Ändra sökning
Avgränsa sökresultatet
12 51 - 64 av 64
RefereraExporteraLänk till träfflistan
Permanent länk
Referera
Referensformat
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Annat format
Fler format
Språk
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Annat språk
Fler språk
Utmatningsformat
  • html
  • text
  • asciidoc
  • rtf
Träffar per sida
  • 5
  • 10
  • 20
  • 50
  • 100
  • 250
Sortering
  • Standard (Relevans)
  • Författare A-Ö
  • Författare Ö-A
  • Titel A-Ö
  • Titel Ö-A
  • Publikationstyp A-Ö
  • Publikationstyp Ö-A
  • Äldst först
  • Nyast först
  • Skapad (Äldst först)
  • Skapad (Nyast först)
  • Senast uppdaterad (Äldst först)
  • Senast uppdaterad (Nyast först)
  • Disputationsdatum (tidigaste först)
  • Disputationsdatum (senaste först)
  • Standard (Relevans)
  • Författare A-Ö
  • Författare Ö-A
  • Titel A-Ö
  • Titel Ö-A
  • Publikationstyp A-Ö
  • Publikationstyp Ö-A
  • Äldst först
  • Nyast först
  • Skapad (Äldst först)
  • Skapad (Nyast först)
  • Senast uppdaterad (Äldst först)
  • Senast uppdaterad (Nyast först)
  • Disputationsdatum (tidigaste först)
  • Disputationsdatum (senaste först)
Markera
Maxantalet träffar du kan exportera från sökgränssnittet är 250. Vid större uttag använd dig av utsökningar.
  • 51.
    Nylander, Stina
    et al.
    RISE., Swedish ICT, SICS, Software and Systems Engineering Laboratory.
    Rudström, Åsa
    RISE., Swedish ICT, SICS, Decisions, Networks and Analytics lab.
    Questions, inspiration, feedback, and contributions: How entrepreneurs network online2011Konferensbidrag (Refereegranskat)
    Abstract [en]

    This work investigates how entrepreneurs use social networking sites for business. Through surveys, online discussions and interviews, we have looked at activities, motives for participating on networking sites for business, motives for contributing, and differences between online and offline networking. Our results show that networking, facts finding, and marketing are very common activities while sharing of experience is quite rare. Entrepreneurs connect with new people online rather than reifying offline networks. A novel use of social media is that of small businesses using Facebook as a web hotel. We believe that an important explanation to our results is that social media are still informal and not yet incorporated in traditional work routines.

  • 52.
    Nylander, Stina
    et al.
    RISE., Swedish ICT, SICS, Software and Systems Engineering Laboratory.
    Rudström, Åsa
    RISE., Swedish ICT, SICS, Decisions, Networks and Analytics lab.
    Sjölinder, Marie
    RISE., Swedish ICT, SICS.
    On the design of television as a service based on average TV watching2010Rapport (Övrigt vetenskapligt)
    Abstract [en]

    Ten households were interviewed about their TV watching to inform the design of TV services. Our participants were average TV viewers who had Internet access but were not technically advanced or frequent users of the Internet as a source for TV material. We found that the flow of programs that broadcast television brings to viewers was the most important motivation for our participants to turn to the TV on-demand possibilities they had access to. Examples of triggers were social cues from people talking about things seen on TV, or time-shifting issues such as missing all or part of programs in the broadcast flow. Special interests such as sports were also a strong motivation for on-demand behavior. For the viewers, linear and on-demand TV watching was intertwined. We conclude that on-demand services should be integrated with broadcast TV in the design of future TV services.

  • 53.
    Nylander, Stina
    et al.
    RISE - Research Institutes of Sweden, ICT, SICS.
    Tholander, Jakob
    Community-based Innovation Among Elite Orienteers2017Ingår i: C&T '17 Proceedings of the 8th International Conference on Communities and Technologies, ACM Press, 2017, s. 87-95Konferensbidrag (Refereegranskat)
    Abstract [en]

    We have studied a form of community innovation within the sport of orienteering, which in the Nordic countries consist of a closely knit group with a strong sense of community. This study shows how the processes for developing new technologies are driven by a strong sense of idealism, with little or no commercial motivation. Thus, this represents a kind of community development and sharing with a number of unique characteristics. While the community is central to participants' endeavours of developing their systems, the participants are not representative of the typical member. On the contrary, they are examples of a minority that put in significant efforts of contributing to the larger group. What we argue is unique about the case we have presented is that the technology development starts out from a few number of highly motivated individuals that through limited collaboration with others builds technologies that get extensive proliferation and use within the community.

