Peter Ljungstrand

Peter Ljungstrand
RISE Research Institutes of Sweden | II · Prototyping Societies

About

68
Publications
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2,062
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Publications

Publications (68)
Article
Full-text available
Digital fabrication and making has received a growing interest in formal and informal learning environments. However, many of these initiatives often start from a grassroots perspective, with little coordination on a national level. This paper illustrates and discusses a study from an ongoing large-scale national testbed in Sweden named Makerspace...
Conference Paper
Full-text available
Digital fabrication and making are increasingly being used in formal and informal learning environments. However, while many of these initiatives often start from a grassroots perspective, with little coordination on a national level, we now present a study on the first part of a large-scale national testbed for Makerspace in schools (Makerskola)....
Poster
Full-text available
In this paper we will focus on different perspectives on digital fabrication and making in special education. Firstly, we will bring up observations from field studies in a special education school. The observations concern the implications of different teaching styles based on whether the teacher is trained in design thinking or not. Secondly, fur...
Poster
Full-text available
In this paper we will focus on a dual model of engagement in order to globally establish digital fabrication and making in education. We believe that digital fabrication and making in education will not spread and grow roots within the broad educational system without changes in policy on national and international level. We strive to expand the un...
Article
This final blueprint architecture for social and networked media testbeds provides the foundation for the EXPERIMEDIA facility for baseline component development during the sustainability phase (Year 3) and for experiments conducted using the baseline (Year 3) and beyond. The document builds on the second blueprint architecture D2.1.6. The purpose...
Article
Full-text available
This paper aims to present the digital fabrication approach driven by Gothenburg Working group for Interaction Design and Children – IDAC in Sweden. In addition to supporting local makerspace environments, educating teachers, school leaders and politicians, and conducting hacker clubs for children, we suggest including children in special education...
Article
This second blueprint architecture for social and networked media testbeds provides the foundation for the EXPERIMEDIA facility for baseline component development during the expansion phase (Year 2) and for experiments conducted using the baseline (Year 3). The document builds on the first blue print architecture D2.1.3. The purpose of the architec...
Article
Full-text available
This deliverable updates the scenarios and requirements described in D2.1.2 to include on-demand features identified during connectivity phase development, the usage by driving experiments and experiments funded through the open calls. The document provides a description of the functionality that needs to be developed within the expansion phase, to...
Article
Full-text available
This first blueprint architecture for social and networked media testbeds document provides the architectural foundation for the EXPERIMEDIA facility (connectivity phase; Year 1). A range of scenarios exploring media application services (including social network integration, UGC management/delivery, high quality content management/delivery, 3D int...
Article
This deliverable provides an early first iteration on the Scenarios informing the EXPERIMEDIA project, and the Requirements we derive from them. The document provides the EXPERIMEDIA developers will an initial set of functionalities expected to be supported by the facility during the connectivity phase, to be included in the V1.0 release. The docum...
Technical Report
Full-text available
The TA2 project focuses on the design and evaluation of innovative telecommunication, multimedia and gaming applications that help to improve social communication amongst groups of people that are separated in time and space. It concentrates on people with ‘strong ties’ and on social communication and social experiences. This focus fills a gap that...
Conference Paper
Full-text available
Social multimedia is changing the way people interact with each other, transforming old practices on political activism, social participation and interpersonal relationships. Sharing dynamically created video segments is a prime example of this social transformation. This paper reports on a long field trial studying social practices around personal...
Conference Paper
Pervasive games are rapidly maturing - from early research experiments with locative games we now start to see a range of commercial projects using locative and pervasive technology to create technology-supported pervasive games. In this paper we report on our experiences in transferring the successful involvement of players in computer games to ‘m...
Conference Paper
As everyday Internet use has become pervasive and natural, people use it effortlessly to find new acquaintances and nurture existing relationships. In this sense, Internet use can mimic and expand everyday social behavior from real life. However, in real life we often participate in gatherings with others not only as individuals but also as part of...
Article
Pervasive games extend gaming experiences into the real world — be it onto city streets, remote wildernesses or living rooms. In pervasive games, players with mobile computing devices move through the world. Sensors capture information about the players’ current context — including their location — and are thereby able to deliver gaming experiences...
Article
Full-text available
The designer works with people, with materials, with products. Designers are seen as people concerned with form, function and surface. But how often is the designer associated with technology? Still programming can be just as a creative activity as drawing. Deriving from experiences from the discipline of Interaction Design, we advocate a wider vie...
Article
Full-text available
The characteristics of persuasive gaming, a new generation of entertainment technology, are discussed. Persuasive games help in extending the gaming experience in the real world. Persuasive games also have educational potential by encouraging learning through highly physical role player. The features of Computer-augmented tabletop games, which play...
Conference Paper
Full-text available
