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  • 1.
    Andrighetto, Giulia
    et al.
    Institute of Cognitive Science and Technology (CRI), Rome.
    Boella, Guido
    University of Torino.
    Sichman, Jaime
    University of Sao Paulo.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Preface to Special Issue on Social Networks and Multiagent Systems2011Ingår i: Computational and mathematical organization theory, ISSN 1381-298X, E-ISSN 1572-9346, Vol. 14, nr 4, s. 315-317Artikel i tidskrift (Refereegranskat)
  • 2. Balke, Tina
    et al.
    Cranefield, Stephen
    Di Tosto, Gennaro
    Mahmoud, Samhar
    Paolucci, Mario
    Savarimuthu, Bastin Tony Roy
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Simulation and NorMAS2013Ingår i: Normative Multi-Agent Systems, Dagstuhl: Schloss Dagstuhl--Leibniz-Zentrum fuer Informatik , 2013, Vol. 4, s. 171-189Kapitel i bok, del av antologi (Övrigt vetenskapligt)
    Abstract [en]

    In this chapter, we discuss state of the art and future perspective of the study of norms with simulative methodologies, in particular employing agent-based simulation. After presenting the state of the art and framing the simulative research on norms in a norm life-cycle schema, we list those research challenges that we feel more apt to be tackled by the simulative approach. We conclude the chapter with the indications for the realization of a NorMAS simulation platform, illustrated by selected scenarios. 

  • 3. Balke, Tina
    et al.
    Mahmood, Samhar
    Neumann, Martin
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Analysing the Electrical Patient Recruiting Agent System using the WIT trinity2014Ingår i: Proceedings of the European Conference on Social Intelligence (ECSI-2014), 2014, s. 329-335Konferensbidrag (Refereegranskat)
  • 4. Barot, Camille
    et al.
    Buro, Michael
    Cook, Michael
    Eladhari, Mirjam
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Johansson, Magnus
    Li, Boyang
    Liapis, Antonios
    McCoy, Josh
    Ontanon, Santiago
    Rowe, Jonathan
    Tomai, Emmett
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Zook, Alexander
    The AIIDE 2015 Workshop Program2016Ingår i: The AI Magazine, ISSN 0738-4602, Vol. 37, nr 2, s. 91-94Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    The workshop program at the 11th Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment was held November 14-15, 2015, at the University of California, Santa Cruz, USA. The program included four workshops (one of which was a joint workshop): Artificial Intelligence in Adversarial Real-Time Games, Experimental AI in Games, Intelligent Narrative Technologies and Social Believability in Games, and Player Modeling. This article contains the reports of three of the four workshops.

  • 5. Boella, Guido
    et al.
    Noriega, Pablo
    Pigozzi, Gabriella
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Introduction to the special issue on NorMAS 20092013Ingår i: Journal of logic and computation (Print), ISSN 0955-792X, E-ISSN 1465-363X, Vol. 23, nr 2, s. 307-308Artikel i tidskrift (Övrigt vetenskapligt)
  • 6. Boella, Guido
    et al.
    Pigozzi, Gabriella
    Singh, Munindar
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Normative Multiagent Systems: Guest Editors’ Introduction2010Ingår i: Logic Journal of the IGPL, Vol. 18, nr 1, s. 1-3Artikel i tidskrift (Refereegranskat)
  • 7. Boella, Guido
    et al.
    van der Torre, Leendert
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. Kommunikation och kognition.
    Introduction to Normative Multiagent Systems2007Övrigt (Övrig (populärvetenskap, debatt, mm))
  • 8. Boella, Guido
    et al.
    van der Torre, Leendert
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Introduction to Normative Multiagent Systems2006Ingår i: Computational and mathematical organization theory, ISSN 1381-298X, E-ISSN 1572-9346, Vol. 12, nr 2-3, s. 71-79Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    This article introduces the research issues related to and definition of normative multiagent systems. It also describes the papers selected from NorMAS05 that are part of this double special issue and relates the papers to each other.

  • 9.
    Boella, Guido
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    van der Torre, Leendert
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. Kommunikation och kognition.
    Roles, an Interdisciplinary Perspective2007Ingår i: Applied ontology, Vol. 2, s. 81-88Artikel i tidskrift (Refereegranskat)
  • 10.
    Brouwers, Lisa
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Applying the Consumat Model to Flood Management Policies2003Ingår i: Agent-based simulation, 2003Konferensbidrag (Refereegranskat)
    Abstract [en]

    The number and severity of weather related catastrophes is

    increasing. Economic losses from these catastrophes are

    escalating, mainly as a result of concentration of assets and

    population in high-risk areas. How to deal with these

    economic liabilities in a fair way at the level of the individual

    property owners is the focus of our research.

