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  • 4851.
    Wiberg, M
    Umeå universitet, Samhällsvetenskaplig fakultet, Informatik.
    Interaction, Interruptions, and Lightweight Support for Availability Management – A pre-study of Issues Related to the Fluidity of Work in the Interaction Society.2002Rapport (Övrig (populärvetenskap, debatt, mm))
  • 4852.
    Wiberg, Mikael
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Interaction per se: understanding “the ambience of interaction” as manifested and situated in everyday & ubiquitous IT-use2010Ingår i: International Journal of Ambient Computing and Intelligence, ISSN 1941-6237, Vol. 2, nr 2, 1-26 s.Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Interaction is a core concept in the fields of Ubiquitous computing, Ambient systems design, and generally in the fields of HCI and Interaction Design. Despite this, a lack of knowledge about the fundamental character of interaction still exists. Researchers have explored interaction from the viewpoints of user-centered design and design of graphical user interfaces, where interaction stands for the link between technology and humans or denotes the use aspect. A framework is proposed for exploring interaction as a design space in itself between a human and the technology. It is proposed that this framework for interaction as a design space for Interaction Design, in which the very form of the in-between, the interaction, be explicitly targeted. It is an opportunity to go beyond user and usability studies to seek answers to fundamental questions concerning the form and character of interaction as implemented in today’s interactive systems. Moreover, this framework is an opportunity to expand and explain a new design space for Interaction Design. The proposed framework, anchored in two exemplifying cases, illustrates the character and the form of interaction as it situates itself in online, ubiquitous and everyday IT use.

  • 4853.
    Wiberg, Mikael
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Interactive Textures for Architecture and Landscaping: Digital Elements and Technologies2011Bok (Övrigt vetenskapligt)
  • 4854.
    Wiberg, Mikael
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Interactive textures for architecture and landscaping: digital elements and technologies2010Bok (Övrigt vetenskapligt)
  • 4855.
    Wiberg, Mikael
    Uppsala University, Sweden.
    Landscapes, long tails & digital materialities: Implications for mobile HCI research2012Ingår i: International Journal of Mobile Human Computer Interaction, ISSN 1942-390X, E-ISSN 1942-3918, ISSN 1942-390X, Vol. 4, nr 1Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Mobile HCI is changing. From being about, for example, UI design for small devices, interaction via limited input modalities, and design for small screens, these important aspects of mobile HCI are now heavily interwoven in complex arrangements of computational devices, platforms and services. With a point of departure taken in these processes of current development, this paper sets out to describe and envision a research agenda for mobile HCI carefully crafted out in relation to three specific and recent developments in this field. More specifically, these strands of developments include the formation of new interaction landscapes, the long tail of interaction, and digital materialities. This paper presents the background of each followed by examples illustrating how these three manifest themselves in practice. With a point of departure taken in these three cornerstones a research agenda is presented followed by a discussion on the implications of this agenda for mobile HCI research.

  • 4856.
    Wiberg, Mikael
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Making the case for “Architectural Informatics”: A new research horizon for ambient computing?2011Ingår i: International Journal of Ambient Computing and Intelligence, Vol. 3, nr 3, 1-7 s.Artikel i tidskrift (Refereegranskat)
  • 4857.
    Wiberg, Mikael
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Mobile media for heterogeneous interaction landscapes: towards integrated liquid media objects2009Ingår i: Third international conference on digital society: ICDS 2009, proceedings, Umea Univ, Dept Informat, S-90187 Umea, Sweden.: IEEE conference proceedings, 2009, 208-216 s.Konferensbidrag (Refereegranskat)
    Abstract [en]

    Traditionally, media objects have been restrained to specific media containers (e.g. media players, libraries, and technological platforms). In this paper we argue that this is due to a tradition of treating media as content separated from, but physically aligned to a certain form. However, due to the digital character of modern media, and due to current developments towards file sharing communities, media convergence and cross-media interaction design we argue that there are several good reasons now for exploring the design space beyond a container view of media. In our exploration of this design space we take a point of departure in media objects where form and content is integrated, instead of separated and we take contemporary theories of liquidity and an innovation-oriented focus group study as two sources of inspiration for exploring the design space of truly liquid media. The exploration is then summarized into a vision of midget design, i.e. design of small, lightweight, interactive and integrated media objects that can live across heterogeneous media platforms.

  • 4858.
    Wiberg, Mikael
    et al.
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen Designhögskolan.
    Robles, Erica
    Department of Media, Culture, and Communication at New York University, New York, USA.
    Computational compositions: aesthetics, materials, and interaction design2010Ingår i: International Journal of Design, ISSN 1991-3761, E-ISSN 1994-036X, Vol. 4, nr 2, 65-76 s.Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    This paper advocates re-focusing interaction design towards aesthetics and compositions. Inspired by current movements within human-computer interaction, product design, materials science, and architecture, we argue that a central problematic concerned with reconciling the digital and physical has always shaped the field. Rather than bridging atoms and bits, an approach that systematically keeps the digital and physical apart, we advocate thinking of design as composition. Doing so will require articulating an aesthetic vocabulary that formally relates diverse materials whether digital or physical. Texture, a word that applies across materials, substrates, and scales, is advanced as a candidate term within our approach. We provide a model for thinking about texture as a relation and then ground the model through a design project, Icehotel X, rendered in ice and digital displays. Texture guided the quality of composition achieved in the final design executed by a team of diverse experts. This approach opens new avenues for the analysis and practice of interaction design.

