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  • image/svg+xml Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao Closed Access logo, derived from PLoS Open Access logo. This version with transparent background. http://commons.wikimedia.org/wiki/File:Closed_Access_logo_transparent.svg Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao
    Authors: Marta Giovannetti; Claudio Socci; Francesca Coltrinari; Maria Raffaella Ciuccarelli;
    image/svg+xml Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao Closed Access logo, derived from PLoS Open Access logo. This version with transparent background. http://commons.wikimedia.org/wiki/File:Closed_Access_logo_transparent.svg Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao Archivio istituziona...arrow_drop_down
    image/svg+xml Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao Closed Access logo, derived from PLoS Open Access logo. This version with transparent background. http://commons.wikimedia.org/wiki/File:Closed_Access_logo_transparent.svg Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao
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  • image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    Authors: Ekola, Meri;

    The thesis presents the artistic research project that began alongside my artistic practice and was further developed in reflective collaboration with Tomi Humalisto and Nanni Vapaavuori. The approach used to conduct the research follows the practices and the processual character of artistic research. My individual work was the preliminary step for the common research. A virtual reality artwork that I created served as the catalyst for the research. Consequently, the creative process of the author and the audience’s experience were put under examination. The artistic research occurred in different steps and adopted various methods to meet the current objectives. The research was initiated from personal interest to reflect on the possibilities of experiencing light art in virtual reality. The urge to disseminate the reflection widely led to the collaboration with colleagues and to a colloquium presentation. Finally, the research resulted in a proceedings article from this presentation. The article has been submitted at the moment of writing this thesis report, and its publication has been agreed upon. The article explains the process of examining the virtual reality artwork. It connects this particular artwork to a broader context of virtual reality experiences and to the philosophical ideas of Georges Didi-Huberman. It legitimises and articulates the reflexive and discursive work done during the process. The thesis report frames the whole artistic research project shedding light on the context of light art, the character of virtual reality as an experiential medium, and the field of artistic research retroactively.

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  • image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    Authors: Koutroumpi, Eirini;

    Political language's power to influence public opinion drives the present investigation into proverbs used by presidents during 1945-2008. The study’s purpose is to explore the proverbial language of American presidents, employing a digital methods approach. In addition to the predominant use of quantitative and comparative analyses, qualitative analysis is also occasionally employed. The research examines proverb frequency, patterns, and shifts in political speeches, revealing shared trends and distinctive usage of the proverbs. It also considers presidency duration and political circumstances, uncovering the presidents that favored proverbs in their discourses. Adopting computational means and tools, the study intends to cover gaps in existing research by quantifying proverb usage, focusing on the nuanced sociopolitical fabric. The research is based on vast bibliographic references including studies conducted by old paremiologists, as well as modern computational endeavors. Although the proverbs’ nature involves challenges such as metaphoricity, and existence of variants can cause difficulties in their identification by the tools, the research has been completed, answered all research questions that spanned proverb presence, evolution, and disparities among presidents' speeches, and produced interesting results. Overall, the research enhances understanding of proverbs' role in political discourse, revealing how politicians shape leadership communication through language. Due to the fact that all data was retrieved by open accessed sources, the research has not encountered any copyright issues. Some of the findings were expected, while others were unpredicted. The alternating sequence of challenges and achievements resulted in an understanding of previously raised questions as well as the need to tackle new ones.

    image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/ Digitala Vetenskapli...arrow_drop_down
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      image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/ Digitala Vetenskapli...arrow_drop_down
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  • image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    Authors: Zhang, Xiaoyu;