  • 54.
    Nylander, Stina
    et al.
    RISE., Swedish ICT, SICS, Software and Systems Engineering Laboratory.
    Tholander, Jakob
    Designing for Movement – the Case of Sports2014Konferensbidrag (Refereegranskat)
    Abstract [en]

    We have identified six themes we identified as interesting for future work in movement based interaction design for sports: the central position of the subjective feeling, the core of sports is enough, feeling did not prevent injury, non-interpretive representations, the shortcomings of logging biodata, and temporality of feedback. The themes are grounded in technical explorations for golf and running and a set of interviews with athletes. Here, we outline findings from our work to illustrate these themes.

  • 55.
    Nylander, Stina
    et al.
    RISE., Swedish ICT, SICS, Software and Systems Engineering Laboratory.
    Tholander, Jakob
    Stockholm University, Sweden.
    Drifting off course: how sports technology can use real-time data to add new dimensions to sports2016Ingår i: Proceedings of the 15th International Conference on Mobile and Ubiquitous Multimedia (MUM ’16), ACM Press, 2016, s. 1-4Konferensbidrag (Refereegranskat)
    Abstract [en]

    We have built Drift, an application that measures and provides feedback on how far from the ideal path an orienteer has deviated, to study how sports apps can draw on real-time data to enrich sports activities. Orienteering is an outdoor navigation sport requiring mental skills and fast running through the terrain. Participants appropriated deviation into their practice and found new ways it could integrate with common orienteering practice. Interaction around deviation provided possibilities for new forms of sporting practice and social interactions. Deviation as a measure allowed this because it was highly specific and well-grounded in a specific skill of the sport. We believe this use of data in real time has the possibility of supporting and renewing sports activity as well as offering new opportunities for design.

  • 56.
    Nylander, Stina
    et al.
    RISE., Swedish ICT, SICS, Software and Systems Engineering Laboratory.
    Tholander, Jakob
    Kent, Alex
    Peripheral Interaction for Sports - Exploring Two Modalities for Real-Time Feedback2013Konferensbidrag (Refereegranskat)
    Abstract [en]

    We believe that sports is a domain that would both provide valuable input to the area of peripheral interaction, as well as benefit from peripheral interaction itself. We present two pilot studies on peripheral interaction for cross-country skiing and golf using vibration feedback and audio feedback respectively. We believe the results of these initial studies are encouraging and aim to pursue the concept of peripheral interaction for the sports domain.

  • 57.
    Nylander, Stina
    et al.
    RISE., Swedish ICT, SICS, Software and Systems Engineering Laboratory.
    Tholander, Jakob
    Stockholm University, Sweden.
    Mueller, Florian 'Floyd'
    RMIT University, Australia.
    Marshall, Joe
    University of Nottingham, UK.
    HCI and Sports2014Konferensbidrag (Refereegranskat)
    Abstract [en]

    Sport is an area in which the number of available computing devices is growing rapidly. However, HCI has so far devoted rather little attention to the sports domain. This workshop aims to form a community around sports by gathering existing activity in the HCI domain, thus starting a discussion on what HCI can contribute to the sports domain, as well as what HCI can gain from studying sports.

  • 58.
    Nylander, Stina
    et al.
    RISE., Swedish ICT, SICS, Software and Systems Engineering Laboratory.
    Waern, Annika
    Interaction Acts for Device Independent Gaming2002Rapport (Övrigt vetenskapligt)
    Abstract [en]

    Porting computer games to new platforms can be a cumbersome work, since many parts of a game is platform specific. This is due to the fact that game developers try to maximise user's experience when playing a computer game, and to make the most of every device the game runs on. We use game and device independent interaction acts to describe user-game interaction for networked games that are accessed from many different devices. A device independent description of the game interactivity allows for remote access from different (semi)-generic interaction engines, as well as device optimisation for the same game application.

  • 59.
    Nylander, Stina
    et al.
    RISE., Swedish ICT, SICS, Software and Systems Engineering Laboratory.
    Waern, Annika
    RISE., Swedish ICT, SICS.
    Bylund, Markus
    RISE - Research Institutes of Sweden, ICT, SICS.
    The Ubiquitous Interactor - Device Independent Access to Mobile Services2004Ingår i: Proceedings of Fourth International Conference on Computer-Aided Design of User Interfaces, 14-16 January 2004, Funchal, Portugal, Kluwer Academics , 2004, 1, , s. 12Konferensbidrag (Refereegranskat)
  • 60.
    Nylander, Stina
    et al.
    RISE - Research Institutes of Sweden, ICT, SICS.
    Wallberg, Anders
    RISE - Research Institutes of Sweden, ICT, SICS.
    Hansson, Pär
    RISE - Research Institutes of Sweden, ICT, SICS.
    Challenges for SMEs Entering the IoT World – Success is about so Much More than Technology2017Ingår i: ProceedingIoT '17 Proceedings of the Seventh International Conference on the Internet of ThingsArticle No. 16 Linz, Austria — October 22 - 25, 2017, ACM Press, 2017Konferensbidrag (Refereegranskat)
    Abstract [en]