  • 4859.
    Wiberg, Mikael
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Zaslavsky, Arkady
    Department of Computer Science, Electrical and Space Engineering Computer Science, Luleå University of Technology .
    Landscaping future interaction: special issue on mobile and ubiquitous multimedia2010Ingår i: IEEE Multimedia, ISSN 1070-986X, E-ISSN 1941-0166, Vol. 17, nr 2, 12-15 s.Artikel i tidskrift (Refereegranskat)
  • 4860. Wicander, G.
    et al.
    Sundén, S.
    The BOP-people on the Global IT-arena2003Konferensbidrag (Övrig (populärvetenskap, debatt, mm))
  • 4861.
    Wicander, Gudrun
    et al.
    Karlstads universitet, Fakulteten för ekonomi, kommunikation och IT, Centrum för HumanIT. Karlstads universitet, Fakulteten för ekonomi, kommunikation och IT, Avdelningen för informatik och projektledning.
    Sundén, S.
    Challenges for the BOP-people in the ICT Society - Critical Success Factors2003Konferensbidrag (Refereegranskat)
  • 4862.
    Wicander, Gudrun
    et al.
    Karlstads universitet, Fakulteten för ekonomi, kommunikation och IT, Centrum för HumanIT. Karlstads universitet, Fakulteten för ekonomi, kommunikation och IT, Avdelningen för informatik och projektledning.
    Sundén, Susanne
    ICT in Developing Countries: to be sustainable or not - is that the question?2005Konferensbidrag (Refereegranskat)
  • 4863.
    Wicander, Gudrun
    et al.
    Karlstads universitet, Fakulteten för ekonomi, kommunikation och IT, Centrum för HumanIT. Karlstads universitet, Fakulteten för ekonomi, kommunikation och IT, Avdelningen för informatik och projektledning.
    Sundén, Susanne
    Karlstads universitet, Institutionen för informationsteknologi.
    ICT Use in a Rural Zambian Context - Local Conceptions Expressed as Critical Success Factors2004Ingår i: Proceedings of the IFIP WG 9.2, 9.6/11.7 Summer School on Risks and Challenges of the Network Society / [ed] Duquennoy, P., Fischer-Hübner, S., Holvast, J., Zuccato, A, Karlstad: Karlstads universitet, 2004, Vol. 2004:35Kapitel i bok, del av antologi (Övrigt vetenskapligt)
    Abstract [en]

    The objective of this study is to contribute to the analysis of the ICT situation in rural Zambia. The study aims to identify Critical Success Factors essential for ICT implementation and use within a district in Zambia. Data was collected during a two-month field study in the eastern part of Zambia. We carried out interviews with people from different areas of activities. The study provides a characterization of the ICT situation in a rural Zambian context based on conceptions expressed in interviews with local people. The factors range from national to local level. Notably, the Critical Success Factors are not limited to technology. In fact, most Critical Success Factors in our study relate to socio-cultural and governmental issues, which need to be addressed before and parallel to technological solutions

  • 4864.
    Wigren, Torbjörn
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för systemteknik. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Reglerteknik.
    Input-output data sets for development and benchmarking in nonlinear identification2010Rapport (Övrigt vetenskapligt)
  • 4865.
    Wijkman, Per
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Contributions to Evolutionary Computation1997Doktorsavhandling, monografi (Övrigt vetenskapligt)
  • 4866.
    Wiklund, Mats
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Behavioural Changes in Students Participating in an Upper Secondary Education Program Using Unmodified Computer Games as the Primary Teaching Tool2005Ingår i: Proceedings of CGAMES 2005, 7:th International Conference on Computer Games, 28-30 November 2005 / [ed] Mehdi, Q., Gough, N., and Natkin S., Wolverhampton: University of Wolverhampton, School of Computing and Information Technologies , 2005, 66-73 s.Konferensbidrag (Refereegranskat)
    Abstract [en]

    The extensive use of computer games have been suggested to induce behavioural differences in the players as a result of neuroplasticity. Such changes, if present, suggests that computer games may be ideally suited as teaching tools for students having grown up with this technology. Using computer games extensively in the education system would in turn increase the gaming exposure significantly, even further accentuating any such neuroplastically mediated behavioural changes. To obtain information on possible changes in student behaviour patterns in key areas, an empirical study was conducted. Students participating in a test project extensively using computer games as teaching tools, were interviewed about both games related and other key behaviours. Results show some changed behaviours in the studied areas, such as decreased television watching habits and a shift from FPS to MMORPG as favourite game genre. While being consistent with computer games being able to induce behavioural changes through neuroplasticity, other factors may also have contributed in the studied case, and more research is needed.

  • 4867.
    Wiklund, Mats
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Computer game use and communication habit changes2007Ingår i: Proceedings of CGAMES 2007. 10:th International Conference on Computer Games: AI, Animation, Mobile, Educational and Serious Games / [ed] Mehdi,Q. and Elmaghraby, A., Wolverhampton: The University of Wolverhampton, School of Computing and Information Technology , 2007, 31-38 s.Konferensbidrag (Refereegranskat)
    Abstract [en]

    Extensive use of computer games have been suggested to induce behavioural differences in the players, either as a result of neuroplasticity or through social mechanisms. The usage patterns of computer mediated communication channels, such as internet chat rooms and web based forums, as well as other communication channels enabled by recent technological advances, such as voice and SMS text messages through mobile phones, are of interest in this game related context. Also, any potential changes in the usage patterns of traditional media such as books an television are of interest when linked to computer game use. To obtain information on possible changes in student communication patterns, an empirical study was conducted. Students participating in a test project extensively using computer games as teaching tools, were interviewed about both games related and communication related behaviours. The acquired data was then compared to previously obtained data regarding the corresponding communication behaviours prior to joining the game-intensive project. Results show that communication through web based chat and dedicated chat programs showed only minor changes, while web based forums, email, and SMS text messages showed various degrees of increased use. Television viewing habits continued the decreasing trend seen in previous papers in this series, particularly regarding entertainment related television programs that are now down to only 53.9% of the viewing time prior to entering the game project. A dramatic difference is seen between fans of MMORPG and FPS games, the former viewing only 17.5% as much television as the latter group.

  • 4868.
    Wiklund, Mats
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Game Mediated Communication: Multiplayer Games as the Medium for Computer Based Communication2005Ingår i: Proceedings of DIGRA 2005, Changing Views: Worlds in Play, 2:nd International Digital Games Research Association Conference, June 16:th-20:th, 2005, Vanvouver, Canada.: Digital Games Research Organisation , 2005Konferensbidrag (Refereegranskat)
    Abstract [en]

    As multiplayer games evolve in functionality and with respect to the number of participants, ingame communication between players is increasing. As in-game communication increases, games may be considered the natural medium for computer based communication in general. Special issues may arise due to the real-time nature of many games, as intraplayer communication must not interfere with other parts of the gameplay. To obtain information on the extent to which computer based chat is spontaneously associated with multiplayer games, an empirical study was conducted. Children from age 10 to age 15 were interviewed about their computer based communications. To ensure unbiased results, game related issues were never brought up by the interviewer. Results show that multiplayer games were spontaneously pinpointed by 16.83% of the interview subjects being asked about their computer chat habits. Positive remarks dominated, but some negative aspects were also mentioned, such as difficulty chatting and playing simultaneously.

