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  • 1.
    Ahltoft, Anders
    et al.
    Jönköping University, School of Engineering, JTH, Industrial Product Development, Production and Design.
    Svensson, Dennis
    Jönköping University, School of Engineering, JTH, Industrial Product Development, Production and Design.
    Konceptstudie av formspråk av shuntautomatik2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    ESBE AB is a company with a long history that develops and sells plumbing and heating related products. Their products possess a markedly high quality and reliability along with a strong focus on their design language. The purpose of this thesis is to update this design language and produce three concepts that describes how it could be done. The thesis was carried out as a concept study, using a product development process to structure the work. The theories, methods and how those methods were carried out are also described. A large part of the study was dedicated to preliminary work which studied the history of the company, its brand strategy as well as the products position on the market in order to create a comprehensive basis for the concept generation phase and the concept selection phase. The study produced three final concepts that were presented to responsible parties at the company. All three concepts were considered to have potential for future implementation. ESBE intends to, after evaluation, eventually have one or several concepts be realized by a consulting firm that would produce prototypes and prepare for production. 

  • 2.
    Andersson, Elsa
    et al.
    Jönköping University, School of Engineering, JTH, Department of Computer Science and Informatics.
    Strömland, Moa
    Jönköping University, School of Engineering, JTH, Department of Computer Science and Informatics.
    Quassdorf, Catherine
    Jönköping University, School of Engineering, JTH, Department of Computer Science and Informatics.
    Microinteractions: Don’t forget to raise your hand!: A qualitative study concerning microinteractions in digital meeting platforms and the impact they have on workflow efficiencies in the creative industry.2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This research paper studies the extent of how microinteractions are utilized in Microsoft Teams and the impact that they have on workflow efficiencies, specifically in the creative industry. In a novel time where Covid-19 virus has increased the demand of digital platforms, the importance of research within remote meeting utilization, and the interaction possibilities within, is of utter importance. Also, since we are missing out on the spontaneous interactions that occur when meeting face-to-face, the microinteractions within digital meeting platforms now carry a heavier weight when interactions are solely occuring remotely.

    The data collection was achieved through a qualitative approach consisting of participant observations and semi-structured interviews. The results of this research proved that microinteractions are used frequently within digital meetings in Microsoft Teams, but in different contexts and in different constellations. The results also identified that microinteractions, which hold the right conditions, can streamline workflows in certain scenarios. This study concluded in interesting data that answered the research questions but also opened up for further research due to the topic being of a novel field and in a special time, in this case referring to the pandemic and Covid-19.

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    microinteractions
  • 3.
    Andreasson, Rebecca
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Riveiro, Maria
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Effects of Visualizing Missing Data: An Empirical Evaluation2014In: 18th International Conference on Information Visualisation (IV) / [ed] Ebad Banissi, Mark W. McK. Bannatyne, Francis T. Marchese, Muhammad Sarfraz, Anna Ursyn, Gilles Venturini, Theodor G. Wyeld, Urska Cvek, Marjan Trutschl, Georges Grinstein, Vladimir Geroimenko, Sarah Kenderdine & Fatma Bouali, IEEE conference proceedings , 2014, p. 132-138Conference paper (Refereed)
    Abstract [en]

    This paper presents an empirical study that evaluates the effects of visualizing missing data on decision-making tasks. A comparison between three visualization techniques: (1) emptiness, (2) fuzziness, and (3) emptiness plus explanation, revealed that the latter technique induced significantly higher degree of decision-confidence than the visualization technique fuzziness. Moreover, emptiness plus explanation yield the highest number of risky choices of the three. This result suggests that uncertainty visualization techniques affect the decision-maker and the decisionconfidence. Additionally, the results indicate a possible relation between the degree of decision-confidence and the decision-maker's displayed risk behavior.

  • 4.
    Bae, Juhee
    et al.
    University of Skövde, Skövde, Sweden.
    Helldin, Tove
    University of Skövde, Skövde, Sweden.
    Riveiro, Maria
    Jönköping University, School of Engineering, JTH, Department of Computing, Jönköping AI Lab (JAIL).
    Nowaczyk, Sławomir
    University of Halmstad, Halmstad, Sweden.
    Bouguelia, Mohamed-Rafik
    University of Halmstad, Halmstad, Sweden.
    Falkman, Göran
    University of Skövde, Skövde, Sweden.
    Interactive Clustering: A Comprehensive Review2020In: ACM Computing Surveys, ISSN 0360-0300, E-ISSN 1557-7341, Vol. 53, no 1, p. 1-39, article id 1Article, review/survey (Refereed)
    Abstract [en]

    In this survey, 105 papers related to interactive clustering were reviewed according to seven perspectives: (1) on what level is the interaction happening, (2) which interactive operations are involved, (3) how user feedback is incorporated, (4) how interactive clustering is evaluated, (5) which data and (6) which clustering methods have been used, and (7) what outlined challenges there are. This article serves as a comprehensive overview of the field and outlines the state of the art within the area as well as identifies challenges and future research needs.

  • 5.
    Bernataviciute, Viktorija
    et al.
    Jönköping University, School of Engineering, JTH, Department of Computer Science and Informatics.
    Balogh, Ráhel Anna
    Jönköping University, School of Engineering, JTH, Department of Computer Science and Informatics.
    Sustainable web design in the e-commerce sector: Evaluation and proposed improvement of existing guidelines2022Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In recent years, the web development industry has made websites more sustainable through green hosting and sustainable approaches in both back-end and front-end levels of websites. This study evaluates and aims to improve existing guidelines for designing lower-impact websites in the e-commerce sector. First, the study investigates the Internet users’ awareness of the Internet’s carbon footprint and their impressions of existing lower-impact websites. This data is then used to construct and conduct focus groups. The Internet’s impact on the environment and existing lower-impact website solutions are further analysed and dis-cussed in the grocery e-commerce context. These findings are then used as a base to build a lower-impact grocery e-commerce website prototype and test it with users and evaluate its attractiveness based on a hedonic/pragmatic model. The study reveals that users are pretty acceptive of the front-end changes to a website to make it more sustainable and willing to change their online habits. However, as current user awareness and knowledge about the Internet’s carbon footprint is very low, any changes to the User Experience (UX) of a website to make it more sustainable need to be communicated to the user.

    Download full text (pdf)
    Sustainable Web Design In the E-commerce Sector Rahel Balogh Viktorija Bernataviciute
  • 6.
    Bhalja, Rishit Rakesh
    et al.
    Jönköping University, School of Engineering, JTH, Department of Computer Science and Informatics.
    Ramsten, Christoffer
    Jönköping University, School of Engineering, JTH, Department of Computer Science and Informatics.
    Comparison of VR-interviews to Online Video Conferencing Software and its Impact on User Experience: Studying the experience of VR-interviews compared to generic online video conferencing software like Zoom and MS Teams and its impact on the Interviewer and the Candidate2022Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    With the recent advancement of computer technology, having an immersive experience has become more accessible. A technology that offers that is the one of virtual reality, or VR, for short, which immerses the user in another reality that is artificially constructed. It is natural to argue if there is even a need to switch from the general Online Video Conferencing software to VR-interviews.  The proposed research looks to dive into the user experience in this area to answer this question. This problem is important from the perspective of business owners, companies, and employees trying to have the best experience to recruit new employees or get recruited as a new employee, having the best possible experience. This research has three questions, where the first question examines how the user experience of an interview is different in VR compared to video conferencing software. The second and third question examines the user experience "job candidate's and recruiter's perspectives", in comparison to video conferencing software. For RQ1 a mixture of a small experiment followed by a think-aloud session with the participants was done. To gather the data for RQ 2 & 3, a total of three methods were chosen (experiment, interview, and survey), where these methods were both quantitative and qualitative to allow for triangulation.   The conclusions from the gathered data and the analysis of this research were that the user experience of virtual reality was preferable than that of the video conferencing software for both the recruiter and the candidate.

    Download full text (pdf)
    Comparison of VR Interviews to Conferencing Software and its Impact on User Experience
  • 7.
    Bhatti, Areeb
    Jönköping University, Jönköping International Business School, JIBS, Business Administration.
    Internet of Equipment: Enhancing customer value and experience2019Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Background: Organizations are continuously challenged to create differentiated customer value and experience to increase profitability and gain competitive advantage. At the same time, the fast-paced advancement of technologies provides the opportunity to the organizations to create a differentiated customer value by offering innovative products and services. Internet of things (IoTs) is one such emerging technology that brings within itself opportunities and challenges to be addressed. However, so far research has not sufficiently followed how the utilization of IoTs can enhance customer value and experience.

    Purpose: The purpose of conducting this study is to explore how the utilization of IoTs enhance customer value and experience in an equipment manufacturers context and what are the associated opportunities and challenges. The study also aims to contribute to gap identified in the literature about how organizations can utilize IoTs to enhance customer value and experience.

