Ann-Sofie Axelsson
Chalmers University of Technology
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Publication
Featured researches published by Ann-Sofie Axelsson.
Computers & Graphics | 2001
Ralph Schroeder; Anthony Steed; Ann-Sofie Axelsson; Ilona Heldal; Åsa Abelin; Josef Wideström; Alexander Nilsson; Mel Slater
Abstract In this paper we present the results of a trial in which two participants collaborated on a puzzle-solving task in networked virtual environments. The task was a Rubiks cube type puzzle, and this meant that the two participants had to interact with the space and with each other very intensively—and they did this successfully despite the limitation of the networked situation. We compare collaboration in networked immersive projection technology (IPTs) systems with previous results concerning collaboration in an IPT system linked with a desktop computer, and also with collaboration on the same task in the real world. Our findings show that the task performance in networked IPTs and in the real scenario are very similar to each other—whereas IPT-to-desktop performance is much poorer. Results about participants’ experience of ‘presence’, ‘co-presence’ and collaboration shed further light on these findings.
New Media & Society | 2010
Ann-Sofie Axelsson
Mobile phones have become widespread among teenagers and young adults across the developed world. This article describes how 18—24-year-olds in Sweden, a country with one of the world’s highest penetration rates, use mobile phones for various purposes and in different settings, and what they think of the appropriateness of using the mobile phone in a range of social contexts. Data are derived from a Swedish national survey. We find that in their everyday lives, young adults (compared with older people) seem to be in perpetual contact with family, friends and colleagues, via traditional voice communication but preferably via text messages. If this pattern can be seen in other national samples, we might argue that use of and attitudes towards mobile phones are more dependent upon life stage than upon culture.
The social life of avatars | 2002
Ann-Sofie Axelsson
With the introduction of the Internet, many people saw the beginning of a new era; an era of democratization, of status equalization, and of freedom of speech for everyone. The accessibility of other places and people via the medium of computers, as Weill as the absence of many social and status cues, would make it possible for people to reach out to other people across the national and social borders that govern our face-to-face interaction. We would turn on our computer-sand instantly be connected not only with our offices, our colleagues, and our families and friends, but also with people all over the world with whom we would make exciting new acquaintances.
interactive 3d graphics and games | 2003
Anthony Steed; Maria Spante; Ilona Heldal; Ann-Sofie Axelsson; Ralph Schroeder
This study examines pairs of subjects who used networked immersive projection technology systems to collaborate on five tasks over an extended period of time (210+ minutes). The aim was to compare zero history and mutual history partners, to examine how their experience changed over time, and compare their experience of different tasks. Analysis yields a number of interesting findings for these comparisons. Overall, the study shows that users could collaborate effectively over an extended period of time, but that understanding the intentions and activities of the other person remained a hindrance.
Library Hi Tech | 2009
Diane H. Sonnenwald; Monica Lassi; Nasrine Olson; Marisa Ponti; Ann-Sofie Axelsson
Purpose – The purpose of this paper is to present current and ongoing research investigating new ways of working across geographic distances and time within library and information science (LIS). Design/methodology/approach – A total of four studies were conducted focusing on: the design of a virtual research environment (VRE) to facilitate the sharing of data collection instruments among students, researchers and professionals; new ways professionals and researchers can collaborate; collaborative decision making in the context of purchasing a library management system; and collaboration among LIS professionals. Findings – Early results show that VREs within LIS can build on previous VRE research which focused on other domains. However, there are several unique characteristics of LIS that place requirements on VREs and which are not yet implemented within VREs and that offer unique opportunities for VREs to enhance LIS research, education and practice. Originality/value – This paper reports on ongoing research and preliminary findings of unique studies investigating how VREs could enhance LIS research and professional practice, and how LIS research and practice can inspire the next generation of VREs.
New Media & Society | 2003
Ann-Sofie Axelsson; Åsa Abelin; Ralph Schroeder
In this study we investigated how people using different languages interact and communicate in an internet-based virtual environment, Active Worlds. The focus was on situations where a new language is introduced in a conversation held in another language. With this we wanted to establish an understanding of: (1) the intentions of introducing a new language; (2) the response to this language introduction; (3) the consequences of language introduction; and (4) the factors influencing rejection or acceptance of language introduction. We found that the response to language introduction depends mainly on: (1) type of language; (2) character of the setting; and (3) perceived intention of language introducers. We found that non-English speakers and regular English-speaking users in less public, ‘themed’ settings are most tolerant to other languages. Apart from national languages, we also studied encounters between users familiar with ‘insider’ jargon - as against users not familiar with it.
Acta Sociologica | 2009
Ann-Sofie Axelsson; Ralph Schroeder
This article focuses on data-sharing — a central aspect of an ambitious e-Science programme recently embarked on in Sweden. Data-sharing has become a powerful and promising direction in e-Science in general, even though fraught with difficulties. Sweden has a unique position in relation to data-sharing: a world-unique set of social science and medical data collections, a well-established tradition of regulations concerning data protection, a widely used form of personal identification that allows integration of databases, and a population that generally trusts researchers and the Swedish state with personal data. The aim of this study was to find out how Swedish database owners/managers and database users — key actors in the Swedish e-Science enterprise — anticipate the way that databases will be built up, managed and used in the future, and how this will influence e-Science. For this purpose, these actors were interviewed and official documents on the topic were studied. It is concluded that openness and the integrity of personal data are particularly critical elements for the success of a range of future e-Science endeavours in Sweden and elsewhere.
