hkr.sePublications
Change search
Link to record
Permanent link

Direct link
Publications (10 of 22) Show all publications
Åberg, K., Johansson, M., Wetterstrand, M., Ådahl, K., Faraon, M., Mello, A. & Rönkkö, K. (2020). Experiences from formative learning assessment supported by digital tools. In: L. Gómez Chova, A. López Martínez, I. Candel Torres (Ed.), EDULEARN20 Proceedings: . Paper presented at 12th International Conference on Education and New Learning Technologies (pp. 3161-3171).
Open this publication in new window or tab >>Experiences from formative learning assessment supported by digital tools
Show others...
2020 (English)In: EDULEARN20 Proceedings / [ed] L. Gómez Chova, A. López Martínez, I. Candel Torres, 2020, p. 3161-3171Conference paper, Published paper (Refereed)
Abstract [en]

Learning assessment constitutes an essential pedagogical ability in a teacher’s toolbox in order to further student learning and development and to adapt teaching to the needs of the students. To enable this, learning outcomes and grading criteria are used in the formative assessment of students’ performance to support the learning process, as well as in the summative assessment of the actual outcome for grading. Learning outcomes may be represented in various forms, typically scoring rubrics. Current research literature discusses the positive and negative merits of criterion-based scoring rubrics versus holistic assessment. There is also the matter of grading reliability among teachers and a shared understanding of student performance among teachers and students. Digitalization has become an essential part of higher education and distance learning, especially so in our field of digital design. A relevant issue in this context is how digital solutions may enhance formative learning assessment in particular. As is common practice within our field, within the study we designed, developed, and experimented with a digital tool in the form of a visual radar chart representation. The radar chart was based both on work done by teachers and a student thesis work and was used in several courses for teacher assessment as well as self- and peer assessment by students. This work provided the opportunity for reflection as well as analytical assessment, which in turn had the potential in guiding teachers to critically question and discuss the intended learning outcomes and grading criteria. The study has resulted in a variety of identified problems, reflections, and insights that teachers are continuously confronted with, but not necessarily always conscious about when using intended learning outcomes as a basis for communicating formative assessments to students. By visually and holistically communicating students’ strengths and areas for development over time, we found the potential to increase students’ shared awareness of their learning progress and also further the development of curricula. The study has implications for teacher and student awareness of student performance and learning, curriculum development, and digital assessment tools.

Keywords
learning assessment, formative assessment, digital tool, radar chart, student awareness, curriculum development, digital assessment tool
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:hkr:diva-20912 (URN)978-84-09-17979-4 (ISBN)
Conference
12th International Conference on Education and New Learning Technologies
Available from: 2020-07-10 Created: 2020-07-10 Last updated: 2020-10-01Bibliographically approved
Soneson, T. & Johansson, M. (2020). Med VR och XR mot framtidens digitala rum. Högskolepedagogisk debatt (1), 47-65
Open this publication in new window or tab >>Med VR och XR mot framtidens digitala rum
2020 (Swedish)In: Högskolepedagogisk debatt, ISSN 2000-9216, no 1, p. 47-65Article in journal (Other academic) Published
National Category
Pedagogy
Identifiers
urn:nbn:se:hkr:diva-21160 (URN)
Available from: 2020-09-01 Created: 2020-09-01 Last updated: 2020-10-01Bibliographically approved
Soneson, T., Johansson, M., Ahlqvist, K., Bruce, B. & Siotis Ekberg, C. (2020). VR situated simulations. In: Brooks, Anthony, Brooks, Eva Irene (Ed.), Interactivity, Game Creation, Design, Learning, and Innovation: 8th EAI International Conference, ArtsIT 2019, and 4th EAI International Conference, DLI 2019, Aalborg, Denmark, November 6–8, 2019, Proceedings (pp. 730-738). Cham: Springer
Open this publication in new window or tab >>VR situated simulations
Show others...
2020 (English)In: Interactivity, Game Creation, Design, Learning, and Innovation: 8th EAI International Conference, ArtsIT 2019, and 4th EAI International Conference, DLI 2019, Aalborg, Denmark, November 6–8, 2019, Proceedings / [ed] Brooks, Anthony, Brooks, Eva Irene, Cham: Springer, 2020, p. 730-738Chapter in book (Other academic)
Abstract [en]