    In the past decade, the proliferation of data and the emergence of large language models have presented both opportunities and challenges in academia. The expanding volume of data, which records knowledge from various human activities, enables data-driven approaches to optimizing numerous aspects of industrial manufacturing and people's daily life. These improvements largely stem from machine learning models trained with this data. However, the industry still faces limitations in both extracting knowledge from large, unstructured, or heterogeneous datasets and transforming the extracted knowledge into actionable insights. This challenge is exacerbated in highly specialized domains where only a few analysts possess the expertise to interpret the data. Despite the recent advancements of large language models providing more intelligent assistance for many data analysis tasks, it remains essential to ensure that these machine learning models and the knowledge they encompass are safe to use and employed for social good with human verification.In my dissertation work, I develop visual analytics (VA) and human-computer interaction (HCI) methodologies for representing and interacting with various forms of knowledge and data, particularly text data. I propose a visual knowledge discovery framework that integrates human expertise with computational approaches throughout the knowledge discovery process, while also addressing the limited availability of domain experts and the increasing scale of data. Moreover, I investigate how visual analytics can efficiently and safely harness extensive knowledge from large machine learning models, enabling users to effectively steer the exploration process and make well-informed decisions. This dissertation presents six published research works organized around my visual knowledge discovery framework and its three key tasks: knowledge exploration, knowledge presentation, and knowledge exploitation. Firstly, I demonstrate how visual analytics can support knowledge exploration with large, high-dimensional, and heterogeneous data in the domain of manufacturing and machine maintenance. Subsequently, I introduce two knowledge presentation solutions for two distinct types of data—numerical data facts and unstructured text data. Lastly, I showcase three visually-assisted knowledge exploitation applications in various domains and scenarios, encompassing document summarization, technical text annotation, and data-driven machine learning model validation.My work demonstrates how mixed-initiative methods through visual analytics applications can resolve real-world challenges in highly-specialized domains. I leverage state-of-the-art machine learning techniques, particularly natural language processing models, while always involving domain practitioners in the loop. My approach facilitates communication among parties with mismatched knowledge levels, including domain experts, data analysts, computer scientists, and artificial intelligence. Meanwhile, I prioritize the critical role of human knowledge and integrate it into intelligent visualization interfaces that undergo qualitative evaluations. I believe that domain experts' insights, supervision, and verification are invaluable, regardless of how advanced machine learning techniques become. Through the projects outlined in this dissertation, I hope to encourage philosophical and social discussions surrounding the rapidly expanding field of artificial intelligence. Ultimately, my objective is to contribute to a future where intelligent visual analytics systems can augment and enhance human capabilities, enabling individuals to navigate through the potential challenges brought by advanced AI techniques.

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  • Authors: Gunnar Almevik;

    The dataset represents the results from a survey that was part of the work in a research project focusing on new technologies in museums and historic environment conservation. The project is a collaboration between the University of Gothenburg and the Swedish History Museum, and financed by the National Heritage Board. The survey is aimed at professionals within the museum and historic environment conservation sectors and focuses on the use of digital immersive technology in the public sphere. The survey and the results were created in Microsoft Forms and were processed in Microsoft Excel using the Colectica plugin. The answers are a combination of open-ended questions and check boxes. The dataset contain answers to 9 questions that require answering both in checkboxes and via free text. Both the questions and the checkboxes options are shown in the documentation file. The data file shows the answers from 74 anonymous respondents from 74 different museums. Datasetet representerar resultatet från en enkät som var en del av arbetet i ett forskningsprojekt om nya teknologier i museum och kulturmiljövård. Projektet genomfördes i samarbete mellan Göteborgs universitet och Historiska Museet och finansierades av Riksantikvarieämbetet. Enkäten vände sig till professionella aktörer inom museer och kulturmiljövård och handlar om användningen av digitala immersiva teknologier i publik verksamhet. Enkäten och resultatet skapades med Microsoft Forms och bearbetades i Microsoft Excel med pluginen Colectica. Svaren är en blandning av fritext och envalsfrågor. Datasetet innehåller svar till 9 frågor som kräver svar både på envalsfrågor och fritext. Frågefält och svarsalternativ finns redovisade i dokumentationsfilen. I datafilen finns svar från 74 anonym respondenter från 74 olika museer The survey was sent to 181 museums in Sweden, 74 of whom answered. The contact with the museums was partially anonymous. The survey was first and foremost sent to a general e-mail address but where this wasn't possible, the survey was sent to appropriate contact persons. The museum then made the decision themselves who within the organisation would be responsible for filling in the survey. Enkäten skickades till 181 museer i Sverige, varav 74 svarade. Kontakten med museerna var delvis anonym. Enkäterna har i första hand skickats till funktionsadresser men där så inte var möjligt skickades e-post till lämpliga kontaktpersoner. Museerna har sedan själva fått välja vem i organisationen som svarar på enkäten. Survey Enkät Self-administered questionnaire: web based Självadministrerat frågeformulär: webbaserat