    Method: The qualitative study utilized a single instrumental case study to explore the research questions. The data is collected by conducting semi-structured in-depth interviews.

    Conclusion: The study reveals that the utilization of IoTs can significantly improve customer value and experience in many ways. This may involve enabling user to monitor, control and optimally use the equipment, sharing useful information, allowing value co-creation and synergistic values and finally by providing autonomous equipment’s or solutions. However, the study also reveals that the utilization of IoTs also pose certain challenges along with the opportunities which must be carefully evaluated.

    Download full text (pdf)
    Internet of Equipment
  • 8.
    Bisson, Christophe
    et al.
    Kadir Has University, Istanbul, Turkey .
    De Kervenoal, Ronan
    Sabanci University, Istanbul, Turkey and Aston Business school, UK .
    Özturkcan, Selcen
    Özyeğin University, Istanbul, Turkey.
    Social e-Atmospherics in Practice (or not): A French and Turkish Web Designers’ Perspectives2009Conference paper (Refereed)
    Abstract [en]

    Little is known about the development of social e-atmospherics. And yet, e-atmospherics have motivated an emerging body of research which reports that both better layouts and ‘recognized’ atmospherics encourage consumers to modify their shopping habits. While the literature has analyzed mainly the functional (design) aspect of e-atmospherics, little has been done in terms of linking its characteristics’ to social (co-) creation. This paper attempts to redress the imbalance by exploring the anatomy from a website designer perspective of the social dimension of design in relation to e-atmospherics, which includes factors such as the aesthetic design of space and the influence of visual cues as a socially constructed meaning. We identify the challenges that web designers as social agents, who interact within intangible social reference sets, restricted by social standards, value, beliefs, status and duties, face daily within their work. We aim to review the current understanding of the importance and voluntary integration of social cues displayed by web designers from a mature market and an emerging market, and provides an analysis based recommendation towards the development of an integrated e-social atmospheric framework. Results report exploratory findings from questionnaires with 10 French and 16 Turkish web designers. These allow us to re-interpret the web designers’ reality regarding social e-atmospherics. We contend that by comprehending (before any consumer/client input) social capital, daily micro practices, habits and routine of designers, a deeper understanding of social e-atmospherics possible functions in the future will be unpacked.

  • 9.
    Brorsson, Martin
    et al.
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics.
    Lindhom, Hampus
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics.
    The best place to hide a dead body is page 2 on Google search results2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Purpose - This examination paper examines what affects which link students at Jönköping University choose to click on the Google search results when they do a product search. For some e-commerce companies, it may be crucial that users click on their link in the search results. But which link do students choose to click on? Are they choosing to click on a link in the organic search results or are they choosing to click on an ad? This examination has been carried out with the aim to help e-commerce companies that sells products that target students. During this paper has following question has been answered:

    • What affects the link Jönköping University students choose to click on the Google search results?

    Method - To answer the question three different methods has been implemented to collect data. The methods conducted three interviews with experts in the SEO industry, 114 observations with students and in connection with the observations did the students answer a digital survey. These three methods gave a good and comparable results that ultimately strengthen each other.

    Results - Based on data collected from interviews, observations, digital surveys and secondary data have a result been developed shrill guessed what affects students' choice of the links on the search engine Google. The result shows that search engine optimization is important for an e- commerce business that must appear on Google, if you are not on the front page you are not existing. Although the recognition factor plays the most important role in the choice of which link students click. Where it appears two different kinds of behaviour both with the recognition factor of ulterior motive. Either the students click on the first link they recognize or choose them consciously remove the ads and click on the first common link them recognize.

    Implications - This work is only carried out on students from Jönköping University. A representative selection was made from the theoretical population of a generalizable results. But to generalize the results of the students to a greater extent it is required that the same survey conducted at various colleges / universities in Sweden.

    Limitations - Focus and most time was spent on implementing the observations which gave less time to conduct more than three interviews. This is a crucial factor that affected the study's scope and results. If there were more time had an investigation on other search engines would have been feasible. All searches were made on Google, which is the largest and the leading search engine in the world. If they are doing any big changes or updates our results may be unusable. 

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    The best place to hide a dead body is page 2 on Google search results
  • 10.
    Coelho, Denis A.
    et al.
    Human Technology Group, Department of Electromechanical Engineering, Universidade da Beira Interior (UBI), Covilhã, Portugal; Centre for Mechanical and Aerospace Science and Technology, UBI, Covilhã, Portugal.
    Lourenço, Miguel L.
    Centre for Mechanical and Aerospace Science and Technology, UBI, Covilhã, Portugal;Technical Scientific Unit of Engineering and Technology and Research Unit for Inland Development, Instituto Politécnico da Guarda, Guarda, Portugal.
    A tentative efficiency index for pointing device use in computer aided design: A pilot study2018In: Work: A journal of Prevention, Assessment and rehabilitation, ISSN 1051-9815, E-ISSN 1875-9270, Vol. 61, no 1, p. 157-170Article in journal (Refereed)
    Abstract [en]

    BACKGROUND: Focusing on the efficiency aspect of computer pointing devices’ usability, this paper reports on a novel and tentative empirically derived efficiency index for 3D CAD.

    OBJECTIVE: Three commercially available computer pointing devices were compared: a standard horizontal computer mouse, a vertical device (supporting neutral pronation of the forearm) and a slanted device.

    METHODS: Pilot structured observations of 10 subjects’ activity were carried out to estimate the proportion of each unique computer mouse operation during CAD modelling with a 3D parametric software. Pointing, dragging and steering standardized tasks were implemented by software and performed by 20 users. Effectiveness and efficiency were calculated and discomfort, effort and ease of use were subjectively assessed.

    RESULTS: The mean efficiency index value was lower for the vertical device. Assessments of discomfort, effort and ease of use also supported considering preference for the horizontal and slanted devices, providing limited internal validation.

    CONCLUSION: Results suggest the tentative index may offer a valid means of ranking performance of alternative pointing devices regarding operation efficiency.

  • 11.
    Dudkina, Lucija
    et al.
    Jönköping University, School of Engineering, JTH, Department of Computer Science and Informatics.
    Ellis, Evelina
    Jönköping University, School of Engineering, JTH, Department of Computer Science and Informatics.
    The influence of interactive product visualization on customer satisfaction: An investigation based on the SOR model2022Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Interactive product visualisation (IPV) addresses the shortcomings of product visualisation on e-commerce sites, such as the absence of tactile information and the inability to directly examine products. Previous research has not addressed the influence of IPV on customer satisfaction. Therefore, the objective of this study was to address this gap by investigating factors that may influence customer satisfaction. The Stimulus-Organism-Response (SOR) model was used as a lens to further investigate the effect of stimuli of an IPV environment on the affective states of users as well as satisfaction as a response to stimuli. The furniture e-commerce industry and IKEA’s IPV tool were selected as the basis for this research. To gather data, an online survey with 5-point Likert scales was created based on previous research to discover the relationships between these factors. A total of 115 questionnaire responses were validated and analysed using multiple regression analysis. The results of the analysis indicated that interactivity, perceived ease of use, and entertainment had a positive influence on customer satisfaction as mediated by pleasure and dominance. Practical implications are presented to guide businesses that seek to implement IPV effectively.

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    The influence of IPV on customer satisfaction
  • 12.
    Ekroth, Linn
    et al.
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics.
    Sandqvist, Josefine
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics.
    Confirmshaming and its effect on users: A qualitative study on how confirmshaming in unsubscription processes affect users2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Introduction – Confirmshaming is a dark pattern that seeks to shame users into acting differently than they normally would.

    Purpose – The purpose of his study was to determine if and to what extent confirmshaming influences users to stay subscribed, and through this understand how confirmshaming impacts the user experience and thereby the perception of the companies that utilise it.

    Method – The method of choice was a qualitative case study that subjected participants to confirmshaming in an unsubscription process through a user test, followed by semi‑structured interviews in order to understand the participants’ behaviour and thoughts after they had been a victim of the tactic.

    Findings – As a result of the study, we found that confirmshaming during unsubscription processes is an ineffective strategy. A majority of users perceive the companies that employ it in a negative fashion and regard them as unprofessional and desperate. This implicates that confirmshaming in unsubscription processes is a loss-loss situation for both users and companies and should not be used.

    Limitations – This research was solely a qualitative study that focused on a small group of people. The results cannot be generalised to the general public and should instead be viewed as an introduction to the implications of confirmshaming. Further, the study was limited to the user experience and we did not measure how frequently occurring the phenomenon is.

