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  • 1.
    Johansson, Michael
    Högskolan Kristianstad, Sektionen för hälsa och samhälle, Avdelningen för Design och datavetenskap.
    Abadyl of tunes: bring the noise2012Ingår i: 2012 International Conference on Cyberworlds (CW) / [ed] Arjan Kuijper, Alexei Sourin, 2012, s. 278-282Konferensbidrag (Refereegranskat)
    Abstract [en]

    In this paper, in a project still in the making, I will present how we developed a process for collectively producing the explorative soundscapes, using specific constraints of the Abadyl framework influenced by theories from art and architecture. I will show how we 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. I will also discuss how we tweaked/iterated with the parameters of the framework, the sounds and the final visual expression to match our artistic intention, and finally to bring some noise into Abadyl.

  • 2.
    Johansson, Michael
    Högskolan Kristianstad, Sektionen för hälsa och samhälle, Avdelningen för Design och datavetenskap.
    Bring the noise2013Ingår i: International Journal of Art, Culture and Design Technologies, ISSN 2155-4196, Vol. 3, nr 1, s. 26-35, artikel-id 3Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    In this article the author will present how they developed different processes for collectively producing a seriesexplorative soundscapes and mechanical artefacts using specific constraints influenced by theories from artand architecture. The author will show how they worked with a design methodology that brought togetheran editor and the final expression of the artwork into one surface of interaction and execution using a virtualcityscape as an iterative ground for sound and music explorations, and give some examples of the differentprototypes and iterations. The author will also discuss how they tweaked/iterated with the parameters of the framework, the sounds and the final visual expression to match their artistic intention, and finally to bringsome noise into Abadyl. Also influencing the overall framework.

  • 3.
    Johansson, Michael
    Högskolan Kristianstad, Sektionen för hälsa och samhälle, Avdelningen för Design och datavetenskap.
    Gestaltande examinationsformer2017Ingår i: Högskolepedagogisk debatt, ISSN 2000-9216, nr 2, s. 45-53Artikel i tidskrift (Övrig (populärvetenskap, debatt, mm))
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  • 4.
    Johansson, Michael
    Högskolan Kristianstad, Sektionen för hälsa och samhälle, Avdelningen för Design och datavetenskap.
    Soundscaping2018Ingår i: Enhancing art, culture, and design with technological integration / [ed] Mehdi Khosrow-Pour, Hershey, Pennsylvania 17033-1240, USA: IGI Global , 2018, s. 169-182Kapitel i bok, del av antologi (Övrigt vetenskapligt)
    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.

  • 5.
    Johansson, Michael
    Högskolan Kristianstad, Fakulteten för ekonomi, Avdelningen för design. Kina.
    The City of Abadyl2011Ingår i: Metaplasticity in Virtual Worlds: Aesthetics and Semantic Concepts / [ed] Gianluca Mura, IGI Global, 2011, s. 251-265Kapitel i bok, del av antologi (Övrigt vetenskapligt)
    Abstract [en]

    In the City of Abadyl we try to explore a complex digital space in a setting that invites to participation. We provide a detailed and complex, yet open world that can be utilized in order to generate scenarios for the temporary co-creators of Abadyl, who would then interact in an optional environment and in the end producing new artefacts. Abadyl is a database that contains all the gathered information in different file formats, it is a storage facility for all of the physical artefacts, it is a website used for communication and documentation, it is a map for navigating the City. This combination of interactive situations and artefactual production we called “fieldasy”. We are concentrated on developing collaboration in the production of new media and it´s artefacts. We try to produce artwork that actually incorporates surprising visual and technical proposals that are unusual, enriching and engaging. By building prototypes and iterate it over time and amongst the co-creators, it let us explore this area in a fruitful way, moving between artistic intentions/screen writing, artefacts and digital generated expressions and script/code writing. Here the virtual object can challenge the physical with qualities that is very hard to achieve in the physical world, and in that conflict, new expressions can be developed. Today Hybrid creations have become a method for working with cultural production not only with different elements of form, but as blending identities of the creators as well. In our prototype work we focus especially on interactive installations and stage design; we realize that the digital design process both demand new forms of conceptualization and prototyping activities to support the design of the expression of the final artwork itself – and maybe in the long run propose a updated and appropriate design theory in this field.

