in the manipulation task. However, the study shows that co-location does not improve the accuracy in the spatial accuracy tasks.

    Nyckelord
    Haptics, Co-Location, 3D displays, Stereoscopy
    Nationell ämneskategori
    Människa-datorinteraktion (interaktionsdesign)
    Identifikatorer
    urn:nbn:se:uu:diva-175446 (URN)10.1109/HAPTIC.2012.6183801 (DOI)
    Konferens
    Haptics Symposium (HAPTICS), 2012 IEEE
    Projekt
    Whole Hand Haptics
    Tillgänglig från: 2012-06-07 Skapad: 2012-06-07 Senast uppdaterad: 2018-01-12
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  • 336.
    Olsson, Pontus
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Johansson, Stefan
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Tekniska sektionen, Institutionen för teknikvetenskaper, Mikrosystemteknik.
    Nysjö, Fredrik
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Carlbom, Ingrid
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Rendering stiffness with a prototype haptic glove actuated by an integrated piezoelectric motor2012Ingår i: Haptics: Perception, Devices, Mobility, and Communication: Part I, Springer Berlin/Heidelberg, 2012, s. 361-372Konferensbidrag (Refereegranskat)
  • 337.
    Olsson, Pontus
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Nysjö, Fredrik
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Aneer, Björn
    Seipel, Stefan
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Carlbom, Ingrid B.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    SplineGrip - An Eight Degrees-of-Freedom Flexible Haptic Sculpting Tool2013Ingår i: ACM SIGGRAPH 2013 Posters, 2013Konferensbidrag (Refereegranskat)
    Abstract [en]

    SplineGrip is a flexible haptic sculpting tool that senses the articulation and pose (position and orientation) of the sculpting hand in eight degrees-of-freedom (DOF). The tool captures the hand articulation in two DOF, and uses a commercial haptic device to track the hand pose in six DOF and to simultaneously provide three DOF haptic feedback. The eight DOF input is mapped to the pose and shape of a virtual NURBS-based sculpting tool, offering versatile interaction with a virtual model. We capture the hand articulation in two DOF using two bend sensors with curvature dependent resistance, which are attached in two directions to a flexible plastic sheet mounted on the gimbal of the haptic device. One sensor measures the plastic sheet curvature controlled by the thumb, and the other measures the curvature controlled by the middle and ring fingers. In a neutral state, when all fingers are straight, the virtual sculpting tool takes the shape of a line segment. By bending one sensor with the middle and ring fingers, the user changes the virtual tool curvature. By bending the other sensor with the thumb, the user changes the width of the virtual tool. A curvature increase at zero width turns the line into a spline, and a width increase at zero curvature creates a plane. By bending both sensors, the user may simultaneously control the curvature and width of the NURBS surface. The user may toggle between negative and positive curvatures to make convex and concave tools. We demonstrate SplineGrip with a simple sculpting system where the user starts with a block of material and uses the virtual sculpting tool to gradually remove material; the sculpting tool is not limited to subtractive modeling, but can work with other modeling paradigms.

  • 338.
    Olsson, Pontus
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Nysjö, Fredrik
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Carlbom, Ingrid B.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Johansson, Stefan
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Tekniska sektionen, Institutionen för teknikvetenskaper, Mikrosystemteknik.
    Comparison of walking and traveling-wave piezoelectric motors as actuators in kinesthetic haptic devices2016Ingår i: IEEE Transactions on Haptics, ISSN 1939-1412, E-ISSN 2329-4051, Vol. 9, nr 3, s. 427-431Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Piezoelectric motors offer an attractive alternative to electromagnetic actuators in portable haptic interfaces: they are compact, have a high force-to-volume ratio, and can operate with limited or no gearing. However, the choice of a piezoelectric motor type is not obvious due to differences in performance characteristics. We present our evaluation of two commercial, operationally different, piezoelectric motors acting as actuators in two kinesthetic haptic grippers, a walking quasi-static motor and a traveling wave ultrasonic motor. We evaluate each gripper's ability to display common virtual objects including springs, dampers, and rigid walls, and conclude that the walking quasi-static motor is superior at low velocities. However, for applications where high velocity is required, traveling wave ultrasonic motors are a better option.