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    fulltext
  • 13.
    Eriksson, Eivind
    et al.
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics.
    Aronsson, Alfred
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics.
    En Jämförelse av För- och Nackdelar med VR och Tvådimensionell Visualisering inom Testning och Verifikation av Autonoma Fordonsfunktioner2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The goal of this study is to compare the differences between Virtual Reality with a head mounted display and traditional, 2-dimensional monitors when used in simulation and testing. By conducting this comparison, the aim was to find out whether a visualization method that uses 3-dimensions as opposed to a method which only uses 2-dimensions, provides a better solution for viewing 3-dimensional data gathered from actual vehicles in real-world tests. 

    The approach to investigate this is by developing a tool that can visualize data from a dataset in both 2 and 3-dimensions. The tool was then evaluated by allowing a group of participants, whose work is related to testing within the automotive industry, perform tasks using the tool and timing the results. In addition to the timed results, the participants were also asked to answer a questionnaire with the aim of providing a more detailed look into how they experienced the two methods of visualisation. 

    Overall, the impression of using VR as a method of visualization was by all participants positive and it was concluded that the participants performed marginally better with VR but at the cost of slight discomfort and some fatigue. However, the results could be accurately improved as the precision of the gathered data was found limited by the method used to collect it in the experiment.

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    fulltext
  • 14.
    Fadahunsi, Simeon
    et al.
    Jönköping University, School of Engineering, JTH, Department of Computer Science and Informatics.
    O'Donnell, Grace
    Jönköping University, School of Engineering, JTH, Department of Computer Science and Informatics.
    Identifying Causes of Burden in Ecological Momentary Assessment Studies2022Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Download full text (pdf)
    fulltext
  • 15.
    Ferwerda, Bruce
    et al.
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics.
    Tkalcic, Marko
    Free University of Bozen-Bolzano.
    Exploring Online Music Listening Behaviors of Musically Sophisticated Users2019In: ACM UMAP 2019 Adjunct - Adjunct Publication of the 27th Conference on User Modeling, Adaptation and Personalization, 2019, p. 33-37Conference paper (Refereed)
    Abstract [en]

    Due to the rise of available online music, a lot of music consumption is moving from traditional offline media to online sources. Online music sources offer almost an unlimited music collection to its users. Hence, how music is consumed by users (e.g., experts) may differ from traditional offline sources. In this work we explored how musically sophisticated users (i.e. experts) consume online music in terms of diversity. To analyze this, we gathered data from two different sources: Last.fm and Spotify. As expertise is defined by the ubiquitousness of experiences, we calculated different diversity measurements to explore how ubiquitous (in terms of diversity) the listening behaviors of users are. We found that different musical sophistication levels correspond to applying diversity related to specific kind of musical characteristics (i.e., artist or genre). Our results can provide knowledge on how systems should be designed to provide better support to expert users.

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    fulltext
  • 16.
    Forsgren, Julia
    et al.
    Jönköping University, School of Engineering, JTH, Department of Computer Science and Informatics.
    Schröder, Hanna
    Jönköping University, School of Engineering, JTH, Department of Computer Science and Informatics.
    Can AI perform the work of human designers?: A qualitative study on the impact of AI on digital design professions.2023Independent thesis Basic level (degree of Bachelor), 180 HE creditsStudent thesis
    Abstract [en]

    Numerous facets of society have undergone major change as a result of the quick development of technology. Artificial Intelligence (AI) has established itself as a particularly remarkable and controversial breakthrough among the countless technical advancements, and is influencing numerous different industries. Given its transformational potential, it is critical to investigate how AI is affecting the digital design profession.

    The research aims to discover how the digital design profession is influenced by the adoption of AI from the perspectives of industry professionals. Thus, the research explores factors such as current knowledge and usage of AI, experience with significant changes in work practices, and attitudes towards the use of AI-tools.

    This study is being conducted using a qualitative research methodology. Interviews with relevant designers working in the sector and literature reviews are part of the process. Important information is gathered during these interviews, which is then analysed. The major goals of the interviews are to understand the participants' perspectives on the matter, learn about their AI experiences, and determine how AI isaffecting their work practices. The study sheds light on the overall attitudes regarding AI, encompassing expectations and concerns, by assessing the manner in which AI is used in creative processes.

    The research's conclusions show that different respondents have various viewpoints and awareness about AI. Regardless of designers' explicit acknowledgement, AI has already found its way into different design processes and tools. As a result, it can be said that AI has had an more or less impact on the digital design industry and certain fields of work practices. However, depending on the various roles and tasks involved, various implications apply. While the majority of professionals exhibit a strong desire to explore and utilize AI, naturally occurring scepticism and a lack of knowledge might prevent its general acceptance and adoption.

    Download full text (pdf)
    fulltext
  • 17.
    Graus, Mark
    et al.
    Maastricht University.
    Ferwerda, Bruce
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics.
    Theory-grounded user modeling for personalized HCI2019In: Personalized human-computer interaction / [ed] M. Augstein, E. Herder & W. Wörndl, Berlin: Walter de Gruyter, 2019Chapter in book (Refereed)
    Abstract [en]

    Personalized systems are systems that adapt themselves to meet the inferred needs of individual users. The majority of personalized systems mainly rely on data describing how users interacted with these systems. A common approach is to use historical data to predict users’ future needs, preferences, and behavior to subsequently adapt the system to cater to these predictions. However, this adaptation is often done without leveraging the theoretical understanding between behavior and user traits that can be used to characterize individual users or the relationship between user traits and needs that can be used to adapt the system. Adopting a more theoretical perspective can benefit personalization in two ways: (i) letting systems rely on theory can reduce the need for extensive data-driven analysis, and (ii) interpreting the outcomes of data-driven analysis (such as predictive models) from a theoretical perspective can expand our knowledge about users. However, incorporating theoretical knowledge in personalization brings forth a number of challenges. In this chapter, we review literature that taps into aspects of (i) psychological models from traditional psychological theory that can be used in personalization, (ii) relationships between psychological models and online behavior, (iii) automated inference of psychological models from data, and (iv) how to incorporate psychological models in personalized systems. Finally, we propose a step-by-step approach on how to design personalized systems that take users’ traits into account.

  • 18.
    Graus, Mark
    et al.
    School of Business and Economics, Maastricht University, Maastricht, Netherlands.
    Ferwerda, Bruce
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics.
    Tkalcic, Marko
    Faculty of Computer Science, Free University of Bozen-Bolzano, Bozen-Bolzano, Italy.
    Germanakos, Panagiotis
    Dep. of Computer Science, University of Cyprus, Cyprus.
    Third workshop on theory-informed user modeling for tailoring and personalizing interfaces (HUMANIZE): preface2019In: International Conference on Intelligent User Interfaces, Proceedings IUI, Association for Computing Machinery (ACM), 2019, p. 127-128Conference paper (Refereed)
    Abstract [en]

    The third workshop on Theory-Informed User Modeling for Tailoring and Personalizing Interfaces (HUMANIZE)1 took place in conjunction with the 24th annual meeting of the intelligent user interfaces (IUI)2 community in Los Angeles, CA, USA on March 20, 2019. The goal of the workshop was to attract researchers from different fields by accepting contributions on the intersection of practical data mining methods and theoretical knowledge for personalization. A total of six papers were accepted for this edition of the workshop.

  • 19.
    Graus, Mark P.
    et al.
    School of Business and Economics, Maastricht University, Maastricht, Netherlands.
    Ferwerda, Bruce
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics.
    Tkalčič, Marko
    Faculty of Computer Science, Free University of Bozen-Bolzano, Bozen-Bolzano, Italy.
    Germanakos, Panagiotis
    Dep. of Computer Science, University of Cyprus, Cyprus.
    A summary of the third workshop on theory-informed user modeling for tailoring and personalizing interfaces2019In: CEUR Workshop Proceedings / [ed] Parra D.,Riche N.,Trattner C., CEUR-WS , 2019, Vol. 2327Conference paper (Refereed)
    Abstract [en]

    The third workshop on Theory-Informed User Modeling for Tailoring and Personalizing Interfaces (HUMANIZE) 1 took place in conjunction with the 24th annual meeting of the intelligent user interfaces (IUI) 2 community in Los Angeles, CA, USA on March 20, 2019. The goal of the workshop was to attract researchers from different fields by accepting contributions on the intersection of practical data mining methods and theoretical knowledge for personalization. A total of six papers were accepted for this edition of the workshop. 