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  • image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    Authors: Paulsson Rokke, Hjalmar;

    This thesis examines the medical content of Early Modern Swedish almanacs between the years 1608-1731. The aim of the study is to uncover the understanding of health, illness and the human body that is prevalent within the almanacs. This has been found to be strongly related to the medical paradigm of humorism, or Galenic Medicine. The almanacs also reveal the connection between the intellectual fields of medicine and astrology during the Early Modern Era, which I argue to be largely overlooked within the history of medicine in Sweden. Another central aspect of the study has been to analyze how the medical content and medical understanding changed during the studied period. The part of the almanacs called elections, were found to change quite drastically, and disappeared from the almanacs around 1700. When analyzing medical texts in the almanacs however, this change was not evident, indicating, among other results, that the relation between medicine and astrology remained. 

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    Authors: Flora, F.; Bollanti, S.; Di Lazzaro, P.; Mezi, L.; +5 Authors

    Le moderne tecnologie di acquisizione di immagini tridimensionali (3D) tramite droni, unite alla disponibilità di stampanti 3D commerciali accurate e di ampie dimensioni, aprono nuove frontiere nello sviluppo di plastici in scala che possono riprodurre fedelmente strutture architettoniche e paesaggi naturali. In questo lavoro si dimostra come il plastico di un sito archeologico, se illuminato con un simulatore solare, permette di ottenere una dettagliata analisi archeo-astronomica del sito stesso, difficilmente realizzabile in loco. Modern three-dimensional (3D) imaging technologies using drones, combined with the availability of accurate and large-scale commercial 3D printers, have opened new frontiers to the development of scaled models that can faithfully reproduce architectural structures and natural landscapes. In this paper, we demonstrate how any model of archaeological sites illuminated with a solar simulator allows for a detailed archaeo-astronomical analysis, which is difficult to achieve in situ.

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    Authors: Lundmark, Tom;

    This thesis investigates the User eXperience (UX) and risks associated with Virtual Reality (VR) technology in museum exhibitions. The study builds upon the Hybrid Museum Experiences: Theory and Design by Løvlie, Sundnes et al. (2022) and adopts the User eXperience in Immersive Virtual Environment (UXIVE) Model developed by Tcha-Tokey et al. (2018). The aim is to analyse the interplay between Flow, Presence, and Experience Consequence in VR experiences and assess the impact of computational skills on user engagement. Additionally, the study evaluates the effectiveness of VR exhibits in addressing common risks. Findings indicate a positive correlation between experience consequence and flow, as well as suggest a potential influence of computational skills on flow, and highlight the significance of presence in fostering engagement and immersion. The VR exhibits effectively mitigated the common risks, as reflected in positive participant feedback. This research contributes to enhancing UX in VR museum experiences and provides insights for designing immersive exhibits while managing associated risks. Further research is recommended to validate the study's inferences and delve deeper into the influence of computational skills on flow.

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    Authors: Chen, Mengyu;

    Immersive technologies are widely used in interactive media art and storytelling today. A high-quality virtual environment and avatar can provide the audience with a strong sense of presence and ownership of the virtual body, evoking empathetic outcomes from the experience. However, the majority of immersive art we encounter today shows a strong favoring of visual and auditory sensation over interactions. They provide the audience with a limited number of ways to participate in an immersive narrative, leaving them a sense of being an “outsider” that breaks the connection between the audience’s virtual avatar and the virtual environment. Starting with Nicolas Bourriaud’s relational aesthetics for art creation and taking human relations and their social context as the main conceptual and practical point of departure for experience design, I develop artistic and technical strategies for creating immersive experiences that place the audience at the center to let them activate the narrative content and cultural meanings. My approach is to provide the user novel ways to relate themselves to what they see on a screen, and to allow for direct participation and engagement. Through an increased level of interactivity, co-presence and plausibility in immersive environments, my work aims to help the audience develop new relationships with other people, with virtual entities, and with AI agents. The hybrid systems introduced in this thesis describe novel ways of creating relational experiences by techniques learned from different domains such as soft robotics, quantum computing and social science. I also demonstrate authoring interface design that can be more widely adopted by the creative community to overcome the challenges often faced in immersive and interactive narrative compositions.