  • 4869.
    Wiklund, Mats
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Games and Peer-to-Peer File Sharing: Attitudes Towards Illegal Distribution of Computer Games2004Ingår i: Proceedings of CGAIDE 2004, 5:th International Conference on Computer Games, Artificial Intelligence, Design and Education / [ed] Mehdi, Q., and Gough, N., Wolverhampton: The University of Wolverhampton, School of Computing and Information Technology , 2004Konferensbidrag (Refereegranskat)
    Abstract [en]

    As peer-to-peer file sharing is a widespread and user friendly technique ideally suited to distribute illegally produced copies of computer games, the users attitudes towards acquiring games through this medium is of great interest. To obtain information on the extent to which peer-to-peer file sharing is associated with computer games distribution, and the nature of these associations, an empirical study was conducted. Children from age 10 to age 15 were interviewed about their computer based communication habits and attitudes. To ensure unbiased results, games and games related issues were never brought up by the interviewer. Results show that the distribution of computer games were spontaneously pinpointed by 15.58% of the interview subjects being asked about their peer-to-peer file sharing habits. Younger students showed a significantly more positive attitude towards this activity, while a majority of the older students pointed out negative aspects of acquiring computer games this way. Through the negative quotes given, the concept of empathy with game designers is identified as having potential as a possible counterfactor.

  • 4870.
    Wiklund, Mats
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Perception of Computer Games in Non-Gaming Contexts2010Doktorsavhandling, sammanläggning (Övrigt vetenskapligt)
    Abstract [en]

    As computer games have evolved from single-player entities to complex, highly communicative on-line game worlds, their potential to fill different roles in society has grown. One aspect of this change is that various forms of computer mediated communication may become increasingly associated with games in various ways. Another issue is that of extensive exposure to computer games possibly leading to behavioural change through the mechanism of neuroplasticity, as argued by some researchers. Finally, since experiences from using game-like software designed explicitly for teaching purposes, edutainment, have been reported to be somewhat disappointing, the alternative to use unmodified straight-from-the-shelf computer games as learning environments in school is an interesting option.

    To investigate these issues a series of empirical studies were conducted, the first of which were dual interview studies with students of various ages in schools in two different regions, mapping their communication habits and associations of these with games. Secondly, a series of longitudal studies were performed during the course of a four-year experimental school project, where a class of upper secondary education students used regular computer games as their main didactic environment in school.

    Results show that computer mediated chat, as well as peer-to-peer file sharing, is in various ways spontaneously associated with computer games to a substantial degree. Empathy with game developers’ efforts is identified as a possible countermeasure against software piracy of games, as opposed to legislation. The theory of neuroplasticity induced behavioural change as a result of extensive exposure to computer games is corroborated by empirical observations, but not proven since other possible mechanisms are also present. The longitudal data indicates a high didactic potential in regular computer games used as learning tools in school. The teacher’s role is not marginalized but is perceived as essential by participating students, and a systematic model for evaluating the didactic potential of multimodal media such as computer games is needed.

  • 4871.
    Wiklund, Mats
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Mozelius, Peter
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Learning Games or Learning Stimulating Games: An Indirect Approach to Learning Stimulating Effects from Off-the-Shelf Games2013Ingår i: International Journal of Digital Information and Wireless Communications, ISSN 2225-685X, Vol. 3, nr 3, 85-95 s.Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Playing games to support learning is a classic concept that is seeing a revival today in the widespread use of computer games. Inserting educational content into various types of computer games is a strong trend that some researchers have described as a mad rush. The aim of this article is to discuss possible learning stimulating effects of commercial off-the-shelf (COTS) games in a long-term perspective. We argue that COTS game players’ attitudes towards learning may change in a positive direction even in cases where direct learning outcomes are not aimed for. This may be the case when in-game skills are described in terms of real life skills commonly associated with higher education. When a high enough skill level is achieved, then and only then is the player rewarded with pleasant in-game experiences. The causality of the perceived experience is ideally that with high enough skills, positive stimulation follows. The contribution of the gaming lies not in the short-term learning outcome, but rather in the long-term effects it may have on future educational choices. Even if such a game do not fulfil the criteria for learning games it may still be seen as a learning stimulating game.

  • 4872.
    Wiklund, Mats
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Mozelius, Peter
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Learning Stimulating Effects of Commercial Off-the-Shelf Games2013Ingår i: Proceedings of the fourth international conference on e-learning (ICEL2013), The Society of Digital Information and Wireless Communications (SDIWC) , 2013, 38-44 s.Konferensbidrag (Refereegranskat)
    Abstract [en]

    Playing games to support learning is an old conceptthat has got a revival today in the widespread use ofcomputer games. To insert educational content intovarious types of computer games is a strong trendthat some researchers have described as a mad rush.Game based learning has become a wide andheterogeneous field with large variations in designbetween serious games that has been developed for adistinct educational purpose, and Commercial Off-The-Shelf (COTS) games designed for playabilityand entertainment.The aim of this article is to discuss the possiblelearning stimulating effects of COTS games in along-term perspective. We argue that COTS gameplayers’ attitudes towards learning may change in apositive direction even in cases where the directlearning outcomes are not that high. This may be thecase when in-game skills are described in terms ofreal life skills commonly associated with highereducation, such as engineering, electronics orgeology. A common game design is that when a highenough skill level is achieved, then and only then isthe player rewarded with access to better equipment,access to interesting areas and similar pleasantexperiences. The game then has a potential to triggeran important psychological reward mechanism in theplayer’s mind.COTS games could like educational games havemore than just in-game goals and the meta goals in agame are the ones that remain in the player’s mindafter the game has ended. The causality of theperceived experience is ideally that with high enoughskills, the player receives positive stimulation. Withthis approach it would not matter that the actuallearning will have to take place elsewhere, and mostlikely later when the player makes decisions abouthis or her higher education. The contribution of thegaming lies not in the short-term learning outcome,but rather in the long-term effects it may have onpersonal development and future educational choices.Even if such a game do not fulfill the criteria forlearning games it may still be seen as a learningstimulating game. Future research should include alarge scale study investigating the relationshipbetween playing COTS games and students’ choicesand results in higher education.