    As a case study we choose the Tisza, a river in Hungary that

    flows through one of the poorest agricultural regions of

    Europe that frequently floods. The use of a simulation model

    for evaluating alternative flood management policies is a

    natural choice, since it is impossible to predict the time,

    location and magnitude of a flood; historical data is of limited

    use when looking at the outcome of future policies. The

    behaviour of the river and the financial consequences are

    simulated on a year-by-year basis.

    Here we have extended the simulation model by using the

    Consumat approach to model the individual property owners.

    We compare the results with respect to wealth distribution in

    the case of Consumat agents and simple (non-Consumat)

    agents. In the Consumat case, the results show that system is

    more dynamic and more realistic.

  • 11. Chopra, Amit
    et al.
    van der Torre, LeonVerhagen, HarkoStockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.Villata, Serena
    Normative Multi-Agent Systems: Report from Dagstuhl Seminar 151312015Proceedings (redaktörskap) (Refereegranskat)
    Abstract [en]

    This report documents the program and the outcomes of Dagstuhl Seminar 15131 “Normative Multi-Agent Systems”. Normative systems are systems in the behavior of which norms play a role and which need normative concepts in order to be described or specified. A normative multi-agent system combines models for normative systems (dealing for example with obligations, permissions and prohibitions) with models for multi-agent systems. Normative multi-agent systems provide a promising model for human and artificial agent coordination because they integrate norms and individual intelligence. They are a prime example of the use of sociological theories in multi- agent systems, and therefore of the relation between agent theory—both multi-agent systems and autonomous agents—and the social sciences—sociology, philosophy, economics, legal science, etc. The aim of this Dagstuhl Seminar was to feature two fresh themes in broader computing and software engineering: social computing and governance. These themes are highly interdis- ciplinary, bringing together research strands from computing, information sciences, economics, sociology, and psychology. Further there is considerable excitement about these areas in aca- demia, industry, and public policy organizations. Our third theme was agreement technologies, a more traditional topic but nonetheless relevant for the NorMAS community. A norm is a fun- damental social construct. Norms define the essential fabric of a society. Our purpose in this seminar was to explore the connections of norms to each of the themes, especially from a com- putational perspective. Moreover, the seminar has been conceived for the writing of a volume titled “Handbook of Normative Multi Agent Systems” aimed to become a standard reference in the field and to provide guidelines for future research in normative multi-agent systems.

  • 12. Collins, Justin
    et al.
    Mottrie, Alexander
    Hosseini, Abolfazl
    Challacombe, Benjamin
    Adding, Christofer
    Dasgupta, Prokar
    Artibani, Walter
    Gaston, Richard
    Piechaud, Thierry
    Sooriakumaran, Prasanna
    Pini, Giovannalberto
    Nilsson, Andreas
    Fragkiadis, Evangelos
    Tewari, Ashutosh
    Badani, Ketan
    Gill, Inderbir
    Desai, Mihir
    Patel, Vipul
    Ahlawat, Rajesh
    Murphy, Declan
    Coelho, Rafael
    Rha, Koon
    Gandaglia, Giorgio
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Wiklund, Peter
    Live streaming of robotic surgery from leading educational centres enables a global approach to surgical teaching2016Ingår i: Journal of Urology, ISSN 0022-5347, E-ISSN 1527-3792, Vol. 195, nr 4, s. e116-Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Following recently published EAU Policy on Live Surgical Events (LSE's) it is assured that live surgery will be ongoing at conferences in the immediate future. However, the panel reached >80% consensus view that performing at a home institution may be safer. The committee also identified issues with a ‘travelling surgeon’ performing complex surgery in an unfamiliar environment with a surgical team that is not experienced with the intricacies of surgeons techniques. LSE's from home institutions remove or minimize these negative aspects.

  • 13. Collins, Justin W.
    et al.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Mottrie, Alexander
    Wiklund, Peter N.
    Application and Integration of Live Streaming from Leading Robotic Centres Can Enhance Surgical Education2015Ingår i: European Urology, ISSN 0302-2838, E-ISSN 1873-7560, Vol. 68, nr 5, s. 747-749Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Internet-based video-streaming enables us to share surgical knowledge and to study leading surgeons while they operate in their home institutions, and is widely accessible to trainees. Planned developments include enriched learning experiences with improved user friendliness, interactivity, and real-time feedback.

  • 14. Davidsson, Paul
    et al.
    Klügl, Franziska
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Simulation of Complex Systems2017Ingår i: Springer Handbook of Model-Based Science / [ed] Lorenzo Magnani, Tommaso Bertolotti, Springer, 2017, s. 783-797Kapitel i bok, del av antologi (Refereegranskat)
    Abstract [en]

    Understanding and managing complex systems has become one of the biggest challenges for research, policy and industry. Modeling and simulation of complex systems promises to enable us to understand how a human nervous system and brain not just maintain the activities of a metabolism, but enable the production of intelligent behavior, how huge ecosystems adapt to changes, or what actually influences climatic changes. Also man-made systems are getting more complex and difficult, or even impossible, to grasp. Therefore we need methods and tools that can help us in, for example, estimating how different infrastructure investments will affect the transport system and understanding the behavior of large Internet-based systems in different situations. This type of system is becoming the focus of research and sustainable management as there are now techniques, tools and the computational resources available. This chapter discusses modeling and simulation of such complex systems. We will start by discussing what characterizes complex systems.