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    Authors: Jansson, Michael;

    Marine archaeological objects are an under-researched subcategory in museum collections. They differ fromother types of objects in collections as they are more demanding due to their former location. It is also worthestablishing what the object's value is after excavation. As part of value and mediation, the conservation andexcavation of the objects is also addressed.By examining three guns recovered from three wrecks from the period 1480 to 1580 AD. The essay tries to shedlight on the type of object from several perspectives that can be summarized from preservation and mediation.The cannons being examined are the "Brisund cannon" at Gotland's museum, a cannon from Mars, and lavettessalvaged from Gribshunden at Blekinge museum. The investigation is done through site visits, interviews, andliterature studies. The goal of the survey is to create knowledge of how museums best manage this type ofobject. Marinarkeologiska föremål är en icke desto mera undersökt underkategori i museisamlingar. De skiljer sig frånandra typer av föremål i samlingar då de genom sin fyndplats är mera krävande. Det är också värt att etableravad föremålet har för värden efter utgrävningen. Som en del av värde och förmedling tas föremålenskonservering och utgrävning också upp.Genom att undersöka bärgade tre kanoner från tre vrak från perioden 1480 till 1580 ef. kr försöker uppsatsenatt belysa den typen av föremål ur flera perspektiv som går att sammanfatta ur bevarande och förmedlande.Kanonerna som undersöks är "Brisundskanonen" på Gotlands museum, en kanon från örlogsfartyget Mars ochlavetter bärgade från Gribshunden på Blekinge museum. Undersökningen är gjord genom platsbesök,intervjuer, och litteraturstudier. Målet med undersökningen är att skapa kunskap om marinarkeologiskaföremål, dess egenskaper, värden och processer.

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  • image/svg+xml Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao Closed Access logo, derived from PLoS Open Access logo. This version with transparent background. http://commons.wikimedia.org/wiki/File:Closed_Access_logo_transparent.svg Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao
    Authors: Marta Giovannetti; Claudio Socci; Francesca Coltrinari; Maria Raffaella Ciuccarelli;
    image/svg+xml Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao Closed Access logo, derived from PLoS Open Access logo. This version with transparent background. http://commons.wikimedia.org/wiki/File:Closed_Access_logo_transparent.svg Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao Archivio istituziona...arrow_drop_down
    image/svg+xml Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao Closed Access logo, derived from PLoS Open Access logo. This version with transparent background. http://commons.wikimedia.org/wiki/File:Closed_Access_logo_transparent.svg Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao
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    Authors: Ekola, Meri;

    The thesis presents the artistic research project that began alongside my artistic practice and was further developed in reflective collaboration with Tomi Humalisto and Nanni Vapaavuori. The approach used to conduct the research follows the practices and the processual character of artistic research. My individual work was the preliminary step for the common research. A virtual reality artwork that I created served as the catalyst for the research. Consequently, the creative process of the author and the audience’s experience were put under examination. The artistic research occurred in different steps and adopted various methods to meet the current objectives. The research was initiated from personal interest to reflect on the possibilities of experiencing light art in virtual reality. The urge to disseminate the reflection widely led to the collaboration with colleagues and to a colloquium presentation. Finally, the research resulted in a proceedings article from this presentation. The article has been submitted at the moment of writing this thesis report, and its publication has been agreed upon. The article explains the process of examining the virtual reality artwork. It connects this particular artwork to a broader context of virtual reality experiences and to the philosophical ideas of Georges Didi-Huberman. It legitimises and articulates the reflexive and discursive work done during the process. The thesis report frames the whole artistic research project shedding light on the context of light art, the character of virtual reality as an experiential medium, and the field of artistic research retroactively.