  • 4873.
    Wiklund, Mats
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Mozelius, Peter
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Norberg, Lena
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Westin, Thomas
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Inclusion of Disaffected Youth and Avoidance of Stigmatising Remedial Education Groups Through Game-based Learning2014Ingår i: Proceedings of the 8th European Conference on Games Based Learning / [ed] Busch, C., Reading: Academic Conferences Publishing, 2014, 128- s.Konferensbidrag (Refereegranskat)
    Abstract [en]

    Well-designed games can support intrinsic as well as extrinsic motivation, but to what degree the use of computer games stimulates learning has been widely discussed during the last decade. Some researchers claim that it is the underlying architecture in digital games that provides the learning potential. The use of computer games as a tool for social inclusion in remedial education has also been investigated and presented as a promising idea. Less has been written on how groups should be formed to support school drop-outs and scaffold their inclusion and create a way towards a second chance to education for disaffected youth. The aim of this study is to describe and discuss how game based learning might facilitate the integration of disaffected youth through the avoidance of stigmatising remedial education groups. Empirical data has been collected from a secondary education initiative called The Digital Room. This was a project where all participants had a strong interest in computer games but different educational background. The two main groups can briefly be described as students with grades in core subjects in a traditional secondary school curriculum, and school drop-outs without a complete set of core subject grades. Interviews were conducted with participants from both groups in a longitudinal study between 2005 and 2010, including a retrospective follow-up. Findings show that the initial group division that still was present after two years of the project later had dissolved when new interviews were carried out towards the end of the project. From a teacher’s perspective this game-based setup facilitated individual student support in a heterogeneous group with large variations in study techniques and learning tempo.

  • 4874.
    Wiklund, Mats
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Mozelius, Peter
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Westin, Thomas
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Norberg, Lena
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Biometric Belt and Braces for Authentication in Distance Education2016Konferensbidrag (Refereegranskat)
    Abstract [en]

    Assessment of students in traditional higher education has always had mechanisms to prevent cheating and plagiarism, and the same need exists today for online assessment in virtual learning platforms. The number of students that are suspended from courses in tertiary education has increased in the last decade and there is a need for new techniques to handle the problem in online environments. To achieve zero cheating is hard (or impossible) without repelling not only cheaters but also those students who do not cheat, where a zero-tolerance emphasis also would risk inhibiting students' intrinsic motivation. Several studies indicate that existing virtual learning environments do not provide the features needed to control that the intended student is the one taking the online exam. New technology opens up opportunities for online authentication through biometrics, but raises new ethical issues in the fields of integrity and data protection. The aim of this study is to explore and discuss how a reliable model for online authentication in distance education could be constructed with the use of biometrics without the risk of unnecessary integrity violation. Data has been collected in a literature study and discussed in the light of existing technology applied to the field. Findings show that promising digital techniques exist which could be combined to assure authentication in online exams without violating students' privacy or storing sensitive data. A suggestion is to develop a biometric belt and braces model with a combination of scanned facial coordinates and voice recognition, where only a minimum of biometric data is stored. Conclusions are that online examination becomes feasible when the associated cheat risks are not zero but as low as in traditional examination, and that students' integrity have to be considered in all learning modalities.

  • 4875.
    Wiklund, Mats
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Rudenmalm, William
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Norberg, Lena
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Westin, Thomas
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Mozelius, Peter
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Evaluating Educational Games Using Facial Expression Recognition Software: Measurement of Gaming Emotion2015Ingår i: Proceedings of the 9th European conference on game-based learning / [ed] Robin Munkvold, Dr Line Kolås, Reading: Academic Conferences Publishing, 2015Konferensbidrag (Refereegranskat)
    Abstract [en]

    The issue of using educational games versus entertainment games as the base for learning environments is complex, and various data to base the decision on is needed. While participants’ verbal accounts of their situation is important, also other modes of expression would be meaningful as data sources. The availability of valid and reliable methods for evaluating games is central to building ones that are successful, and should preferably include outside measurements that are less affected by the participants’ choice of what to share. The present study considers a method using software for analysing facial expressions during gameplay, testing its ability to reveal inherent differences between educational and entertainment games. Participants (N=11) played two games, an entertainment game and an educational game, while facial expressions were measured continuously. The main finding was significantly higher degrees of expressions associated with negative emotions (anger [p < 0.001], fear [p < 0.001] and disgust [p < 0.001]) while playing the educational game, indicating that participants were more negative towards this game type. The combination of cognitive load inherent in learning and negative emotions found in the educational game may explain why educational games sometimes have been less successful. The results suggest that the method used in the present study might be useful as part of the evaluation of educational games.

  • 4876.
    Wiklund, Mats
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Westin, Thomas
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Norberg, Lena
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Mozelius, Peter
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Mapping of cheat preventing mechanisms between traditional and on-line examination2014Ingår i: DSV writers hut 2014: proceedings / [ed] Gustaf Juell-Skielse, Department of Computer and Systems Sciences, Stockholm University , 2014Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    Preventing cheating in online as well as more traditional examination is important, but achieving zero cheating is hard or impossible without repelling not only cheaters but also those who would not cheat. A zero-tolerance emphasis on cheating shifts the focus from what is being learned to test scores, destroying the intrinsic motivation of learning. Test scores are only meaningful within the education, while the actual learning is what creates meaning outside of the education. What forms of cheat prevention in online examinations are reasonable in relation to traditional examination, without ruining the students' intrinsic motivation? A literature study was conducted. From the discussion of previous research it can be concluded that zero tolerance of cheating in online examination is unrealistic, unnecessary and not required compared to traditional examination. Further, zero tolerance could also ruin the intrinsic motivation of learning. This enables forms of examination such as web camera observation but also dialogue based interaction for examination.

  • 4877.
    Wikström, Daniel
    et al.
    Högskolan Dalarna, Akademin Industri och samhälle, Statistik.
    Brandt, Daniel
    Högskolan Dalarna, Akademin Industri och samhälle, Kulturgeografi.
    Heldt, Tobias
    Högskolan Dalarna, Akademin Industri och samhälle, Nationalekonomi.
    A business intelligence solution of handling traveling data with R and Shiny2016Ingår i: Proceedings of the IFITTtalk@Östersund Workshop on Big Data & Business Intelligence in the Travel & Tourism Domain / [ed] Fuchs, M., Lexhagen, M. & Höpken, W., 2016Konferensbidrag (Refereegranskat)
  • 4878.
    Willermark, Sara
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Technological Pedagogical and Content Knowledge: A Review of Empirical Studies Published From 2011 to 20162017Ingår i: Journal of educational computing research (Print), ISSN 0735-6331, E-ISSN 1541-4140, 1-29 s.Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Technological Pedagogical and Content Knowledge (TPACK) has been introduced asa conceptual framework for the knowledge domains teachers need to master to teach successfully using technology, and has drawn much attention across the educational field. Yet, the framework has been criticized for not being practically useful, due to inaccurate and insufficient definitions. To better understand the critics and the usefulness of the framework, an investigation of how the framework has been applied to show teacher TPACK is needed. This study is a systematic literature review of107 peer-reviewed journal articles concerning the use of TPACK in empirical studies published from 2011 to 2016. The study supplements previous review studies with more recent work on general characteristics of TPACK studies as well as contributes an analysis of how the framework has been applied to identify teacher TPACK inrecent literature. Findings show a variety of approaches and instruments to examine teacher TPACK. Most common is to identify teacher TPACK via self-reporting, while performance evaluations of teaching activities are rare. Additionally, the ways TPACK is operationalized as a measuring instrument are often implicit and make comparison of results difficult. Future directions for research are discussed.