  • 6.
    Johansson, Michael
    Högskolan Kristianstad, Sektionen för hälsa och samhälle, Avdelningen för Design och datavetenskap.
    The eight continent: design for an intentional surprise2013Ingår i: Proceedings: 2013 International Conference on Cyberworlds / [ed] Xiaoyang Mao, Lichan Hong, Los Alamitos: IEEE Computer Society, 2013, s. 232-239Konferensbidrag (Refereegranskat)
    Abstract [en]

    In this paper I will present and discuss the design thinking, methods, processes and some examples of work, that demonstrates how I together with different co-creators set up a work practice, using digital 3d objects and images. That in different ways and formats helps us to explore how a database, a set of rules can be used in a dialogue with artistic work practice and how such a process can be used to create images and animation in a variety of design and art projects. The main example is a project called Conversation China that still is in its making, here we work with rather complex processes, involving several digital analogue techniques as the basis for creating the images for a 150 pieces porcelain dinner set. My interest in this work is how the intention of the artist or designer is transferred and later embedded in the procedural or algorithmic process and how this intent is organized and set up to secure an desired outcome, mixing the possibilities of the digital media object with manual editing and artistic craftsmanship. With the idea of design fiction, we continue to ask and explore how intent can be critical to the design process as well as the final result, that is rendered between the procedural techniques and the artistic intention. What this paper tries to put forward is how we designed and set up environments for working with non linear and procedural media, their different expressions and forms by using explorable prototypes and design thinking?

  • 7.
    Johansson, Michael
    Högskolan Kristianstad, Sektionen för hälsa och samhälle, Avdelningen för Design och datavetenskap.
    The people´s smart sculpture PS22016Ingår i: ISEA 2016: Journey to Abadyl / [ed] Martin Koplin, 2016Konferensbidrag (Övrig (populärvetenskap, debatt, mm))
    Abstract [en]

    The People’s Smart Sculpture (PS2) panel discusses future oriented approaches in smart media-art, developed, designed and exploited for artistic and public participation in the change and re-design of our living environment. The actual debate about a smart future is not taking into account any idea of media art as an instrument for to realize the social sculpture, mentioned by Beuys[1] or as social sculpture itself.

    The People’s Smart Sculpture is the only large scale Creative Europe media-art project (2014-2018) in this context. It fosters participative-art and collaborative media-art-processes. The artistic results and the open approaches of the project will be discussed by 5 panelists from 5 countries. The project itself is constituted by 12 project-partners in 8 European countries with more than 350 artists and creatives from 29 countries worlwide. The approach works on two levels: the implementation of cultural participation-projects by media-artists and the ongoing optimization of the art and participation aspects. PS2 integrates diverse groups of people to participate in the non-institutional set up of structures for the people´s re-design of their urban, societal and living environment. Artists, citizens, creatives with a new user's perception and new skills are able to „medialize“ the Cultural R>evolution of art, culture, society and science: into spaces of a new public.

  • 8.
    Johansson, Michael
    Högskolan Kristianstad, Sektionen för hälsa och samhälle, Avdelningen för Design och datavetenskap.
    Wanderlost2014Ingår i: Cyberworlds (CW), 2014 International Conference, 2014Konferensbidrag (Refereegranskat)
    Abstract [en]