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  • image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    Authors: Koutroumpi, Eirini;

    Political language's power to influence public opinion drives the present investigation into proverbs used by presidents during 1945-2008. The study’s purpose is to explore the proverbial language of American presidents, employing a digital methods approach. In addition to the predominant use of quantitative and comparative analyses, qualitative analysis is also occasionally employed. The research examines proverb frequency, patterns, and shifts in political speeches, revealing shared trends and distinctive usage of the proverbs. It also considers presidency duration and political circumstances, uncovering the presidents that favored proverbs in their discourses. Adopting computational means and tools, the study intends to cover gaps in existing research by quantifying proverb usage, focusing on the nuanced sociopolitical fabric. The research is based on vast bibliographic references including studies conducted by old paremiologists, as well as modern computational endeavors. Although the proverbs’ nature involves challenges such as metaphoricity, and existence of variants can cause difficulties in their identification by the tools, the research has been completed, answered all research questions that spanned proverb presence, evolution, and disparities among presidents' speeches, and produced interesting results. Overall, the research enhances understanding of proverbs' role in political discourse, revealing how politicians shape leadership communication through language. Due to the fact that all data was retrieved by open accessed sources, the research has not encountered any copyright issues. Some of the findings were expected, while others were unpredicted. The alternating sequence of challenges and achievements resulted in an understanding of previously raised questions as well as the need to tackle new ones.

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    Authors: Zhang, Xiaoyu;

    In the past decade, the proliferation of data and the emergence of large language models have presented both opportunities and challenges in academia. The expanding volume of data, which records knowledge from various human activities, enables data-driven approaches to optimizing numerous aspects of industrial manufacturing and people's daily life. These improvements largely stem from machine learning models trained with this data. However, the industry still faces limitations in both extracting knowledge from large, unstructured, or heterogeneous datasets and transforming the extracted knowledge into actionable insights. This challenge is exacerbated in highly specialized domains where only a few analysts possess the expertise to interpret the data. Despite the recent advancements of large language models providing more intelligent assistance for many data analysis tasks, it remains essential to ensure that these machine learning models and the knowledge they encompass are safe to use and employed for social good with human verification.In my dissertation work, I develop visual analytics (VA) and human-computer interaction (HCI) methodologies for representing and interacting with various forms of knowledge and data, particularly text data. I propose a visual knowledge discovery framework that integrates human expertise with computational approaches throughout the knowledge discovery process, while also addressing the limited availability of domain experts and the increasing scale of data. Moreover, I investigate how visual analytics can efficiently and safely harness extensive knowledge from large machine learning models, enabling users to effectively steer the exploration process and make well-informed decisions. This dissertation presents six published research works organized around my visual knowledge discovery framework and its three key tasks: knowledge exploration, knowledge presentation, and knowledge exploitation. Firstly, I demonstrate how visual analytics can support knowledge exploration with large, high-dimensional, and heterogeneous data in the domain of manufacturing and machine maintenance. Subsequently, I introduce two knowledge presentation solutions for two distinct types of data—numerical data facts and unstructured text data. Lastly, I showcase three visually-assisted knowledge exploitation applications in various domains and scenarios, encompassing document summarization, technical text annotation, and data-driven machine learning model validation.My work demonstrates how mixed-initiative methods through visual analytics applications can resolve real-world challenges in highly-specialized domains. I leverage state-of-the-art machine learning techniques, particularly natural language processing models, while always involving domain practitioners in the loop. My approach facilitates communication among parties with mismatched knowledge levels, including domain experts, data analysts, computer scientists, and artificial intelligence. Meanwhile, I prioritize the critical role of human knowledge and integrate it into intelligent visualization interfaces that undergo qualitative evaluations. I believe that domain experts' insights, supervision, and verification are invaluable, regardless of how advanced machine learning techniques become. Through the projects outlined in this dissertation, I hope to encourage philosophical and social discussions surrounding the rapidly expanding field of artificial intelligence. Ultimately, my objective is to contribute to a future where intelligent visual analytics systems can augment and enhance human capabilities, enabling individuals to navigate through the potential challenges brought by advanced AI techniques.

