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Johan Sanneblad

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6ranked-venue papers
5as first author
0since 2021 · last 2006
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 6 · 5 first-authorGraphics, computer vision, multimedia, augmented reality and games · 2 · 2 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
Games and playful interaction · 46% Collaborative and social computing · 31% Interaction techniques and input · 14%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Games and playful interaction › multiplayer games
cooperative games
0.012003
Designing collaborative games on handheld computers · SIGGRAPH 2003
Collaborative and social computing › remote work
mobile work
0.012000
FieldWise: a mobile knowledge management architecture · CSCW 2000
Interaction techniques and input
mobile interaction
0.012003
Designing collaborative games on handheld computers · SIGGRAPH 2003
Design research and methods
field study
0.012000
FieldWise: a mobile knowledge management architecture · CSCW 2000

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

prototype deployment · 0.0fieldwork · 0.0
YearPublicationVenuePosition
2006 Ubiquitous graphics: combining hand-held and wall-size displays to interact with large images
abstract
Ubiquitous Graphics addresses the problem of interacting with very large computer graphics images, for instance an online map or a large digitized painting. It uses a combination of mobile and stationary displays to show both overview and detail. The main image is displayed using a projector or other large traditional display. To access details, the user holds a mobile device in front of the stationary display. Using ultrasonic tracking the smaller display is aligned with the overview, giving access to a corresponding portion of the image in higher resolution. Alternatively the system provides "magic lens" functionality that can show additional information. Users may add free-form annotations and pre-defined graphical objects by interacting directly with the mobile device. In a user study, subjects drew better descriptive maps using the system than an ordinary map application. The system is robust and was demonstrated to several thousand people in a week-long public exhibit.
Johan Sanneblad, Lars Erik Holmquist
AVI1
2004 "Why Is Everyone Inside Me?!" Using Shared Displays in Mobile Computer Games
Johan Sanneblad, Lars Erik Holmquist
ICEC1
2004 The GapiDraw platform: high-performance cross-platform graphics on mobile devices
abstract
The GapiDraw platform supports the creation of high-performance graphical applications across a variety of handheld hardware configurations, including Palm, Symbian and Windows Mobile devices. Handheld computers makes it possible to create applications and services not possible with stationary computers, thus there is a need for a high performance development platform for rapid prototyping on mobile devices. Unlike desktop computers there has not yet evolved a single standard for graphics on handheld devices. Typically, handheld computers only provide direct frame buffer access, and there are major differences in implementation details across different hardware configurations, making it difficult to use mobile devices for prototyping. Using GapiDraw, developers can re-use the same code across a variety of devices and do not have to focus on device-specific implementation details. GapiDraw is actively used as an enabler platform in numerous research labs, and has also been used in over one hundred commercial games. We give an overview of the platform, and highlight some new mobile application concepts made possible through the use of GapiDraw.
Johan Sanneblad, Lars Erik Holmquist
MUM1
2003 OpenTrek: A Platform for Developing Interactive Networked Games on Mobile Devices
Johan Sanneblad, Lars Erik Holmquist
Mobile HCI1
2003 Designing collaborative games on handheld computers
abstract
No abstract available.
Johan Sanneblad, Lars Erik Holmquist
SIGGRAPH1
2000 FieldWise: a mobile knowledge management architecture
abstract
The paper presents results of a research project that has aimed at developing a knowledge management architecture for mobile work domains. The architecture developed, called FieldWise, was based on fieldwork in two organisations and feedback from users of prototype systems. This paper describes the empirically grounded requirements of FieldWise, how these have been realised in the architecture, and how the architecture has been implemented in the news journalism domain. FieldWise adds to the field of CSCW by offering an empirically grounded architecture with a set of novel features that have not been previously reported in the literature.
Henrik Fagrell, Kerstin Forsberg, Johan Sanneblad
CSCW3