The paper is authored by Michael Johansson, Thore Soneson, Kerstin Ahlqvist, Barbro Bruce, and Camilla Siotis Ekberg and titled VR Situated Simulations. Here, the authors discusses experiences from developing mediated learning situations in a VR-filmedcontext. They argue for how such productions require approaches based on co-designand innovative team constellations including knowledge and skills from different areasto join forces for adequate VR solutions. In the chapter, the authors describe the processof developing VR learning situations by being inspired by related studies in the fieldof collaborative design, where various stakeholders were engaged in different parts ofthe production; from scriptwriting for interactive media, to creating and editing specificcase studies in an interactive VR format, and, also, gathering students’ experiences ofthe scripts and case studies. Based on this, the authors argue that 3D environments forreflection and discussion can be combined to form a common knowledge base in differentfields of application, e.g. in the areas of education and Human Resources. Further, it isemphasised that simulations of authentic and real situations have an immersive potentialto create pedagogical innovations

Place, publisher, year, edition, pages
Cham: Springer, 2020
Series
Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, ISSN 1867-8211 ; volume 328
Keywords
Work Integrated Learning, Digital Design, Virtual reality, Learning lab
National Category
Design
Identifiers
urn:nbn:se:hkr:diva-21227 (URN)10.1007/978-3-030-53294-9_56 (DOI)978-3-030-53294-9 (ISBN)
Available from: 2020-09-24 Created: 2020-09-24 Last updated: 2021-08-18Bibliographically approved
Siess, A., Hepperle, D., Wölfel, M. & Johansson, M. (2019). Worldmaking: designing for audience participation, immersion and interaction in virtual and real spaces. In: Anthony L. Brooks & Eva Brooks & Cristina Sylla (Ed.), Interactivity, game creation, design, learning, and innovation: 7th EAI International Conference, ArtsIT 2018, and 3rd EAI International Conference, DLI 2018, ICTCC 2018, Braga, Portugal, October 24–26, 2018, Proceedings (pp. 58-68). Cham: Springer
Open this publication in new window or tab >>Worldmaking: designing for audience participation, immersion and interaction in virtual and real spaces
2019 (English)In: Interactivity, game creation, design, learning, and innovation: 7th EAI International Conference, ArtsIT 2018, and 3rd EAI International Conference, DLI 2018, ICTCC 2018, Braga, Portugal, October 24–26, 2018, Proceedings / [ed] Anthony L. Brooks & Eva Brooks & Cristina Sylla, Cham: Springer, 2019, p. 58-68Chapter in book (Other academic)
Abstract [en]

Artists often try to open up new experiences for people, challenging them to extend horizons and perception. This becomes particularly relevant when thinking about experiencing built environments: Here, technologies like Cave Automatic Virtual Environments (CAVE) or Head-Mounted Displays (HMD) can be used as a tool to offer richer experiences to the audience in both art installations and exhibitions. We have been developing several exhibitions tackling the challenges that come with exhibiting in (semi -) public spaces: how do we engage visitors in our exhibitions, what role do bystanders play and how can this be considered in the development and design process? The exhibitions were built in a chronological order (2015–2018) and increasing degree of immersion and interaction. For exhibition one (“step-in/Ideal Spaces”), we built a CAVE-like “tryptic” projection showing linear pre-rendered videos of seven different built environments. In exhibition two (“fly-over/Super Nubibus”) we build a replica of a hot-air-balloon and let people experience architecture from birds eye view using a HMD. Exhibition three (“cruise/Biketopia”) is also an immersive VR using a HMD, but from a very different angle. Here we use a bike to let people actively explore a space by regulating speed and direction of the bike. By using the discreet method of observation, we ensured that the visitors were not disturbed in their experience, which in turn would falsify our findings. So we are able to compare and discuss these three approaches in regards to the above mentioned criteria within this paper.

