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Per Persson

dblp:49/4352 · DBLP profile ↗
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10ranked-venue papers
4as first author
0since 2021 · last 2018
—ORCID · conflict

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 7 · 3 first-authorArtificial intelligence and machine learning · 2Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-authorDatabases, data management, data science and information retrieval · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
3 papers
Collaborative and social computing · 41% Interaction techniques and input · 32% Ubiquitous computing and smart environments · 18%

Topics — the 3 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input
mobile interaction
0.112005
DeDe: design and evaluation of a context-enhanced mobile messaging system · CHI 2005
Collaborative and social computing
computer-mediated communication
0.012005
DeDe: design and evaluation of a context-enhanced mobile messaging system · CHI 2005
Design research and methods › field study
field trial
0.012005
DigiDress: A Field Trial of an Expressive Social Proximity Application · UbiComp 2005

Methods — techniques the papers use, named apart from their topics

field trial · 0.1context-based message delivery · 0.1
YearPublicationVenuePosition
2018 Analysis of Open Answers to Survey Questions through Interactive Clustering and Theme Extraction
abstract
This paper describes design principles for and the implementation of Gavagai Explorer---a new application which builds on interactive text clustering to extract themes from topically coherent text sets such as open text answers to surveys or questionnaires. An automated system is quick, consistent, and has full coverage over the study material. A system allows an analyst to analyze more answers in a given time period; provides the same initial results regardless of who does the analysis, reducing the risks of inter-rater discrepancy; and does not risk miss responses due to fatige or boredom. These factors reduce the cost and increase the reliability of the service. The most important feature, however, is relieving the human analyst from the frustrating aspects of the coding task, freeing the effort to the central challenge of understanding themes. Gavagai Explorer is available on-line.
Fredrik Espinoza, Ola Hamfors, Jussi Karlgren, Fredrik Olsson, Per Persson, Lars Hamberg, Magnus Sahlgren
CHIIR5
2016 The Gavagai Living Lexicon
Magnus Sahlgren, Amaru Cuba Gyllensten, Fredrik Espinoza, Ola Hamfors, Jussi Karlgren, Fredrik Olsson, Per Persson, Akshay Viswanathan, Anders Holst
LREC7
2006 Scent field trial: understanding emerging social interaction
abstract
In spring of 2003, a mobile field trial of a concept prototype application titled Scent was conducted in a corporate environment, attracting more than 500 voluntary users. Scent was a social proximity application enabling scanning of one's immediate environment for other Scent users and initiating social exchanges with them. The design of Scent prototype application aimed at incorporating various facets of face-to-face social interaction. This gave trial users multiple options of using the application in any given social context during the unguided trial period. Both qualitative and quantitative data was collected and analyzed, which helped shaping up the foundation to further the research in understanding mediated social proximity interaction. The study revealed not only motivations of use, but also barriers of adoptions, which in turn had implications on evolutionary steps of the development and on the prospect of market entry. Identity expression was seen as the most rudimentary motivation in mediated social proximity interaction. The final section of the paper discusses how the research team utilized the field trial in the spearhead research project in an emerging arena of social interaction.
Younghee Jung, Jan Blom, Per Persson
Mobile HCI3
2005 DeDe: design and evaluation of a context-enhanced mobile messaging system
abstract
This paper presents the design, implementation and validation of an enhanced mobile phone messaging system (DeDe), allowing the sender to define the context in which the message will be delivered to the recipient. A field trial among a socially tight group of teenagers showed that the DeDe feature was incorporated as part of the participants' existing messaging culture. 11,4% of their total messaging output made use of the DeDe feature. The most frequently used context parameters were location (based on network cell-ID) and time. Novel message practices emerged, as compared to 'normal' messaging, both in terms of timing of message sending, as well as creating content that specifically exploited the DeDe feature. Some use barriers were recognized, the most important being the sender's uncertainty of delivery success. Implications for design are discussed.
Younghee Jung, Per Persson, Jan Blom
CHI2
2005 DigiDress: A Field Trial of an Expressive Social Proximity Application
Per Persson, Jan Blom, Younghee Jung
UbiComp1
2003 Exms: an animated and avatar-based messaging system for expressive peer communication
abstract
While many synchronous computer-mediated communication systems have failed to encourage users to make use of the expressive capabilities of their avatars, asynchronous systems may hold better chance. This paper reports on the design and user study of a message system that allows users to concatenate and annotate avatar animations and send them to peers. During three weeks, a group of 11 17-year-olds exchanged 222 animated messages in their everyday life environment. The interplay between text and animation allowed users to create significantly expressive messages. Many messages told micro-stories about fictitious and real events. Users identified with their avatars and were proud of their embodied representation. The content of messages deepened during the course of the study.
Per Persson
GROUP1
2001 GeoNotes: Social and Navigational Aspects of Location-Based Information Systems
Fredrik Espinoza, Per Persson, Anna Sandin, Hanna Nyström, Elenor Cacciatore, Markus Bylund
UbiComp2
2001 Hardware efficient digital filter design by multimode mean field annealing
abstract
The multimode mean field annealing (MM-MFA) approach is introduced as an efficient tool to design digital filters with discrete coefficients, each implemented as a sum of signed power-of-two terms and additional general hardware constraints. As an application example demonstrating the potential of the new method, we consider the design of a linear phase nonrecursive finite impulse response (FIR) filter with a least squares criterion and minimum number of power-of-two terms.
Per Persson, Sven Nordebo, Ingvar Claesson
IEEE Signal Process. Lett.1
2001 Understanding socially intelligent agents - a multilayered phenomenon
abstract
The ultimate purpose with socially intelligent agent (SIA) technology is not to simulate social intelligence per se, but to let an agent give an impression of social intelligence. Such user-centred SIA technology, must consider the everyday knowledge and expectations by which users make sense of real, fictive, or artificial social beings. This folk-theoretical understanding of other social beings involves several, rather independent levels such as expectations on behavior, expectations on primitive psychology, models of folk-psychology, understanding of traits, social roles, and empathy. The framework presented here allows one to analyze and reconstruct users' understanding of existing and future SIAs, as well as specifying the levels SIA technology models in order to achieve an impression of social intelligence.
Per Persson, Jarmo Laaksolahti, Peter Lönnqvist
IEEE Trans. Syst. Man Cybern. Part A1
1988 An Intelligent Help System for Idpac
Jan Eric Larsson, Per Persson
ECAI2