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  • Authors: Gunnar Almevik;

    The dataset represents the results from a survey that was part of the work in a research project focusing on new technologies in museums and historic environment conservation. The project is a collaboration between the University of Gothenburg and the Swedish History Museum, and financed by the National Heritage Board. The survey is aimed at professionals within the museum and historic environment conservation sectors and focuses on the use of digital immersive technology in the public sphere. The survey and the results were created in Microsoft Forms and were processed in Microsoft Excel using the Colectica plugin. The answers are a combination of open-ended questions and check boxes. The dataset contain answers to 9 questions that require answering both in checkboxes and via free text. Both the questions and the checkboxes options are shown in the documentation file. The data file shows the answers from 74 anonymous respondents from 74 different museums. Datasetet representerar resultatet från en enkät som var en del av arbetet i ett forskningsprojekt om nya teknologier i museum och kulturmiljövård. Projektet genomfördes i samarbete mellan Göteborgs universitet och Historiska Museet och finansierades av Riksantikvarieämbetet. Enkäten vände sig till professionella aktörer inom museer och kulturmiljövård och handlar om användningen av digitala immersiva teknologier i publik verksamhet. Enkäten och resultatet skapades med Microsoft Forms och bearbetades i Microsoft Excel med pluginen Colectica. Svaren är en blandning av fritext och envalsfrågor. Datasetet innehåller svar till 9 frågor som kräver svar både på envalsfrågor och fritext. Frågefält och svarsalternativ finns redovisade i dokumentationsfilen. I datafilen finns svar från 74 anonym respondenter från 74 olika museer The survey was sent to 181 museums in Sweden, 74 of whom answered. The contact with the museums was partially anonymous. The survey was first and foremost sent to a general e-mail address but where this wasn't possible, the survey was sent to appropriate contact persons. The museum then made the decision themselves who within the organisation would be responsible for filling in the survey. Enkäten skickades till 181 museer i Sverige, varav 74 svarade. Kontakten med museerna var delvis anonym. Enkäterna har i första hand skickats till funktionsadresser men där så inte var möjligt skickades e-post till lämpliga kontaktpersoner. Museerna har sedan själva fått välja vem i organisationen som svarar på enkäten. Survey Enkät Self-administered questionnaire: web based Självadministrerat frågeformulär: webbaserat

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  • image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    Authors: Paulsson Rokke, Hjalmar;

    This thesis examines the medical content of Early Modern Swedish almanacs between the years 1608-1731. The aim of the study is to uncover the understanding of health, illness and the human body that is prevalent within the almanacs. This has been found to be strongly related to the medical paradigm of humorism, or Galenic Medicine. The almanacs also reveal the connection between the intellectual fields of medicine and astrology during the Early Modern Era, which I argue to be largely overlooked within the history of medicine in Sweden. Another central aspect of the study has been to analyze how the medical content and medical understanding changed during the studied period. The part of the almanacs called elections, were found to change quite drastically, and disappeared from the almanacs around 1700. When analyzing medical texts in the almanacs however, this change was not evident, indicating, among other results, that the relation between medicine and astrology remained. 

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    Authors: Flora, F.; Bollanti, S.; Di Lazzaro, P.; Mezi, L.; +5 Authors

    Le moderne tecnologie di acquisizione di immagini tridimensionali (3D) tramite droni, unite alla disponibilità di stampanti 3D commerciali accurate e di ampie dimensioni, aprono nuove frontiere nello sviluppo di plastici in scala che possono riprodurre fedelmente strutture architettoniche e paesaggi naturali. In questo lavoro si dimostra come il plastico di un sito archeologico, se illuminato con un simulatore solare, permette di ottenere una dettagliata analisi archeo-astronomica del sito stesso, difficilmente realizzabile in loco. Modern three-dimensional (3D) imaging technologies using drones, combined with the availability of accurate and large-scale commercial 3D printers, have opened new frontiers to the development of scaled models that can faithfully reproduce architectural structures and natural landscapes. In this paper, we demonstrate how any model of archaeological sites illuminated with a solar simulator allows for a detailed archaeo-astronomical analysis, which is difficult to achieve in situ.

