Monica Billger

Prof. Monica Billger

Chalmers University of Technology, Göteborg, Sweden

Research Focus & Metrics

Academic Career Length

8Years (2019-Present)

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

Representative Publications

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14 January 2019 in Education and Information Technologies
Verified
Journal Article
Open access
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BWBeata Stahre Wästberg
Beata Stahre Wästberg
TEThommy Eriksson
Thommy Eriksson
GKGöran Karlsson
Göran Karlsson
MSMaria Sunnerstam
Maria Sunnerstam
MAMichael Axelsson
Michael Axelsson
MBMonica Billger
Monica Billger
Building a virtual laboratory for teaching and learning is a highly complex process, incorporating diverse areas such as interaction design, visualisation, and pedagogy. This article focuses on the production and implementation issues that were found in the comparison of two different virtual laboratory projects, and discuss which design considerations can be drawn from these observations. Two web-based virtual laboratories - the Gas Laboratory and the Virtual Colour Laboratory - were developed independently of each other within two different content areas. The laboratories share considerable overlaps in goals and production circumstances. Through a comparison of production and outcome, similar problems related to design, development and implementation were observed. The research uses a mixed method approach combining quantitative pre- and post-tests for assessments, qualitative surveys, and qualitative, ethnographic observations and interviews. By comparing the background material, five design challenges for developing virtual laboratories are identified: 1) how to balance ambitions with available resources; 2) how to balance intended levels of user interaction with exploratory freedom; 3) how to find appropriate levels of realism depending on target group; 4) how to choose between mimicking real world appearance and enhanced features; and 5) how to find the best learning situation for the virtual laboratory. To meet these challenges, the following design considerations are proposed: Guide the design work with a clear understanding of purpose and context; select appropriate technology to ensure efficient design and media usage; select level of realism considering purpose and end users; and provide learning guides before and after the virtual lab session.

10 November 2021 in Sustainability
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Journal Article
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Ulrika Wänström LindhUlrika Wänström Lindh
Ulrika Wänström Lindh
MBMonica Billger
Monica Billger
Previous research showed that light distribution can affect the perception of spatial size and shape. However, most studies are limited to quantitative assessment of a few scenarios without explaining possible causes behind peoples’ experiences. This exploratory study aimed to reveal complex relationships between light patterns and perceived size, and to investigate how light patterns affect perceived spaciousness. A qualitative approach was used with pair-wise comparisons between systematic visual observations of scale models. The observations confirmed that illuminated walls increase spaciousness. Yet, darkness impacts the perception of spaciousness as well. Both compound and separated light zones can expand depth, height, or width, depending on the interpretation of these patterns of light seen in relation to the whole spatial context. Furthermore, the position of illuminated areas, with placements on edge or in the center, may additionally influence perceived size.

Verified
Journal Article
Open access
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HLHye Kyung Lim
Hye Kyung Lim
Liane ThuvanderLiane Thuvander
Liane Thuvander
MBMonica Billger
Monica Billger
PWPeter Wallberg
Peter Wallberg
GBGustav Bodell
Gustav Bodell
SNStig Anton Nielsen
Stig Anton Nielsen
This research presents results from a study developing a smartphone app, Urban CoBuilder, in which citizens can collaboratively create designs for urban environments using augmented reality technology and game mechanics. Eight prototypes were developed to refine selected design criteria, including tracking strategies, design elements, user experience and the interface with game mechanics. The prototypes were developed through an iterative design process with assessments and incremental improvements. The tracking was especially challenging and using multiple bitonal markers combined with the smartphone’s gyroscope sensor to average the user position was identified as the most suitable strategy. Still, portability and stability linked to tracking need to be improved. Design elements, here building blocks with urban functions textures, were realistic enough to be recognizable and easy to understand for the users. Future studies will focus on usability tests with larger user groups.

4 April 2020 in Sustainability
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Journal Article
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BWBeata Stahre Wästberg
Beata Stahre Wästberg
MBMonica Billger
Monica Billger
MAMarco Adelfio
Marco Adelfio
With a growing interest in environmental data and the need to consider various environmental factors earlier in the planning processes, it becomes more important to disseminate this type of information to different target groups in a comprehensible way. To support easier decision making, many cities and municipalities are increasingly using digital city models where it is possible to integrate different types of information based on simulation and visualization of future scenarios. Such tools have high potential, but the visual representation of data still needs to be developed. In this paper, we investigate how professionals within urban planning currently use visualization to communicate environmental data, and what their needs are regarding tools and visual representation. We discuss challenges for representing environmental data in urban development processes, with the aim of contributing to a better understanding of these issues. We base our investigation on a literature study, an inventorying survey and a focus group discussion with professionals within urban planning. This study provides an end-user perspective among urban planners and valuable insights on tool usage and visualization. Results show that applications used for environmental visualization still can be improved regarding, e.g., user friendliness and information handling, which may increase their efficiency.

1 November 2020 in IOP Conference Series: Earth and Environmental Science
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Conference Paper
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MBMonica Billger
Monica Billger
JKJ.-H. Kain
J.-H. Kain
CNC.B. Niwagaba
C.B. Niwagaba
JMJ.R. McConville
J.R. McConville
The aim of this study is to describe the development of an innovative planning tool to promote the knowledge and collaboration needed to overcome challenges in the sanitation sector. A serious game was designed to share knowledge about resource recovery and support attitude-change and collaboration between stakeholders. This study documents the co-design process of game development from conception based on a set of specifications the game should achieve, through iterative testing with relevant stakeholders as players. The resulting prototype of the game showed that it was not possible to include all the original desired specifications in the final game. Stakeholders found that the game was engaging, stimulated creativity and achieved its goal.