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Garcia Rivera, F., Rostami, A., Mattsson, S. & Söderlund, H. (2024). How Can XR Enhance Collaboration with CAD/CAE Tools in Remote Design Reviews?. Paper presented at 11th Swedish Production Symposium, SPS2024. Trollhattan, Sweden. 23 April 2024 through 26 April 2024. Advances in Transdisciplinary Engineering, 52, 383-394
Open this publication in new window or tab >>How Can XR Enhance Collaboration with CAD/CAE Tools in Remote Design Reviews?
2024 (English)In: Advances in Transdisciplinary Engineering, ISSN 2352-751X, Vol. 52, p. 383-394Article in journal (Refereed) Published
Abstract [en]

This study studies the challenges of effective communication and collaboration in remote design review meetings (DRMs) and explores the potential of Extended Reality (XR) technologies to address these challenges. The research focuses on identifying recurring communication issues and the preferences of companies within the context of remote DRMs. The study involves qualitative content analysis and industry workshops to uncover the current problems with conventional approaches and the aspirations of companies regarding improved collaboration in the DRM process. Drawing upon the insights gathered from both the workshop and design review observations, this paper highlights the features that are critical for collaborative software to handle online design reviews. XR technologies offer immersive and interactive experiences that can transform communication and collaboration in the context of DRMs. By identifying the specific challenges faced in remote DRMs and understanding the desires of companies, this study sets the stage for a more efficient and effective collaborative process. It emphasizes the adaptability of XR technologies to meet industry needs and integrate seamlessly into existing workflows. The study concludes by highlighting the potential for XR technologies to enhance collaboration in DRMs, making them a valuable tool for various industries. 

Place, publisher, year, edition, pages
IOS Press, 2024
Keywords
CAD/CAE, Collaboration, Communication and collaborations, Content analysis, Content industry, Current problems, Design review, Effective communication, Extended reality, Research focus, Computer aided design
National Category
Media and Communications
Identifiers
urn:nbn:se:ri:diva-73265 (URN)10.3233/ATDE240182 (DOI)2-s2.0-85191336566 (Scopus ID)
Conference
11th Swedish Production Symposium, SPS2024. Trollhattan, Sweden. 23 April 2024 through 26 April 2024
Funder
Vinnova, 2022-01704
Note

The authors would like to thank the Swedish innovation agency Vinnova for their funding of the PLENUM project, grant number: 2022-01704 as well as the partners in the projects that made this work possible.

Available from: 2024-06-04 Created: 2024-06-04 Last updated: 2024-08-14Bibliographically approved
Rostami, A., Vigren, M., Raza, S. & Brown, B. (2022). Being Hacked: Understanding Victims' Experiences of IoT Hacking. In: Proceedings of the 18th Symposium on Usable Privacy and Security, SOUPS 2022: . Paper presented at 18th Symposium on Usable Privacy and Security, SOUPS 2022, 7 August 2022 through 9 August 2022 (pp. 613-631). USENIX Association
Open this publication in new window or tab >>Being Hacked: Understanding Victims' Experiences of IoT Hacking
2022 (English)In: Proceedings of the 18th Symposium on Usable Privacy and Security, SOUPS 2022, USENIX Association , 2022, p. 613-631Conference paper, Published paper (Refereed)
Abstract [en]

From light bulbs to smart locks, IoT is increasingly embedded into our homes and lives. This opens up new vulnerabilities as IoT devices can be hacked and manipulated to cause harm or discomfort. In this paper we document users' experiences of having their IoT systems hacked through 210 self-reports from Reddit, device support forums, and Amazon review pages. These reports and the discussion around them show how uncertainty is at the heart of 'being hacked'. Hacks are sometimes difficult to detect, and users can mistake unusual IoT behaviour as evidence of a hack, yet this can still cause considerable emotional hurt and harm. In discussion, we shift from seeing hacks as technical system failings to be repaired, to seeing them as sites for care and user support. Such a shift in perspective opens a new front in designing for hacking - not just prevention but alleviating harm. 