  • 15. Davidsson, Paul
    et al.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Social phenomena simulation2012Ingår i: Computational complexity: theory, techniques, and applications / [ed] Robert A. Meyers, New York: Springer , 2012, s. 2999-3003Kapitel i bok, del av antologi (Övrigt vetenskapligt)
  • 16. Davidsson, paul
    et al.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Social Phenomena Simulation2009Ingår i: Encyclopedia of complexity and systems science / [ed] Robert A. Meyers, New York: Springer, 2009Kapitel i bok, del av antologi (Övrigt vetenskapligt)
  • 17. Davidsson, Paul
    et al.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Types of simulation2009Ingår i: Simulating social complexity: a handbook / [ed] Bruce Edmonds et al., Berlin, London: Springer, 2009Kapitel i bok, del av antologi (Övrigt vetenskapligt)
  • 18. Davidsson, Paul
    et al.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Types of simulation2013Ingår i: Simulating Social Complexity: A Handbook, Berlin: Springer Springer, 2013, s. 23-36Kapitel i bok, del av antologi (Övrigt vetenskapligt)
  • 19. Davidsson, Paul
    et al.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Types of Simulation2017Ingår i: Simulating Social Complexity: A Handbook / [ed] Bruce Edmonds, Ruth Meyer, Springer, 2017, nr 2, s. 23-37Kapitel i bok, del av antologi (Refereegranskat)
    Abstract [en]

    This looks at various ways that computer simulations can differ not in terms of their detailed mechanisms but in terms of its broader purpose, structure, ontology (what is represented), and approach to implementation. It starts with some different roles of people that may be concerned with a simulation and goes on to look at some of the different contexts within which a simulation is set (thus implying its use or purpose). It then looks at the kinds of system that might be simulated. Shifting to the modelling process, it looks at the role of the individuals within the simulations, the interactions between individuals, and the environment that they are embedded within. It then discusses the factors to consider in choosing a kind of model and some of the approaches to implementing it.

  • 20. Elsenbroich, Corinna
    et al.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Going Beyond Atomism: Intentionality, Sociality and (the Modelling of) Normative Behaviour2012Konferensbidrag (Övrigt vetenskapligt)
  • 21. Elsenbroich, Corinna
    et al.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Going Beyond Atomism: Modelling Collective Intention(ality)2013Ingår i: ENSO III: Book of Abstracts: The Third Conference ofthe European Network on Social Ontology / [ed] Päivi Seppälä, Ilmari Hirvonen, Juho Pääkkönen, Helsinki: University of Helsinki , 2013, s. 56-56Konferensbidrag (Refereegranskat)
    Abstract [en]

    Social simulation using agent‐based models (computational social science) is an active area of research with amongst others inquiries into the role and use of norms as social coordination mechanisms. The focus has been on inter‐agent mechanisms through which individuals are influenced by social norms, resulting in dynamics of norms such as emergence and diffusion. What is lacking is an integration of models of collectiveness such as we‐intentionality to transcend the atomistic models such as rational choice, game theory, and social choice theory. Starting from an integrated model comprising a collection of psychological theories (the Consumat model) we propose extensions to this model to include a level of abstraction above the intereagent model namely the level of collectivity in which agents’individualistic decision‐making modes are replaced by models of the collective of which the agents are part.

  • 22. Elsenbroich, Corinna
    et al.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Individual, Social, Collective2014Ingår i: "Presented at ECSI2104, November 2014, Barcelona" / [ed] Andreas Herzig and Emiliano Lorini, 2014Konferensbidrag (Refereegranskat)
  • 23. Elsenbroich, Corinna
    et al.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Norms and Collectives – Between Narratives, Simulations and Games2015Ingår i: Normative Multi-Agent Systems: Report from Dagstuhl Seminar 15131 / [ed] Amit K. Chopra, Leon van der Torre, Harko Verhagen, Serena Villata, Dagstuhl, Germany: Leibniz-Zentrum fuer Informatik , 2015, s. 172-173Konferensbidrag (Refereegranskat)
    Abstract [en]

    In this paper we describe a narrative of a civic resistance movement to defeat the Italian Mafia, a model comparing strategic and normative modes of reasoning in an individual and collective interpretation of an extortion racket situation and a serious game through which to collect data on the four types of behaviours used in the simulation. These three elements will be used to discuss the reflexive and iterative nature of simulation research, in particular in a field as elusive as changing motivations of agents. Finally we will describe how online games can be used to calibrate the model parameters and to accomplish social change.

