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Dive into the research topics where Maria Spante is active.

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Featured researches published by Maria Spante.


interactive 3d graphics and games | 2003

Strangers and friends in caves: an exploratory study of collaboration in networked IPT systems for extended periods of time

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.


Learning, Media and Technology | 2012

Disparity in practice: diverse strategies among teachers implementing interactive whiteboards into teaching practice in two Swedish primary schools

Bodil Sundberg; Maria Spante; Jörgen. I Stenlund

This paper reports on a project aimed at identifying and exploring the development and implementation processes of teaching practices with interactive whiteboards (IWBs) in two Swedish K-6 schools. The purpose of the project was to generate results and insights of value when preparing student teachers for professional use of IWBs and to give school leaders guidelines when implementing IWBs. A range of methods were used to collect rich and varied empirical materials in this exploratory project. Judging from our data, it was obvious that the implementation process of IWBs, just like other information and communication technology initiatives, is very technology-oriented, but also dependent on attitudes. Over the course of time in the project, different strategies emerged among the teachers regarding whether and how they used the IWBs in their lectures. It also became increasingly clear during the study that there is a distinction between technical interactivity and pedagogical interactivity. Our results further suggest that training is needed when introducing these boards for future users. This training should include both technical instructions and pedagogical discussions.


virtual reality software and technology | 2006

Are two heads better than one?: object-focused work in physical and in virtual environments

Ilona Heldal; Maria Spante; Mike Connell

Under which conditions has collaboration added value over individual work? How does performance change when using different technologies? These are important questions for industry and for research. This paper addresses them for pairs versus individuals using physical objects and virtual representations for object-focused task-solving. Based upon previous research on pairs performance and experiences for collaboration in a real setting and four different distributed virtual environments (VEs), single-user experimental studies were carried out. The results show that in relation to performance, pairs working in networked CAVE™ technologies are superior compared to individuals, or pairs working in other distributed settings. In general, social interaction works as a facilitator for this type of task solving in networked VEs. Though, best performance was found in the real setting, with no major difference when comparing individuals versus pairs, working in VEs often were appreciated higher than working with physical objects.


Archive | 2006

The Good Inequality: Supporting Group-Work in Shared Virtual Environments

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.


Cogent Education | 2018

Digital competence and digital literacy in higher education research: Systematic review of concept use

Maria Spante; Sylvana Sofkova Hashemi; Mona Lundin; Anne Algers

Abstract Digital competence and digital literacy are concepts that are increasingly used in public discourse. However, how the concepts are used and how they are defined remains unclear. This paper presents a systematic review of research where these concepts are used in higher education research. The aim is to establish an understanding of referencing strategy to digital literacy and digital competence over time, disciplines, countries, methods and level of analysis. Three databases were used in the systematic literature review: Web of Science, Scopus and Education Resources Information Centre. We delimited the search to title, abstract and keywords in the databases. Inclusion criteria were peer-reviewed publications written in English. Initially 107 publications between 1997 and 2017 were found, with 28 addressing digital competence and 79 digital literacy. Our review demonstrates that there is a range of definitions used in higher education research. They vary depending on if the concepts are defined by policy, research or both and whether they focus on technical skills or social practices. This review indicates directions for further research in higher education i) do more research based on critical perspectives to avoid commonsensical use of the concepts, ii) take the development of definitions of these concepts seriously iii) avoid cross-referencing incompatibilities and finally iv) engage in critical investigations regarding the legitimacy of policy over research in the domain of higher education research.


Far East Journal of Electronics and Communications | 2016

Competence development at workplace : a work integrated informal learning (WIIL) approach

Rashid Ali; Summara Asghar; Maria Spante; Sung Won Kim; Byung-Seo Kim

Learning within the organization is not only linked to the formal training and education of the employees, but also to informal processes of sharing knowledge. The knowledge is often embedded in or ...


Presence: Teleoperators & Virtual Environments | 2005

Successes and failures in co-present situations

Ilona Heldal; Anthony Steed; Maria Spante; Ralph Schroeder; Sophia Bengtsson; Marja Partanen


In: (Proceedings) HOIT 2003: The Networked Home and the Home of the Future. (2003) | 2003

Strangers and Friends in Networked Immersive Environments: Virtual Spaces for Future Living

Maria Spante; Ilona Heldal; Ann-Sofie Axelsson; Ralph Schroeder


Change Challenges Leadership - Library in the Academic Community | 2006

Needs and challenges with respect to establishing a collaboratory within library and information science : Practioners' perspectives

Ann-Sofie Axelsson; Diane H. Sonnenwald; Maria Spante


Proceeding of the 7th International Workshop on Presence, Valencia, Spain-October 13-15 | 2004

How Putting Yourself into the Other Person´s Virtual Shoes Enhances Collaboration

Maria Spante; Ralph Schroeder; Ann-Sofie Axelsson

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Ann-Sofie Axelsson

Chalmers University of Technology

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Ilona Heldal

Chalmers University of Technology

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Thommy Eriksson

Chalmers University of Technology

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Lena Pareto

University College West

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