    In this paper I will discuss a art and design project called wander lost, were we through co-creation try to populate a virtual world with people, objects and architecture. In this project we have developed a method for gathering input and inspiration for early stages in the design process designing virtual worlds. I will through some example of work show how worlds, real and virtual are as much made as found, and how they can be used to challenged each other into new forms of experiences and expressions, of both physical and virtual spaces. Where the virtual space transformed into maps & instructions can challenge the physical with qualities that is very hard to achieve in the physical world itself, and in that conflict new insights and expressions can revealed. Today Hybrid creations have become a method for working with cultural production not only with different elements of form, but as blending identities of the creators as well, wander lost support that process. We show how we from the virtual settings of the city of Traora we have extracted a series of walks as instructions and invited different co-creators to explore these algorithmical walks in their everyday surrounding in order to be surprised by rediscovery, using a digital camera/smart phone to capture and later communicate their findings. Allowing the unfamiliar to co-exist with the comfortably familiar. To create a process where digital worlds challenge and inspire digital expressions, tools and models with physical play and exploration. Supporting our long-term aim with research in new media is to set up design methods that can be used in a creative and collaborative process. We show how these findings played a crucial role designing the virtual city Traora. The Traora Flaneur kit turns everyday walks into discoveries of both urban contexts as well as ideas for possible virtual worlds.

  • 9.
    Johansson, Michael
    Högskolan Kristianstad, Sektionen för hälsa och samhälle, Avdelningen för Design och datavetenskap.
    Wanderlost2015Ingår i: Analyzing art, culture, and design in the digital age / [ed] Gianluca Mura, Hershey, Pensylvania: IGI Global, 2015, s. 71-78Kapitel i bok, del av antologi (Refereegranskat)
    Abstract [en]

    In this chapter I will discuss a art and design project called wanderlost, were we through co-creation try to populate a virtual world with people, objects and architecture. In this project stages we have developed a method for gathering input and inspiration for early stages in the design process designing virtual worlds. I will through some example of work show how worlds, real and virtual are as much made as found, and how they can be used to challenged each other into new forms of experiences and expressions, of both physical and virtual spaces. Where the virtual space transformed into maps & instructions can challenge the physical with qualities that is very hard to achieve in the physical world itself, and in that conflict new insights and expressions can revealed. Today Hybrid creations have become a method for working with cultural production not only with different elements of form, but as blending identities of the creators as well, wanderlost support that process. We show how we from the virtual settings of the city of Traora we have extracted a series of walks as instructions and invited different co-creators to explore these algorithmical walks in their everyday surrounding in order to be surprised by rediscovery, using a digital camera/smartphone to capture and later communicate their findings. Allowing the unfamiliar to co-exist with the comfortably familiar. To create a process where digital worlds challenge and inspire digital expressions, tools and models with physical play and exploration. Supporting our long-term aim with research in new media is to set up design methods that can be used in a creative and collaborative process. We show how these findings played a crucial role designing the virtual city Traora. The wanderlost method turns everyday walks into discoveries of both urban contexts as well as ideas for possible virtual worlds.

  • 10.
    Johansson, Michael
    et al.
    Högskolan Kristianstad, Sektionen för hälsa och samhälle, Avdelningen för Design och datavetenskap.
    Gehmann, Ulrich
    Tyskland.
    Ideal spaces: digital-cultural ecology and the medium-sized city2016Ingår i: Digital-cultural ecology and the medium-sized city / [ed] S. Sparke & G. Cairns, 2016, s. 5-Konferensbidrag (Refereegranskat)
    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.

  • 11.
    Johansson, Michael
    et al.
    Högskolan Kristianstad, Sektionen för hälsa och samhälle, Avdelningen för Design och datavetenskap. Högskolan Kristianstad, Fakulteten för ekonomi, Forskningsmiljön Design and / Art / Application / AI Research Collaboration (DARC).
    Gehmann, Ulrich
    Ideal Spaces.
    Ideal spaces exhibition2018Ingår i: 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, s. 22-32Kapitel i bok, del av antologi (Övrigt vetenskapligt)
    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.

