Sökning: "människa-maskin-interaktion mmi"

Visar resultat 6 - 10 av 18 avhandlingar innehållade orden människa-maskin-interaktion mmi.

  1. 6. Playing with Context : Explicit and Implicit Interaction in Mobile Media Applications

    Författare :Maria Håkansson; Lars Erik Holmquist; Oskar Juhlin; Eric Paulos; Stockholms universitet; []
    Nyckelord :context; human-computer interaction; interaction design; mobile media; play; ubiquitous computing; Man-Machine-Interaction MMI ; människa-maskin-interaktion mmi ;

    Sammanfattning : This thesis contributes with insights into how aspects of the surrounding physical and social context can be exploited in the design of mobile media applications for playful use. In this work, context refers to aspects of the immediate surroundings – outside of the device – that can be identified and measured by sensors; for instance environmental aspects like sound, and social aspects like co-located people. LÄS MER

  2. 7. Hanging out in the game café : Contextualising co-located computer game play practices and experiences

    Författare :Fatima Jonsson; Harko Verhagen; Robert Ramberg; Tom Ziemke; Stockholms universitet; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; co-located game play; Game café; LAN party; game play experiences; public settings; senses; Man-Machine-Interaction MMI ; människa-maskin-interaktion MMI ;

    Sammanfattning : What social practices are people involved when staying in a game café? What kind of social setting is the game café? What are the attitudes towards playing computer games at home and in public among parents? What are the media representations of co-located game playing in public? What are the sensory experiences of playing co-located game play in public? This dissertation gives a descriptive and analytical account of the contexts and meanings of playing co-located computer games in public settings such as game cafés and LAN parties. The overall aim with the dissertation is to describe and investigate the social and cultural meanings and contexts of playing computer games in a game café. LÄS MER

  3. 8. CALL of the Wild : Using language technology in the second language classroom

    Författare :Petter Karlström; Robert Ramberg; Teresa Cerratto-Pargman; Philip Hubbard; Stockholms universitet; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; Computer Assisted Language Learning; Human-Computer Interaction; Interaction Design; Language Technology; Sociocultural Theory; Computer and systems science; Data- och systemvetenskap; Man-Machine-Interaction MMI ; människa-maskin-interaktion mmi ;

    Sammanfattning : Technology that analyzes written human language displays compelling possibilities for computer assisted language learning (CALL). Applications may be designed to examine second language students’ free text production in order to suggest improvements, draw attention to selected linguistic elements, provide examples from native language use, etc. LÄS MER

  4. 9. Beyond Users : Grounding Technology in Experience

    Författare :Sara Ljungblad; Lars Erik Holmquist; Kristina Höök; William Gaver; Stockholms universitet; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; Computer and systems science; Data- och systemvetenskap; Man-Machine-Interaction MMI ; människa-maskin-interaktion mmi ;

    Sammanfattning : This thesis goes beyond a user-centred design approach to explore potential future applications and modes of interaction. With several design cases, we investigate how early technology ideas can be matched with a specific practice to inspire novel design. LÄS MER

  5. 10. Body Games : Designing for movement-based play in co-located social settings

    Författare :Elena Márquez Segura; Barry Brown; Annika Waern; Florian Mueller; Stockholms universitet; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; Man-Machine-Interaction MMI ; människa-maskin-interaktion MMI ;

    Sammanfattning : The challenge of designing for games and playful activities has moved past the technical, to focus on how to design for a design space where the threads of the digital technologies and the physical world interweave and entangle creating a hybrid fabric where play can take place. But how can we bridge between the digital and physical world where play is enacted and unravel the tangle of this hybrid fabric? How can we braid the digital and digital threads to spur playful experiences? In this thesis, I focus on a concrete fabric of hybrid play: co–located physical and social play, and propose a framework for design in this scenario: the PLAY BOOST framework. LÄS MER