  • 4879. Wilson, Max L.
    et al.
    Larsen, Birger
    Hansen, Preben
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Norling, Kristian
    Russell-Rose, Tony
    EuroHCIR2013 - the 3rd European Workshop on Human- Computer Interaction and Information Retrieval2013Ingår i: Proceedings of the 36th international ACM SIGIR conference on Research and development in information retrieval, New York: Association for Computing Machinery (ACM), 2013, 1139-1139 s.Konferensbidrag (Refereegranskat)
    Abstract [en]

    The purpose of EuroHCIR is to push the agenda of understanding the role that HCI has with IR systems, beyond Interactive IR. Alongside the popular American HCIR series, EuroHCIR aims to stimulate this focus in the large European community. While the previous two workshops have taken place at more HCI focused conferences (BCS-HCI and IIiX2012), the particular purpose of running EuroHCIR2013 at SIGIR2013 is to better engage with the core IR community, on extended search scenarios like holiday planning, entertainment, and casual browsing.

  • 4880. Wilson, Max L.
    et al.
    Russell-Rose, TonyLarsen, BirgerHansen, PrebenStockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.Norling, Kristian
    Proceedings of the 3rd European Workshop on Human-Computer Interaction and Information Retrieval2013Proceedings (redaktörskap) (Refereegranskat)
    Abstract [en]

    EuroHCIR 2013 was organised with the specific goal of better engaging the IR community, who have been underrepresented at previous EuroHCIR conferences. Thus we proposed to have the workshop at the ACM SIGIR conference in Dublin. Research, Industry, and Position papers were invited, and although very few industry submissions were received, we received a number of research and position papers focusing on the intersection of IR and HCI evaluations, several focusing on adapting the TREC paradigm. Many interesting system and demonstrator papers were also accepted.

  • 4881. Wilson, Max L.
    et al.
    Russell-Rose, TonyLarsen, BirgerHansen, PrebenStockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.Norling, Kristian
    Proceedings of the 3rd European Workshop on Human-Computer Interaction and Information Retrieval: A workshop at ACM SIGIR 20132013Proceedings (redaktörskap) (Refereegranskat)
  • 4882.
    Wimelius, Henrik
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Duplicate systems: investigating unintended consequences of information technology in organizations2011Doktorsavhandling, monografi (Övrigt vetenskapligt)
    Abstract [en]

    The organizational consequences of information technology (IT) constitutes a core focus in information systems (IS) research. The relationship between organizations and IT has received considerable attention by IS researchers in order to develop knowledge related to how and why organizations and IT are related. While organizational use of IT continues to increase in practice, previous research has shown that the effects of IT at best are difficult to predict. Consequently, the adoption and assimilation of IT in organizational settings must be recognized as complex and challenging processes, which makes the production of knowledge related to such processes important and pressing.

     

    This dissertation identifies, characterizes and explains a paradoxical outcome of the adoption and assimilation of an enterprise content management (ECM) system in a context of organizational information management. The outcome, labeled the duplicate systems paradox, is constituted by a situation in which an organization continuously allows multiple, overlapping, partially competing and largely incompatible information systems to persist and continue to evolve over time, despite continued awareness of the adverse consequences on organizational information management capabilities. A qualitative case study approach was used as the primary means for data collection. The case study was conducted in the administrative divisions of HealthOrg, a large organization in the medical- and health care sector. To this end, the main objective of this dissertation is to investigate how this paradox was formed, and furthermore, how and why it was able to persist. In order to do this, dialectical theory is combined with contextualism and theory on organizational information processing to form a comprehensive theoretical perspective used to inform the analytical efforts.

     

    By using a dialectical approach, the analysis presents empirical evidence of the existence and composition of three overarching contradictions found to affect the formation and persistence of the duplicate systems paradox. More specifically, the resulting explanatory model demonstrates how three pairs of opposites, control versus support at the requirements level, options versus practices at the solutions level, and top-down versus bottom-up approaches at the transformations level, along with contextual tensions, were essential components in the formation and persistence of the paradox. Thus, the duplicate systems paradox could form and continue to evolve due to contradictory forces present at, and interconnected between, different vertical and horizontal levels within the organization. Through the identification and explanation of the duplicate systems paradox, this study provides a detailed example of how, and why, unintended consequences of IT in organizations may emerge and continue over time.

     

    In terms of implications for research and practice, the findings of this dissertation point to six important observations. First, this research suggests that understanding and characterizing the context in which IT is to be implemented is crucial and challenging. Thus, organizations should pay careful attention to the practical side of context, rather than to the somewhat theoretical boundaries of organizations. It is suggested that the concepts of ‘inner’ and ‘outer’ context may be useful in analyzing and understanding context. Second, this research suggests that organizations should attempt to identify potentially conflicting requirements, and devise clear strategies to decide how to prioritize between such requirements as the identification and explication of requirements present at different levels in the organization may reveal problems that need to be considered when choosing information system (IS). Third, organizations need to pay careful attention to what the adoption of a new IS means in terms of adaptation and/or realignment, and to what extent organizational activities, technological functionalities, or both, should be adapted. Organizations should furthermore be aware that the adoption of systems that can also be used as development platforms may cause a cascade of effects and dependencies that are difficult to manage. Fourth, the findings of this research suggest that organizations faced with the challenge of adopting complex IT solutions need to take into account their previous strategies and planned new ones in order to devise a comprehensive strategic approach since the coexistence of radically different strategies may cause uncertainty and inertia within the overall assimilation process. Fifth, this research indicates that IT management and information management (IM) are highly interrelated activities, but are not mutually exclusive. Thus, organizations adopting technologies that are specifically focused on information management may benefit from developing distinct areas of responsibility and clear communication channels between the involved organizational units. Furthermore, these findings suggest that future research should pay careful attention to, and specifically investigate, the exact nature of the relationship between information management and IT management. Finally, this research demonstrates how a dialectical approach may be used to adequately investigate organizational information management, specifically in relation to the adoption and assimilation of IT.

