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  • 1. Allwood, Jens
    et al.
    Jensen, MikaelUniversity of Borås, School of Education and Behavioural Science.
    Kognitionsvetenskap2012Collection (editor) (Other academic)
  • 2.
    Chen, Wei
    et al.
    Fudan University.
    Augusto, Juan CarlosMiddlesex University.Seoane, FernandoUniversity of Borås, Faculty of Caring Science, Work Life and Social Welfare. KTH-School of Technology and Health.Ledhocki, FedorSlovak University of Technology.Arends, JohanTechnical University of Technology.Ungureanu, ConstantinHobo Heeze.Wichert, ReinerFraunhofer IGD.
    Recent Advances in Ambient Assisted Living: Bridging Assistive Technologies, e-Health and Personalized Health Care2015Collection (editor) (Refereed)
  • 3.
    Dumitrescu, Delia
    et al.
    University of Borås, Swedish School of Textiles.
    Landin, Hanna
    University of Borås, Swedish School of Textiles.
    Vallgårda, Anna
    University of Borås, Swedish School of Textiles.
    An Interactive Textile Hanging: Textile, Context, and Interaction2012In: Studies in Material Thinking, ISSN 1177-6234, Vol. 7Article in journal (Refereed)
    Abstract [en]

    This article presents three scenarios in which we explore different possibilities for interactive textile hangings, textile hangings that are knitted and attached to servomotors. We have identified a series of variables that address the relationship between the expressions of the changeable pattern, created by rotating motors, and the unchangeable textile pattern. We use these variables, combined with contextual dichotomies, to discuss the relationships between the textile expression, the temporal expression, the place and the interactions for these scenarios.

  • 4. Fernaesus, Ylva
    et al.
    Vallgårda, Anna
    University of Borås, Swedish School of Textiles.
    John Tharakan, Mili
    University of Borås, Swedish School of Textiles.
    Lundström, Anders
    Touch and Feel Soft Hardware2012Conference paper (Refereed)
    Abstract [en]

    With soft hardware we refer to electronic components, coatings, and shells built from materials that make them elastic, flexible, floppy and malleable. By introducing new material properties into electronic and computational contexts we expect to open new paths for designing interactive things. Building electronics with textile and other soft materials may easily degrade elements such as speed, power, and storage capacities; however, these constraints can be acceptable if not down right desirable in these new contexts. We see how sensors, actuators, computers and even battery cells made of soft materials enables us to embed them into soft shapes that in turn afford certain forms of interaction. With the term soft hardware, we also highlight the interplay between computational and physical materials in interaction designs.

  • 5.
    Garrote Jurado, Ramon
    University of Borås, School of Engineering.
    The use of a Learning Management System to promote group interaction and socialization in a trainee project: Unemployed Academics on their way to new jobs2007Conference paper (Other academic)
    Abstract [en]

    The project is a cooperation between University College of Borås (UB), local Unemployment Agency and European Social Fund. The purpose of the project is to offer practice to unemployed academics at UB, let them develop themselves and find a new job. After 5 months 11of 30 participants have got a job. The project uses a Learning Management System (LMS) to promote group interaction and socialization. An analysis of the use of online asynchronous discussion (OAD) within the LMS has been made and presented in this paper. The purpose of this analysis is to study the group interaction and socialization.

  • 6.
    Garrote Jurado, Ramon
    et al.
    University of Borås, School of Engineering.
    Pettersson, Tomas
    Christie, Michael F
    Lärares attityder till användningen av lärplattformar i högre utbildning2007Report (Other academic)
    Abstract [en]

    The purpose of this study was to examine the attitudes among lecturers and find out if there was a resistance that could be an obstacle to an increased use of LMS (Learning management systems) in the higher education. At the University College of Boras 22 lecturers were interviewed, the sample consisted of lecturers that had the opportunity to use WebCT during the last 9 months. The answers show that most of the lecturers, including those who only used minor parts of the LMS, believed that they could benefit from using a LMS in the future. The study did not support the hypothesis that fear of the complexity of the system or unwanted effects on the education is a main reason for lecturers not to use LMS, when lecturers decide individually to use tools in the systems, the major concern is the initial amount of work compared with the expected benefits. Due to the benefits of a fully implemented LMS and the result of this study it is recommended that institutions in higher education take actions to establish LMS as a standard tool, and the handling a part of the professional competence of the lecturers.