Place, publisher, year, edition, pages
Cham: Springer, 2019
Series
Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, ISSN 1867-8211 ; volume 265
Keywords
Virtual reality, Spatial perception, Exhibition, (Semi-) public space, Architecture, Museum
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:hkr:diva-19038 (URN)10.1007/978-3-030-06134-0_7 (DOI)978-3-030-06134-0 (ISBN)
Available from: 2019-02-07 Created: 2019-02-07 Last updated: 2021-08-17Bibliographically approved
Johansson, M. & Gehmann, U. (2018). Ideal spaces exhibition. In: Brooks, Anthony L., Brooks, Eva, Vidakis, Nikolas (Ed.), Interactivity, game creation, design, learning, and innovation: 6th International Conference, ArtsIT 2017, and Second International Conference, DLI 2017, Heraklion, Crete, Greece, October 30–31, 2017, Proceedings. Paper presented at 6th EAI International Conference: ArtsIT, Interactivity & Game Creation, Heraklion, Greece, October 30–31, 2017 (pp. 22-32). Paper presented at 6th EAI International Conference: ArtsIT, Interactivity & Game Creation, Heraklion, Greece, October 30–31, 2017. Springer
Open this publication in new window or tab >>Ideal spaces exhibition
2018 (English)In: Interactivity, game creation, design, learning, and innovation: 6th International Conference, ArtsIT 2017, and Second International Conference, DLI 2017, Heraklion, Crete, Greece, October 30–31, 2017, Proceedings / [ed] Brooks, Anthony L., Brooks, Eva, Vidakis, Nikolas, Springer, 2018, p. 22-32Chapter in book (Other academic)
Abstract [en]

Through the years we have worked with  the idea of gestalt through artefact creation (including virtual objects and 3D-worlds) as one surface to explore, exploit, test and communicate our ideas and concepts, that are generative rather than produced, where we try  to grasp systematic insights through complex generated realities, in which an audience later is invited to interact.  In our Ideal spaces exhibition for the 2016 Biennale in Venice, we tried to explore this via a combination of presenting ideal city spaces, active participation of the visitors molding their own spaces, and symbolic representation. Ideal Spaces is also a high-tech project that uses diverse technologies in new ways, also new techniques and programming developed by us. In this paper, we show the theoretical and cultural background, and some lessons learned, regarding on what level of abstraction a visitor could interact with our exhibition to better understand how visitors created their own ideal spaces.

Place, publisher, year, edition, pages
Springer, 2018
Series
Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, ISSN 1867-8211 ; volume 229
Keywords
Ideal city spaces, active participation, high-tech project, artefact creation, virtual objects, 3D-worlds
National Category
Design
Identifiers
urn:nbn:se:hkr:diva-17167 (URN)10.1007/978-3-319-76908-0 (DOI)9783319769080 (ISBN)
Conference
6th EAI International Conference: ArtsIT, Interactivity & Game Creation, Heraklion, Greece, October 30–31, 2017
Available from: 2017-08-31 Created: 2017-08-31 Last updated: 2021-08-17Bibliographically approved
Johansson, M. (2018). Soundscaping. In: Mehdi Khosrow-Pour (Ed.), Enhancing art, culture, and design with technological integration: (pp. 169-182). Hershey, Pennsylvania 17033-1240, USA: IGI Global
Open this publication in new window or tab >>Soundscaping
2018 (English)In: Enhancing art, culture, and design with technological integration / [ed] Mehdi Khosrow-Pour, Hershey, Pennsylvania 17033-1240, USA: IGI Global , 2018, p. 169-182Chapter in book (Other academic)
Abstract [en]

In this chapter, the author presents how he developed different processes for collectively producing a series explorative soundscapes through interface creation and mechanical artifacts using specific constraints influenced by theories of art, design, and architecture. He shows how he worked with a design methodology that brought together an editor and the final expression of the artwork into one surface of interaction and execution using a virtual cityscape as an iterative ground for sound and music explorations, and gives some examples of different prototypes and iterations. The author also discusses how he tweaked/iterated with the parameters of the framework, the sounds, and the final visual expression to match his artistic intention, and finally to bring some noise.