This paper describes the idea of using context aware soft furnishing for decorations. Textile has the ability to easily change the experience of an environment. This quality combined with the dynamics of ubiquitous computing and context awareness creates an interesting design space to investigate. The examples we show, a tablecloth and a drapery, a...
Article
Introduction Computer games have grown during recent years into a popular entertainment form with a wide variety of game types and a large consumer group spread across the world. An increasing number of people are playing electronic games, placing them among other favorite leisure activities. When surveyed on the most fun entertainment activities i...
Article
Full-text available
We report from a Research Atelier that explored how ubiquitous computing could be applied to fun and entertainment. The Atelier lasted for five days, starting with two days of scenario development and brainstorming activities. This led to three fairly concrete - though very different - game ideas. The background and motivation for the Atelier is de...
Article
ion in the RSVP mode was similar to page mode comprehension whereas Masson [15] found that on-line reading comprehension for RSVP text was poorer than for page-presented computer text . The difference may be attributable to the insertion of a blank window of between 200300 ms appearing between sentences in the Juola et al. study. In a repeatedmeasu...
Article
this paper will primarilyexamine the instant messaging part, and in particular ho di#erentfacton a#ect thecoyTTC o the instant messages. We beginbytokk ing brieflyo previok studieso oudi instant messaging systems and intr otr eho WebWho woWho InoyIT to give a backgro, d to oT study, we bring up assum ptioy fro previoI studieso CMC and featureso di#...
Article
Full-text available
The procedural validity of the Composite International Diagnostic Interview - short form (CIDI-SF) administered via an Internet web-page was examined and compared with an in-person interview (Structured Clinical Interview for DSM-IV Axis I Disorders, research version; SCID) for 7 DSM-IV mental disorders: major depression, generalized anxiety, speci...
Article
: This paper investigates some aspects of how context-awareness can support users of mobile phones, in particular the calling party. The use of mobile and stationary phones is discussed in relation to situational properties of a phone conversation, especially with regards to who might benefit from context-awareness in this context. An initial hypot...
Conference Paper
Full-text available
Mobile information technology increasingly influences everyday life. When used in social contexts several problems regarding how mobile devices convey notifications arise. Auditory notification cues, such as those generally used by mobile phones, can be intrusive and attention demanding. Tactile cues, such as vibrations, are very private and subtle...
Article
This controlled study evaluated an Internet-delivered self-help program plus minimal therapist contact via e-mail for people suffering from panic disorder. Out of the 500 individuals screened using the self-administered diagnostic instrument Composite International Diagnostic Interview in shortened form (World Health Organization, 1999), 41 fulfill...
Article
This is a study of how awareness of presence affects content of instant messages via an awareness tool, WebWho. The awareness tool is an easily accessible web based system that visualises a large university computer lab. The instant messaging system is one of the functions of the tool, which allows students to virtually locate one another and to co...
Article
Full-text available
We present preliminary results from a study of how awareness of presence affects instant messaging in a computer lab. The easily accessible web based awareness tool, WebWho, visualizes a large university computer lab, allowing students to virtually locate one another and communicate via an instant messaging system. Messages can be sent anonymously,...
Article
Full-text available
and keeps a record of what events take place in the game. In addition to the WLAN adapters, each handheld device is fitted with custom-made proximity sensors, used to determine the players' location in physical space. Although the game is played on handheld computers and is maintained by a server, the players must roam a physical environment, the g...
Conference Paper
New concepts for human-computer interaction have to be developed when envisioning ubiquitous computing scenarios [7]. Instead of a single screen-based user interface (UI), humans will interact with a number of devices that are distributed and interconnected. These computers range from highly personal and mobile appliances to systems that are integr...
Conference Paper
Full-text available
As computer use increasingly influence everyday life, we need to complement our knowledge of the computer as a technology for creating fast and efficient tools, with other perspectives on information technology. We describe Slow Technology , technology aimed at promoting moments of reflection and mental rest. Taking the design programme of Slow Tec...
Conference Paper
Full-text available
We explore how computer games can be designed to maintain some of the social aspects of traditional game play, by moving computational game elements into the physical world. We have constructed a mobile multi- player game, Pirates!, to illustrate how wireless and proximity-sensing technology can be integrated in the design of new game experiences....
Conference Paper
Full-text available
PowerView is a PDA application designed to support people with situational information, primarily during conversations and meetings with other people. PowerView was designed to address a number of issues in interface design concerning both information visualization and interaction on small, mobile devices. In terms of information visualization, the...
Article
Full-text available
. Several systems have been designed where a physical object is used to access digital information that is stored outside the object, but as yet no common vocabulary exists to describe such systems. We introduce a schema with three types of physical objects that can be linked to digital information: Containers are generic objects used to move infor...
Article
Full-text available
We describe the concept of ad hoc information spaces as a way of distributing information in an environment depending on user mobility and relative location. Ad hoc information spaces are realised using a decentralised approach to ubiquitous computing, which is based on functionally selfcontained devices and ad hoc networking. Users are able to con...
Article