  • 24. Elsenbroich, Corinna
    et al.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    The simplicity of complex agents: a Contextual Action Framework for Computational Agents2016Ingår i: Mind & Society, ISSN 1593-7879, E-ISSN 1860-1839, Vol. 15, nr 1, s. 131-143Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Collective dilemmas have attracted widespread interest in several social sciences and the humanities including economics, sociology and philosophy. Since Hardin’s intuitive example of the Tragedy of the Commons, many real-world public goods dilemmas have been analysed with a wide ranging set of possible and actual solutions. The plethora of solutions to these dilemmas suggests that people make different kinds of decision in different situations. Rather than trying to find a unifying kind of reasoning to capture all situations, as the paradigm of rationality has done, this article develops a framework of agent decision-making for social simulation, that takes seriously both different kinds of decision making as well as different interpretations of situations. The Contextual Action Framework for Computational Agents allows for the modelling of complex social phenomena, like dilemma situations, with relatively simple agents by shifting complexity from an agent’s cognition to an agent’s context.

  • 25.
    Garcia-Yeste, Miguel
    et al.
    Stockholms universitet, Humanistiska fakulteten, Engelska institutionen.
    Kuteeva, Maria
    Stockholms universitet, Humanistiska fakulteten, Engelska institutionen.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Learning to disseminate Computer Science: Who is the real expert here?2013Ingår i: The 2013 Swedish Symposium for LSP / LAP: Investigating relationships between teaching, learning, and research, 2013, s. 5-5Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    Researchers who obtain external funding for their projects are increasingly under pressure to make their findings available to the general public (Wilson, 2003). In fact, dissemination is a recurring aim in most calls for applications from national and European funding agencies. In this context, being able to produce popularised texts has become a much needed skill to progress in academia and to communicate in professional contexts. Traditionally, popularisation has been seen as unidirectional and hierarchical. Researchers and science journalists were considered to be the source of information for their lay audiences (Corbett, 2006) and expert knowledge had to be “translated” for the general public. However, other voices claim that, in some cases, the public’s expertise may be higher than expected (Myers, 2003), which might call for a different approach to the popularisation of science. Thus, there is a need for more research in this field and for the development of teaching strategies and materials aimed at improving researchers’ skills in popularisation. Computer Science, with its wide range of specialisations, provides an interesting case for this kind of research. We have found that in some areas within this discipline, the boundaries between the experts and the general public are sometimes unclear, and lowering the level of technicality may not always be the best approach. Our study aims to explore the rhetorical and multimodal strategies used in academic and popularised publications, particularly in relation to the construction of the author’s identity and to the establishment of a social relation with the audience. Our data include academic and outreach texts written by the same authors. Both academic and popularisation texts deal with the same topics, so as to ensure alignment in the data analysis. The samples also include new media in the form of videos. Thus, our study seeks to identify different strategies used in the context of popularised publications in cases where the boundaries between the expert and the lay audience are not so clear. Our findings suggest that using a contrastive approach to the teaching of academic versus popular writing can contribute to the development of genre awareness and rhetorical flexibility for different audiences. Learning to write on the same subject in different genres encourages students to develop their own voices and to better position themselves and their research in different contexts. To conclude, we present some pedagogical applications.

  • 26.
    Garcia-Yeste, Miguel
    et al.
    Stockholms universitet, Humanistiska fakulteten, Engelska institutionen.
    Kuteeva, Maria
    Stockholms universitet, Humanistiska fakulteten, Engelska institutionen.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    The public footprint of ICT pervasiveness: who is the real expert here?2012Konferensbidrag (Refereegranskat)
  • 27.
    Hansson, Karin
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Karlström, Petter
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Larsson, Aron
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Actory: A Tool for Visualizing Reputation as a Means to Formalize Informal Social Behavior2011Ingår i: The second International Conference on Reputation, ICORE 2011, 2011Konferensbidrag (Refereegranskat)
    Abstract [en]

    In order to investigate and challenge a normative liberal democratic view of participation, we propose an experimental system based on differences in reputation and user activity. Based on democratic meeting techniques and social media, basic principles for a groupware are formulated containing typical democratic features such as voting and discussion, but taking reputation into account and clarifying the individual's activities in relation to the group. The prototype stands in contrast to commonly used internet forums by highlighting differences in reputation and activity and making these visible and changeable by its users thus shedding some light on status and reputation issues in internet forums and groupware.