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    Authors: Lundmark, Tom;

    This thesis investigates the User eXperience (UX) and risks associated with Virtual Reality (VR) technology in museum exhibitions. The study builds upon the Hybrid Museum Experiences: Theory and Design by Løvlie, Sundnes et al. (2022) and adopts the User eXperience in Immersive Virtual Environment (UXIVE) Model developed by Tcha-Tokey et al. (2018). The aim is to analyse the interplay between Flow, Presence, and Experience Consequence in VR experiences and assess the impact of computational skills on user engagement. Additionally, the study evaluates the effectiveness of VR exhibits in addressing common risks. Findings indicate a positive correlation between experience consequence and flow, as well as suggest a potential influence of computational skills on flow, and highlight the significance of presence in fostering engagement and immersion. The VR exhibits effectively mitigated the common risks, as reflected in positive participant feedback. This research contributes to enhancing UX in VR museum experiences and provides insights for designing immersive exhibits while managing associated risks. Further research is recommended to validate the study's inferences and delve deeper into the influence of computational skills on flow.

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    Authors: Chen, Mengyu;

    Immersive technologies are widely used in interactive media art and storytelling today. A high-quality virtual environment and avatar can provide the audience with a strong sense of presence and ownership of the virtual body, evoking empathetic outcomes from the experience. However, the majority of immersive art we encounter today shows a strong favoring of visual and auditory sensation over interactions. They provide the audience with a limited number of ways to participate in an immersive narrative, leaving them a sense of being an “outsider” that breaks the connection between the audience’s virtual avatar and the virtual environment. Starting with Nicolas Bourriaud’s relational aesthetics for art creation and taking human relations and their social context as the main conceptual and practical point of departure for experience design, I develop artistic and technical strategies for creating immersive experiences that place the audience at the center to let them activate the narrative content and cultural meanings. My approach is to provide the user novel ways to relate themselves to what they see on a screen, and to allow for direct participation and engagement. Through an increased level of interactivity, co-presence and plausibility in immersive environments, my work aims to help the audience develop new relationships with other people, with virtual entities, and with AI agents. The hybrid systems introduced in this thesis describe novel ways of creating relational experiences by techniques learned from different domains such as soft robotics, quantum computing and social science. I also demonstrate authoring interface design that can be more widely adopted by the creative community to overcome the challenges often faced in immersive and interactive narrative compositions.

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    Authors: Jansson, Michael;

    Marine archaeological objects are an under-researched subcategory in museum collections. They differ fromother types of objects in collections as they are more demanding due to their former location. It is also worthestablishing what the object's value is after excavation. As part of value and mediation, the conservation andexcavation of the objects is also addressed.By examining three guns recovered from three wrecks from the period 1480 to 1580 AD. The essay tries to shedlight on the type of object from several perspectives that can be summarized from preservation and mediation.The cannons being examined are the "Brisund cannon" at Gotland's museum, a cannon from Mars, and lavettessalvaged from Gribshunden at Blekinge museum. The investigation is done through site visits, interviews, andliterature studies. The goal of the survey is to create knowledge of how museums best manage this type ofobject. Marinarkeologiska föremål är en icke desto mera undersökt underkategori i museisamlingar. De skiljer sig frånandra typer av föremål i samlingar då de genom sin fyndplats är mera krävande. Det är också värt att etableravad föremålet har för värden efter utgrävningen. Som en del av värde och förmedling tas föremålenskonservering och utgrävning också upp.Genom att undersöka bärgade tre kanoner från tre vrak från perioden 1480 till 1580 ef. kr försöker uppsatsenatt belysa den typen av föremål ur flera perspektiv som går att sammanfatta ur bevarande och förmedlande.Kanonerna som undersöks är "Brisundskanonen" på Gotlands museum, en kanon från örlogsfartyget Mars ochlavetter bärgade från Gribshunden på Blekinge museum. Undersökningen är gjord genom platsbesök,intervjuer, och litteraturstudier. Målet med undersökningen är att skapa kunskap om marinarkeologiskaföremål, dess egenskaper, värden och processer.

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