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    fulltext
  • 20.
    Haglund, Gustav
    et al.
    Jönköping University, School of Engineering.
    Mood Román, Clara
    Jönköping University, School of Engineering.
    Visual appeal versus usability: A quantitative analysis of the importance of visual appeal and usability in e-commerce2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Unappealing websites are rejected quickly upon visiting them, while visitors spend more time on visually appealing websites before judging its reliability; but to what extent can visual appeal alone carry the success of a website, and is it so powerful that good usability can be sacrificed? This paper studies the respective importance of visual appeal and usability in e-commerce as factors, in order to determine which factor plays the bigger role in generating trust and credibility for an e-commerce site, as credibility perception is highly correlated with its visual complexity. The relation between these two factors and the likelihood to make a purchase is also discussed. Two prototypes for a fictional consumer electronics e-commerce website were created: one with good design and flawed usability, and another with flawed design and good usability. These prototypes were shown to students aged 20-25 and asked which one they found more trustworthy and which they would rather make a purchase from. With the correlation between trust and purchase intention being apparent, the design of an e-commerce website for consumer electronics should focus mainly on the visual appeal. Usability seems to have some value, however it does not seem to be of the same importance as the visual appeal of the site in regards to generating trust, and consequently customers. The prototypes were constructed in Adobe XD, demonstrated with video recordings, and sent out in a survey to 70 students.

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  • 21.
    Hjort, Johanna
    et al.
    Jönköping University, School of Engineering.
    Larsson, Emma
    Jönköping University, School of Engineering.
    Hello, 1950s? You left your oppressive gender roles in our century.: En studie om könsstereotyper inom marknadsföring på Instagram2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Purpose – The purpose of this study is to examine the differences in marketing of skincare products on Instagram against a female or male target audience. By studying the companies concepts on Instagram we examine which gender stereotypes is being used to inspire women and men.

    Method – To fulfill the purpose, the authors have studied six different Instagram accounts within skincare marketed against women and men. A small-N-studie was done through a semiotic picture analysis. By studying the denotation and connotation of the pictures we did an analysis where we used theories from the Theoretical Background. Thenceforth we did group interviews to strengthen our connotations with the support from other peoples opinions with different experiences and backgrounds. To regulate the analysis we used headlines as overview, product-pictures, inspiration/lifestyle pictures and quotes both in the own analysis and in the group interview.

    Findings – The result of the group interviews was that many of the groups mentioned common descriptions and associations to the pictures on the Instagram accounts. Their perceptions was generally in the line of what we discovered through our own denotations and connotations even though ours was more detailed. From the theories and the discovered findings from the semiotic picture analysis and the group interviews we could identify gender stereotypes in the different Instagram accounts. This was shown through the colour-palettes, the life style that was promoted, the hobbies and the props in the product pictures. These findings clearly showed the signs of old gender stereotypes regarding what it means to be a man or a woman.

    Implications – The implications of the study is that the gender stereotypes will continue to exist and develop even on New Media. This leads to more limitations for women and men and continued inequality. The fact that this phenomenon is also on New Media means that the gender stereotypes has an even bigger impact on people, as it reaches to a larger group of people.

    Limitations – What influenced the size of the study was, among other things, the time limitations of the study. This limited the amount of participants in the group interview, the number of methods and even the extent of the theoretical background. If the study had been done during a longer period of time the study could have been more extensive which would have strengthened the findings of the study. 

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  • 22.
    Jarque Antolí, Carlos
    Jönköping University, School of Engineering, JTH, Industrial Product Development, Production and Design, JTH, Industrial design.
    The new generation of Smart Home Device: Health Monitoring system for Smart Homes2019Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis project was conveyed in collaboration with Block Zero, a strategic Design Studio in Malmö, Sweden, with the purpose to design a product that develops a new type of interaction within the Smart Home.

    This design project will primarily focus on the research, exploration and definition of possible solutions, and the resulting design and development of the final product, a Smart Home Health Hub.

    From a global perspective, throughout the following document is covered a description of the design process from initial research to the final prototype. The project is defined in this approach and establishes the mentioned principles to guide the execution of the project through a deductive method, synthesising until the final result.

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    Carlos Jarque Antolí- Master Thesis Industrial Design-The new generation of Smart Home Device
  • 23.
    Johansson, Camilla
    et al.
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics.
    Hultqvist, Tabita
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics.
    Köpprocessen via en mobilanpassad webbshop ur användarens perspektiv2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Purpose – The e-commerce is increasing and more consumers choose to shop with their phone. A study made by Episerver shows that 90 percent of all people surf on their phone but only 19 percent buy with their phone. The main reasons are technical problems, difficulties, limited access to information and registers that requires many steps. There is a high risk that a user will leave the website if they experience it complicated.

    There are general principles of design for websites to create good design and Google Analytics is used to analyse how a user navigates on the website. But the navigation does not describe why the user navigates in a certain way. Even though the general principles of design are being used users still experience websites complicated and decides to leave. To get a better understanding of the users experience of the website it is important to do a qualitative study.

    The purpose of this study is to investigate how a user experience the usability and design during a buying process on a mobile webshop within fashion.

    Method – In order to achieve the purpose of this study, a small-N study has been conducted on three webshops. A case study has also been conducted that included an observation and an interview with six participants.

    Findings – The study shows that all three reviewed webshops are designed responsive. Recognized icons, such as the burger menu, the cart and the magnifying glass for search function are used. Color contrasts and contrast in typography against background, hierarchy and whitespace.  All webshops uses progressive disclosure to conceal information and compress content.  Confirmations by emphasizing are used. Frustration and confusion appeared in the case study during several parts of the buying process. The frustrating parts are: unexpected events and pop-up boxes that interrupt the process, the missing alternative to filter products with patterns in the filtration function or chosen sizes of clothes in the filtration function that do not follow through the process. Buttons were difficult to press because of the size of it or its placement. The user also got confused on how to use the navigation when several of the categories were merged and when the same words had different meaning in different words were used in different webshops. The study also shows that the user experience that the search function was easy and effective to use. At last the user experienced the scroll positive if the website is not too long.

    Implications –  The result of this study shows the importance of mapping the user’s perception of the website to be able to develop and offer a positive experience on the website during the buying process. The webshop therefore should focus on optimizing the interaction by following the User Interface Guidelines for applications and perform qualitative studies with the users to meet future needs as mobile usage increases.

    Limitations – The result of this study is limited to webshops in Sweden. The design and perception of the webshop can differ from other countries. If the mobile websites and the usability changes fast and with major changes, the lifetime of this study might be limited.

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    Köpprocessen via en mobilanpassad webbshop ur användarens perspektiv
  • 24.
    Jonsson, Johan
    et al.
    Jönköping University, School of Engineering, JTH, Industrial Engineering and Management.
    Cederblom, Martin
    Jönköping University, School of Engineering, JTH, Industrial Engineering and Management.
    Synliggörande av lagerfyllnadsgrad vid djuplagring: En fallstudie med fokus på klämgods i distributionslager2018Independent thesis Basic level (university diploma), 10 HE creditsStudent thesis
    Abstract [en]

    Purpose – The purpose of the study is to identify a usable method to calculate stock fulfilment rate in a distribution warehouse and investigate how a visualization of the stock fulfilment rate affects the operative planning organisation. To fulfil the purpose of this study four research questions were formulated:

    1. Which factors is needed to calculate the stock fulfilment rate for block stacking inventory in a distribution warehouse?

    1. What method could be used to calculate the stock fulfilment rate for block stacking inventory in a distribution warehouse?

    2. How could you summarize these factors to visualize the stock fulfillment rate?

    3. How can a visualization of the stock fulfillment rate affect the operative planning

      organisation?

    Method – The pre-study shows that the theory lacks a method for calculating the stock fulfilment rate with block stacking. The study has with its abductive approach investigated how businesses works with stock fulfilment rate. From this, the literature study has been analysed with support from the result and the authors has created an illustration of the method.

    Findings – The study resulted in a method which calculates stock fulfilment rate and can be used as an analytical information when optimizing the storage area. The method calculates a location- and product specific stock fulfilment rate. The study then presents an example on how the method could be visualized and used.

    Implications – The method aims at inspiring to an increased control of the warehouse storage capabilities. It is focused on block stacking and to help at a visualization and calculation of stock fulfilment rate. At an implementation stage is it important to understand that the storage and block stacking factors when doing the calculations.

    Limitations – The purposed method builds on block stacking and handling units. The study carried out is a case study which means that the result is not applicable directly without further examination of other businesses and their preconditions.

