Thomas Pederson

Prof. Thomas Pederson

Department of Computer Science and Media Technology, Malmoe University, Malmö, Sweden
orcid

Research Focus & Metrics

Academic Career Length

27Years (2000-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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6 April 2008
Verified
Conference Paper
Open access
PDF file
MCMaria F. Costabile
Maria F. Costabile
AAAntonella De Angeli
Antonella De Angeli
RLRosa Lanzilotti
Rosa Lanzilotti
CACarmelo Ardito
Carmelo Ardito
Paolo BuonoPaolo Buono
Paolo Buono
TPThomas Pederson
Thomas Pederson
This paper reports the experimental studies we have performed to evaluate Explore!, an m-learning system that supports middle school students during a visit to an archaeological park. It exploits a learning technique called excursion-game, whose aim is to help students to acquire historical notions while playing and to make archaeological visits more effective and exciting. In order to understand the potentials and limitations of Explore!, our studies compare the experience of playing the excursion-game with and without technological support. The design and evaluation of Explore! have provided knowledge on the advantages and pitfalls of m-learning that may be instrumental in informing the current debate on e-learning.

1 December 2008
Verified
Conference Paper
Closed access
DSDipak Surie
Dipak Surie
OLOlivier Laguionie
Olivier Laguionie
TPThomas Pederson
Thomas Pederson
Within a smart home environment the information processing is supposed to be thoroughly integrated into everyday objects. This introduces the need to keep track of the everyday objects and their state changes produced based on the userpsilas interaction with them. Such information is useful in recognizing the userpsilas activities, situations, etc. In this paper we present a ZigBee communication protocol based wireless sensor networking of 42 everyday objects (embedded with 81 simple state change sensors of 8 sensor types) in a living laboratory smart home environment. The system was evaluated in a realistic setup with background noise. The sensing module has shown promising results with an overall system precision of 91.2% and a recall of 98.8% in keeping track of the state changes to everyday objects. The signal strength measure above the acceptable limit of >10 dB to obtain reliable data communication was found to be 97.5% checked at 8 different locations in a home environment. Finally the transmission-reception range was evaluated to be 33 m with a single wall obstruction and 19 m with multiple wall obstruction in an indoor environment.

28 March 2012
Verified
Conference Paper
Open access
PDF file
DMDiako Mardanbegi
Diako Mardanbegi
DHDan Witzner Hansen
Dan Witzner Hansen
TPThomas Pederson
Thomas Pederson
A novel method for video-based head gesture recognition using eye information by an eye tracker has been proposed. The method uses a combination of gaze and eye movement to infer head gestures. Compared to other gesture-based methods a major advantage of the method is that the user keeps the gaze on the interaction object while interacting. This method has been implemented on a head-mounted eye tracker for detecting a set of predefined head gestures. The accuracy of the gesture classifier is evaluated and verified for gaze-based interaction in applications intended for both large public displays and small mobile phone screens. The user study shows that the method detects a set of defined gestures reliably.

8 September 2013
Verified
Conference Paper
Open access
PDF file
SJShahram Jalaliniya
Shahram Jalaliniya
JSJeremiah Smith
Jeremiah Smith
MSMiguel Sousa
Miguel Sousa
LBLars Büthe
Lars Büthe
TPThomas Pederson
Thomas Pederson

1 June 2014
Verified
Conference Paper
Closed access
SJShahram Jalaliniya
Shahram Jalaliniya
DMDiako Mardanbeigi
Diako Mardanbeigi
TPThomas Pederson
Thomas Pederson
DHDan Witzner Hansen
Dan Witzner Hansen
While the new generation of eyewear computers have increased expectations of a wearable computer, providing input to these devices is still challenging. Hand-held devices, voice commands, and hand gestures have already been explored to provide input to the wearable devices. In this paper, we examined using head and eye movements to point on a graphical user interface of a wearable computer. The performance of users in head and eye pointing has been compared with mouse pointing as a baseline method. The result of our experiment showed that the eye pointing is significantly faster than head or mouse pointing, however, our participants thought that the head pointing is more accurate and convenient.

14 August 2007
Verified
Book Chapter
Closed access
PDF file
DSDipak Surie
Dipak Surie
TPThomas Pederson
Thomas Pederson
FLFabien Lagriffoul
Fabien Lagriffoul
LJLars-Erik Janlert
Lars-Erik Janlert
DSDaniel Sjölie
Daniel Sjölie