  • 339.
    Olsson, Pontus
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Nysjö, Fredrik
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Hirsch, Jan-Michaél
    Uppsala universitet, Medicinska och farmaceutiska vetenskapsområdet, Medicinska fakulteten, Institutionen för kirurgiska vetenskaper, Käkkirurgi.
    Carlbom, Ingrid B.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Snap-to-fit, a Haptic 6 DOF Alignment Tool for Virtual Assembly2013Ingår i: Proc. World Haptics (WHC), 2013 IEEE, 2013, s. 205-210Konferensbidrag (Refereegranskat)
    Abstract [en]

    Virtual assembly of complex objects has application in domains ranging from surgery planning to archaeology. In these domains the objective is to plan the restoration of skeletal anatomy or archaeological artifacts to achieve an optimal reconstruction without causing further damage. While graphical modeling plays a central role in virtual assembly, visual feedback alone is often insufficient since object contact and penetration is difficult to discern due to occlusion. Haptics can improve an assembly task by giving feedback when objects collide, but precise fitting of fractured objects guided by delicate haptic cues similar to those present in the physical world requires haptic display transparency beyond the performance of today’s systems. We propose a haptic alignment tool that combines a 6 Degrees of Freedom (DOF) attraction force with traditional 6 DOF contact forces to pull a virtual object towards a local stable fit with a fixed object. The object forces are integrated into a virtual coupling framework yielding a stable haptic tool. We demonstrate the use of our system on applications from both cranio-maxillofacial surgery and archaeology, and show that we can achieve haptic rates for fractured surfaces with over 5000 points.

  • 340.
    Olsson, Pontus
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Nysjö, Fredrik
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Seipel, Stefan
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Carlbom, Ingrid
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Physically Co-Located Haptic Interaction with 3D Displays2012Ingår i: Proc. Haptics Symposium (HAPTICS), 2012 IEEE, 2012, s. 267-272Konferensbidrag (Refereegranskat)
    Abstract [en]

    Studies indicate that haptic interaction with a computer generated virtual scene may become more intuitive by aligning (co-locating) the visual and haptic workspaces so that the visual and haptic feedback coincide as they do in the real world. Co-located haptics may gain importance when more advanced haptic interfaces, such as high-fidelity whole hand devices, become available. We describe a user study that investigates the pros and cons with physically co-located versus non-collocated haptics on two different display types: a commercial half-transparent mirror 3D display with shutter glasses and a prototype autostereoscopic display based on a Holographic Optical Element (HOE). We use two accuracy tasks with spatial accuracy as the dependent variable and one manipulation task with time as the dependent variable. The study shows that on both displays co-location significantly improves completion time in the manipulation task. However, the study shows that co-location does not improve the accuracy in the spatial accuracy tasks.

  • 341.
    Pacaci, Görkem
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Hamfelt, Andreas
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Colour Beads Visual Representation of Compositional Relational Programs2013Ingår i: Proceedings of 2013 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC), IEEE conference proceedings, 2013, s. 131-134Konferensbidrag (Refereegranskat)
    Abstract [en]

    Building on a compositional relational programming language Combilog, code visualization with a motivation of flexible practical applications is explored. Following from earlier work based on Higraph diagram formalizations, a new coloured and human perception-centric iteration of visual representation is introduced, and its effects on understanding compositional relational programs are analysed by means of a user study. Results showed that visuals helped participants to solve coderelated questions 46% faster with 69% less errors.

  • 342.
    Paetzel, Maike
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    The influence of appearance and interaction strategy of a social robot on the feeling of uncanniness in humans2016Ingår i: Proc. 18th ACM International Conference on Multimodal Interaction, New York: ACM Press, 2016, s. 522-526Konferensbidrag (Refereegranskat)
  • 343.
    Paetzel, Maike
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Castellano, Ginevra
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Let me get to know you better: Can interactions help to overcome uncanny feelings?2019Ingår i: Proc. 7th International Conference on Human–Agent Interaction, New York: ACM Press, 2019, s. 59-67Konferensbidrag (Refereegranskat)
  • 344.
    Paetzel, Maike
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Kennedy, James
    Castellano, Ginevra
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Lehman, Jill Fain
    Incremental acquisition and reuse of multimodal affective behaviors in a conversational agent2018Ingår i: Proc. 6th International Conference on Human-Agent Interaction, New York: ACM Press, 2018, s. 92-100Konferensbidrag (Refereegranskat)
  • 345.
    Paetzel, Maike
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Manuvinakurike, Ramesh
    Institute for Creative Technologies, University of Southern California, USA.
    "Can you say more about the location?": The Development of a Pedagogical Reference Resolution Agent2019Konferensbidrag (Refereegranskat)
    Abstract [en]

    In an increasingly globalized world, geographic literacy is crucial. In this paper, we present a collaborative two-player game to improve people's ability to locate countries on the world map. We discuss two implementations of the game: First, we created a web-based version which can be played with the remote-controlled agent Nellie. With the knowledge we gained from a large online data collection, we re-implemented the game so it can be played face-to-face with the Furhat robot Neil. Our analysis shows that participants found the game not just engaging to play, they also believe they gained lasting knowledge about the world map.