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    Examensarbete synliggörande av lagerfyllnadsgrad vid djuplagring
  • 25.
    Kaidalova, Julia
    et al.
    Jönköping University, School of Engineering, JTH. Research area Information Engineering.
    Kaczmarek, Tomasz
    Poznan University of Economic, Department of Information Systems.
    Seigerroth, Ulf
    Jönköping University, School of Engineering, JTH. Research area Information Engineering.
    Shilov, Nikolay
    St Petersburg Institute for Informatics and Automation of RAS.
    Semantic Web Technologies in Business and IT Alignment: Multi-Model Algorithm of Ontology Matching2013In: Fifth International Conference on Advances in Future Internet (AFIN 2013) / [ed] Davoil, R., Curran Associates, Inc., 2013, p. 50-57Conference paper (Refereed)
    Abstract [en]

    The importance of using appropriate and effective IT means to facilitate business functions have been acknowledged and discussed by practitioners and scientists over the past two decades thus giving a rise to the Business and IT alignment (BITA) problem. In BITA, the issue of sharing and processing large amounts of information from distributed and heterogeneous sources is of significant importance. Ontologies have shown their usability for this type of tasks. However, they also bring new challenges. The paper proposes utilising of the Semantic Web technologies to assist in solving them. Namely, the paper describes application and adaptation of the ontology matching algorithm for the BITA problem. The algorithm integrates different matching models. Its operation is shown via an illustrative example.

  • 26.
    Kandiyoti Eskenazi, Semi
    et al.
    Jönköping University, School of Engineering, JTH, Department of Computer Science and Informatics.
    Cimpan, Bogdana-Floriana
    Jönköping University, School of Engineering, JTH, Department of Computer Science and Informatics.
    A Comparative Analysis of User Interfaces in the Calling Functionality of Infotainment Systems among Popular Cars in Romania: Investigating UX and Usability Design Principles for In-car Infotainment Systems.2023Independent thesis Basic level (degree of Bachelor), 180 HE creditsStudent thesis
    Abstract [en]

    As cars become more integrated into people’s lives, the design of in-car infotainment systems has become increasingly important. This thesis explores the user experience and Usability design principles of the calling functionality within the infotainment systems of five of the most common cars in Romania. The research examines the design principles that underpin these systems, using the European Statement of Principles on Human-Machine Interface (HMI) as a reference.

    The primary methodology involved two stages of surveys. The first survey gathered demographic information, car ownership details, and participants' experiences with their infotainment systems. This data was then used to identify the most common cars for the second survey, which further investigated user preferences for different infotainment interfaces.

    Analysis of the survey results reveals significant patterns in user preferences, with ease of use and convenience emerging as crucial factors in user satisfaction. The study highlights the importance of button placement, interface design, and layout in determining user experience. The most preferred interfaces were those which aligned with HMI principles, emphasizing simplicity, clarity of information, and ease of navigation.

    Despite certain limitations, such as the small sample size and potential for self-reporting bias, the research provides important insights into user preferences and the impact of design principles on user experience. The findings underscore the need for interface designs that are both user-friendly and align with established HMI guidelines.

    The implications of these findings extend to the broader fields of Human-Computer Interaction and Automotive User Interfaces, emphasizing the importance of user-centered design in enhancing user experience and satisfaction. Future research could expand upon these findings, exploring the impact of aesthetic design factors and the potential for personalized interface options.

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  • 27.
    Karlsson, Joel
    et al.
    Jönköping University, School of Engineering, JTH, Computer and Electrical Engineering.
    Bengtsson, Carl
    Jönköping University, School of Engineering, JTH, Computer and Electrical Engineering.
    Webbaserat resultat och uppföljningsprogram för idrottsförening2012Independent thesis Basic level (university diploma), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Students at the School of Engineering at Jönköping University have on behalf of the swimming organization “Nässjö Sim och Livräddningssällskap” conducted research on how to monitor and evaluate swimmers and swimming groups in a simple and efficient manner with a focus on usability and user friendliness. Since no system existed that could meet these requirements, the client had a desire to tailor and develop such a system. The purpose of this work was to develop a system that would work as a tool to be used by coaches and swimmers alike and allow them to eventually follow the development of swimmers and swimming groups. The organization also wanted to have the ability to create tests and exams, both for land and water training, register these in the system and in a structured way know which swimmers took and passed these.

    For this thesis, the following questions functioned as a framework for progress.

    • Usability
      • How to design a usable system and what is required?
    • System
      • What type of system is best suited to meet the client's requirements and preferences?
    • Competition results
      • How can one retrieve all the competition results for swimmers of Nässjö SLS?
    • Database
      • What type of database is best suited to easily share data with an external existing database?

    Usability has been the main focus throughout the project. In order to succeed and stay on track, the students turned to the usability guru Jakob Nielsen, and his 10 heuristic rules have worked as guidelines. The work is also founded on the theories and tests Nielsen conducted on how people interact with a web-based system.

    The result of the project is a working prototype of the system without access to the competition results as the students together with the client decided that the procedure to access the database containing results from competitions became too difficult, time consuming and costly. From the perspective of functionality, focus turned to a system that can display a development curve for swimmers and swimming groups based on training and the results from tests and exams.

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  • 28.
    Kjellberg, Viktor
    et al.
    Jönköping University, School of Engineering.
    Högkvist, Albin
    Jönköping University, School of Engineering.
    Current use of smart lighting in the home environment2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Smart lighting has in more recent times developed into a broader market, where it has moved into people’s homes, as opposed to in the beginning when it was used more at office environments due to its benefits of high potential energy savings (Santamouris & Dascalaki, 2002). Today Smart LightingSystem (SLS) provides the opportunity for private home lighting fixtures and sensors to be connected wirelessly and connect with other internet of things (IoT) products to perform required tasks. Thus, the purpose of this study is to investigate if how Swedish residents use SLS at home. To answer this, we first needed to do an inventory of the homes currently using Smart lighting and if why it is being used. As a method for data collection of the study, a web-based survey including a mixed-question questionnaire was used with Single choice, Multiple-choice questions and a 7-Point Likert Scale. It consisted of 20 questions and got 114 respondents to answer about their usage of SLS. Out of these114, 39 participants were users of SLS. The raw data generated by the survey were analysed and visualized using descriptive statistics with tools like Pivotable and Pivot charts in Microsoft Excel. In general, Functionality is the most important aspect when investing in SLS across all age-groups and gender. Turn On/ Off and Dimming is the most common way of controlling the lights and the Smartphone for interaction in the home environment.

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  • 29.
    Knees, Peter
    et al.
    TU Wien.
    Schedl, Marku
    Johannes Kepler University.
    Ferwerda, Bruce
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics.
    Laplante, Audrey
    Université de Montréal.
    User Awareness in Music Recommender Systems2019In: Personalized human-computer interaction / [ed] M. Augstein, E. Herder & W. Wörndl, Berlin: Walter de Gruyter, 2019Chapter in book (Refereed)
    Abstract [en]

    Music recommender systems are a widely adopted application of personalized systems and interfaces.By tracking the listening activity of their users and building preference profiles, a user can be given recommendations based on the preference profiles of all users (collaborative filtering), characteristics of the music listened to (content-based methods), meta-data and relational data (knowledge-based methods; sometimes also considered content-based methods) or a mixture of these with other features (hybrid methods).In this chapter, we focus on the listener's aspects of music recommender systems.We discuss different factors influencing relevance for recommendation on both the listener's and the music's side and categorize existing work. In more detail, we then review aspects of (i) listener background in terms of individual, i.e., personality traits and demographic characteristics, and cultural features, i.e., societal and environmental characteristics, (ii) listener context, in particular modeling dynamic properties and situational listening behavior, and (iii) listener intention, in particular by studying music information behavior, i.e., how people seek, find, and use music information.This is followed by a discussion of user-centric evaluation strategies for music recommender systems. We conclude the chapter with a reflection on current barriers, by pointing out current and longer-term limitations of existing approaches and outlining strategies for overcoming these.

  • 30.
    Kunigonyte, Gintare
    et al.
    Jönköping University, School of Engineering.
    Kolev, Georgi Georgiev
    Jönköping University, School of Engineering.
    Web design for different generations—initial impact of web aesthetics: differences in emotional responses to web aesthetics between Generation X and Generation Z2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    As the digital age matures, we seek to understand the Generation X and Generation Z, precisely their visual perception and emotional responses to the different dimensions of online aesthetics - classical and expressive. The development of digital products and environments with a specific user experience in mind is beneficial for creating the most suitable outcome. Emotional responses to the different aesthetics can have an impact on consumers' behaviour as well as on their opinion and the image of the digital content presented. Previous research has proven that age has an impact on visual perception and online experience, but little is known about differences in needs and approaches between the important web user groups of Generation X and Generation Z when presented with a web interface. Our research focuses on their emotional responses and initial reactions towards website interfaces that have been influenced by a specific aesthetic style and seeks to find observations to improve the online experience of these two generations.

    The study examined individuals from Generation X and Generation Z by conducting semi-structured interviews. We focused on two aesthetic extremes - classical design and expressive design. Participants were shown websites with high levels of the two contrasting aesthetics and asked to review their feelings caused by the websites and thoughts about the designs. Three categories of sites were used to expand the scope of websites: e-commerce, articles, and portfolios.