Sixteen subjects, mainly psychology students participated in a 2 x 2 x 7 factor (Interface type (Windows CE, PowerView))*(Posture (sitting, standing))*(Task (1-7)) Withinsubject GLM repeated measurement usability evaluation in the Usability Lab at Ericsson Research. The purpose was to evaluate the new PowerView interface prototype against Windows C...
Article
The Mobile Informatics program at the Viktoria Institute has to some extent used scenario planning as a method for discussing issues related to Informatics research during one year. One important lesson is that the scenario exercises have given the participants interesting ideas and perspectives as a side effect, while some other expected advantage...
Article
Full-text available
The PowerView application shows how non-standard graphical user interfaces, together with the introduction of links between data of different types, can ease the interaction with digital information on small mobile devices. The information visualization technique used provides a structured and efficient way of displaying information and allows navi...
Article
Full-text available
. Much development of information technology has been about reducing the importance of distances and user location. Still, many important activities and events are of local nature, for instance serendipitous face-to-face communication. In order to support such communication, as well as other examples of local interaction, we have developed three pr...
Conference Paper
Full-text available
In the WebStickers system, where barcode stickers may be attached to physical objects making them act as bookmarks to the worldwide web in a convenient way to the user. Using readily available technology, i.e., standard barcode readers and adhesive stickers, WebStickers enable users to take advantage of their physical environment when organizing an...
Conference Paper
Full-text available
The ChatterBox is an attempt to make use of the electronic "buzz" that exists in a modern workplace: the endless stream of emails, web pages, and electronic documents which fills the local ether(-net). The ChatterBox "listens" to this noise, transforms and recombines the texts in various ways, and presents the results in a public place. The goal is...
Article
We are investigating new ways of conveying event notifications from mobile devices to their users. Our ambition has been to explore non-intrusive, or subtle ways of notifying users, to hide the technology and make room for aesthetic considerations. We argue that there is need for new ways of attracting a user's attention, while at the same time not...
Article
This paper highlights output from systems in situated com- puting as a promising research area, especially when accompanied by a user oriented approach. A number of aspects of situated output are discussed and illustrated with two applications. PowerView is an alternative interface for PDAs that is particularly suited for situated computing, and th...
Conference Paper
We are investigating new ways of conveying event notifications from mobile devices to their users. Our ambition has been to explore non-intrusive, or subtle ways of notifying users, to hide the technology and make room for aesthetic considerations. We argue that there is need for new ways of attracting a user's attention, while at the same time not...
Article
We introduce the WearBoy -- a wearable, modified Nintendo GameBoy -- as a platform for exploring public wearable devices. We have minimized a Color GameBoy to enable users to comfortably wear it, making the device not much larger than the actual screen. Technical properties of the WearBoy are discussed, along with two applications using the platfor...
Article
this paper, WEBWHO, is a lightweight, value-adding service that relies on readily available server status information, which is refined and visualized in a way that is easily accessible to individuals from any workstation with a web browser.
Conference Paper
Full-text available
Several systems have been designed where a physical object is used to access digital information that is stored outside the object, but as yet no common vocabulary exists to describe such systems. We introduce a schema with three types of physical objects that can be linked to digital information: Containers are generic objects used to move informa...
Article
Full-text available
We describe a low-cost distributed method for associating web pages with physical objects, thus making the objects act as physical bookmarks to the World Wide Web. By doing this, we can inherit the physical properties of the objects, such as persistency and availability. The system utilizes stickers with pre-printed barcodes - WebStickers - to asso...
Conference Paper
We introduce the WearBoy-a wearable, modified Nintendo GameBoy-as a platform for exploring public wearable devices. We have minimized the size of a Color GameBoy circuit board to enable users to comfortably wear it, making the device not much larger than the actual screen. Technical properties of the WearBoy are discussed, along with two applicatio...
Conference Paper
Full-text available
The ChatterBox generates and presents texts based on text material produced at a certain place, for instance at an office. The idea is to create an alternative view of what is being done, that might serve as inspiration to think about existing material in new ways, as an incitement for informal discussions, as a piece of art, or just as a kind of d...
Article
The Mobile Informatics program at the Viktoria Institute has to some extent used scenario planning as a method for discussing issues related to Informatics research during one year. One important lesson is that the scenario exercises have given the participants interesting ideas and perspectives as a side effect, while some other expected advantage...
Conference Paper
We describe a low-cost distributed method for associating web pages with physical objects, thus making the objects act as physical bookmarks to the World Wide Web. By doing this, we can inherit the physical properties of the objects, such as persistency and availability. The system utilizes stickers with pre-printed barcodes -- WebStickers -- to as...
Article
Abstract This thesis presents a system ,that applies automatic indexing techniques to large, dynamic, networked information collections, and which has been applied toa corporate intranet. The structure of the intranet is sought and an attempt is made,to explore ,the underlying ,semantics ,of the ,intranet’s constituent documents,in order ,to provid...
Article
Full-text available
This paper describes VideoPal, a novel video based asynchronous communication system. VideoPal is currently being used by approximately 30 4th and 5th grade students from the US and Greece to explore the opportunities and challenges of video-mediated asynchronous communication in supporting traditional Pen Pal activities.

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