  • 4883.
    Wimelius, Henrik
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Fundamentals of user perception and interaction: environmental psychology applied in a study of web pages2004Ingår i: PsychNology Journal, ISSN 1720-7525, E-ISSN 1720-7525, Vol. 2, nr 3, 282-303 s.Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    This paper explores the possibility of using theories and concepts from the field of environmental psychology as a framework for understanding perception of- and interaction with web pages. A qualitative pilot experiment has been conducted in order to investigate potential similarities in how people interact with, and perceive web pages and real world environments. This study indicates that perception of web pages is very similar to perception of natural environments. Many key factors that have proven to be important in perception of natural environments, such as complexity, spatial configuration and mystery, also appear to be relevant determinants in perception of web pages. Further, it also seems likely that interaction with web pages, to some extent can be described using a model based upon a conceptual framework depicting habitats selection.

     

  • 4884. Wimmer, M. A.
    et al.
    Scholl, J.
    Grönlund, Åke
    Örebro universitet, Handelshögskolan vid Örebro universitet.
    What are the future possibilities of eDemocracy?: A discussion paper2007Ingår i: Electronic Government, Proceedings, 2007, Vol. 4656, 401-411 s.Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    This paper presents some future possibilities for eDemocracy tools and considers how these new technologies might conflict with our basic assumptions about what democracy should be. I hope this paper will contribute to discussion of under what situations different forms of eDemocracy are appropriate. The possibilities and repercussions of user profiling, voting outside of polling booths, longer decision-making periods, changeable election results and weighted voted are considered. Although none are necessarily advisable, this paper suggests they might be interesting to consider.

  • 4885. Wimmer, Maria
    et al.
    Scholl, Hans J.Grönlund, ÅkeÖrebro universitet, Institutionen för ekonomi, statistik och informatik.Viborg Andersen, Kim
    Electronic Government: 5th international conference, EGOV 2006, Kraków, Poland, September 4-8 : Proceedings2006Proceedings (redaktörskap) (Övrigt vetenskapligt)
  • 4886. Wimmer, Maria
    et al.
    Traunmüller, RolandGrönlund, ÅkeÖrebro universitet, Institutionen för ekonomi, statistik och informatik.Viborg Andersen, Kim
    Electronic government: 4th international conference, EGOV 2005, Copenhagen, Denmark, August 22-26 : Proceedings2005Konferensmeddelanden, proceedings (Övrigt vetenskapligt)
  • 4887.
    Winge, Monica
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Drougge, Ulrika
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Juell-Skielse, Gustaf
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Implications of Single Point of Contact: municipal case studies2014Ingår i: DSV Writers Hut: proceedings, August 21-22, Åkersberga, Sweden / [ed] Gustaf Juell-Skielse, Stockholm: Department of Computer and Systems Sciences, Stockholm University , 2014Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    As more public organizations aim to move to the stage of transformational Government, the need for ‘single point of contact” increases dramatically on local, regional and national government levels. This paper contributes to literature by reporting the findings from three case studies of Swedish local government who has reached, or intend to reach, the transformational stage of e-Government. Using a grounded theory approach, information about the municipalities was collected and analyzed from the perspective of goals, implications and change management. The paper reports on the opportunities aimed for and experienced by the municipalities as well as the organization-al, technical and legal challenges faced by them. Finally we make five prop-ositions, based on the learning from the case studies, on how to manage changes related to implementing single point of contact in local government.

  • 4888.
    Winge, Monica
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Johannesson, Paul
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Perjons, Erik
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Wangler, Benkt
    Managing the Process Conglomeration in Health and Social Care2013Ingår i: HEALTHINF 2013 - Proceedings of the International Conference on Health Informatics / [ed] Deborah Stacey, Jordi Solé-Casals, Ana L. N. Fred, Hugo Gamboa, SciTePress, 2013, 374-381 s.Konferensbidrag (Refereegranskat)
    Abstract [en]

    The organisation and processes of today’s health and social care are becoming ever more complex as a consequence of societal trends, including an ageing population and an increased reliance on care at home. One aspect of the increased complexity is that a single patient may receive care from several separate care providers, which easily results in situations with potentially incoherent, uncoordinated and interfering care processes. In order to describe and analyse such situations, the paper introduces the notion of a process conglomeration. This is defined as a set of patient care processes that all influence the same patient, which are overlapping in time, and that all have the goal of improving or maintaining the health and social wellbeing of the patient. Problems and challenges of process conglomerations are investigated using coordination theory and speech act theory. In order to address the challenges, a number of information services are proposed.

  • 4889.
    Winge, Monica
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Johannesson, Paul
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Perjons, Erik
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Wangler, Benkt
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    The coordination hub: Toward patient-centered and collaborative care processes2015Ingår i: Health Informatics Journal, ISSN 1460-4582, E-ISSN 1741-2811, Vol. 21, nr 4, 284-305 s.Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    The organization and processes of today's health and social care are becoming ever more complex as a consequence of societal trends, including an aging population and an increased reliance on care at home. One aspect of the increased complexity is that a single patient may receive care from several care providers, which easily results in situations with potentially incoherent, uncoordinated, and interfering care processes. In order to describe and analyze such situations, the article introduces the notion of a process conglomeration. This is defined as a set of patient-care processes that all concern the same patient, that are overlapping in time, and that all are sharing the overall goal of improving or maintaining the health and social well-being of the patient. Problems and challenges of process conglomerations are investigated using coordination theory and models for continuous process improvement. In order to address the challenges, a solution is proposed in the form of a Coordination Hub, being an integrated software service that offers a number of information services for coordinating the activities of the processes in a process conglomeration.

  • 4890.
    Winge, Monica
    et al.
    Karolinska Institutet, Sweden.
    Johansson, Lars-Åke
    Alkit Communications, Sweden.
    Nyström, Monica
    Karolinska Institutet, Sweden.
    Lindh-Waterworth, Eva
    Umeå University, Sweden.
    Wangler, Benkt
    University of Skövde, Sweden.
    Need for a New Care Model - Getting to Grips with Collaborative Home Care2010Ingår i: MEDINFO 2010: Proceedings of the 13th World Congress on Medical Informatics / [ed] C. Safran et al., IOS Press, 2010, 8-12 s.Konferensbidrag (Refereegranskat)
    Abstract [en]

    In this paper we discuss the fact that more and more patients are treated in their homes by a set of organizations, sometimes with different ownership, and how this fact places new and severe demands on health care and home service staff to communicate and collaborate. We point to the need for managers in different organizations to agree on ways of communicating and collaborating on the operational level and how this aspect needs to be considered during procurement of home care services. Most importantly, by reasoning around a set of problematic areas, we derive a set of related problems and suggest solutions for dealing with them. The solutions are a mix of organizational/administrative measures and IT support for communication and coordination.