    This study found no major concrete differences between the generations and how they perceived the aesthetic extremes and reacted to them. Both generations preferred web interfaces with classical aesthetics. However, we have identified some critical structural needs that our participants have expressed irrelevant to the aesthetic direction of the page. Pages with entertainment value benefited from a more expressive aesthetic and the sites where functionality is a higher priority benefitted from a more classical aesthetic. We also came to the conclusion that none of the generations preferred a single specific aesthetic direction, therefore, no definite aesthetic preferences for either generation could be drawn. Nonetheless, small differences in emotional responses were defined. Generation Z was more open towards more expressive and visually engaging sites compared to Generation X which sought comfort in their online experience and therefore preferred classical aesthetics.

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  • 31.
    Kézy, Máté
    et al.
    Jönköping University, School of Engineering.
    Stendahl, Adam
    Jönköping University, School of Engineering.
    UI Design Trends InAutomobile DigitalMedia Players: How Trends Compare To User Preference In Sweden2022Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study aims to evaluate the preferences of drivers in Sweden, in regard to incar digital media players. As interfaces in cars, to some extent, are taking over thefunctionality of physical buttons and knobs, it is increasingly important for carmanufacturers to better understand what their users prefer.Through an analysis of current trends and measurements of user preferences, wehave identified areas for improvement and further development of these mediaplayer interfaces. These suggested improvements are as follows:

    • Using the screen real estate for important items

    • Emphasizing important elements by more efficient use of spacing andsizing

    • Removing or hiding menu items that are used sparingly

    • Using the concept of familiarity to create more user-friendly interfaces

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  • 32.
    Lagerstedt, Erik
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Riveiro, Maria
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Thill, Serge
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Agent Autonomy and Locus of Responsibility for Team Situation Awareness2017In: HAI '17: Proceedings of the 5th International Conference on Human Agent Interaction, New York: Association for Computing Machinery (ACM) , 2017, p. 261-269Conference paper (Refereed)
    Abstract [en]

    Rapid technical advancements have led to dramatically improved abilities for artificial agents, and thus opened up for new ways of cooperation between humans and them, from disembodied agents such as Siris to virtual avatars, robot companions, and autonomous vehicles. It is therefore relevant to study not only how to maintain appropriate cooperation, but also where the responsibility for this resides and/or may be affected. While there are previous organisations and categorisations of agents and HAI research into taxonomies, situations with highly responsible artificial agents are rarely covered. Here, we propose a way to categorise agents in terms of such responsibility and agent autonomy, which covers the range of cooperation from humans getting help from agents to humans providing help for the agents. In the resulting diagram presented in this paper, it is possible to relate different kinds of agents with other taxonomies and typical properties. A particular advantage of this taxonomy is that it highlights under what conditions certain effects known to modulate the relationship between agents (such as the protégé effect or the "we"-feeling) arise.

  • 33.
    Lima, Tânia M.
    et al.
    C-MAST (Centre for Mechanical and Aerospace Science and Technologies), Department of Electromechanical Engineering, University of Beira Interior, Covilhã, Portugal.
    Coelho, Denis A.
    C-MAST (Centre for Mechanical and Aerospace Science and Technologies), Department of Electromechanical Engineering, University of Beira Interior, Covilhã, Portugal.
    Ergonomic and psychosocial factors and musculoskeletal complaints in public sector administration – A joint monitoring approach with analysis of association2018In: International Journal of Industrial Ergonomics, ISSN 0169-8141, E-ISSN 1872-8219, Vol. 66, p. 85-94Article in journal (Refereed)
    Abstract [en]

    Administration entails a high level of computerization with multiple risk factors (including psychosocial and of ergonomic nature), affecting worker health and well-being. An ergonomics researcher supported by a senior ergonomist and guided by a domain specific checklist assessed physical ergonomics of an organization, including 96 administrative workers in the assessment. Unstructured observations and interviews to the workers were also done. Socio-demographic, musculoskeletal health and psychosocial job data was collected from a composite questionnaire including the versions validated for the Portuguese population of the Nordic Musculoskeletal Questionnaire (NMQ) and the Copenhagen Psychosocial Questionnaire (COPSOQ). This paper demonstrates an approach to jointly monitor multiple factors to support controlling work system efficiency, safeguarding health. Even though postural issues, especially static posture, have previously been identified as risk factors contributing to the onset of musculoskeletal disorders (MSD), the results of correlation analysis did not unveil a salient association between musculoskeletal complaints and ergonomic mismatches. The analysis did unveil statistically significant associations between exposure to psychosocial job factors and ergonomic risk factors. The pairs of variables actually associated were different according to gender confirming the need for future studies aiming the gendered study of MSD causality.

    Relevance to industry: Computerized offices expose workers to multiple risk factors (including of psychosocial and ergonomic nature), and possibly influence their health and well-being. The paper demonstrates an approach to jointly monitor multiple factors to support controlling work system efficiency and negative outcomes. 

  • 34.
    Liu, Tingmo
    et al.
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics.
    Kron, Oleg
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics.
    The impact of the deceptive design of the account deletion process on social media2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The study is to establish whether there is any impact on the social media company that is implementing the deceptive design on the account deletion process. By conducting the qualitative research with Instagram users and analyzing users’ feelings, opinions, and potential actions, the study finds out using the deceptive design on account deletion process on social media has a weak influence on the social media company.

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  • 35.
    Láng, Lili
    et al.
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics.
    Pudane, Paula Dana
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics.
    Deceptive Interfaces: A case study on Amazon’s account deletion navigation and its effects on user experience2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
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  • 36.
    Minchev, Evgeni
    et al.
    Jönköping University, Jönköping International Business School, JIBS, Informatics.
    Schmitt, Torben
    Jönköping University, Jönköping International Business School, JIBS, Informatics.
    Purchasing digital items in free to play games: Investigating personality theory through an explorative study of League of Legends2016Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The continuous growth of the gaming industry develops a highly competitive environment, which provides an incubator of innovation. These conditions lead to the emergence of new business models. Free to play as one of those newly and still developing models is currently trending among the game developing and publishing companies. Delivering skyrocketing profits, the full potential of the model is yet to be revealed. At first sight, the model has a simplistic structure on the business side, however, on the user side it is unclear what motivates players to become customers through the purchase of digital items in the games.

    This research uses an exploratory and qualitative approach to collect data and identify purchasing behaviour stimuli. It also proposes an option of connecting personality theories as a possible explanation to the purchasing behaviour of players. As a focus for this study, the currently most successful free to play game, League of Legends, was selected and twelve interviews with League of Legends players were conducted.

    The interviews consisted of two parts, one semi-structured and the other one structured. The semi-structured interview aimed at identifying purchasing behaviour and finding reasons for the purchase of digital items in League of Legends. The second was a personality assessment test, Keirsey Temperament Sorter2.

    A conventional content analysis of the interviews identified the theme “personal satisfaction” as the main motivation for purchasing digital items. The investigation regarding the proposed connection to personality theory, the research’s results fail to show any connection. However, answering research question number one unveils the importance of the personality factor remains valid and a subject of future research. The research discusses possibilities and direction for future research in the face of testing other than the applied Keirsey personality theory. 

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  • 37.
    Modolin, Sarah
    et al.
    Jönköping University, Jönköping International Business School, JIBS, Informatics.
    Grace, Sekwao
    Jönköping University, Jönköping International Business School, JIBS, Informatics.
    Virtual Reality Games for Team Building Interventions: Comparison of team building interventions for university students2018Independent thesis Advanced level (degree of Master (Two Years)), 30 credits / 45 HE creditsStudent thesis
    Abstract [en]

    Teams are essential in today’s organisations. Thus, it is important to enable students early in the education process to work in teams. Moreover, we have new technologies emerging such as virtual reality (VR), that have the possibility to influence processes such as team building interventions. In addition, many researchers claim the importance of games in teaching as it leads to high engagement. Even though, there is much research available in the areas of VR, team building and games, no research connecting all three topics can be found. Nevertheless, it can be observed that VR and games have been used in teaching before, however not at the same time to enhance teamwork skills. This research provides a thorough literature review on the current possibilities and applications of VR in teaching and defines effective team building. Moreover, games in teaching and their possibilities and advantages are described. Eventually, the purpose of this study is to find out if team building interventions with the help of VR are more effective in comparison to non-VR based methods. We add to existing research by enhancing current team building techniques through VR technology. Being aware of the nature of this research we combine a qualitative and quantitative approach, namely content analysis and A/B testing, to research this topic. To support the content analysis, we apply a teamwork framework defined by Rosseau, Aubé and Savoie (2006). To validate our experiment results from A/B testing we triangulate by conducting an additional experiment. The analysis of this study shows that VR based team building interventions trigger more team processes than team building interventions without VR. Furthermore, the research points out possible future directions of studies since VR for team building is a rather new topic and thus needs to be further researched. Finally, the study can be used to encourage students and teachers at University level to apply VR technology when the opportunity is given

