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  • 1.
    Bernsland, Melina
    et al.
    Stockholm University, Sweden.
    Moshfegh, Arvin
    Stockholm University, Sweden.
    Lindén, Kevin
    Stockholm University, Sweden.
    Bajin, Stefan
    Stockholm University, Sweden.
    Quintero, Luis
    Stockholm University, Sweden.
    Solsona Belenguer, Jordi
    Stockholm University, Sweden.
    Rostami, Asreen
    RISE Research Institutes of Sweden, Digitala system, Prototypande samhälle. Stockholm University, Sweden.
    CS:NO: an Extended Reality Experience for Cyber Security Education2022Ingår i: ACM International Conference on Interactive Media Experiences, Association for Computing Machinery , 2022, s. 287-292Konferensbidrag (Refereegranskat)
    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.

  • 2.
    Brown, Barry
    et al.
    Stockholm University, Sweden; University of Copenhagen, Denmark.
    Vigren, Minna
    Stockholm University, Sweden.
    Rostami, Asreen
    RISE Research Institutes of Sweden, Digitala system, Prototypande samhälle. Stockholm University, Sweden.
    Glöss, Mareike
    Stockholm University, Sweden.
    Why Users Hack: Conflicting Interests and the Political Economy of Software2022Ingår i: Proceedings of the ACM on Human-Computer Interaction. November 2022, 2022, Vol. 6, nr CSCW2, artikel-id 354Konferensbidrag (Refereegranskat)
    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.

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  • 3.
    Garcia Rivera, Francisco
    et al.
    University of Skövde, Sweden.
    Rostami, Asreen
    RISE Research Institutes of Sweden, Digitala system, Prototypande samhälle.
    Mattsson, Sandra
    RISE Research Institutes of Sweden, Material och produktion, Metodik, textil och medicinteknik.
    Söderlund, Henrik
    Chalmers University of Technology, Sweden.
    How Can XR Enhance Collaboration with CAD/CAE Tools in Remote Design Reviews?2024Ingår i: Advances in Transdisciplinary Engineering, ISSN 2352-751X, Vol. 52, s. 383-394Artikel i tidskrift (Refereegranskat)
    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. 

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  • 4.
    Rostami, Asreen
    et al.
    RISE Research Institutes of Sweden, Digitala system, Prototypande samhälle. Stockholm University, Sweden.
    Karlgren, Kasper
    Stockholm University, Sweden.
    McMillan, Donald
    Stockholm University, Sweden.
    Kintsugi VR: Designing with Fractured Objects2022Ingår i: ACM International Conference on Interactive Media Experiences, Association for Computing Machinery , 2022, s. 95-108Konferensbidrag (Refereegranskat)
    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.

  • 5.
    Rostami, Asreen
    et al.
    RISE Research Institutes of Sweden, Digitala system, Prototypande samhälle. Stockholm University, Sweden.
    McMillan, Donald
    Stockholm University, Sweden.
    The Normal Natural Troubles of Virtual Reality in Mixed-Reality Performances2022Ingår i: Conference on Human Factors in Computing Systems - Proceedings, Association for Computing Machinery , 2022, artikel-id 132Konferensbidrag (Refereegranskat)
    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.

  • 6.
    Rostami, Asreen
    et al.
    RISE Research Institutes of Sweden, Digitala system, Prototypande samhälle. Stockholm University, Sweden.
    McMillan, Donald
    Stockholm University, Sweden.
    The Normal Natural Troubles of Virtual Reality in Mixed-Reality Performances2022Ingår i: CHI '22: Proceedings of the 2022 CHI Conference on Human Factors in Computing SystemsApril 2022, 2022, artikel-id 132Konferensbidrag (Refereegranskat)
    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.

  • 7.
    Rostami, Asreen
    et al.
    RISE Research Institutes of Sweden, Digitala system, Prototypande samhälle.
    McMillan, Donald
    Stockholm University, Sweden.
    Gutiérrez, Jesús
    Universidad Politécnica de Madrid, Spain.
    Jost, Céline
    Paris 8 University, France.
    Welcome from the ACM IMXw 2024 Chairs2024Ingår i: ACM International Conference Proceeding SeriesArtikel i tidskrift (Övrigt vetenskapligt)
  • 8.
    Rostami, Asreen
    et al.
    Stockholm University, Sweden.
    Rossitto, Chiara
    Stockholm University, Sweden.
    Barkhuus, Louise
    The IT University of Copenhagen, Denmark.
    Hook, Jonathan
    University of York, UK.
    Laaksolahti, Jarmo
    RISE - Research Institutes of Sweden (2017-2019), ICT, SICS.
    Taylor, Robyn
    Newcastle University, UK.
    McMillan, Donald
    Stockholm University, Sweden.
    Spence, Jocelyn
    The University of Nottingham, UK.
    Williamson, Julie
    University of Glasgow, UK.
    Design fiction for mixed-reality performances2017Ingår i: Conference on Human Factors in Computing Systems - Proceedings, Association for Computing Machinery , 2017Konferensbidrag (Refereegranskat)
    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

  • 9.
    Rostami, Asreen
    et al.
    RISE Research Institutes of Sweden, Digitala system, Prototypande samhälle. Stockholm University, Sweden.
    Vigren, M.
    Stockholm University, Sweden.
    Raza, Shahid
    RISE Research Institutes of Sweden, Digitala system, Datavetenskap.
    Brown, B.
    Stockholm University, Sweden; University of Copenhagen, Denmark.
    Being Hacked: Understanding Victims' Experiences of IoT Hacking2022Ingår i: Proceedings of the 18th Symposium on Usable Privacy and Security, SOUPS 2022, USENIX Association , 2022, s. 613-631Konferensbidrag (Refereegranskat)
    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. 

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  • 10.
    Saade, D. C. M.
    et al.
    Universidade Federal Fluminense, Brazil.
    Gutierrez, J.
    Unversidad Politecnica de Madrid, Spain.
    De Abreu, J. F.
    DigiMedia, University of Aveiro, Portugal.
    Almeida, P.
    DigiMedia, University of Aveiro, Portugal.
    Rostami, Asreen
    RISE Research Institutes of Sweden, Digitala system, Prototypande samhälle.
    De Moor, K.
    NTNU, Norway.
    Ghinea, G.
    Brunel University London, UK.
    Farias, M.
    University of Brasilia, Brazil.
    Collingwoode-Williams, T.
    Goldsmiths University of London, UK.
    Welcome from the ACM IMX 2022 Chairs2022Konferensbidrag (Övrigt vetenskapligt)
  • 11.
    Tholander, Jakob
    et al.
    Stockholm University, Sweden.
    Rossitto, Chiara
    Stockholm University, Sweden.
    Rostami, Asreen
    RISE Research Institutes of Sweden, Digitala system, Datavetenskap.
    Ishiguro, Yoshio
    Nagoya University, Japan.
    Miyaki, Takashi
    University of Tokyo, Japan.
    Rekimoto, Jun
    University of Tokyo, Japan.
    Design in Action: Unpacking the Artists’ Role in Performance-Led Research2021Ingår i: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems., Yokohama, Japan: Association for Computing Machinery (ACM), 2021Konferensbidrag (Refereegranskat)
    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.

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