  • 28.
    Hansson, Karin
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Karlström, Petter
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Larsson, Aron
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Reputation, inequality and meeting techniques: visualising user hierarchy to support collaboration2014Ingår i: Computational and mathematical organization theory, ISSN 1381-298X, E-ISSN 1572-9346, Vol. 20, nr 2, s. 155-175Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Equality within groups is ordinarily taken for granted when technology for e-democracy is conceived and developed. However, inequality in online communication is just as common as in other social contexts. Therefore, we have developed a groupware with the express purpose of illuminating imbalance of power. Inequalities are measured and made visible to users of the system, and they change dynamically as actions are taken by users. The system is based on democratic meeting techniques and is reminiscent of a strategy game based on social media. Each participant’s score within the game is dynamically calculated and reflects that user’s activity, others’ reactions to that activity and reactions to others’ activities. The calculations and weighing mechanisms are open to inspection and change by the users, and hierarchical roles reflecting game levels may be attached to system rights belonging to individual users and user groups. The prototype we present stems from the question of how to conceive of groupware based on diversity and is the result of combining social theory with algorithms for modelling and visualising user hierarchy and status. Empirical user tests suggest improvements to the prototype’s interface, which will be implemented and further evaluated by embedding the algorithms in a system for e-participation.

  • 29.
    Hansson, Karin
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Karlström, Petter
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Larsson, Aron
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Formalizing informal social behavior: Developing a visual tool to support collaborative discussions2011Ingår i: Proceedings of the 7th International Conference on Collaborative Computing: Networking, Applications and Worksharing / [ed] Dimitrios Georgakopoulos and James B. D. Joshi, IEEE conference proceedings, 2011, s. 422-429Konferensbidrag (Refereegranskat)
    Abstract [en]

    In technological development in the area of e- democracy in-group equality is taken for granted. However, inequality in online communication is just as common as in other social contexts. To research the effects of starting from the presupposition of inequality we have developed a groupware for discussions. Based on democratic meeting techniques and social media it takes the form of a strategic game. The score within the game reflect user activity and the reactions to the activity in a dynamic way. Existing groupware and Internet forums available share the measurement of user activity but their evaluation systems are hidden from the user and not open to change. Instead, our system offers many reaction mechanisms that all add to the score for a user that can be seen as the expression of the user’s status. The calculation and weighing mechanisms are open to inspection and change by the users. Hierarchical roles reflecting game levels may be attached to rights of what a specific user may change. The prototype presented in this paper will be evaluated in the next phase of the design research process.

  • 30.
    Hansson, Karin
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Karlström, Petter
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Larsson, Aron
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Reputation and Online Communication: Visualizing Reputational Power to Promote Collaborative Discussions2013Ingår i: 46th Hawaii International Conference on System Sciences (HICSS), 2013, IEEE Computer Society, 2013, s. 748-758Konferensbidrag (Refereegranskat)
    Abstract [en]

    In technological development in the area of e-democracy in-group equality is taken for granted. However, inequality in online communication is just as common as in other social contexts. To research the effects of starting from the presupposition of inequality we have developed a groupware for discussions. Based on democratic meeting techniques and social media it takes the form of a strategic game. The score within the game reflect user activity and the reactions to the activity in a dynamic way. The calculation and weighing mechanisms are open to inspection and change by the users. Hierarchical roles reflecting game levels may be attached to rights of what a specific user may change. The prototype presented in this paper will be further evaluated in the next phase of the design research process.

  • 31.
    Hermelin, Brita
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Kulturgeografiska institutionen.
    Demir, Robert
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Företagsekonomiska institutionen.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Reconsidering the Geographical Flows of the Global Knowledge Economy: The Example of Indian ICT-Based Knowledge Flows to Sweden2011Ingår i: International Journal for Digital Society, ISSN 2040-2570, Vol. 2, nr 2, s. 451-461Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    This article discusses the geographical flows of the global knowledge economy and their unstable and rapidly changing nature. We use the development of activities in ICT (information and communication technology) in India and its connections to Sweden to illustrate changes in international business. The article explores the ways in which transformations in geography and spatial relations, politics and management are causes and effects of rapid and profound transformations in the global economy. The transformations we illustrate provide reasons to reconsider the conventional idea of uneven power relations in the world, between the stronger “global North” and the weaker “global South”. Firms based in the global South and in India develop their organizations and capabilities to compete for market share worldwide, and on the same basis as firms based in the global North.

  • 32.
    Hermelin, Brita
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Kulturgeografiska institutionen.
    Demir, Robert
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Företagsekonomiska institutionen.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Reconsidering the Geographical Flows of the Global Knowledge Economy: The Example of Indian ICT-Based Knowledge Flows to Sweden2011Ingår i: International journal for digital society, ISSN 2040-2570, Vol. 2, nr 2, s. 451-461Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    This article discusses the geographical flows of the global knowledge economy and their unstable and rapidly changing nature. We use the development of activities in ICT (information and communication technology) in India and its connections to Sweden to illustrate changes in international business. The article explores the ways in which transformations in geography and spatial relations, politics and management are causes and effects of rapid and profound transformations in the global economy. The transformations we illustrate provide reasons to reconsider the conventional idea of uneven power relations in the world, between the stronger “global North” and the weaker “global South”. Firms based in the global South and in India develop their organizations and capabilities to compete for market share worldwide, and on the same basis as firms based in the global North.