Place, publisher, year, edition, pages
USENIX Association, 2022
Keywords
Incandescent lamps, Personal computing, Light bulbs, Technical systems, Uncertainty, User support, Users' experiences, Internet of things
National Category
Computer Sciences
Identifiers
urn:nbn:se:ri:diva-61231 (URN)2-s2.0-85140871837 (Scopus ID)9781939133304 (ISBN)
Conference
18th Symposium on Usable Privacy and Security, SOUPS 2022, 7 August 2022 through 9 August 2022
Note

 Funding details: Vetenskapsrådet, VR; Funding text 1: This research is partially funded by a Digital Futures postdoctoral research grant, and the Swedish Research Council (Vetenskapsrådet) under the project Securing Things (2017-04804: Säkra saker: Säkra sakernas Internet).

Available from: 2022-12-06 Created: 2022-12-06 Last updated: 2023-06-08Bibliographically approved
Bernsland, M., Moshfegh, A., Lindén, K., Bajin, S., Quintero, L., Solsona Belenguer, J. & Rostami, A. (2022). CS:NO: an Extended Reality Experience for Cyber Security Education. In: ACM International Conference on Interactive Media Experiences: . Paper presented at IMX '22: ACM International Conference on Interactive Media Experiences, June 2022 (pp. 287-292). Association for Computing Machinery
Open this publication in new window or tab >>CS:NO: an Extended Reality Experience for Cyber Security Education
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2022 (English)In: ACM International Conference on Interactive Media Experiences, Association for Computing Machinery , 2022, p. 287-292Conference paper, Published paper (Refereed)
Abstract [en]

This work-in-progress presents the design of an XR prototype for the purpose of educating basic cybersecurity concepts. We have designed an experimental virtual reality cyberspace to visualise data traffic over network, enabling the user to interact with VR representations of data packets. Our objective was to help the user better conceptualise abstract cybersecurity topics such as encryption and decryption, firewall and malicious data. Additionally, to better stimuli the sense of immersion we have used Peltier thermoelectric modules and Arduino Uno to experiment with multisensory XR. Furthermore, we reflect on early evaluation of this experimental prototype and present potential paths for future improvements.

Place, publisher, year, edition, pages
Association for Computing Machinery, 2022
Series
IMX ’22
Keywords
Cybersecurity, Haptics, Education, Network Security, Thermal, Virtual Reality
National Category
Electrical Engineering, Electronic Engineering, Information Engineering
Identifiers
urn:nbn:se:ri:diva-59804 (URN)10.1145/3505284.3532971 (DOI)2-s2.0-85133939835 (Scopus ID)
Conference
IMX '22: ACM International Conference on Interactive Media Experiences, June 2022
Available from: 2022-07-14 Created: 2022-07-14 Last updated: 2024-05-22Bibliographically approved
Rostami, A., Karlgren, K. & McMillan, D. (2022). Kintsugi VR: Designing with Fractured Objects. In: ACM International Conference on Interactive Media Experiences: . Paper presented at IMX '22: ACM International Conference on Interactive Media Experiences, June 2022 (pp. 95-108). Association for Computing Machinery
Open this publication in new window or tab >>Kintsugi VR: Designing with Fractured Objects
2022 (English)In: ACM International Conference on Interactive Media Experiences, Association for Computing Machinery , 2022, p. 95-108Conference paper, Published paper (Refereed)
Abstract [en]

This paper presents Fractured Objects for the design of virtual and mixed-reality experiences. Drawing on the qualitative analysis of three weeks of artistic activities within a residency program, we present six types of Fractured Objects that were used in sketching a mixed-reality performance. Building on these Fractured Objects, as they were articulated by the artists, we present speculative designs for their use in scenarios inspired by research within the IMX community. In discussion, we look to expand the concept of Fractured Objects by relating it to other design concepts such as Seamful Design and Wabi-Sabi, and explore the relationship to the temporality of interaction. We introduce Kintsugi VR with Fractured Objects, drawing on the concept of "golden repair" in which the act of reconnecting fractured parts improves the resulting whole object.

