Martin Johansson

ORCID: 0000-0003-0257-5679
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About
Contact & Profiles
Research Areas
  • Social and Educational Sciences
  • Renal and related cancers
  • Renal cell carcinoma treatment
  • European and International Law Studies
  • Speech and dialogue systems
  • Neonatal and fetal brain pathology
  • Accounting and Organizational Management
  • Financial Reporting and Valuation Research
  • Usability and User Interface Design
  • Quality and Supply Management
  • Social Robot Interaction and HRI
  • Design Education and Practice
  • Complex Systems and Decision Making
  • Epigenetics and DNA Methylation
  • Cancer, Hypoxia, and Metabolism
  • Infant Development and Preterm Care
  • Research in Social Sciences
  • Innovative Human-Technology Interaction
  • Neonatal Respiratory Health Research
  • Medical Malpractice and Liability Issues
  • Phagocytosis and Immune Regulation
  • Pancreatic and Hepatic Oncology Research
  • ERP Systems Implementation and Impact
  • Persona Design and Applications
  • Topic Modeling

Uppsala University
2014-2024

Malmö University
2000-2023

Karolinska Institutet
2022

AstraZeneca (Brazil)
2021

AstraZeneca (United Kingdom)
2020

University of Gothenburg
2019

KTH Royal Institute of Technology
2014-2016

Umeå University
1978-2007

Anna Freud Centre
2002

University College London
2002

In humans, effortful cognitive processing frequently takes place during social interaction, with eye contact being an important component. This study shows that the effect of on memory for nonsocial information is different in children typical development than autism, a disorder communication. Direct gaze facilitated performance ( n = 25, 6 years old), but no such facilitation was seen clinical group 10, old). Eye tracking conducted test revealed strikingly similar patterns movements,...

10.1111/cdev.12273 article EN cc-by-nc Child Development 2014-07-31

In this paper, we present a dialog system that was exhibited at the Swedish National Museum of Science and Technology. Two visitors time could play collaborative card sorting game together with robot head Furhat, where three players discuss solution together. The cards are shown on touch table between players, thus constituting target for joint attention. We describe how implemented in order to manage turn-taking attention users objects shared physical space. also multi-modal redundancy...

10.1145/2818346.2820749 article EN 2015-11-06

Background: This paper assumes that the capacities to (1) openly acknowledge, and (2) elaborate a resourceful plan for coping with distress in self others are central features of social cognition. Method: These were assessed sample ( N =51) 11‐year‐old children whose mothers fathers had previously provided Adult Attachment Interviews (AAIs) before their born. The shown six line‐drawn sequences child(ren), peer(s) and/or family diverse situations involving some moderate distress. experimenter...

10.1111/1469-7610.00096 article EN Journal of Child Psychology and Psychiatry 2002-09-18

In this paper we present a data-driven model for detecting opportunities and obligations robot to take turns in multi-party discussions about objects.The data used the was collected public setting, where head Furhat played collaborative card sorting game together with two users.The makes combined detection of addressee turn-yielding cues, using multi-modal from voice activity, syntax, prosody, pose, movement cards, dialogue context.The best result binary decision is achieved when several...

10.18653/v1/w15-4642 article EN cc-by 2015-01-01

Abstract During the last few years personas has become an established design technique within IT-design field. Using proven itself as a valuable approach for designers to switch between developer's perspective and user's perspectivein process. The is claimed help in keeping clear focus shaping consistent user-interface by making 'the user' present work. In this paper we report on number of projects where have elaborated persona collaborative design. With goalof creating 'user presence'...

10.1080/14626260500476606 article EN Digital Creativity 2005-01-01

To study whether a specific cognitive profile can be identified for children born extremely preterm (EPT) by investigating: 1) strengths and weaknesses not revealed Full-Scale IQ, 2) overlap between different deficits 3) proportion of EPT with multiple deficits.We analysed data from the 4th version Wechsler Intelligence Scales Children in (n = 359) matched controls 367), collected within 6.5-year follow-up population-based prospective cohort study.Extremely performed worse than on all...

10.1111/apa.15776 article EN cc-by-nc-nd Acta Paediatrica 2021-01-24

Information and communication technologies are moving into the era of ubiquitous computing, with increased density technology mobility continuity in use. From a design perspective, addressing accommodation coordination multiple devices services situated use across different contexts is becoming increasingly important. In COMIT project, ethnographic fieldwork has been combined participatory engaging users, designers researchers order to explore mobile IT as well concepts. Four seclected...

10.1145/1013115.1013121 article EN 2004-08-01

In this paper, we present an experiment where two human subjects are given a team-building task to solve together with robot. The setting requires that the speakers' attention is partly directed towards objects on table between them, as well each other, in order coordinate turn-taking. symmetrical setup allows us compare human-human and human-robot turn-taking behaviour same interactional setting. analysis centres around interlocutors' (as measured by head pose) gap length turns, depending...

10.1145/2666242.2666249 article EN 2014-11-16

In this demonstration we show how situated multi-party human-robot interaction can be modelled using the open source framework IrisTK.We will demonstrate capabilities of IrisTK by showing an application where two users are playing a collaborative card sorting game together with robot head Furhat, cards shown on touch table between players.The is interesting from research perspective, as it involves both interaction, well joint attention to objects under discussion.

10.18653/v1/w15-4624 article EN cc-by 2015-01-01

In this paper our VideoTable and VideoCards. The is an augmented meeting table enabling collaborative exploration of video material through a multi-user tangible interface. VideoCards are card representations snippets. Playback initiated by pushbutton permanently attached to VideoCard. can be manipulated alongside other physical design artifacts present on the VideoTable. Preliminary observations use indicate that ebmodiment digital provided enables seamless mix with we aiming for. Our...

10.1145/506443.506531 article EN 2002-04-20

In this paper, we describe a project that explores novel experimental setup towards building spoken, multi-modally rich, and human-like multiparty tutoring robot. A human-robot interaction is designed, human-human dialogue corpus collected. The targets the development of system platform to study verbal nonverbal strategies in spoken interactions with robots which are capable dialogue. task centered on two participants involved aiming solve card-ordering game. Along sits tutor (robot) helps...

10.1145/2559636.2563681 article EN 2014-03-03

There is a lack of research on psychological treatments for psychosis in the inpatient setting. Acceptance and Commitment Therapy (ACTp) diagnose specific adaptation transdiagnostic ACT treatment model which has shown promising results patients with psychosis. The aim was to explore effects ACTp inpatients symptoms, level functioning, activity, flexibility, –health-related quality life, valued living, acceptability feasibility ACTp. Twelve were treated 3–10 daily sessions non-concurrent...

10.1016/j.jcbs.2022.05.008 article EN cc-by Journal of Contextual Behavioral Science 2022-06-03
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