  • 33.
    Hermelin, Brita
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Kulturgeografiska institutionen.
    Demir, Robert
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Företagsekonomiska institutionen.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    The geography and organisation of the global knowledge economy: The example of ICT in India and its interactions with Sweden2011Ingår i: International Conference on Information Society (i-Society 2011), IEEE conference proceedings, 2011, s. 16-21Konferensbidrag (Refereegranskat)
    Abstract [en]

    This position paper presents the outline for a study of the changes in geography and organisation of the global knowledge economy and how the development of outsourcing and localisation of firms from the “global south” in the “global north” within ICT industry is supported by ICT tools.

  • 34. Hermelin, Brita
    et al.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Westermark, Kristina
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Kulturgeografiska institutionen.
    The third global shift: ICT service from India to Sweden2012Konferensbidrag (Övrigt vetenskapligt)
  • 35.
    Hermelin, Brita
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Kulturgeografiska institutionen.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Westermark, Kristina
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Kulturgeografiska institutionen.
    Transforming globalisation: ICT firms connecting Sweden and India2012Ingår i: The 22nd edition of the International Conference of RESER: Services and Economic Development: Local and Global Challenges, 2012Konferensbidrag (Refereegranskat)
  • 36.
    Johansson, Magnus
    et al.
    Stockholms universitet, Institutionen för data- och systemvetenskap.
    Eladhari, Mirjam P.
    Verhagen, Harko
    Stockholms universitet, Institutionen för data- och systemvetenskap.
    Complexity at the cost of control in game design?2012Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper describes the Model Social Game Agent (MSGA) and presents a comparison to existing strategies to create NPC behavior in video games. We present the results of a survey and an interview-study ofprofessional game developers, designers and scholars with a focus onthe social behavior of NPCs in existing gamesand the potential advantages and disadvantages of the MSGA. The results indicate that there are concerns regarding choosing to implement games AI as systemic AI (such as the MSGA) over an implementation based on scripting and behavior trees.Another question raised is the actual benefits of systemic AI and in what sense it would change the player experience. One of the potential gains of introducing theMSGA in game design would be to open upopportunitiesfor new modes of play and also open up for unexplored design spaces.

  • 37.
    Johansson, Magnus
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Eladhari, Mirjam P.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Complexity at the cost of control in game design?2012Ingår i:  , Global Science and Technology Forum (GSTF) , 2012Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper describes the Model Social Game Agent (MSGA) and presents a comparison to existing strategies to create NPC behavior in video games. We present the results of a survey and an interview-study ofprofessional game developers, designers and scholars with a focus onthe social behavior of NPCs in existing gamesand the potential advantages and disadvantages of the MSGA. The results indicate that there are concerns regarding choosing to implement games AI as systemic AI (such as the MSGA) over an implementation based on scripting and behavior trees.Another question raised is the actual benefits of systemic AI and in what sense it would change the player experience. One of the potential gains of introducing theMSGA in game design would be to open upopportunitiesfor new modes of play and also open up for unexplored design spaces.

  • 38.
    Johansson, Magnus
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Strååt, Björn
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Warpefelt, Henrik
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Analyzing AI in NPCs: An analysis of twelve games2014Ingår i: Multiplayer: the social aspects of digital gaming / [ed] Thorsten Quandt, Sonja Kröger, London: Routledge, 2014Kapitel i bok, del av antologi (Refereegranskat)
    Abstract [en]

    In this chapter we analyze the AI in NPCs in different games. In 2 studies we apply and develop a method for analyzing game AI based on a framework developed for classifying social theories and their ontological differences. Using observation during game play and analysis of the video captures of the game play we can see that the main focus of game AI on path finding has paid off but that the social believability of NPC behavior has not developed at all.

  • 39.
    Johansson, Magnus
    et al.
    Stockholms universitet, Institutionen för data- och systemvetenskap.
    Strååt, Björn
    Stockholms universitet, Institutionen för data- och systemvetenskap.
    Warpefelt, Henrik
    Stockholms universitet, Institutionen för data- och systemvetenskap.
    Verhagen, Harko
    Stockholms universitet, Institutionen för data- och systemvetenskap.
    Analyzing AI in NPCs: An analysis of twelve games2014Ingår i: Multiplayer: the social aspects of digital gaming / [ed] Thorsten Quandt, Sonja Kröger, London: Routledge , 2014Kapitel i bok, del av antologi (Refereegranskat)
    Abstract [en]

    In this chapter we analyze the AI in NPCs in different games. In 2 studies we apply and develop a method for analyzing game AI based on a framework developed for classifying social theories and their ontological differences. Using observation during game play and analysis of the video captures of the game play we can see that the main focus of game AI on path finding has paid off but that the social believability of NPC behavior has not developed at all.