  • 12.
    Johansson, Michael
    et al.
    Högskolan Kristianstad, Sektionen för hälsa och samhälle, Avdelningen för Design och datavetenskap.
    Gehmann, Ulrich
    Tyskland.
    Reiche, Martin
    Tyskland.
    Gestalt2015Konferensbidrag (Refereegranskat)
    Abstract [en]

    Many disciplines have the culture and nurturing to explore, create, and tell stories about worlds. Therefore, our contribution is about the re-discovery of an idea that has been crucial in occidental thinking and which became underestimated: the notion of gestalt. To conceive real-world (and other) phenomena in terms of gestalt helps to gain a holistic understanding of them, and the aim of our paper therefore is to promote a method to rediscover the world in a less analytical fashion than it has been done in the last 400 years, after an analytical-based perception of reality gained ground with the scientific method developed in the 17th century and later. At the same time, a gestalt-approach helps to reframe (and better understand) recent technological developments as outcomes of an analytical way of thinking. Because analysis and the shaping of processes and entities according to functionalities is not the only or most suitable way to generate understanding, despite we got used to such a general state of mind.

    To conceive the world primarily in analytical terms or as a set of functions became culturally accepted. A gestalt-approach can be a promising complement to the prevalent analytical approaches, and the general benefit of such an approach lies in the use of comparative methods to create knowledge or design processes. Also borrowing ideas from Design Theory where Gestalt is analogous to a design process, we can view it as a process of knowledge acquisition and learning from the previously unknown.

    Gestalt perception as well as -conception helps to develop another kind of epistemology than the prevalent analytical/functional one, as for instance cybernetics, system theories and bioengineering already demonstrated. It transcends the border between real and virtual towards envisioning a complete reality, and out of that proves to be a method of working with unknown phenomena.

  • 13.
    Johansson, Michael
    et al.
    Högskolan Kristianstad, Fakulteten för ekonomi, Avdelningen för design. Högskolan Kristianstad, Fakulteten för ekonomi, Forskningsmiljön Design and / Art / Application / AI Research Collaboration (DARC).
    Gehmann, Ulrich
    ISWG.
    Siess, Andreas
    Department of EMT at Bonn-Rhein-Sieg University of Applied Sciences, German.
    Abstraction and resilience: symbolics and space2021Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    In our recent work on the topic ‘resilient communities’ for a workshop at the Venice Biennale 2021, Ideal Spaces Working Group investigates different aspects of spatial creation: the history of ideas, formats of representing space and tools of construction in historical, contemporary and built environments of the future. We address how abstract conceptions underlying assumptions, imagination and concrete views shape spatial construction and its representations, and how spatial creation tries to organize meaning and influence perception and understanding, shaping both the city and its inhabitants. With regard to the built environment, resilience depends on how a space is perceived by its inhabitants and how spaces designed for communities reflect this, especially their symbolic properties as ideal spaces for communal living. These properties are connected to the ways in which space is expressed via its overall shape as gestalt. In this respect, it is about how imagination operates via abstracting and symbolizing perception. In our work, we address why it is reasonable to depict representations of ideal places as symbolic spaces in a degree of abstraction that is far from photorealism, and to instead find other forms of representation. Furthermore, we explore how to avoid the uncanny valley that inevitably arises in virtual aesthetics when something is not quite right, and finally, how a readable yet intuitive formal language can be implemented. 

  • 14.
    Johansson, Michael
    et al.
    Högskolan Kristianstad, Sektionen för hälsa och samhälle.
    Hall, Jim
    Happylander Ltd.
    Salo, Johan
    Do-Fi.
    Abadyl of tunes2011Ingår i: Ambience '11 exhibition: ... where art, technology and design meet / [ed] Annika Hellström, Hanna Landin, Linda Worbin, Borås: University of Borås , 2011, s. 40-43Konferensbidrag (Övrig (populärvetenskap, debatt, mm))
  • 15.
    johansson, michael
    et al.
    K3.
    Linde, Per
    K3.
    Fieldasy2004Ingår i: Fieldasy, Sheffield, UK, 2004Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    Fieldasy is a process for engaging multiple perspectives in the creation of a world, and the mapping of its virtual space. While the final outcome lies ahead, the process has already produced a series of artistic expressions that drives the overall project forward. Fieldasy refers to the methods of field working and invoking imagination by using physical objects. The objects constitute a shared ground for collaborative creativity, serves as nodes in a complex narrative and as a basis for the creation of the world. In the paper, we describe the process, methods and the artifacts developed in this project. We also show how this approach can host and facilitate artistic development in a complex production environment such as the one of digital media, supported by invited artists, researchers (computer science) and students (interaction design), enabling diverse parties to transfer their knowledge into the project in an ongoing manner. Three aspects of the project are discussed: The Framework; the city of Abadyl, The Method; fieldasy and The Output; a series of artifacts eventually displayed in a series of exhibitions.