Place, publisher, year, edition, pages
Hershey, Pennsylvania 17033-1240, USA: IGI Global, 2018
Keywords
Soundscapes, interface creation, mechanical artifacts, design methodology, interaction, virtual cityscape, prototypes, artistic intention
National Category
Design
Identifiers
urn:nbn:se:hkr:diva-17170 (URN)10.4018/978-1-5225-5023-5.ch009 (DOI)9781522550235 (ISBN)
Available from: 2017-08-31 Created: 2017-08-31 Last updated: 2021-08-18Bibliographically approved
Koplin, M., Siegert, S., Eirund, H., Ruzin, I., Nedelkovski, I., Johansson, M., . . . Druzetic, I. (2018). The people's smart sculpture PS2: best practice study 2014-2018.
Open this publication in new window or tab >>The people's smart sculpture PS2: best practice study 2014-2018
Show others...
2018 (English)Report (Other academic)
Publisher
p. 87
National Category
Architecture Design
Identifiers
urn:nbn:se:hkr:diva-18946 (URN)
Available from: 2019-01-16 Created: 2019-01-16 Last updated: 2020-10-01Bibliographically approved
Soneson, T. & Johansson, M. (2018). ‘Wanderlost’: a participatory art and design endeavor. In: Anastasia Stratigea & Dimitris Kavroudakis (Ed.), Mediterranean cities and island communities: smart, sustainable, inclusive and resilient (pp. 135-160). Cham: Springer
Open this publication in new window or tab >>‘Wanderlost’: a participatory art and design endeavor
2018 (English)In: Mediterranean cities and island communities: smart, sustainable, inclusive and resilient / [ed] Anastasia Stratigea & Dimitris Kavroudakis, Cham: Springer, 2018, p. 135-160Chapter in book (Other academic)
Abstract [en]

Wanderlost’ addresses the growing complexity of life in today’s city spaces and the imminent challenges to the development of the urban environment. It delineates experiences gained from a project’s work, which incorporated workshops, artists’ collaborations, interactive participatory setups in public, theatre and performance spaces. It is a result of two public workshops in the end of the four-year-long period in the People Smart Sculpture (PS2) framework in the cities of Kristianstad and Copenhagen, with public events in April/May 2017 and October 2017. In this article we discuss how the project was prepared, set-up and implemented. We call this storyworld ‘Wanderlost’, developed from the project CubeX “The Journey to Abadyl”. We describe this work in the sections Collaboration, Research and Methods to show how we draw knowledge, methods and research from our work in the collaborative network PRAMnet in developing participatory concepts using a virtual city, the city of Abadyl as a backdrop. We put forward our models for engaging participation in a storyworld to imagine the world and our relations anew. We conclude that the ‘Wanderlost’ concept and project can be reused and re-situated in other contexts and environments; keeping the fundamental three formats with a digitally mediated tool, physical guides and explorative walks and a map of amusing and provoking artworks as a matrix.

Place, publisher, year, edition, pages
Cham: Springer, 2018
Keywords
Art Co-creation Architecture City planning Story world Interaction design 
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:hkr:diva-18726 (URN)10.1007/978-3-319-99444-4_6 (DOI)978-3-319-99444-4 (ISBN)978-3-319-99443-7 (ISBN)
Available from: 2018-09-21 Created: 2018-09-21 Last updated: 2018-09-21Bibliographically approved
Johansson, M. (2017). Gestaltande examinationsformer. Högskolepedagogisk debatt (2), 45-53
Open this publication in new window or tab >>Gestaltande examinationsformer
2017 (Swedish)In: Högskolepedagogisk debatt, ISSN 2000-9216, no 2, p. 45-53Article in journal (Other (popular science, discussion, etc.)) Published
Place, publisher, year, edition, pages
Kristianstad: Kristianstad University Press, 2017
National Category
Pedagogy
Identifiers
urn:nbn:se:hkr:diva-17710 (URN)
Available from: 2017-12-18 Created: 2017-12-18 Last updated: 2017-12-18Bibliographically approved
Johansson, M. & Gehmann, U. (2016). Ideal spaces: digital-cultural ecology and the medium-sized city. In: S. Sparke & G. Cairns (Ed.), Digital-cultural ecology and the medium-sized city: . Paper presented at Digital-Cultural Ecology and the Medium-Sized City (pp. 5).
Open this publication in new window or tab >>Ideal spaces: digital-cultural ecology and the medium-sized city
2016 (English)In: Digital-cultural ecology and the medium-sized city / [ed] S. Sparke & G. Cairns, 2016, p. 5-Conference paper, Published paper (Refereed)
Abstract [en]

