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35
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Introduction
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March 2013 - April 2016
Publications
Publications (35)
Background
Prolonged sedentary behavior, such as sitting or reclining, has consistently been identified as a stand-alone risk factor for heightened cardiometabolic risk and overall mortality. Conversely, interrupting sedentary periods by incorporating short, active microbreaks has been shown to mitigate the negative effects of sedentary behavior. C...
BACKGROUND
Prolonged sedentary behavior, such as sitting or reclining, has consistently been identified as a stand-alone risk factor for heightened cardiometabolic risk and overall mortality. Conversely, interrupting sedentary periods by incorporating short, active microbreaks has been shown to mitigate the negative effects of sedentary behavior. C...
Casual exergames have shown potential in providing sufficient levels of exertion to decrease sedentary behavior. However, previous casual exergame implementations do not follow the guidelines of allowing for shorter (2–3 min) active breaks during more regular increments. To evaluate if casual exergames could be applied following the guidelines of s...
BACKGROUND
Reducing inactivity in patients with chronic disease is vital since it can decrease the risk of disease progression and mortality. Exergames are an innovative approach to become more physically active and positively affecting physical health outcomes. However, current commercial exergames with ‘‘one size fits all’’ approaches might not o...
BACKGROUND
Physical activity is important for everyone to maintain and improve health, especially for people with chronic diseases. Mobile exergaming has the potential to increase physical activity and specifically to reach people with poor activity levels. However, commercial mobile exergames are not specially designed for older people with chroni...
Physical activity is important for everyone to maintain and improve health, especially for people with chronic diseases. Mobile exergaming has the potential to increase physical activity and to specifically reach people with poor activity levels. However, commercial mobile exergames are not specially designed for older people with chronic illnesses...
Reducing inactivity in patients with chronic disease is vital since it can decrease the risk of disease progression and mortality. Exergames are an innovative approach to becoming more physically active and positively affecting physical health outcomes. Serious games are designed for purposes beyond entertainment and exergames are serious games for...
Funding Acknowledgements
Type of funding sources: Foundation. Main funding source(s): Vetenskapsrådet
Background
A 10-minute increase a day in physical activity (PA) in patients with heart failure (HF) can have beneficial effects on symptoms, mortality, and hospitalisation risk. Many patients are physically inactive and find it challenging to leav...
Gamification is defined as the use of game design elements in contexts other than gaming to increase user engagement and experience. Gamification in cardiovascular care can contribute to positively change health behaviour with possible effects and benefits on physical health and mental well-being. Based on previous literature, in this article we de...
A strong set of hard and soft skills are required for an engineer to succeed in today’s teambased workplaces. In order to prepare students for the profession, engineering education needs to focus on both. However, traditional engineering programs do not place enough emphasis on the development of soft skills, despite the guidelines specified in CDI...
Sammanfattning—Programsammanhållande kurser där studenter från årskurs 1-3 gemensamt reflekterar över teman med koppling till deras studier och framtida yrkesliv finns på både KTH och Linköpings universitet (LiU). Syftet med kurserna är främst att skapa en helhet i utbildningen och ge förståelse för vad den leder till, genom att få studenterna att...
Soft skills are recognized as crucial for engineers as technical work is becoming more and more collaborative and interdisciplinary. Today many engineering educations fail to give appropriate training in soft skills. Linköping University has therefore developed a completely new course “Professionalism for Engineers” for two of its 5-year engineerin...
In order to counteract the digital divide and to enable the society to reach all its citizens with various kinds of e-services, there is a need to develop access methods and terminal technologies suited also for groups with weak access to the Internet, not the least elderly and people needing care in their homes. In this chapter, the authors will d...
In order to counteract the digital divide and to enable the society to reach all its citizens with various kinds of e-services, there is a need to develop access methods and terminal technologies suited also for groups with weak access to the Internet, not the least elderly and people needing care in their homes. In this chapter, the authors will d...
We compared a visual GPS, a tactile torso belt, and a 3D audio display in a waypoint navigation task for dismounted soldiers. Using these displays one at a time, the soldier's main tasks were to walk as fast and straight as possible towards the waypoints while visually scanning the terrain for detection of target flags. The results showed that all...
The television (TV) is one of the most common entertainment devices in homes. Searching and finding TV programs is a common
task and using TV guides is one way of performing this. This paper presents three studies that are focused on examining audiences’
TV habits and TV guide usage, evaluating a new concept based on linking paper and pen with TV t...
Interaction techniques for interactive television (iTV) are currently complex and difficult to use for a wide-range of viewers. Few previous studies have dealt with the potential benefits of multimodal dialogue interaction in the context of iTV for the purpose of flexibility, usability, efficiency, and accessibility. This paper investigates the ben...
In order to provoke a debate about the use of new technology, the Snatcher Catcher, an intrusive interactive refrigerator that keeps record of the items in it, was created. In this paper we present the fridge, and how we used it in a provocative installation. The results showed that the audience was provoked, and that few people wanted to have the...
Using speech input to augment the remote control can be an alternative interaction technique for interactive television. However, little is known about how to design such a system that is suitable for the home environment. In this paper we explore possible error resolution strategies in the case of speech recognition errors in a TV-setting. From pr...
The television concept is changing, while the remote control remains the same and tends to evolve more slowly interaction. The future TV is a complex device and viewers need support to interact with it without difficulty by creating easy to use yet advanced interaction tools. One approach to accomplish this is by augmenting exiting interaction tool...
Many studies have shown the advantages of building multimodal systems, however not in the interactive TV application context. This paper reports on a qualitative study of a multimodal program guide for interactive TV. The system was designed by adding speech interaction to an already existing TV program guide. Study results indicate that spoken nat...
Many studies have already shown the advantages of building multimodal systems. In this case study we have shown the advantages of combining natural language and a graphical interface in the interactive TV domain. In this paper we describe a multimodal dialogue TV program guide system that is a research prototype built for the case study by adding s...
In order to provoke a debate about the use of new technology, the Snatcher Catcher, an intrusive interactive refrigerator that keeps record of the items in it, was created. In this paper we present the fridge, and how we used it in a provocative installation. The results showed that the audience was provoked, and that few people wanted to have the...
In order to provoke a debate about the use of new technology, the Snatcher Catcher, an intrusive interactive refrigerator that keeps record of the items in it, was created. In this paper we present the fridge, and how we used it in a provocative installation. The results showed that the audience was provoked, and that few people wanted to have the...
Involving the users in the design process in order to understand their current situation and to generate new ideas for the development of future products and services is highly relevant to achieve a good result. There are several Participatory Design activities available for generating new ideas and concepts. There are also several activities avail...
A media terminal box combines digital television and services on the World Wide Web. This device will be available in many homes and the interaction with it occurs via a remote control and a visual presentation. The problem is the navigation difficulties among the huge number of television channels. The aim of this study is to investigate whether s...