  • 4891.
    Winge, Monica
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Lindh-Waterworth, Eva
    Scenario for a patient at home in health and social care2014Ingår i: Journal of Healthcare Leadership, ISSN 1179-3201, E-ISSN 1179-3201, nr 6, 51-66 s.Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    This paper describes and discusses the situation for a typical patient with multiple illnesses and how his case would benefit from improved coordination, communication, and collaboration among all involved care providers. The paper is built around a patient case presented in a current scenario. The authors identified that for a single patient with several problems and diagnoses and the involvement of several care actors, the common issues concern lack of collaboration, lack of coordination, and awareness of what others have done to assess, plan, perform, and evaluate care. This presumably leads to a lack of care quality and a lack of effective use of care resources. The scenario and the findings are based on a patient-oriented perspective, on an analysis expressed in focus groups, and on interviews with key actors in health and social care. The paper also discusses the fact that an increasing number of patients are treated in their homes by a variety of organizations, and how this fact raises new and more intense demands on the various stakeholders forming the care staff to collaborate and coordinate care. We point to the need for managers in and between organizations to agree on the ways of collaborating at the operational level. Most importantly, by taking a basic set of issues as the starting point for reasoning, we derived a set of related problems and suggest solutions to deal with these. The literature currently lacks scenario descriptions that put the patient's situation into focus with respect to collaboration between health and social care. Finally, the paper presents a future case for collaboration including support by new e-services.

  • 4892.
    Winge, Monica
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Perjons, Erik
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Wangler, Benkt
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Understanding Care Work and the Coordination of Care Process Conglomerations2015Ingår i: Advances in Conceptual Modeling: ER 2015 Workshops AHA, CMS, EMoV, MoBID, MORE-BI, MReBA, QMMQ, and SCME, Stockholm, Sweden, October 19-22, 2015, Proceedings / [ed] Manfred A. Jeusfeld, Kamalakar Karlapalem, Springer, 2015, 26-37 s.Konferensbidrag (Refereegranskat)
    Abstract [en]

    Health and social care is becoming ever more complex as a consequence of societal trends, including an aging population and increased reliance on care at home. One aspect of the increased complexity is that a single patient may receive care from several care providers, which easily results in situations with potentially incoherent, uncoordinated, and interfering care processes. In order to describe and analyze such situations, the article introduces the notions of patient-centered care process and a conglomeration of such. The latter is defined as a set of patient care processes that all concern the same patient, are overlapping in time, and are all sharing the overall goal of improving or maintaining the health and social well-being of the patient. The processes are based on a PDCA-cycle comprising phases for assessing, planning, performing and following up the care for the patient independently of health and social care organizations.

  • 4893.
    Winge, Monica
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Wangler, Benkt
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Needs, Requirements, and e-Services for Collaborative and Patient-Centered Care2013Ingår i: BIR 2012. Emerging Topics in Business Informatics Research 2012: Proceedings of the 11th International Conference on perspectives in business informatics research / [ed] Natalia Aseeva, Eduard Babkin, Oleg Kozyrev, 2013, 75-91 s.Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper discusses the fact that more and more patients are treated in their homes by a whole set of organizations, and how this fact places new and more intense demands on health and social care staff to communicate and collaborate. The aim of the paper is to further explore the detailed needs for collaboration between different care units, individuals and professions, and to outline organizational and/or IT-based solutions. The suggested solutions are based on a patient and process oriented perspective and on an analysis of needs and issues expressed in interviews with key actors in a number of research projects focused on collaboration in care. We point to the need for managers in different organizations to agree on ways of communicating and collaborating on the operational level over sectors and units and how this aspect has to be taken into account already during procurement of care services. Most importantly, by reasoning from a basic set of issues, we derive a set of related problems and suggest solutions for how to deal with these. The solutions include suggestions for various e-services aimed at improving coordination and collaboration among care personnel.

  • 4894.
    Winge, Monica
    et al.
    Karolinska Institute, Sweden.
    Wangler, Benkt
    University of Skövde, Sweden.
    Johansson, Lars-Åke
    Alkit Communications, Sweden.
    Nyström, Monica
    Karolinska Institute, Sweden.
    Lindh-Waterworth, Eva
    Umeå University, Sweden.
    CO-CARE - Collaborative Health and Social Care2008Ingår i: Proceedings of 13th International Symposium for Health Information Management Research / [ed] P. S. Bath, K. Day, T. Norris, Massey University, New Zealand , 2008, 113-124 s.Konferensbidrag (Refereegranskat)
    Abstract [en]

    In this paper we discuss the fact that more and more patients are treated in their homes by a set of organizations, sometimes with different ownership. We explore how this poses new and stronger demands on health care and home service staff, as well as on different managerial and operational levels, to improve their communication and collaboration. We emphasize the need for managers in different organizations to agree on ways and forms of communication and collaboration between the operational levels, and the particular importance of this during procurement of home care services. As a result a number of methodological measures, strategies and IT solutions to support organizational development, coordination and collaboration are suggested.

  • 4895.
    Wingkvist, Anna
    Växjö universitet, Fakulteten för matematik/naturvetenskap/teknik, Matematiska och systemtekniska institutionen.
    The Quest for Equilibrium: Towards an Understanding of Scalability and Sustainability for Mobile Learning2008Licentiatavhandling, sammanläggning (Övrigt vetenskapligt)
    Abstract [en]

    The research presented in this thesis investigates the concept of sustainability in relation to mobile learning initiatives. Sustainability is seen as a key concept for mobile learning to gain acceptance. In linking sustainability to scalability, a term used to describe how well something can grow to suit an increasing complexity, a representation of this process is provided. In this thesis, this process is called ``the quest for equilibrium.''

    A study was conducted of an actual mobile learning initiative that involved introducing podcasts as a supplement to traditional lectures in higher education. In following this initiative, thorough data gathering was conducted, utilizing the process of iterative cycles that characterizes the action research approach. In accordance, a literature survey was conducted, whereby leading publications in mobile learning were classified and analyzed according to the following criteria: Reflections, Frameworks, Scalability, and Sustainability.

    As the mobile learning system evolved from idea to an actual empirical study, trying to understand this process became important. The insights gained during this research were used to develop a conceptual model that is based on the notion that the two concepts of Scalability and Sustainability can be linked to each other.