    Ladda ner fulltext (pdf)
    fulltext
  • 346.
    Paetzel, Maike
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Varni, Giovanna
    Univ Paris Saclay, Telecom ParisTech, LTCI, F-75013 Paris, France.
    Hupont, Isabelle
    Sorbonne Univ, Inst Syst Intelligents & Robot, CNRS, UMR7222, Paris, France.
    Chetouani, Mohamed
    Sorbonne Univ, Inst Syst Intelligents & Robot, CNRS, UMR7222, Paris, France.
    Peters, Christopher
    KTH Royal Inst Technol, Dept Computat Sci Technol, Stockholm, Sweden.
    Castellano, Ginevra
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    The attribution of emotional state: How embodiment features and social traits affect the perception of an artificial agent2018Ingår i: Proc. 27th International Symposium on Robot and Human Interactive Communication, IEEE, 2018, s. 495-502Konferensbidrag (Refereegranskat)
    Abstract [en]

    Understanding emotional states is a challenging task which frequently leads to misinterpretation even in human observers. While the perception of emotions has been studied extensively in human psychology, little is known about what factors influence the human perception of emotions in robots and virtual characters. In this paper, we build on the Brunswik lens model to investigate the influence of (a) the agent's embodiment using a 2D virtual character, a 3D blended embodiment, a recording of the 3D platform and a recording of a human, as well as (b) the level of human-likeness on people's ability to interpret emotional facial expressions in an agent. In addition, we measure social traits of the human observers and analyze how they correlate to the success in recognizing emotional expressions. We find that interpersonal differences play a minor role in the perception of emotional states. However, both embodiment and human-likeness as well as related perceptual dimensions such as perceived social presence and uncanniness have an effect on the attribution of emotional states.

  • 347.
    Papadopoulos, Fotios
    et al.
    Univ Birmingham, Sch Elect Elect & Comp Engn, Edgbaston B15 2TT, England..
    Küster, Dennis
    Jacobs Univ Bremen, Campus Ring 1, D-28759 Bremen, Germany..
    Corrigan, Lee J.
    Univ Birmingham, Sch Elect Elect & Comp Engn, Edgbaston B15 2TT, England..
    Kappas, Arvid
    Jacobs Univ Bremen, Campus Ring 1, D-28759 Bremen, Germany..
    Castellano, Ginevra
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Do relative positions and proxemics affect the engagement in a human–robot collaborative scenario?2016Ingår i: Interaction Studies: Social Behaviour and Communication in Biological and Artificial Systems, ISSN 1572-0373, E-ISSN 1572-0381, Vol. 17, nr 3, s. 321-347Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    This paper investigates the effects of relative position and proxemics in the engagement process involved in Human-Robot collaboration. We evaluate the differences between two experimental placement conditions (frontal vs. lateral) for an autonomous robot in a collaborative task with a user across two different types of robot behaviours (helpful vs. neutral). The study evaluated placement and behaviour types around a touch table with 80 participants by measuring gaze, smiling behaviour, distance from the task, and finally electrodermal activity. Results suggest an overall user preference and higher engagement rates with the helpful robot in the frontal position. We discuss how behaviours and position of the robot relative to a user may affect user engagement and collaboration, in particular when the robot aims to provide help via socio-emotional bonding.

  • 348.
    Patrignani, Norberto
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Beyond cloud computing: why should society be allowed to say a word about it2012Ingår i: Creating and applying socially, ethically and professionally acceptable ICT systems: Current challenges and what is next? / [ed] Whitehouse, Diane, 2012, s. 4-Konferensbidrag (Refereegranskat)
  • 349.
    Patrignani, Norberto
    Politecnico di Torino e Università Cattolica del Sacro Cuore Milano.
    Computer ethics 2013: From policy vacuum to slow-tech2014Ingår i: Mondo Digitale, ISSN 1720-898X, Vol. XIII, nr 50, s. 1-4Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    We propose to steer the digital revolution towards a new kind of ICT, by designing and developing technologies that are good, clean, and fair. An ICT that is human-centred, and that takes into account both the limits of the planet and those of human beings.

    Ladda ner fulltext (pdf)
    Paper1-2014
  • 350.
    Patrignani, Norberto
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    From computer ethics to future (and information) ethics: The challenge of Nano-Bots2014Ingår i: Ethical dimensions of bio-nanotechnology: Present and future applications in telemedicine / [ed] Nuno Sotero Alves da Silva and Goncalo Jorge Morais da Costa, Hershey, PA, USA: IGI Global, 2014Kapitel i bok, del av antologi (Refereegranskat)
    Abstract [en]

    One of the emerging technologies that is getting a lot of attention is nano-technology. In particular,in this area, the convergence of research fields of biotechnology, information technology, nanotechnologyand neuroscience (or cognitive science) is introducing nano-robots, or nano-bots. These machines promise to lead to the development of a large number potential applications in medicine,but at the same time they raise also a lot of social and ethical issues. This chapter introduces severalways to start an ethical reflection in relation to nano-bots. The traditional "computer ethics"approach and the new "future ethics" proposition are both discussed and applied to this technology.The challenges introduced by nano-bots are so complex that it is possible that the application of thePrecautionary Principle would be required. A further ethical analysis of nano-bots applications inmedicine may benefit from new methodologies and strategies such as the stakeholders' network andFloridi's "entropy (the evil of Infosphere)" concept.

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