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  • 38. Mooiman, Noah
    et al.
    Andersson, Simon
    Integrated NFC in product packaging: How the use of integrated Near Field Communication in product packaging can change the user experience for Generation Z and enable stronger relationships with brands2022Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Over the past decades, technological advancements have made everyday objects smart, and naturally, these developments have reached the packaging industry too. Packaging equipped with sensors and chips can provide new experiences to its customers and one of the technologies that has shown its potential to contribute to this is Near Field Communication (NFC). Previous implementations of NFC in product packaging were limited to higher-end products. However, production costs of the chips have dropped substantially and has led to more adaptations. With more and more products using the technology, more consumers will get exposed to NFC- enabled packaging. Generation Z is one of those consumer groups. Thus, this study aimed to explore how NFC technology embedded in product packaging can influence the user experience for Generation Z and their relationships with brands. To achieve this goal, a qualitative approach was implemented, and 5 semi-structured interviews were conducted to get an understanding of the members of the generation’s view on NFC-enabled packaging. Emerging themes included added value, brand image, ease of use, right product, and environmental concerns. The findings from this study revealed the potential of NFC-embedded packaging and highlights the benefits it can provide to Generation Z but also several pain points and considerations.

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  • 39.
    Möcander, Bonnie
    et al.
    Jönköping University, School of Engineering, JTH, Department of Computer Science and Informatics.
    Shen, Nuoting
    Jönköping University, School of Engineering, JTH, Department of Computer Science and Informatics.
    The Influence of Interactive Elements on Entertainment: An Interactive Infographics Experiment on University Students2023Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Objectives: Consequent to previous research indicating the positive influence of entertainment on attitudes, this quantitative study investigates which interactive elements more effectively augment entertainment and to which degree Gamification, Data Selection, Storytelling, and Motion augments entertainment through the beneficial components Emotional Arousal, Recovery and Regulation and Aesthetic Appreciation (Dobni, 2007).

    Method: A pre-study survey was conducted to determine a neutral topic for the interactive infographics used in the main study. The main study consisted of experiments on university students. The participants were asked to engage with four interactive infographics, each focusing on one interactive element, while consecutively answering a questionnaire. The results of the survey were analyzed by ​​descriptive analysis, while the questionnaire was analyzed by ANOVA, MANOVA, ​​descriptive analysis, and Pearson’s r.

    Results: The pre-study survey concluded that Wild Animals was the most neutral topic. Statistically significant differences in shown entertainment were discovered between all interactive elements except Gamification and Storytelling (p = 0.696) and Data Selection and Motion (p = 0.971). Statistically significant differences in signs of Emotional Arousal and Aesthetic Appreciation were discovered between the interactive elements, but none in Recovery and Regulation. A significant (p < 0.001), strong positive correlation (r = 0.744) between shown and self-reported entertainment level was identified.

    Conclusion: Four out of five null hypotheses were successfully rejected. The findings show that Gamification and Storytelling can be used to augment entertainment more effectively. All interactive elements augment entertainment mainly through Aesthetic Appreciation. Storytelling and Gamification secondarily use Emotional Arousal, while Data Selection and Motion use Recovery and Regulation. Practical implications include that teachers and creators can augment entertainment by choosing effective interactive elements when designing and selecting interactive infographics. Further research can be conducted through qualitative methods or investigating other interactive elements, populations or device environments.

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  • 40.
    Nilsson, Adam
    et al.
    Jönköping University, School of Engineering, JTH, Supply Chain and Operations Management.
    Sandberg, Lukas
    Jönköping University, School of Engineering, JTH, Supply Chain and Operations Management.
    Effektiv materialhantering vid godsmottagning: En fallstudie på ett svenskt tillverkande företag om förbättringsmöjligheter vid arbete med leverantörer2023Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Syfte – Processer inom och mellan företag måste integreras för att öka konkurrenskraften mot andra företag. Inköp av material har ett stort ansvar att knyta samman leverantörer och godsmottagningen för att ge materialhantering de mest fördelaktiga förhållandena. Godsmottagningen är den första aktiviteten för den interna materialhanteringen och skapar därför förutsättningar för fortsatt effektiv materialhantering nedströms försörjningskedjan. Därför är syftet med studien: att utforska förbättringsmöjligheter vid arbete med leverantörer för att skapa förutsättningar som främjar en effektivare materialhantering vid godsmottagning.

    Metod – Studiens design är en fallstudie. Empirin består av kvalitativa data, från datainsamlingsteknikerna som bestod av intervjuer, dokumentstudier och observationer. Dokumentstudierna var interna dokument från fallföretaget. Observationerna och intervjuerna var av semistrukturerad karaktär. För analysen av intervjuerna användes en tematisk analys, men för observationerna och dokumentstudierna användes en kvalitativ dataanalys.

    Resultat – Studien visade att materialflödet endast går från leverantör till godsmottagningen, medan informationsflödet involverar aktörerna inköpsavdelningen, leverantören och godsmottagningen. Kombinationen av empiriska och teoretiska data från nuvarande flödesutmaningar, identifierades möjligheter för materialhantering vid godsmottagning. För att uppnå effektivare materialhantering måste företag arbeta med relationella- och kontraktsbaserade styrmekanismer. Det är viktigt att förbättra kommunikationen, minska osäkerhet, kommunicera förväntningar, ge återkoppling och använda lämpliga kommunikationsmedier.

    Implikationer – Genom studiens resultat framkommer praktiska implikationer för företag genom att arbeta med kontrakt- och relationella styrmekanismer, samt betydelsen av förbättringsmöjligheter för kommunikation av förväntningar och återkoppling för att minska osäkerhet med lämpliga kommunikationsmedier. Studien påvisar hur företag och beslutsfattare framgångsrikt kan styra och samarbeta med sina leverantörer för att främja effektiv materialhantering vid godsmottagning, som i tidigare studier ofta har misslyckats.

    Begränsningar – Studiens metod är en enfallstudie, vilket medför vissa begränsningar. Genom att endast studera ett fall kan resultaten vara svåra att generalisera. Studiens trovärdighet hade kunnat stärkas ytterligare genom att inkludera fler intervjuer och observationer.

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  • 41.
    Persson, Rickard
    et al.
    Jönköping University, School of Engineering, JTH, Department of Computer Science and Informatics.
    Wernersson, Jonathan
    Jönköping University, School of Engineering, JTH, Department of Computer Science and Informatics.
    Exploring the Potential Impact of AI on the Role of Graphic Content Creators: Benefits, Challenges, and Collaborative Opportunities2023Independent thesis Basic level (degree of Bachelor), 180 HE creditsStudent thesis
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  • 42.
    Rask, Jim
    et al.
    Jönköping University, School of Engineering.
    Pierre, Sebastian
    Jönköping University, School of Engineering.
    Utveckling med JavaScript-ramverk och UX/UI2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
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  • 43.
    Resmini, Andrea
    et al.
    Jönköping University, Jönköping International Business School, JIBS, Informatics.
    Tan, He
    Jönköping University, School of Engineering, JTH. Research area Computer Science and Informatics. Jönköping University, School of Engineering, JTH, Computer Science and Informatics, JTH, Jönköping AI Lab (JAIL).
    Tarasov, Vladimir
    Jönköping University, School of Engineering, JTH. Research area Computer Science and Informatics. Jönköping University, School of Engineering, JTH, Computer Science and Informatics, JTH, Jönköping AI Lab (JAIL).
    Adlemo, Anders
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics. Jönköping University, School of Engineering, JTH. Research area Computer Science and Informatics.
    #ViewFromTheOffice - Reconceptualizing the Workplace as an Information-based Ecosystem2016In: Proceedings of the 6th STS Conference on Socio-technical Ecosystems, 2016Conference paper (Refereed)
  • 44.
    Samuelsson, Andreas
    et al.
    Jönköping University, School of Engineering, JTH, Department of Computer Science and Informatics.
    Lagerquist, Albin
    Jönköping University, School of Engineering, JTH, Department of Computer Science and Informatics.
    Microinteractions: The effects on web-based forms2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
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  • 45.
    Söderholm, Elin
    et al.
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics.
    Flankkumäki, Sofia
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics.
    How dark patterns affect desirability in Candy Crush Saga2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Dark game design patterns are features used by game creators to manipulate the player to make certain choices. These patterns can lead to unintentional player actions causing negative experiences. In this descriptive user experience study, focused on the mobile game Candy Crush Saga, the dark patterns’ effect on desirability (whether something is fun and engaging) and the players’ decision to quit or continue to be a player due to the patterns were investigated. An online survey, where the participants were asked about their feelings towards five different dark patterns identified within Candy Crush Saga, was conducted and distributed by using Google Forms and Facebook. The survey received 60 responses from current and previous players of the game. The sample was not controlled and rather homogeneous, therefore it was not necessarily representative of the entire Candy Crush Saga audience. The analysis of the gathered data indicated correlation between the use of certain types of dark patterns and decreased desirability. Some variation could be detected between the effects of different dark patterns. Similarly, certain patterns had a stronger impact on the players’ decision to quit being a player and other patterns on the choice to continue. Four out of the five patterns studied were indicated as both a reason to quit for some and a reason to continue for others.  The results offer insight to game developers and businesses about the previously insufficiently studied connection between the dark game design patterns and their direct effects to the users’ perceived experience. It is apparent that a decrease in the use of certain dark patterns would contribute to  a more positive playing experience.

