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Mattias Esbjörnsson

dblp:74/6475 · DBLP profile ↗
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9ranked-venue papers
7as first author
0since 2021 · last 2009
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 9 · 7 first-author

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
2 papers
Collaborative and social computing · 59% Interaction techniques and input · 34% Games and playful interaction · 7%

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

TopicWeightPapersLastEvidence papers
Collaborative and social computing › remote collaboration
video-mediated collaboration
0.112009
Lean collaboration through video gestures: co-ordinating the production of live televised sport · CHI 2009
Collaborative and social computing › multi-user virtual environments
spectator experience
0.112006
Watching the cars go round and round: designing for active spectating · CHI 2006
Interaction techniques and input
gesture
0.012009
Lean collaboration through video gestures: co-ordinating the production of live televised sport · CHI 2009

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

video analysis · 0.1interaction analysis · 0.1prototype design · 0.1fieldwork · 0.1
YearPublicationVenuePosition
2009 Lean collaboration through video gestures: co-ordinating the production of live televised sport
abstract
This paper examines the work and interactions between camera operators and a vision mixer during an ice hockey match, and presents an interaction analysis using video data. We analyze video-mediated indexical gestures in the collaborative production of live sport on television between distributed team members. The findings demonstrate how video forms the topic, resource and product of collabora-tion: whilst it shapes the nature of the work (editing), it is simultaneously also the primary resource for supporting mutual orientation and negotiating shot transitions between remote participants (co-ordination), as well as its end prod-uct (broadcast). Our analysis of current professional activi-ties is used to develop implications for the design of future services for live collaborative video production.
Mark J. Perry, Oskar Juhlin, Mattias Esbjörnsson, Arvid Engström
CHI3
2008 Mobile collaborative live video mixing
abstract
We report on design research investigating a possible combination of mobile collaborative live video production and V Jing. In an attempt to better understand future forms of collaborative live media production, we study how VJs produce and mix visuals live. In the practice of producing visuals through interaction with both music and visitors, VJing embodies interesting properties that could inform the design of emerging mobile services. As a first step to examine a generation of new applications, we tease out some characteristics of VJ production and live performance. We then decide on the requirements both for how visitors could capture and transmit live video using their mobile phones and how this new medium could be integrated within VJ aesthetics and interaction. Finally, we present the SwarmCam application, which has been implemented to investigate these requirements.
Arvid Engström, Mattias Esbjörnsson, Oskar Juhlin
Mobile HCI2
2007 Drivers Using Mobile Phones in Traffic: An Ethnographic Study of Interactional Adaptation
abstract
Mobile phone use in cars is a highly debated issue. Legislation and policy discussions flourish in many countries and coincide with an increased effort in design of new in-car technologies. The studies that influence policy and design decisions use experimental approaches and are based on a cognitive perspective. This article discusses why this is a problematic approach. Further, the article provides data and initial results from an ethnographic study of mobile phone use in traffic, where the aim is to investigate the interactional adaptation by which the driver fit the involvement with the phone with driving and vice versa. By taking part of drivers'daily work and video recording their activities of driving and handling the mobile phone, details are revealed that could not be found in experimental studies with a constructed setup. The article ends with a discussion of the benefits of this method and how it can be developed further.
Mattias Esbjörnsson, Oskar Juhlin, Alexandra Weilenmann
Int. J. Hum. Comput. Interact.1
2006 Watching the cars go round and round: designing for active spectating
abstract
Spectating at sport events is a common and popular leisure activity worldwide. Recently spectating has also become a topic of interest to CHI, particularly the design of technology for both performers and audiences. In this paper we describe an in-depth study of spectating, drawn from fieldwork of outdoor car rallies in the UK and Sweden. We describe three findings with relevance to design: the viewing paradox of spectating, active spectating and the role of sociability. We describe the MySplitTime prototype which address these issues while retaining the active sociable nature of the spectating experience.
Mattias Esbjörnsson, Barry Brown 0001, Oskar Juhlin, Daniel Normark, Mattias Östergren, Eric Laurier
CHI1
2006 From ethnography on infrastructure management to initial user feedback on PlaceMemo
Mattias Esbjörnsson
Pers. Ubiquitous Comput.1
2004 Traffic encounters and Hocman: Associating motorcycle ethnography with design
Mattias Esbjörnsson, Oskar Juhlin, Mattias Östergren
Pers. Ubiquitous Comput.1
2003 Motorcycling and social interaction: design for the enjoyment of brief traffic encounters
abstract
We report an ethnographic fieldwork that reveals the importance of social interaction, and especially traffic encounters, for the enjoyment of motorcycling. Motorcyclists spend an appreciable amount of time on the roads to meet other bikers. During the brief traffic encounters, they interact visually by means of their driving, their choice of bike and personal equipment. We uncover problematic issues in this practice and how these are currently addressed. The activities on the roads are partly arranged, and partly complemented by the use of a public message-board on the web. The findings are summarized as a set of implications informing the development of the Hocman prototype. Hocman is a mobile HTTP peer-to-peer application, which supports social interaction between motorcyclists.
Mattias Esbjörnsson, Oskar Juhlin, Mattias Östergren
GROUP1
2003 Motorcyclists Using Hocman - Field Trials on Mobile Interaction
Mattias Esbjörnsson, Oskar Juhlin, Mattias Östergren
Mobile HCI1
2001 Mobile Reporting: Supporting Road Inspectors
Mattias Esbjörnsson
INTERACT1