Forskningsintressen
Jag är bitr. professor i informationsteknologi, med bakgrund i kognitionsvetenskap. Min forskning är främst inriktad på interaktionen mellan människor och den socio-kulturella omgivningen, kognition och verktyg, kognitiva och interaktiva aspekter av dataspel, situerad/distribuerad kognition och user experience design. Jag är medlem i forskningsgrupperna Interaction Lab och GAME Research Group.
Forskningsprojekt
Barn och dataspel – sexuell grooming på nätet och riskmedvetenhet (KidCOG II). I projektet utvecklas en tidigare producerad dataspels-prototyp till ett färdigt levererbart spel med tillhörande metodmaterial. Spelets syfte är att öka unga barns riskmedvetenhet vid interaktioner på nätet. Projektet genomförs i samarbete med stiftelsen Change Attitude och IUS Innovation. Projektet finansieras av the World Childhood Foundation, Postkodlotteriet, IUS Innovation och Högskolan i Skövde, 2018-2019.
Kunskapsöverföring och förebyggande av sexuell grooming genom dataspel – barn, riskbeteenden och sociala medier (KidCOG). I projektet utvecklades en vetenskapligt baserad dataspels-prototyp för förebyggande av sexuell grooming på nätet. Projektet finansierades av Sten A Olssons stiftelse med 3 MSEK under 2014-2015. Information om KidCOG.
Förstudie om åskådarupplevelsen av eSport. I projektet undersöks vad som gör elektronisk sport till en positiv, eller negativ, upplevelse för åskådarna. Målet är att identifiera faktorer som främjar åskådarupplevelsen. Information om eSPORT.
Publikationer
Susi, T. & Torstensson, N. (in press) Embodied experiences in game play. In: L. Shapiro and S. Spaulding (Eds.) The Routledge Handbook of Embodied Cognition, 2nd Edition. New York: Routledge.
Torstensson, N. & Susi, T. (2021). Serious topics and fun games: ‘Hidden in the Zoo’. In: L. Joyce and V. Navarro-Remesal (Eds.) Culture at Play: How Video Games Influence and Replicate Our World, 122-129 Leiden: Brill, Rodopi.
Wilhelmsson, U., Susi, T. & Torstensson, N. (2021). Merging the analogue and the digital – Combining opposite activities in a mixed media game. Media and Communication, 9(1), 17-27.
Torstensson, N., Susi, T., Wilhelmsson, U. & Lebram, M. (2020) Wizard of Oz and the design of a multi-player mixed reality game. In: International Conference on Human-Computer Interaction, 218-232. Springer, Cham.
Susi, T., Torstensson, N. & Wilhelmson, U. (2019) "Can you send a photo?" - A game-based approach for increasing young children's risk awareness to prevent online sexual grooming. In: Proceedings of DiGRA 2019 - Game, Play and the Emerging Ludo Mix. Kyoto, Japan, August 6-10, 2019.
Susi, T. & Torstensson, N. (2019) "'Who's texting?' – Playful game experiences for learning to cope with online risks". In: X. Fang (Ed.) HCI in Games, First International Conference, HCI-Games 2019. Held as part of the 21st HCI International Conference, HCII 2019. Orlando, FL, USA, July 26-31, 2019. Lecture Notes in Computer Science, 11595, 427–441.
Rambusch, J., Alklind-Taylor, A-S. & Susi, T. (2017) A pre-study on spectatorship in eSports. Spectating Play, 13th Annual Game Research Lab Spring Seminar, 24-25thApril.
Susi, T. (2016) Social cognition, artefacts, and stigmergy revisited: Concepts of coordination. Cognitive Systems Research, 38, 41-49.
Torstensson, N. & Susi, T. (2015) Online sexual grooming and offender tactics - What can we learn from social media dialogues? In: Proceedings of the 2015 SweCog Conference, Skövde University Studies in Informatics, 2015:3, p.23.
Susi, T., Lindblom, J. & Alenljung, B. (2015) Promoting sustainability: Learning new practices through ICT. In: Proceedings of CSCL 2015: Exploring the Material Conditions of Learning, the 11th International Conference on Computer Supported Collaborative Learning, 743-744. Gothenburg, Sweden: International Society of the Learning Sciences, 2015.
Wilhelmsson, U., Toftedahl, M., Susi, T., Torstensson, N., Sjölin, A. & Tuori, P. (2014) A computer game for an enhanced visitor experience - Integration of reality and fiction. In: Proceedings of the International Conference on Interfaces and Human Computer Interaction 2014 Game and Entertainment Technologies 2014 and Computer Graphics, Visualization, Computer Vision and Image Processing 2014, 149-156. IADIS Press.
Susi, T. (2014) Embodied interaction, coordination and reasoning in computer gameplay. In: L. Shapiro (Ed.) The Routledge Handbook of Embodied Cognition, 184-193. New York: Routledge.
Sellberg, C. & Susi, T. (2014) Technostress in the office: A distributed cognition perspective on human-technology interaction. Cognition, Technology & Work, 16(2), 187-201.