  • 16.
    johansson, michael
    et al.
    Do-Fi Malmö.
    Messeter, Jörn
    K3.
    Place-specific computing: conceptual design cases from urban contexts in four countries2008Ingår i: DIS '08: proceedings of the 7th ACM conference on designing interactive systems / [ed] Johann van der Schijff, Gary Marsden, New York: Association for Computing Machinery (ACM), 2008, s. 99-108Kapitel i bok, del av antologi (Övrigt vetenskapligt)
    Abstract [en]

    An increased interest in the notion of place has evolved in interaction design. Proliferation of wireless infrastructure, developments in digital media, and a 'spatial turn' in computing provides the base for place-specific computing as a suggested new genre of interaction design. In the REcult project place-specific computing is explored through design oriented research. This article reports six pilot studies where design students have designed concepts for place-specific computing in Berlin (Germany), Cape Town (South Africa), Rome (Italy) and Malmö (Sweden). Background and arguments for place-specific computing as a genre of interaction design are described. A total number of 36 design concepts designed for 16 designated zones in the four cities are presented. An analysis of the design concepts is presented indicating potentials, possibilities and problems as directions for future research.

  • 17.
    Johansson, Michael
    et al.
    Högskolan Kristianstad, Sektionen för hälsa och samhälle, Avdelningen för Design och datavetenskap.
    Wetterstrand, Martin
    Högskolan Kristianstad, Sektionen för hälsa och samhälle, Avdelningen för Design och datavetenskap.
    Lundstedt, Rikard
    Högskolan Kristianstad, Sektionen för hälsa och samhälle, Avdelningen för Design och datavetenskap.
    E-participation – engaged participation2011Ingår i: Proceedings of ISEA2011 Istanbul, 2011Konferensbidrag (Övrigt vetenskapligt)
  • 18.
    Johansson, Michael
    et al.
    Högskolan Kristianstad, Sektionen för hälsa och samhälle, Avdelningen för Design och datavetenskap.
    Åberg, Kristoffer
    Against the self-evident2014Ingår i: Real virtuality: about deconstruction and multiplication of world / [ed] Ulrich Gehmann, Martin Rieche, Berlin: Transcript Verlag, 2014, s. 419-441Kapitel i bok, del av antologi (Refereegranskat)
  • 19.
    Koplin, M.
    et al.
    Tyskland.
    Vistica, O.
    Kroatien..
    Johansson, Michael
    Högskolan Kristianstad, Sektionen för hälsa och samhälle, Avdelningen för Design och datavetenskap.
    Nedelkovski, I.
    Makedonien.
    Salo, K.
    Finland.
    Eirund, H.
    Tyskland.
    Schrank, C.
    Tyskland.
    Blau, L.
    Tyskland.
    SOCIAL ART IN EUROPEAN SPACES - AN APPROACH TO PARTICIPATION METHODOLOGIES WITHIN PS22016Ingår i: INTED 2016: 10TH INTERNATIONAL TECHNOLOGY, EDUCATION AND DEVELOPMENT CONFERENCE / [ed] Chova, LG Martinez, AL Torres, IC, 2016, s. 1690-1699Konferensbidrag (Refereegranskat)
    Abstract [en]