    This conceptual model is presented describing how a mobile learning system evolves, from Idea, to Experiment, to Project, to Release. Further, each of the stages in this evolution is described by using four areas of concern: Technology, Learning, Social, and Organization.

    Using the experience from a specific mobile learning initiative to define a conceptual model that then is used to describe the same initiative, was a way to bring together practice, theory, and research, thus provide reliable evidence for the model itself.

    The conceptual model can serve as a thinking tool for mobile learning practitioners, to help address the complexity involved when undertaking new efforts and initiatives in this field.

  • 4896.
    Wingkvist, Anna
    et al.
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för datavetenskap (DV).
    Ericsson, Morgan
    University of Gothenburg / Chalmers.
    Asked and Answered: Communication Patterns of Experts on an Online Forum2013Ingår i: Proceedings IRIS36: August 11-14 2013 at Gran, Norway, 2013Konferensbidrag (Refereegranskat)
    Abstract [en]

    The notion of network structure for social relations dates back half a century. Nowadays people form social networks offline as well as online. At an online community people are connected trough information exchange of sorts. Interest groups form often forums to aid each other and discuss things. Programmers are no exception and a question and answer site called Stack Overflow has been up and running since 2008. Our focus is to find patterns of how people interact on this online community and see if we can find expert users. We find 4 different ways to categorize experts, which result in different rankings. We also investigate how expertise is divided among topics, and find some overlap with the global ranking. 

  • 4897.
    Winter, Jeff
    et al.
    Blekinge Institute of Technology.
    Rönkkö, Kari
    Blekinge Institute of Technology.
    SPI success factors within product usability evaluation2010Ingår i: Journal of Systems and Software, ISSN 0164-1212, E-ISSN 1873-1228, Vol. 83, nr 11, 2059-2072 s.Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    This article presents an experience report where we compare 8 years of experience of product related usability testing and evaluation with principles for software process improvement (SPI). In theory the product and the process views are often seen to be complementary, but studies of industry have demonstrated the opposite. Therefore, more empirical studies are needed to understand and improve the present situation. We find areas of close agreement as well as areas where our work illuminates new characteristics. It has been identified that successful SPI is dependent upon being successfully combined with a business orientation. Usability and business orientation also have strong connections although this has not been extensively addressed in SPI publications. Reasons for this could be that usability focuses on product metrics whilst today's SPI mainly focuses on process metrics. Also because today's SPI is dominated by striving towards a standardized, controllable, and predictable software engineering process; whilst successful usability efforts in organisations are more about creating a creative organisational culture advocating a useful product throughout the development and product life cycle. We provide a study and discussion that supports future development when combining usability and product focus with SPI, in particular if these efforts are related to usability process improvement efforts.

  • 4898.
    Wismén, May
    Karlstads universitet, Fakulteten för ekonomi, kommunikation och IT, Avdelningen för informatik och projektledning.
    Information Systems as Boundary Objects: - An Ongoing Study of Changing Knowledge Processes in Health Care2003Konferensbidrag (Refereegranskat)
    Abstract [en]

    The purpose of this paper is to present a framework for an ongoing empirical study. The study deals with knowledge use in a health care context and on how implementing a new computer-ised referral and answer system will change the knowledge processes. The framework is founded on theories and empirical studies from the literature and has a community of practice perspective. The information system is seen as a boundary object, which must be interpreted by different communities. The framework consists of six knowledge resources, which may be iden-tified in the organisation. But the resources are neither static nor independent and they must be studied in current use. Therefore, there is no way to analyse exactly the same knowledge re-sources before and after implementation of the system. Instead, the use of different knowledge resources must be studied

  • 4899.
    Wismén, May
    Karlstads universitet, Fakulteten för ekonomi, kommunikation och IT, Avdelningen för informatik och projektledning.
    Knowledge transformation between different working group: a model for description and analysis2004Konferensbidrag (Refereegranskat)
    Abstract [en]

    The purpose of this paper is to present a theoretical model for description and analysis of knowledge transformation between groups. The model is constructed from two main theories, Community of Practice and Knowledge Management Episodes. This combination implies that knowledge is seen as a process and in a relational perspective. To show how the model can be used it is applied in a health care context where the daily knowledge integration between a laboratory and its customers is described. The model has been found to be suitable for the description of knowledge management processes and it highlights some possible explanations of problems that exist in the study of the organization. Furthermore, it clearly shows that there is a mutual dependency between information systems and other knowledge resources in an organization

  • 4900.
    Wismén, May
    Karlstads universitet, Fakulteten för ekonomi, kommunikation och IT, Avdelningen för informatik och projektledning.
    Kunskapsprocesser inom hälso- och sjukvård - en studie av kunskapsintegrering mellan laboratorium och dess kunder2004Licentiatavhandling, monografi (Övrigt vetenskapligt)
    Abstract [sv]

    Samarbete inom hälso- och sjukvård är grundläggande för att patienter ska få säker och bra vård. Laboratorier tillför viktiga pusselbitar för diagnos och behandling, vilket kräver integrering av kunskap mellan laboratorium och dess kunder. I det dagliga arbetet sker denna integrering primärt via ett informationssystem bestående av remisser och svar.



    Detta arbetes syfte är att ur ett relationsperspektiv beskriva, tolka och förklara den kunskapsintegrering som sker mellan olika grupper inom hälso- och sjukvård. En kvalitativ, tolkande fallstudie har genomförts vid ett mikrobiologiskt laboratorium och fyra av dess kunder. Två teoretiska källor communities of practice och kunskapsepisoder har sammanfogats till en övergripande analysmodell, vilken tillsammans med kompletterande teorier har använts i analysen.



    Studien visar hur kunskapsintegrering sker som en del av de dagliga arbetsprocesserna och vilka förutsättningar som bör finnas för att kunskapsintegreringen ska fungera. Studien visar också på problem som kan uppstå när förutsättningarna inte uppfylls. Den kunskap som integreras är en kombination av tyst och explicit samt individuell och organisatorisk kunskap, vilken successivt byggs upp hos såväl individer som grupper. Lyckad kunskapsintegrering bygger på förståelse för varandras perspektiv samt en vilja att förändra existerande kunskap. Hinder är brister eller avsaknande av feedback, intresse och motivation, tid för reflektion samt forum för perspektivskapande.



    May Wismén har sin tjänst vid Internationella handelshögskolan i Jönköping, är inskriven för forskarstudier vid Karlstads universitet och tillhör forskarskolan Management och IT

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