Place, publisher, year, edition, pages
Association for Computing Machinery, 2022
Series
IMX ’22
Keywords
Fractured objects, Kintsugi VR, Mixed-reality experience, Virtual reality, Artistic interaction
National Category
Electrical Engineering, Electronic Engineering, Information Engineering
Identifiers
urn:nbn:se:ri:diva-59798 (URN)10.1145/3505284.3529966 (DOI)2-s2.0-85133947566 (Scopus ID)
Conference
IMX '22: ACM International Conference on Interactive Media Experiences, June 2022
Available from: 2022-07-14 Created: 2022-07-14 Last updated: 2022-08-09Bibliographically approved
Rostami, A. & McMillan, D. (2022). The Normal Natural Troubles of Virtual Reality in Mixed-Reality Performances. In: Conference on Human Factors in Computing Systems - Proceedings: . Paper presented at 2022 CHI Conference on Human Factors in Computing Systems, CHI 2022, 30 April 2022 through 5 May 2022. Association for Computing Machinery, Article ID 132.
Open this publication in new window or tab >>The Normal Natural Troubles of Virtual Reality in Mixed-Reality Performances
2022 (English)In: Conference on Human Factors in Computing Systems - Proceedings, Association for Computing Machinery , 2022, article id 132Conference paper, Published paper (Refereed)
Abstract [en]

Performing with technology is a complex and challenging task. Artists who use novel technologies, such as Virtual Reality, have to develop strategies of monitoring, maintenance, and recovery from errors with as minimal impact on the ongoing performance as possible. In this paper we draw on two case studies of mixed-reality performances and document strategies of Stage Managing VR Performance, Choreographing for Cables, Consistency & Charging, Improvising Interventions, and Priming Participants. We discuss how these practices expose areas ripe with potential for tool development, and how they can also be used to inform the design of interaction with other technologies, such as the Internet of Things.

Place, publisher, year, edition, pages
Association for Computing Machinery, 2022
Keywords
Artistic Interaction, Mixed-reality performance, Virtual Reality, Case-studies, Mixed reality, Performance, Tool development
National Category
Transport Systems and Logistics
Identifiers
urn:nbn:se:ri:diva-59329 (URN)10.1145/3491102.3502139 (DOI)2-s2.0-85130583072 (Scopus ID)9781450391573 (ISBN)
Conference
2022 CHI Conference on Human Factors in Computing Systems, CHI 2022, 30 April 2022 through 5 May 2022
Note

Funding text 1: We were not involved in the design of the performance described in Case One: The Shared Individual, nor its deployment. However, as part of our ongoing collaboration with Bombina Bombast, we were invited to attend and observe the design process and rehearsal sessions of the performance. Additionally, several recordings and related documentation of the performance being staged in different festivals and venues were made available to the research team. The artists did not receive any monetary compensation for their collaboration in this research, however their production was supported by a grant from KulturBryggan, The Swedish Arts Grants Committee.

Available from: 2022-06-13 Created: 2022-06-13 Last updated: 2022-07-13Bibliographically approved
Rostami, A. & McMillan, D. (2022). The Normal Natural Troubles of Virtual Reality in Mixed-Reality Performances. In: CHI '22: Proceedings of the 2022 CHI Conference on Human Factors in Computing SystemsApril 2022: . Paper presented at CHI '22: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems. , Article ID 132.
Open this publication in new window or tab >>The Normal Natural Troubles of Virtual Reality in Mixed-Reality Performances
2022 (English)In: CHI '22: Proceedings of the 2022 CHI Conference on Human Factors in Computing SystemsApril 2022, 2022, article id 132Conference paper, Published paper (Refereed)
Abstract [en]

Performing with technology is a complex and challenging task. Artists who use novel technologies, such as Virtual Reality, have to develop strategies of monitoring, maintenance, and recovery from errors with as minimal impact on the ongoing performance as possible. In this paper we draw on two case studies of mixed-reality performances and document strategies of Stage Managing VR Performance, Choreographing for Cables, Consistency & Charging, Improvising Interventions, and Priming Participants. We discuss how these practices expose areas ripe with potential for tool development, and how they can also be used to inform the design of interaction with other technologies, such as the Internet of Things.