    The People's Smart Sculpture PS2 - Social Art in European Spaces is a creative research and innovation project about the cultural evolution of the European city of the future. It addresses the growing complexity of life in today's city spaces and imminent challenges to the development of the urban environment. The People's Smart Sculpture PS2 explores the possibilities of participation that will become a smart culture technique as a result of the ongoing digitalization of society. 12 partners including universities, educational institutions, museums, galleries, theatres and research institutes in 8 European countries will organize 11 connected open labs integrating new art, design thinking, science, smart technologies and user culture for the participatory re-design of urbanity. The project has a budget of 2 million Euros and is funded by the European Commission within the Creative Europe programme for 3.5 years. 11 creative experiments in participatory art and design for the city of the future: The 12 project partners implement 11 experimental sub-projects and a European study about new forms of participation. While some PS2 sub-projects shed light on the ways we perceive our city space, or create speculative city environments, others will analyse problems, identify challenges and explore interdisciplinary solutions with citizens. The variety of approaches will reflect the diversity of people, skills, urban art, social processes and urban development. Renowned artists and designers from 29 countries will participate in the sub-projects. PS2 will explore and document new strategies for involving digital media and ICT in the development of user-centred culture. Development of new forms of participation for Smart Cities: Scientists from media-labs, computer science, cultural science, art history, sociology, architecture, design and urban planning will engage with the creative processes. Digital technologies will not only play an important role in the PS2 project art activities themselves, but directly support the innovation process by offering new opportunities for empowerment and societal integration of people of all social groups. The project will connect people and foster the exchange of ideas about and for smart cities. It is the base for cutting-edge communication between science and art, creatives, artists, media designers and citizens, and between the people and their governments. At the same time it will motivate the broad dissemination of new skills, design expertise and social knowledge relevant to urban re-design. Citizen participation in urban development and re-design has a long cultural tradition in Europe. But the rising complexity out of social issues, critical and creative ideas, green development, and at the same time a high level of demands towards a post-modernistic cultural evolution evoke the need of improved cooperation between all stakeholders in town: governmental entities, creative, and social cultural activists, experts and citizens. The participation processes needed for future activities in the field of urban-social sustainability requires an enhanced approach to citizen participation and user-friendly creative articulation. It is required to access the full potential of the new capabilities of communication, networking, social media, creativity, microcomputers, and new e-skills through the design of new participation methodologies. Art and media art prototype the next step concepts and methodologies for participation. This paper describes concepts and approaches of participation and reflects on participative art within examples of 6 PS2 sub-projects.

  • 20. Koplin, Martin
    et al.
    Siegert, Stephan
    Eirund, Helmut
    Ruzin, Irena
    Nedelkovski, Igor
    Johansson, Michael
    Högskolan Kristianstad, Fakulteten för ekonomi, Avdelningen för design. Högskolan Kristianstad, Fakulteten för ekonomi, Forskningsmiljön Design and / Art / Application / AI Research Collaboration (DARC).
    Callesen, Jörgen
    Geiger, Christian
    Culén, Alma Leora
    Coughlin, Katie
    Wroblewska, Marta
    Salo, Kari
    Druzetic, Ivana
    The people's smart sculpture PS2: best practice study 2014-20182018Rapport (Övrigt vetenskapligt)
    Ladda ner fulltext (pdf)
    fulltext
  • 21.
    Lennernäs, Maria
    et al.
    Högskolan i Gävle.
    Nyberg, Maria
    Högskolan Kristianstad, Forskningsmiljön Food and Meals in Everyday Life (MEAL). Högskolan Kristianstad, Sektionen för lärande och miljö, Avdelningen för Humanvetenskap.
    Johansson, Michael
    Högskolan Kristianstad, Sektionen för hälsa och samhälle, Avdelningen för Design och datavetenskap.
    Wetterstrand, Martin
    Högskolan Kristianstad, Sektionen för hälsa och samhälle, Avdelningen för Design och datavetenskap.
    Meals and shift work: food choice, time of day and meal environment - three important dimensions for rest and health2013Konferensbidrag (Övrigt vetenskapligt)
  • 22.
    Siess, Andreas
    et al.
    Tyskland.
    Hepperle, Daniel
    Tyskland.
    Wölfel, Matthias
    Tyskland.
    Johansson, Michael
    Högskolan Kristianstad, Fakulteten för ekonomi, Avdelningen för design. Högskolan Kristianstad, Fakulteten för ekonomi, Forskningsmiljön Design and / Art / Application / AI Research Collaboration (DARC).
    Worldmaking: designing for audience participation, immersion and interaction in virtual and real spaces2019Ingår i: 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, s. 58-68Kapitel i bok, del av antologi (Övrigt vetenskapligt)
    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.