Susi, T. & Rambusch, J. (2012) Kognition och verktyg. I: J. Allwood & M. Jensen (red:er) Kognitionsvetenskap, 497-506. Lund: Studentlitteratur.
Dahlbäck, N., Rambusch, J. & Susi, T. (2012) Distribuerad kognition. I: J. Allwood & M. Jensen (red:er) Kognitionsvetenskap, 487-496. Lund: Studentlitteratur.
Lindblom, J. & Susi, T. (2012) Situerad kognition. I: J. Allwood & M. Jensen (red:er) Kognitionsvetenskap, 477-485. Lund: Studentlitteratur.
Lindblom, J., Susi, T. & Tysk, A. (2012) Social kognition. I: J. Allwood & M. Jensen (red:er) Kognitionsvetenskap, 383-392. Lund: Studentlitteratur.
Nilsson, M., van Laere, J., Susi, T. & Ziemke, T. (2012) Information fusion in practice: A distributed cognition perspective on the active role of users information fusion. Information Fusion, 13(1), 60-78.
Rambusch, J. and Susi, T. (2010) Serious learning while having fun. In: Risku, H. and Peschl, M. (Eds.) Kognition und Technologie im kooperativen Lernen: Vom Wissenstransfer zur Knowledge Creation. Vienna: V&R unipress.
Rambusch, J., Susi, T., Ekman, S. & Wilhelmsson, U. (2009). A literary excursion into the hidden (fan) fictional worlds of Tetris, Starcraft, and Dreamfall. Breaking New Ground: Innovation in Games, Play, Practice and Theory. Proceedings of Digra 2009.
van Laere, J., Lindblom, J. & Susi, T. (2008) Kommunal krisövning i teori och praktik. Forskningscentrum för informationsteknologi, Högskolan i Skövde. ISBN 978-91-978513-0-5.
Rambusch, J. & Susi, T. (2008) Situated play. In: Hardy-Vallée, B. and Payette, N. (Eds.) Beyond the Brain: Embodied, Situated and Distributed Cognition, 215-225. Newcastle, U.K.: Cambridge Scholars Publishing.
Rambusch, J & Susi, T. (2008) The challenge of managing affordances in computer game play. Human IT 9.3, 83-109.
Susi, T. & Rambusch, J. (2007) Situated Play - Just a Temporary Blip? In: B. Akira. Situated play, 730–735. The University of Tokyo, Japan.
van Laere, J., Lindblom, J. & Susi, T. (2007) Requirements for emergency management training from a 'passion for failures' perspective. ISCRAM 2007 - Intelligent Human Computer Systems for Crisis Response and Management. The 4th International Information Systems for Crisis Response and Management Conference, 449-456.
Susi, T., Johannesson, M. & Backlund, P. (2007) Serious Games – An overview. Technical report, HS-IKI-TR-07-001, University of Skövde.
Susi, T. (2006) The puzzle of social activity - The significance of tools in cognition and cooperation. Doctoral dissertation. University of Linköping. ISBN: 91-85523.
Susi, T. (2006) Tools and artefacts – Knowing ‘where-from’ affects their present use. The 28th Annual Conference of the Cognitive Science Society, 2210-2215. Mahwah, NJ: Lawrence Erlbaum.
Susi, T. (2005) In search of the Holy Grail: Understanding artefact mediation in social interactions. In: B.G. Bara, L. Barsalou and M. Bucciarelli (Eds.) Proceedings of the 27thAnnual Conference of the Cognitive Science Society, 2110-2115. Mahwah, NJ: Lawrence Erlbaum.
Susi, T. & Lindblom, J. (2005) Building bridges between the islands of artefact, embodiment, and social interaction. In: D.A. Rubio et al. (Eds.) Book of Abstracts of the First ISCAR Congress, International Society for Cultural and Activity Research, 841-842. Sevilla, Spain. ISBN: 84-689-3744-4.
Susi, T. & Ziemke, T. (2005) On the subject of objects: Four views on object perception and tool use. TripleC: Cognition, Communication, Co-operation, 3(2), 6-19.
Rambusch, J., Susi, T. & Ziemke, T. (2004) Artefacts as mediators of distributed social cognition: A case study. In: K. Forbus, D. Gentner & T. Regier (Eds.) Proceedings of the 26th Annual Conference of the Cognitive Science Society, 1113-1118. Mahwah, NJ: Erlbaum.
Ziemke, T., Bergfeldt, N., Buason, G., Susi, T. & Svensson, H. (2004) Evolving cognitive scaffolding and environment adaptation: A new research direction for evolutionary robotics. Connection Science, 16(4),339-351.
Susi, T., Lindblom, J. & Ziemke, T. (2003) Beyond the bounds of cognition. In: R. Alterman & D. Kirsh (Eds.) Proceedings of the 25th Annual Conference of the Cognitive Science Society, 1134-1139.Mahwah, NJ: Lawrence Erlbaum.
Susi, T. & Ziemke, T. (2001) Social cognition, artefacts, and stigmergy: A comparative analysis of theoretical frameworks for the understanding of artefact-mediated collaborative activity. Cognitive Systems Research, 2(4), 273-290.