  • 7.
    Hallnäs, Lars
    et al.
    University of Borås, Swedish School of Textiles.
    Redström, Johan
    Interaction design: foundations, experiments2006Book (Other academic)
    Abstract [en]

    Interaction Design: Foundations, Experiments is the result of a series of projects, experiments and curricula aimed at investigating the foundations of interaction design in particular and design research in general. The first part of the book - Foundations - deals with foundational theoretical issues in interaction design. An analysis of two categorical mistakes -the empirical and interactive fallacies- forms a background to a discussion of interaction design as act design and of computational technology as material in design. The second part of the book - Experiments - describes a range of design methods, programs and examples that have been used to probe foundational issues through systematic questioning of what is given. Based on experimental design work such as Slow Technology, Abstract Information Displays, Design for Sound Hiders, Zero Expression Fashion, and IT+Textiles, this section also explores how design experiments can play a central role when developing new design theory.

  • 8.
    Jensen, Mikael
    University of Borås, School of Education and Behavioural Science.
    Barn lär av barn i leken2011In: Förskoletidningen, ISSN 1402-7135, Vol. 2, p. 18-25Article in journal (Other (popular science, discussion, etc.))
    Abstract [sv]

    Mikael Jensen beskriver hur de små barnen imiterar varandra. Han menar att imitationen är ett medvetet val och att barnen väljer vem de vill imitera och vad. I imitationsleken lär sig barn sådant de inte kunde innan. Men leken ställer också krav på förmåga att kommunicera och att sätta sig in i andras tankar, till exempel.

  • 9.
    Jensen, Mikael
    University of Borås, School of Education and Behavioural Science.
    Hjärnan lär sig sluta härmas2009In: Forskning och framsteg, ISSN 0015-7937, Vol. 7, p. 18-21Article in journal (Other academic)
    Abstract [sv]

    Människans tanke- och handlingsförmåga är unik. Men det är också hennes förmåga att avstå från vissa tankar och handlingar.

  • 10.
    Martinovski, Bilyana
    University of Borås, School of Business and IT.
    Emotion in negotiation2010In: Handbook of Group Decision and Negotiation / [ed] D.M. Kilgour, C Eden, Springer Verlag , 2010, p. 65-86Chapter in book (Other academic)
  • 11.
    Martinovski, Bilyana
    University of Borås, School of Business and IT.
    Empathy and Theory of Mind and body in evolution.2007In: Communication, Action, Meaning. A Festschrift to Jens Allwood, p. 343-361Article in journal (Refereed)
    Abstract [en]

    Three mutually exclusive theoretical explanations have been proposed to describe how Theory of Mind processes work, namely by imitation, by simulation or by representation. This paper claims that all three theories are correct and that the realization of empathy in discourse is a good source of evidence for that. Instead of being three exclusive theories these are three compatible mechanisms, which reflect different stages of cognitive evolution. Furthermore, the somatic and emotive bias of cognition, the complexity of Theory of Mind processes and the fundamental role empathy plays in interaction altogether point to a new metaphor of communication, namely communication as a caress.

  • 12.
    Martinovski, Bilyana
    University of Borås, School of Business and IT.
    Mitigation2009In: The Pragmatics Encyclopedia / [ed] Louise Cummings, Routledge , 2009Chapter in book (Other academic)
  • 13.
    Martinovski, Bilyana
    et al.
    University of Borås, School of Business and IT.
    Mao, Wenji
    Emotion as Decision Engine: Model of Emotion in Negotiation and Group Decision2011Conference paper (Other academic)
  • 14. Vega-Barbas, Mario
    et al.
    Pau, Ivan
    Seoane, Fernando
    University of Borås, School of Health Science.
    Confidence: dependencies and their critical role in fostering user acceptance in pervasive applications2014Conference paper (Refereed)
    Abstract [en]

    Pervasive computing offers new scenarios where users are surrounded by invisible and proactive technology making smart spaces. Although the utility and power of solutions developed using this computer paradigm are proved, there are unresolved problems that hinder their acceptance and inclusion in our private life. Users have problems understanding the operations of a pervasive computing solution, and therefore they should trust that the solution works properly and according to their expectations. Nevertheless, the concept of trust is already framed in a specific use within the ecosystem of applications that can populate a smart space. To take this concept of trust to the whole space, we propose to study and define the concept of confidence. In contrast to the concept of trust, confidence has deeper psychological implications.