  • 23.
    Soneson, Thore
    et al.
    Högskolan Kristianstad, Fakulteten för ekonomi, Avdelningen för design.
    Johansson, Michael
    Högskolan Kristianstad, Fakulteten för ekonomi, Avdelningen för design. Högskolan Kristianstad, Fakulteten för ekonomi, Forskningsmiljön Design and / Art / Application / AI Research Collaboration (DARC).
    Med VR och XR mot framtidens digitala rum2020Ingår i: Högskolepedagogisk debatt, ISSN 2000-9216, nr 1, s. 47-65Artikel i tidskrift (Övrigt vetenskapligt)
    Ladda ner fulltext (pdf)
    fulltext
  • 24.
    Soneson, Thore
    et al.
    Högskolan Kristianstad, Fakulteten för ekonomi, Avdelningen för design.
    Johansson, Michael
    Högskolan Kristianstad, Fakulteten för ekonomi, Avdelningen för design.
    ‘Wanderlost’: a participatory art and design endeavor2018Ingår i: Mediterranean cities and island communities: smart, sustainable, inclusive and resilient / [ed] Anastasia Stratigea & Dimitris Kavroudakis, Cham: Springer, 2018, s. 135-160Kapitel i bok, del av antologi (Övrigt vetenskapligt)
    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.

  • 25.
    Soneson, Thore
    et al.
    Högskolan Kristianstad, Fakulteten för ekonomi, Avdelningen för design.
    Johansson, Michael
    Högskolan Kristianstad, Fakulteten för ekonomi, Forskningsmiljön Design and / Art / Application / AI Research Collaboration (DARC). Högskolan Kristianstad, Fakulteten för ekonomi, Avdelningen för design.
    Ahlqvist, Kerstin
    Högskolan Kristianstad, Fakulteten för lärarutbildning, Avdelningen för utbildningsvetenskap inriktning grundskola, gymnasium och specialpedagogik.
    Bruce, Barbro
    Högskolan Kristianstad, Fakulteten för lärarutbildning, Avdelningen för utbildningsvetenskap inriktning grundskola, gymnasium och specialpedagogik.
    Siotis Ekberg, Camilla
    Högskolan Kristianstad, Fakulteten för hälsovetenskap, Forskningsmiljön Children's and Young People's Health in Social Context (CYPHiSCO). Högskolan Kristianstad, Fakulteten för lärarutbildning, Avdelningen för utbildningsvetenskap inriktning grundskola, gymnasium och specialpedagogik.
    VR situated simulations2020Ingår i: 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, s. 730-738Kapitel i bok, del av antologi (Övrigt vetenskapligt)
    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

  • 26.
    Åberg, Kristoffer
    et al.
    Högskolan Kristianstad, Fakulteten för ekonomi, Avdelningen för design.
    Johansson, Michael
    Högskolan Kristianstad, Fakulteten för ekonomi, Avdelningen för design. Högskolan Kristianstad, Fakulteten för ekonomi, Forskningsmiljön Design and / Art / Application / AI Research Collaboration (DARC).
    Wetterstrand, Martin
    Högskolan Kristianstad, Fakulteten för ekonomi, Avdelningen för design.
    Ådahl, Kerstin
    Högskolan Kristianstad, Fakulteten för ekonomi, Avdelningen för design.
    Faraon, Montathar
    Högskolan Kristianstad, Fakulteten för ekonomi, Avdelningen för design.
    Mello, Alexander
    Högskolan Kristianstad, Fakulteten för ekonomi, Avdelningen för design.
    Rönkkö, Kari
    Högskolan Kristianstad, Fakulteten för ekonomi, Avdelningen för design.
    Experiences from formative learning assessment supported by digital tools2020Ingår i: EDULEARN20 Proceedings / [ed] L. Gómez Chova, A. López Martínez, I. Candel Torres, 2020, s. 3161-3171Konferensbidrag (Refereegranskat)
    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.

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