National Category
Human Computer Interaction
Identifiers
urn:nbn:se:ri:diva-61525 (URN)10.1145/3491102.3502139 (DOI)
Conference
CHI '22: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Available from: 2022-12-14 Created: 2022-12-14 Last updated: 2023-05-12Bibliographically approved
Saade, D. C., Gutierrez, J., De Abreu, J. F., Almeida, P., Rostami, A., De Moor, K., . . . Collingwoode-Williams, T. (2022). Welcome from the ACM IMX 2022 Chairs. In: : . Paper presented at IMX 2022 - Proceedings of the 2022 ACM International Conference on Interactive Media ExperiencesPages III - V. 21 June 2022 2022 ACM International Conference on Interactive Media Experiences, IMX 2022 Aveiro 22 June 2022through 24 June 2022. Association for Computing Machinery, Inc
Open this publication in new window or tab >>Welcome from the ACM IMX 2022 Chairs
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2022 (English)Conference paper, Published paper (Other academic)
Place, publisher, year, edition, pages
Association for Computing Machinery, Inc, 2022
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:ri:diva-60015 (URN)2-s2.0-85133948945 (Scopus ID)
Conference
IMX 2022 - Proceedings of the 2022 ACM International Conference on Interactive Media ExperiencesPages III - V. 21 June 2022 2022 ACM International Conference on Interactive Media Experiences, IMX 2022 Aveiro 22 June 2022through 24 June 2022
Available from: 2022-10-05 Created: 2022-10-05 Last updated: 2022-10-07Bibliographically approved
Brown, B., Vigren, M., Rostami, A. & Glöss, M. (2022). Why Users Hack: Conflicting Interests and the Political Economy of Software. In: Proceedings of the ACM on Human-Computer Interaction. November 2022: . Paper presented at ACM on Human-Computer Interaction. November 2022. , 6(CSCW2), Article ID 354.
Open this publication in new window or tab >>Why Users Hack: Conflicting Interests and the Political Economy of Software
2022 (English)In: Proceedings of the ACM on Human-Computer Interaction. November 2022, 2022, Vol. 6, no CSCW2, article id 354Conference paper, Published paper (Refereed)
Abstract [en]

It is often assumed that the interests of users and developers coincide, sharing a common goal of good design. Yet users often desire functionality that goes beyond what designers, and the organisations they work in, are willing to supply. Analysing online forums, complemented with interviews, we document how users, hackers and software developers worked together to discover and apply system exploits in hardware and software. We cover four cases: users of CPAP breathing assistance machines getting access to their own sleep data, 'hacking' the Nintendo switch game console to run non-authorised software, end-users building their own insulin supply system, and farmers repairing their own agriculture equipment against suppliers terms and conditions. We propose the concept of the 'gulf of interests' to understand how differing interests can create conflicts between end-users, designers, and the organisations they work in. This points us in the direction of researching further the political and economic situations of technology development and use.