    We describe a case in which a small company with no competence in the Internet of Things has attempted to develop a connected product. Many of the issues that have come up around this process are not centered around the technology or the technical solution. Instead, the IoT brings additional challenges connected to the change of the customer-provider relationship, the need for a new business model, the need to understand the IoT ecosystem to make a product fit in, and the challenge of getting access to all the different competences needed. Our results suggest that governmental strategies, funding systems, investors and other stakeholders need to broaden the perspective on the IoT from a technological focus to include many other aspects that must be in place for companies to succeed in the IoT world, such as business models and customer relationship, as well as the positioning of a product in an IoT ecosystem. 

  • 61.
    Ranjbar, Zohreh
    et al.
    RISE., Swedish ICT, SICS.
    Edoff, Petra
    Rudström, Åsa
    RISE., Swedish ICT, SICS, Decisions, Networks and Analytics lab.
    Nylander, Stina
    RISE., Swedish ICT, SICS, Software and Systems Engineering Laboratory.
    Sigholm, Niclas
    Super Service Technician Slutrapport2015Rapport (Övrigt vetenskapligt)
    Abstract [sv]

    Projektet var ett kortprojekt med syfte att kartlägga och identifiera båda befintliga och nya innovativa tekniker och arbetssätt för ett resurseffektivt underhåll med minimal tidsåtgång. I projektet användes fjärrvärmebranschen och Mälarenergis nya kraftvärmeverk som en fallstudie. Projektets konstellation bestod av Mälarenegi, Sigholm Konsult, ABB Corprate Research och Dynamate IS, SICS Swedish ICT deltog som forskarpart. Projektet började med arbetsstudier på Mälarenergi hos gruppen ELIN, underhållstekniker inom el och instrument. Arbetsstudien bekräftade att mycket tid går åt till icke värdeskapande arbete (t.ex. leta efter dokumentation och platser) och visar även att det finns många konstruktiva förslag som skulle kunna förbättra möjligheterna att effektivisera aktiviteterna som föregår och följer underhållet. Dessutom skulle detta ha stor inverkan på arbetsmiljön för serviceteknikerna. Lågkvalitativ, otillgänglig och motstridig information är en källa till frustration. Förslag som leder till enkla sätt att lämna över, hitta och sprida information kan alltså ur flera perspektiv förbättra effektiviteten inom underhållsarbetet. Arbetsstudien och de uppföljande intervjuerna har utgjort grunden för analys och diskussion kring arbetssätt, problem, behov och eventuella tekniska stöd. Två mindre demostratorer utvecklades också under projektets gång som inspiration och diskussionsunderlag. Båda demonstratorerna avser stöd för inhämtning av information, med utgångspunkt från ett objekt-id och från en arbetsorder. Mälarenergis nya panna är väl anpassad till digitaliseringen, till exempel är flertalet mätare och instrument utrustade med maskinläsbara objekt-id:n i form av QR-koder. Projektet har därför utvecklat en demonstrator i form av en smartphone-app som läser en QR-kod och visar information från många olika källor om aktuellt objekt. Appen simulerar uppkoppling till en stor mängd system för att hämta information; i realiteten finns information för ett fåtal objekt lagrad i själva appen. För den interaktiva designstudien gjordes en ”pappersdemonstrator” för att diskutera hur man på ett enkelt sätt skulle kunna presentera historisk information över tidigare utfört underhåll. Pappersdemonstratorn utgår ifrån att teknikern har fått en arbetsorder och har behov att reda på vilket arbete som utförts tidigare på det aktuella objektet. Vidare, den 3D-modell som tagits fram under planering och uppförande av block 6 bedömdes vara en möjlig resurs när det gäller att stödja underhållstekniker i att orientera sig i anläggningen och snabbare hitta fram till objekt som ska åtgärdas. Arbetet kring Mätetal arbetspaket har inkluderat intervjuer med fyra personer på olika nivåer i organisationen, och fått ta del av dokumentation kring hur mätetal är upplagda på Mälarenergi. Mälarenergi är i ett skede just nu där tidigare satsningar på mätetal har stagnerat och enheten planerar ett omtag med både omorganisation och införande av nya mätetal och styrning. Framtida forskning kopplat till verksamhetens utmaningar kan vara exempelvis genom användning av Kanban och andra metoder som syftar till att göra arbetslaget mer medvetna om hur flödet av uppgifter ser ut, och som förenklar kommunikation kring vilka som kan tänkas behöva hjälp och vart flaskhalsarna finns. SICS Västerås har utvecklat ett verktyg och en metodik, Prindit, som skulle kunna användas för att mäta hur serviceteknikerna upplever sin arbetssituation kring viktiga framgångsfaktorer på en veckobasis. SST var ett projekt inom strategiska innovation program Piia, www.sip-piia.se. Programmet PiiA representerar en nationell kraftsamling inom Processindustriell IT och Automation finansierat av VINNOVA tillsammans med Energimyndigheten och Formas.