Internet Research 13.0, Salford, UK 18-21 October, 2012 | 2016
Bianca Christin Reisdorf; Ann-Sofie Axelsson; Hanna Söderholm Maurin
This study explores and compares attitudes and feelings of middle-aged British and Swedish Internet non-users as well as their reasons for being offline. The rich qualitative data are conceptualized and presented according to various reasons for non-use, positive and negative feelings regarding non-use, and the positive as well as negative influence of and dependence on social networks. The comparison shows both unique and common perceptions of the British and Swedish respondents, some of which can be attributed to social, economic, or socio-economic factors. However, it also displays vast differences between middle-aged non-users in both countries. The analysis paints a complex picture of decisions for and against the use of the Internet and the need for more research to understand these highly complex phenomena, which cannot simply be attributed to socio-economic backgrounds as has been done in most previous research. The analysis shows that more complex reasons, such as lack of interest or discomfort with technologies, as well as the somewhat surprising finding that social networks can prevent non-users from learning how to use the Internet, as it is more convenient to stay a proxy-user, should be considered in future research and policies regarding digital inequalities.
New Media & Society | 2014
Mohammad Tsani Annafari; Ann-Sofie Axelsson
Most studies in the mobile communication field focus on the acceptance of the technology rather than the resistance of it, a trend that makes researchers try to understand only the powerful actors in society. Instead, this paper explores the socio-economic characteristics of mobile phone service have-nots. Based on an analysis of samples from three consecutive nationwide annual surveys in Sweden, this study finds that two socio-economic factors – age and the household income – remain significant to explain non-usage of mobile phone services. Other variables dynamically change over time without a significant effect. This finding supports the argument that most socio-economic factors are transient at different stages of the adoption of innovation. Since the benefits of mobile phones are related to social networks (the more people you know, the more beneficial), it is not surprising that, in the long run, elderly people with low income, who typically have a decreasing social network, find this technology no longer purposeful and finally refuse it. This indicates that the status of the have-nots may not reflect socio-economic inequalities in general, but rather individuals’ preference when managing their social situation. This is relevant with the argument that a universal service policy should be based on connectivity, that is, people’s need for communication rather than solely promoting subsidizing a particular technology or service. The policy, therefore, should consider the technological frame sharing – the interpretation of the technology shared by members of a relevant social group, that is, users, service providers and regulators, to bring a more socially constructed technology that can protect individuals with less socio-economic power from being socially excluded.
Archive | 2006
Maria Spante; Ann-Sofie Axelsson; Ralph Schroeder
This thesis investigates the phenomenon of social interaction in shared virtual environments (SVEs), supported by virtual reality (VR) systems over time. SVEs are computer generated 3D graphical spaces where geographically distributed people can meet and interact with each other in a graphical space. Although there have been a number of studies about social interaction in SVEs, there has been a lack of research looking into changes over time, which this thesis does. In order to gain more knowledge about social interaction over the longer term, this thesis compares and contrasts four different types of VR systems that supported various SVEs. Two of the systems were internet based SVEs on desktop computers where many users could interact at the same time. One of the SVEs had voice based communication. The other SVE had text based communication. The other two were based in laboratory settings. One setting was networked immersive projection technologies (IPT) in which two participants performed a variety of tasks together. The other was one IPT connected to a desktop VR and participants changed systems half way through the trial in which they collaboratively solved a task together. In both settings voice based communication were used. Observations and other methods of analysis were carried out, focusing on differences and similarities in peoples behaviors in the process of social interaction over time in SVEs. The six papers contained in this thesis explore social interaction over time in shared virtual environments. This thesis argues that technology becomes not only a tool for social interaction; it also becomes a key aspect in social interaction. While the technology filters out some of the social cues we are familiar with from face to face situations, it also ‘filters in’ new cues that become important for how people can connect to each other in the shared virtual environment. Over time, these social cues, that people creates among themselves while using the technology, become essential for people learn about; otherwise they find it difficult to relate to each other and do things together in the shared virtual environments. The more difficulties people have in figuring out how to use the technology while interacting with others, the less they will accept the technology as an appropriate tool for connecting people and doing things together. The reason for this is that social and technical issues can only be separated analytically in shared virtual environments; in practice, as this thesis shows, they are highly intertwined. This thesis puts forward a dynamic model identifying the importance of looking more explicitly at individuals, technology, task and time while studying social interaction in SVEs. In this way, the thesis combines a number of insights both from previous social science theories of social interaction and practices - together with observations from the studies this thesis builds on. The thesis puts forward a concept that includes these insights - connected practice, defined as the dynamics of social interaction in technical systems. This concept can guide future studies to incorporate both technical and social aspects over time since it was shown to be the key to understanding the phenomenon of this thesis. It is finally suggested in the thesis that the concept connected practice can be utilized in other technical systems apart from SVEs in future research of social interaction in technical systems.