  • 40.
    Johansson, Magnus
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Strååt, Björn
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Warpefelt, Henrik
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Analyzing the social dynamics of non-player characters2014Ingår i: Frontiers in Gaming Simulation: 44th International Simulation and Gaming Association Conference, ISAGA 2013 and 17th IFIP WG 5.7 Workshop on Experimental Interactive Learning in Industrial Management. Revised Selected Papers / [ed] Sebastiaan A. Meijer, Riitta Smeds, Berlin: Springer, 2014, s. 173-187Konferensbidrag (Refereegranskat)
    Abstract [en]

    Much of the current research into artificial intelligence (AI) for computer games has been focused on simple actions performed by the characters in games (such as moving between points or shooting at a target, and other simple strategic actions), or on the overarching structure of the game story. However, we claim that these two separate approaches need to be bridged in order to fully realize the potential of enjoyment in computer games. As such, we have explored the middle ground between the individual action and the story – the type of behavior that occurs in a “scene” within the game. To this end we have established a new model for that can be used to discover in what ways a non-player character acts in ways that break the player’s feeling of immersion in the world.

  • 41.
    Johansson, Magnus
    et al.
    Stockholms universitet, Institutionen för data- och systemvetenskap.
    Strååt, Björn
    Stockholms universitet, Institutionen för data- och systemvetenskap.
    Warpefelt, Henrik
    Stockholms universitet, Institutionen för data- och systemvetenskap.
    Verhagen, Harko
    Stockholms universitet, Institutionen för data- och systemvetenskap.
    Analyzing the social dynamics of non-player characters2014Ingår i: Frontiers in Gaming Simulation: 44th International Simulation and Gaming Association Conference, ISAGA 2013 and 17th IFIP WG 5.7 Workshop on Experimental Interactive Learning in Industrial Management. Revised Selected Papers / [ed] Sebastiaan A. Meijer,, Berlin: Springer International Publishing , 2014, s. 173-187Konferensbidrag (Refereegranskat)
    Abstract [en]

    Much of the current research into artificial intelligence (AI) for computer games has been focused on simple actions performed by the characters in games (such as moving between points or shooting at a target, and other simple strategic actions), or on the overarching structure of the game story. However, we claim that these two separate approaches need to be bridged in order to fully realize the potential of enjoyment in computer games. As such, we have explored the middle ground between the individual action and the story – the type of behavior that occurs in a “scene” within the game. To this end we have established a new model for that can be used to discover in what ways a non-player character acts in ways that break the player’s feeling of immersion in the world.

  • 42.
    Johansson, Magnus
    et al.
    Stockholms universitet, Institutionen för data- och systemvetenskap.
    Verhagen, Harko
    Stockholms universitet, Institutionen för data- och systemvetenskap.
    Social believability in games — the early years2014Ingår i: FDG 2014 Workshop Proceedings, Society for the Advancement of the Science of Digital Games , 2014Konferensbidrag (Övrigt vetenskapligt)
  • 43.
    Johansson, Magnus
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Social believability in games — the early years2014Ingår i: FDG 2014 Workshop Proceedings, Society for the Advancement of the Science of Digital Games , 2014Konferensbidrag (Övrigt vetenskapligt)
  • 44.
    Johansson, Magnus
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Eladhari, Mirjam
    Gotland University.
    Model of social believable NPCs for teacher training using Second Life2011Ingår i: Computer Games (CGAMES), 2011 16th International Conference on, IEEE conference proceedings, 2011, s. 270-274Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper explores the possibilities for believable game agents (NPCs) through the implementation of a Model Social Game Agent (MSGA). We present a high level model focusing on the conceptual framework for implementing MSGAs on a Second Life server.

  • 45.
    Johansson, Magnus
    et al.
    Stockholms universitet, Institutionen för data- och systemvetenskap.
    Verhagen, Harko
    Stockholms universitet, Institutionen för data- och systemvetenskap.
    Ramberg, Robert
    Stockholms universitet, Institutionen för data- och systemvetenskap.
    Selander, Staffan
    Stockholms universitet, Institutionen för data- och systemvetenskap.
    Åkerfeldt, Anna
    Stockholms universitet, Institutionen för pedagogik och didaktik.
    Weidong, Chen
    Stockholms universitet, Institutionen för data- och systemvetenskap.
    Design for meaningful learning: balancing learning- and game components2014Ingår i: DSV writers hut 2014: proceedings, Stockholm: Department of Computer and Systems Sciences, Stockholm University , 2014Konferensbidrag (Refereegranskat)
  • 46.
    Johansson, Magnus
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Ramberg, Robert
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Selander, Staffan
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Åkerfeldt, Anna
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för pedagogik och didaktik.
    Weidong, Chen
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Design for meaningful learning: balancing learning- and game components2014Ingår i: DSV writers hut 2014: proceedings, Stockholm: Department of Computer and Systems Sciences, Stockholm University , 2014Konferensbidrag (Refereegranskat)
  • 47.
    Johansson, Magnus
    et al.
    Stockholms universitet, Institutionen för data- och systemvetenskap.
    Verhagen, Harko
    Stockholms universitet, Institutionen för data- och systemvetenskap.
    Åkerfeldt, Anna
    Stockholms universitet, Institutionen för data- och systemvetenskap.
    Selander, Staffan
    Stockholms universitet, Institutionen för data- och systemvetenskap.
    How to Design for Meaningful Learning - Finding the Balance Between Learning and Game Components2014Ingår i: Proceedings of the 8th European Conference on Games Based Learning (ECGLB 2014) / [ed] Busch, C., Reading: Academic Conferences Limited , 2014, s. 216-222Konferensbidrag (Refereegranskat)
    Abstract [en]