  • 62.
    Rudström, Åsa
    et al.
    RISE., Swedish ICT, SICS, Decisions, Networks and Analytics lab.
    Sjölinder, Marie
    RISE., Swedish ICT, SICS.
    Nylander, Stina
    RISE., Swedish ICT, SICS, Software and Systems Engineering Laboratory.
    How to choose and how to watch: an on-demand perspective on current TV practices2010Rapport (Övrigt vetenskapligt)
    Abstract [en]

    In Sweden, digital TV services have until very recently not been accessible to most people through the TV set. At the same time, TV channels offer more and more content on the web and the majority of the population has access to high-speed internet connections. A web survey aimed at investigating attitudes and behavior related to on-demand TV was distributed in December 2008 to 52 households in an experimental, open (operator neutral) access network in Sweden. Questions were posed on TV arrangements, habits and attitudes; social aspects of TV watching; watching film or TV on-demand; and watching film or TV using the computer. Complementary interviews were also performed with participants that were not part of the experimental environment. Results show that participants in the studies understood and felt a need for time-shift and on-demand TV services: time-shift needs for re-scheduling, catch-up and repeats were expressed as well as on-demand needs for movies and for accessing otherwise unavailable TV content. Support for on-demand TV could also be found in that subjects reported little need for viewing TV content according to a broadcast schedule, with the main exception of news, sports events and other live broadcasts.

  • 63.
    Tholander, Jakob
    et al.
    Stockholm University, Sweden.
    Laaksolahti, Jarmo
    RISE., Swedish ICT, SICS, Computer Systems Laboratory.
    Nylander, Stina
    RISE., Swedish ICT, SICS, Software and Systems Engineering Laboratory.
    Experiencing art through kinesthetic dialogue2014Konferensbidrag (Refereegranskat)
    Abstract [en]

    From the analysis of how the Lega, a touch, motion, and location sensitive device that allows museum visitors to share their experiences, we identified kinaesthetic dialogue as an orienting concept for the understanding and the design of movement-based social interaction and experiences. It provides an analytical lens which captures critical aspects of kinaesthetic action in aesthetic experiences, as well as for better understanding of how users appropriate such artefacts in interaction. We believe that kinaesthetic dialog is a promising candidate for a meta-concept to capture interaction design knowledge in movement based technologies.

  • 64.
    Tholander, Jakob
    et al.
    Stockholm University, Sweden.
    Nylander, Stina
    RISE., Swedish ICT, SICS, Software and Systems Engineering Laboratory.
    Snot, Sweat, Pain, Mud, and Snow - Performance and Experience in the Use of Sports Watches2015Ingår i: Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (CHI '15), 2015, 15, s. 2913-2922Konferensbidrag (Refereegranskat)
    Abstract [en]

    We have conducted interviews with ten elite and recreational athletes to understand their experiences and engagement with endurance sport and personal and wearable sports technology. In the interviews, athletes emphasized the experiential aspects of doing sports and the notion of feeling was repeatedly used to talk about their activities. The technology played both an instrumental role in measuring performance and feeding bio-data back to them, and an experiential role in supporting and confirming the sport experience. To guide further interaction design research in the sports domain, we suggest two interrelated ways of looking at sports performances and experiences, firstly through the notion of a measured sense of performance, and secondly as a lived-sense of performance.

12 51 - 64 av 64
RefereraExporteraLänk till träfflistan
Permanent länk
Referera
Referensformat
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Annat format
Fler format
Språk
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Annat språk
Fler språk
Utmatningsformat
  • html
  • text
  • asciidoc
  • rtf
v. 2.35.9