In our working group Ideal Spaces we are concerned with mediated worlds: especially the one of ideal worlds reconstructed, mainly concentrating on a classical topic of a “mediated” city through history, namely that of a utopian ideal city. How these utopian places have to be conceived as being ‘ideal’ ones. How this has been mediated, in terms of their modes of presentation, but also in those of the ideas underlying them as regards the different audiences that were thought to be addressed by them?

These historical conceptions of what an ‘ideal world’ should, or could be is a classical topic of our cultural sphere, and focuses upon one perspective of relevance, that of an ideal city. The latest since the onset of what has been called ‘modernity’, now providing the actual background of the actually built cities we all live in, as our environment of relevance.

Such conceptions of ‘ideal’ relevant worlds can be compared, as a background folio, with the approaches towards an ‘ideal’ environment as they become evident in the concept of The City of Abadyl. That in itself is a proposed city, a fantasy, a set of codes and models, a library of artefacts and prototypes, and foremost, it is its co-creators. Since its inception in 1999 it has grown into a large database of materials interlinked through the shape of a city, regardless of their respective incompatibilities. Support and create a geatlt for inquary

Our approach is to create an environment which facilitates artistic work practice in complex production environments such as those of digital media, supporting invited artists, researchers, companies, and students. We establish a ready-made, fictitious gravity that others can easily transfer their knowledge into. So How do we go about exploring this complex digital space? We could let people walk the streets of Abadyl in for example a game engine, but we have so far chosen to go in another direction. We have used the framework of Abadyl to stage different events in the form of written scenarios that provide detailed and specific background material. Our scenarios try to bring aspects of field study and fantasy together, to slowly create a discrete dynamic tension or displacement between persons, objects, time, places, and events that are not usually, if ever, associated into new and surprising conjunctions. Through this work we have developed several methods of worldmaking. The aspect of imagery is of particular importance here since comparisons can be made between traditional conceptions of pre-planned ideal worlds – e.g., the ideal of a functionalist city, of a typically ‘modern’ one, etc. – and imageries that evolve de novo and unplanned, as it is tried in the case of Abadyl.

Moreover, such comparisons inform about a further aspect of imagery and hence, of being mediated. We have to take the notion of the ideal in both its connotations as a mental or inner image on the one hand (from the Greek eidos, or idea); and on the other, as a perfect state to be achieved and longed for (the ideal in its common terms of understanding). If we do so, then it becomes evident that even seemingly ‘new’ and ‘spontaneous’ outcomes like those in Abadyl are informed by mental or ‘inner’ images deeply rooted in what is called a cultural memory, that is, rest on a culture-specific substratum. And it is very interesting to see how these both layers of imagery, the “new” and the “old” one, are influencing each other in mutual terms. Which is a very important topic of mediated cities today since the assumption is that what is happening in Abadyl is also happening here.

Series
AMPS Conference Publication, ISSN 2398-9467 ; 6
National Category
Design
Identifiers
urn:nbn:se:hkr:diva-15935 (URN)
Conference
Digital-Cultural Ecology and the Medium-Sized City
Available from: 2016-09-05 Created: 2016-09-05 Last updated: 2016-10-26Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0003-1234-6757

Search in DiVA

Show all publications