    Recently, motivational aspects of computer games and their suitability as learning environments have been addressed in research on serious games. Some of these publications also address how to design games for learning, and how to prioritize the balance between educational content and the qualities that makes games fun. However, this far consensus is lacking on whether to prioritize the educational aspects of these games or the fun to play them. In this paper we address some of the arguments put forth in this debate and provide four perspectives that should guide the design process of games for learning. These perspectives present views from a game design perspective and from a pedagogical perspective discussing what and how humans learn in society, reflecting the social nature of learning. The four perspectives are used to propose between how to balance educational content and game design elements when designing games for learning rather than taking a stance on preferring one over the other. We propose a solution that gives specific game elements and pedagogical elements equal priority in the design process. Furthermore, we provide a comprehensive view on what part games can play in education and how surrounding pedagogical activities should support the use of games in education. Through the introduction of meaningful learning we claim that both the learning and meaningfulness of a games must be coordinated in such a way that there is a seamless integration of these two values, and that meaningful learning and meaningful play should guide all design processes for creating games with educational content.

  • 48.
    Johansson, Magnus
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Åkerfeldt, Anna
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Selander, Staffan
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    How to Design for Meaningful Learning - Finding the Balance Between Learning and Game Components2014Ingår i: Proceedings of the 8th European Conference on Games Based Learning (ECGLB 2014) / [ed] Busch, C., Reading: Academic Conferences Limited, 2014, Vol. 1, s. 216-222Konferensbidrag (Refereegranskat)
    Abstract [en]

    Recently, motivational aspects of computer games and their suitability as learning environments have been addressed in research on serious games. Some of these publications also address how to design games for learning, and how to prioritize the balance between educational content and the qualities that makes games fun. However, this far consensus is lacking on whether to prioritize the educational aspects of these games or the fun to play them. In this paper we address some of the arguments put forth in this debate and provide four perspectives that should guide the design process of games for learning. These perspectives present views from a game design perspective and from a pedagogical perspective discussing what and how humans learn in society, reflecting the social nature of learning. The four perspectives are used to propose between how to balance educational content and game design elements when designing games for learning rather than taking a stance on preferring one over the other. We propose a solution that gives specific game elements and pedagogical elements equal priority in the design process. Furthermore, we provide a comprehensive view on what part games can play in education and how surrounding pedagogical activities should support the use of games in education. Through the introduction of meaningful learning we claim that both the learning and meaningfulness of a games must be coordinated in such a way that there is a seamless integration of these two values, and that meaningful learning and meaningful play should guide all design processes for creating games with educational content.

  • 49.
    Jonsson, Fatima
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Senses Working Overtime: On Sensuous Experiences and Public Computer Game Play2011Ingår i: Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology, 2011Konferensbidrag (Refereegranskat)
    Abstract [en]

    In this article we will discuss players’ experience of computer games in terms of sight, sound, taste, smell, and touch. We discuss how senses shape and give meaning to players’ game play experiences in the game café and a mass LAN party. We also discuss how the social environments in which games are played impact on the experience of playing games. The data is drawn on a field study of public gameplay in a game café and a mass LAN party in Sweden. We conclude by highlighting that the social atmosphere is key to understanding public game play experiences.

  • 50.
    Jonsson, Fatima
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Sensing game play: Exploring game play in a game cafe and a Mass LAN party2011Ingår i: Computer Games (CGAMES), 2011, 2011, s. 134-141Konferensbidrag (Refereegranskat)
    Abstract [en]

    In this article we discuss the sensory experiences of playing computer games by exploring the sight, the sound, the taste, smell, and touch of games. We reflect on how senses and the social atmosphere gives meaning to players’ experiences of playing computer games in two co-located public settings, a game café and a mass LAN party. This discussion is related to a more general discussion concerning what it means to participate and play online and network games in a game café and a mass LAN party. The discussion is based on a field study in Sweden. We conclude by highlighting the different experiences of playing computer games and participating in those colocated game settings. In the game café playing computer games is a rather ordinary and mundane activity while playing games in the mass LAN party is to a large extent a sensational and extra ordinary event.

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