  • 15. Vega-Barbas, Mario
    et al.
    Pau, Ivan
    Valero, Miguel Angel
    Seoane, Fernando
    University of Borås, School of Health Science.
    Adaptive Software Architecture for Confident Homecare in the Digital Home2014Conference paper (Refereed)
  • 16.
    Vega-Barbas, Mario
    et al.
    Royal Institute of Technology.
    Pau, Iván
    Universidad Politecnica de Madrid.
    Augusto, Juan C
    Middlesex University.
    Seoane, Fernando
    University of Borås, Faculty of Textiles, Engineering and Business. University of Borås, Faculty of Caring Science, Work Life and Social Welfare. Karolinska Institutet.
    Interaction patterns for smart spaces. A confident interaction design solution for pervasive sensitive IoT services2017In: IEEE Access, E-ISSN 2169-3536Article in journal (Refereed)
  • 17.
    Vega-Barbas, Mario
    et al.
    KTH-School of Technology and Health.
    Pau, Iván
    Universidad Politecnica de Madrid.
    Ferreira, Javier
    University of Borås, Faculty of Caring Science, Work Life and Social Welfare. KTH-School of Technology and Health.
    Lebis, Evelyn
    Seoane, Fernando
    University of Borås, Faculty of Caring Science, Work Life and Social Welfare. KTH-School of Technology and Health.
    Utilizing Smart Textiles-Enabled Sensorized Toy and Playful Interactions for Assessment of Psychomotor Development on Children2015In: Journal of Sensors, ISSN 1687-725X, E-ISSN 1687-7268, article id 898047Article in journal (Refereed)
  • 18.
    Wollmann, Thomas
    et al.
    GECKO Institute, Heilbronn University, Heilbronn, Germany.
    Abtahi, Farhad
    KTH-School of Technology and Health.
    Eghdam, Abouzar
    Department of Learning, Informatics, Management and Ethics, Health Informatics Centre, Karolinska Institute.
    Seoane, Fernando
    University of Borås, Faculty of Textiles, Engineering and Business. KTH-School of Technology and Health.
    Lindecrantz, Kaj
    KTH-School of Technology and Health.
    Haag, Martin
    GECKO Institute, Heilbronn University, Heilbronn, Germany.
    Koch, Sabine
    Department of Learning, Informatics, Management and Ethics, Health Informatics Centre, Karolinska Institute.
    User-Centred Design and Usability Evaluation of a Heart Rate Variability Biofeedback Game2016In: IEEE Access, E-ISSN 2169-3536, Vol. PP, no 99, p. 1-1Article in journal (Refereed)
    Abstract [en]

    Background and objective: Reduced heart rate variability (HRV) is an indicatorof a malfunctioning autonomic nervous system. Resonant frequencybreathing is a potential non-invasive means of intervention for improvingthe balance of the autonomic nervous system and increasing HRV. However,such breathing exercises are regarded as boring and monotonous tasks.The use of gaming elements (gamification) or a full gaming experience is awell-recognised method for achieving higher motivation and engagement invarious tasks. However, there is limited documented knowledge on how todesign a game for breathing exercises. In particular, the influence of additionalinteractive elements on the main course of training has not yet beenexplored. In this study, we evaluated the satisfaction levels achieved usingdifferent game elements and how disruptive they were to the main task, i.e.,paced breathing training.

    Methods: An Android flight game was developed with three game modes thatdiffer in the degrees of multitasking they require. Design, development and evaluation were conducted using a user-centred approach, including contextanalysis, the design of game principle mock-ups, the selection of game principlesthrough a survey, the design of the game mechanics and GUI mock-up,icon testing and the performance of a summative study through user questionnairesand interviews. A summative evaluation of the developed gamewas performed with 11 healthy participants (ages 40-67) in a controlled setting.Results: The results confirm the potential of video games for motivatingplayers to engage in HRV biofeedback training. The highest training performanceon the first try was achieved through pure visualisation rather thanin a multitasking mode. Players had higher motivation to play the morechallenging game and were more interested in long-term engagement.Conclusion: A framework for gamified HRV biofeedback research is presented.It has been shown that multitasking has considerable influence onHRV biofeedback and should be used with an adaptive challenge level.

1 - 18 of 18
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