Keywords
hacking, conflict, end-user development, politics of design
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:ri:diva-61523 (URN)10.1145/3555774 (DOI)
Conference
ACM on Human-Computer Interaction. November 2022
Projects
Securing Things
Funder
Swedish Research Council, 2017-04804
Available from: 2022-12-14 Created: 2022-12-14 Last updated: 2022-12-16Bibliographically approved
Tholander, J., Rossitto, C., Rostami, A., Ishiguro, Y., Miyaki, T. & Rekimoto, J. (2021). Design in Action: Unpacking the Artists’ Role in Performance-Led Research. In: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems.: . Paper presented at 2021 CHI Conference on Human Factors in Computing Systems. May 8–13, 2021, Yokohama, Japan. Yokohama, Japan: Association for Computing Machinery (ACM)
Open this publication in new window or tab >>Design in Action: Unpacking the Artists’ Role in Performance-Led Research
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2021 (English)In: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems., Yokohama, Japan: Association for Computing Machinery (ACM), 2021Conference paper, Published paper (Refereed)
Abstract [en]

This paper illustrates design work carried out to develop an interactive theater performance. HCI has started to address the challenges of designing interactive performances, as both audience and performers’ experiences are considered and a variety of professional expertise involved. Nevertheless, research has overlooked how such design unfolds in practice, and what role artists play in exploring both the creative opportunities and the challenges associated with interweaving digital technologies. A two-day workshop was conducted to tailor the use of the ChameleonMask, a telepresence technology, within a performance. The analysis highlights the artists’ work to make the mask work while framing, exploring and conceptualizing its use. The discussion outlines the artists’ skills and design expertise, and how they redefine the role of HCI in performance-led research.

Place, publisher, year, edition, pages
Yokohama, Japan: Association for Computing Machinery (ACM), 2021
National Category
Interaction Technologies Design Performing Arts
Identifiers
urn:nbn:se:ri:diva-56498 (URN)10.1145/3411764.3445056 (DOI)
Conference
2021 CHI Conference on Human Factors in Computing Systems. May 8–13, 2021, Yokohama, Japan
Available from: 2021-09-15 Created: 2021-09-15 Last updated: 2021-09-21Bibliographically approved
Rostami, A., Rossitto, C., Barkhuus, L., Hook, J., Laaksolahti, J., Taylor, R., . . . Williamson, J. (2017). Design fiction for mixed-reality performances. In: Conference on Human Factors in Computing Systems - Proceedings: . Paper presented at 2017 ACM SIGCHI Conference on Human Factors in Computing Systems, CHI EA 2017, 6 May 2017 through 11 May 2017. Association for Computing Machinery
Open this publication in new window or tab >>Design fiction for mixed-reality performances
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2017 (English)In: Conference on Human Factors in Computing Systems - Proceedings, Association for Computing Machinery , 2017Conference paper, Published paper (Refereed)
Abstract [en]

Designing for mixed-reality performances is challengingboth in terms of technology design, and in terms ofunderstanding the interplay between technology,narration, and (the outcomes of) audience interactions.This complexity also stems from the variety of roles inthe creative team often entailing technology designers,artists, directors, producers, set-designers andperformers. In this multidisciplinary, one-dayworkshop, we seek to bring together HCI scholars,designers, artists, and curators to explore the potentialprovided by Design Fiction as a method to generateideas for Mixed-Reality Performance (MRP) throughvarious archetypes including scripts, programs, andposters. By drawing attention to novel interactivetechnologies, such as bio-sensors and environmentalIoT, we seek to generate design fiction scenarioscapturing the aesthetic and interactive potential formixed-reality performances, as well as the challengesto gain access to audience members’ data – i.e.physiological states, daily routines, conversations, etc

Place, publisher, year, edition, pages
Association for Computing Machinery, 2017
Keywords
Audience participation, Bio-sensors, Design Fiction, Internet of things (IoT), Mixed-reality performance, Biosensors, Environmental technology, Human engineering, Virtual reality, Audience interaction, Design fictions, Interactive technology, Mixed reality, Physiological state, Technology designs, Internet of things
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:ri:diva-29775 (URN)10.1145/3027063.3027080 (DOI)2-s2.0-85019563755 (Scopus ID)9781450346566 (ISBN)
Conference
2017 ACM SIGCHI Conference on Human Factors in Computing Systems, CHI EA 2017, 6 May 2017 through 11 May 2017
Available from: 2017-07-04 Created: 2017-07-04 Last updated: 2021-06-14Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0003-0594-3027

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