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  • 46.
    Söderlund Valencia, Lorens
    Jönköping University, School of Engineering, JTH, Mechanical Engineering.
    PARAMETRISERAD DESIGN APPLICERAD PÅ EN MOTORSÅGSKEDJA2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The main objective of this thesis was to develop appropriate strategies and find factors that affect the usability of parameterized designs. This was accomplished by investigate the user-interface and how it is designed to meet the user's information needs. The thesis also embraces the basic theories in terms of investigation, cognitive design principles and human behavior patterns in the interaction with the machine. The approach has led to an explorative investigation in this subject area.

    The thesis also had the purpose to achieve more efficient ways for development of motor chainsaws at Husqvarna AB's department Global Cutting Equipment. That can be achieved through reduce costs of development per sold unit. To reduce cost depends to what extend the program is helping the user to achieve goals during the design execution. The thesis also includes an investigation of the factors that affect the design of such a program. To explore appropriate strategies was a theoretical design process implemented in the study. From the perspective of technology has the author utilized knowledge in engineering design and programming. The program approach utilized was Visual Basic languish in Visual Studio enviroment for the user-interface and a Catia V5 CAD-platform for the chainsaw design.

    The result is a program which could use reconfigured parameters as needed to create customized designs correctly and effectively. This thesis has also resulted in appropriate principles for the design of a user-friendly interface that were up for the task to be a supporting tool through the execution. It has also been established appropriate tools and methods for analysis and optimization of the program. The author feels that the results of methods and principles in this study were of high reliability and can therefore be applied to other projects, even if the results only are valid for this specific case.

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    Parametriserad Design Applicerad på en Motorsågskedja_2012. Published
  • 47.
    Tang, Julia S. Y.
    et al.
    Curtin Autism Research Group, School of Occupational Therapy, Social Work and Speech Pathology, Curtin University, Perth, Western Australia, Australia.
    Chen, Nigel T. M.
    Curtin Autism Research Group, School of Occupational Therapy, Social Work and Speech Pathology, Curtin University, Perth, Western Australia, Australia.
    Falkmer, Marita
    Jönköping University, School of Education and Communication, HLK, CHILD. Curtin Autism Research Group, School of Occupational Therapy, Social Work and Speech Pathology, Curtin University, Perth, Western Australia, Australia.
    Bölte, Sven
    Curtin Autism Research Group, School of Occupational Therapy, Social Work and Speech Pathology, Curtin University, Perth, Western Australia, Australia.
    Girdler, Sonya
    Curtin Autism Research Group, School of Occupational Therapy, Social Work and Speech Pathology, Curtin University, Perth, Western Australia, Australia.
    A systematic review and meta-analysis of social emotional computer based interventions for autistic individuals using the serious game framework2019In: Research in Autism Spectrum Disorders, ISSN 1750-9467, E-ISSN 1878-0237, Vol. 66, article id 101412Article, review/survey (Refereed)
    Abstract [en]

    Background and aim: Adopting the elements of the Serious Game framework has been hypothesised as a strategy to promote the efficacy of social emotional computer-based interventions (CBI) for autistic individuals. This systematic review aimed to review the application of Serious Game principles in current social emotional CBI targeting autistic individuals and evaluate the effect of these principles in remediating social emotional outcomes via meta-analysis.

    Methods: Database searches identified 34 studies evaluating social emotional CBI with 17 controlled efficacy studies included in meta-regressions analyses. Narrative synthesis summarised the attributes of each CBI based on the five Serious Game principles; motivating storyline, goal directed learning, rewards and feedback, increasing levels of difficulty and individualisation.

    Results: Based on the scores of the Serious Game assessment tool we developed, findings revealed on average a limited (45%) integration of Serious Game design principles in social emotional CBI for autistic individuals. Main findings from the meta-regressions of 17 controlled efficacy studies revealed a moderating effect of Serious Game design principles on the distant generalisation of social emotional skills and transferability of outcomes among autistic individuals. No significant moderating effects of Serious Game was found for close generalisation and maintenance outcomes.

    Conclusion: Overall, findings suggest that the Serious Game design framework has utility in guiding the development of social emotional CBI which improve the social emotional skills of autistic individuals. 

  • 48.
    Tang, Julia S Y
    et al.
    Curtin University, Perth, Australia.
    Falkmer, Marita
    Jönköping University, School of Education and Communication, HLK, CHILD. Curtin Autism Research Group, School of Occupational Therapy, Social Work and Speech Pathology, Curtin University, Perth, WA, Australia.
    Chen, Nigel T M
    Curtin University, Perth, Australia.
    Bölte, Sven
    Curtin University, Perth, Australia.
    Girdler, Sonya
    Curtin University, Perth, Australia.
    Designing a Serious Game for Youth with ASD: Perspectives from End-Users and Professionals2019In: Journal of autism and developmental disorders, ISSN 0162-3257, E-ISSN 1573-3432, Vol. 49, no 3, p. 978-995Article in journal (Refereed)
    Abstract [en]

    Recent years have seen an emergence of social emotional computer games for individuals with Autism Spectrum Disorder (ASD). These games are heterogeneous in design with few underpinned by theoretically informed approaches to computer-based interventions. Guided by the serious game framework outlined by Whyte et al. (Journal of Autism and Developmental Disorders 45(12):1-12, 2014), this study aimed to identify the key motivating and learning features for serious games targeting emotion recognition skills from the perspectives of 11 youth with ASD and 11 experienced professionals. Results demonstrated that youth emphasised the motivating aspects of game design, while the professionals stressed embedding elements facilitating the generalisation of acquired skills. Both complementary and differing views provide suggestions for the application of serious game principles in a potential serious game.

  • 49. Thulin, Felix
    Augmented Reality i utomhusmiljöer: En jämförelse mellan ARKit och ARCore2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Purpose – The purpose of this thesis is to understand how the two frameworks: ARKit and ARCore works in the outside environment, in terms of possibilities and constrictions. This thesis intends to answer the following research questions:

    -        Which possibilities and restrictions does ARKit and ARCore have for usage in the outside environment?

    -        Which is the lowest illuminance needed for ARKit to work?

    Method – The study uses a literature study to answer the first research question. For the second research question a combination of literature study and experimental study is used, in which a hypothesis and prediction is formulated.

    Results – The results of the study show that there’s more restrictions than possibilities for using ARKit and ARCore in the outside environment. There are a lot of factors that can affect the frameworks ability to read the surroundings and place virtual objects. Dynamic elements, such as weather and illumination, is something that needs to be kept in mind. The experimental study showed that the minimal illumination needed for an ARKit based application to be able to place an object in an environment was 10.275 lx. In comparison; this is when the sun is positioned at a -5O under the horizon or higher. For example, this means that 1st of January only has 7h and 30min of the day where there is enough daylight for ARKit to read the surrounding. This does not account for other factors that can be troublesome, such as during the wintertime there is likely snow covering the ground.

    Implications – The study contributes to the exploration of an area which is relatively unknown since these frameworks have barely been out for a year. The results in the study can give an insight for developers and companies that have visions to use AR technology in the outside environment. The study covers the main areas AR, ARKit and ARCore.

    Limitations – The experimental study was only performed using ARKit, the reason being that the only testing device available was iOS

    Keywords – Augmented Reality, AR, Apple, Google, ARKit, ARCore, Lux, Experiment, Literature study.

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  • 50.
    Tkalcic, Marko
    et al.
    Free University of Bozen-Bolzano.
    Ferwerda, Bruce
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics.
    Theory-driven Recommendations: Modeling Hedonic and Eudaimonic Movie Preferences2018Conference paper (Refereed)
    Abstract [en]

    Most of the research in recommender systems focuses on data-driven approaches. In this paper we present our vision for complementing data-driven approaches with model-driven ones. We present a preliminary experimental set-up and we expose our research plan. In the experimental set-up we acquired eudaimonic characteristics of movies and user preferences. Furthermore, we performed a preliminary analysis of the acquired data.

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