Thommy Eriksson

ORCID: 0000-0003-2567-2535
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About
Contact & Profiles
Research Areas
  • Virtual Reality Applications and Impacts
  • Online and Blended Learning
  • Innovative Teaching and Learning Methods
  • Experimental Learning in Engineering
  • Online Learning and Analytics
  • Multimedia Communication and Technology
  • Higher Education Learning Practices
  • Educational Games and Gamification
  • Radio, Podcasts, and Digital Media
  • Team Dynamics and Performance
  • Augmented Reality Applications
  • Visual Culture and Art Theory
  • E-Learning and Knowledge Management
  • Digital Storytelling and Education
  • Research in Social Sciences
  • Digital Games and Media
  • Data Visualization and Analytics
  • Cinema and Media Studies
  • Literacy, Media, and Education
  • Innovative Human-Technology Interaction
  • Ethics and Social Impacts of AI
  • Mobile Learning in Education
  • Artificial Intelligence in Healthcare and Education
  • Innovations in Educational Methods
  • Phenomenology and Existential Philosophy

Chalmers University of Technology
2009-2023

University of Gothenburg
2019

Why do over 90% of the learners in Massive Open Online Courses (MOOCs) never finish course? There is a need for further studies focusing on learners' experiences participating MOOCs and factors that influence decision to complete or drop out course. To deepen our understanding why MOOCs, we report qualitative case study based in-depth interviews with 34 different degrees course completion two MOOCs. A analysis led identification four main influencing dropout: (1) learner's perception...

10.1007/s12528-016-9127-8 article EN cc-by Journal of Computing in Higher Education 2016-11-24

Building a virtual laboratory for teaching and learning is highly complex process, incorporating diverse areas such as interaction design, visualisation, pedagogy. This article focuses on the production implementation issues that were found in comparison of two different projects, discuss which design considerations can be drawn from these observations. Two web-based laboratories - Gas Laboratory Virtual Colour developed independently each other within content areas. The share considerable...

10.1007/s10639-018-09857-0 article EN cc-by Education and Information Technologies 2019-01-14

In the autumn 2020 course Digital Movie Making was given in a fully online mode, due to restrictions and lockdowns related covid-19 pandemic. With intention of avoiding Zoom fatigue provide more creative engaging teaching environment, social VR platform Mozilla Hubs chosen for all lectures, seminars supervision. The two main reasons choosing were openness platform, providing wide opportunities creating setting up your own virtual space, as well option access via web browser. However, has...

10.23919/ilrn52045.2021.9459321 article EN 2022 8th International Conference of the Immersive Learning Research Network (iLRN) 2021-05-17

Science fiction media has had a long lasting influence on the progression of interactive technology, however recently contradictions are emerging in development two disciplines. Therefore, this exploratory position paper we report insights attained through day workshop amongst scientists and researchers how collaboration between science Human Computer Interaction (HCI) can be advanced. Discussions focused detailing relationship HCI fiction. In conclusion, as our main contribution an action...

10.1145/3001773.3001786 article EN 2016-11-09


 As academics we study, research and teach audiovisual media, yet rarely disseminate mediate through it. Today, developments in production technologies have enabled academic researchers to create videos audiovisually. In academia it is taken for granted that everyone can write a text. Is now time assume make video essay? Using the online journal of Audiovisual Thinking published as case this article seeks reflect on emergence legacy dissemination. Anchoring dissemination knowledge two...

10.7577/seminar.2399 article EN cc-by Seminar net 2012-11-17

The rapid progress of both information technology and digital media allows for an increasing amount effective exciting ways documenting communicating our common cultural heritage. Three dimensional scanning through photometry laser, as well augmented reality, photorealistic computer graphics interactive displays; all these are technologies that in days to come will shape the profession archaeology museology. This exploratory article describe design production process a visualization...

10.48258/arc.v1i2.162 article EN Archeomatica 2010-01-01

This article discusses the possibilities and potential issues with romantic sexual interaction virtual humans in reality, using design fiction Into thin air as a starting point for these reflections. Design fiction, dramatized story by engineers/designers, speculate critically reflect on advantages risks future technology. The primary purpose of utilized this investigation is to highlight ship traveling (concerning climate impact), but since was concept that difficult dramatize, I choose...

10.3233/frl-210007 article EN cc-by-nc Journal of Future Robot Life 2022-01-21

PRACTICAL USE OF OFF-THE-SHELF VIRTUAL REALITY FOR DISTANCE EDUCATION - A LOOK AT THE FEASIBILITY NON-EXPERT

10.21125/edulearn.2020.1139 article EN EDULEARN proceedings 2020-07-01

Today, some independent film makers use methods for distance collaboration over the Internet to gather expertise and collaborators from all world, putting together virtual crews whose participants might never meet in real life. In cases, most pre-production post-production work is carried out these teams, using online communities. These crews, as well more conventional face-to-face communities of productions, are very reliant on a productive social climate good collaborative culture. The...

10.5555/984720.984806 article EN 2004-01-05
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