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  • 4851. Wang, Xueqin
    et al.
    Al Sabbagh, Bilal
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Kowalski, Stewart
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    A Socio-Technical Framework for Threat Modeling A Software Supply Chain2013Ingår i: The 2013 Dewald Roode Workshop on Information Systems Security Research, IFIP WG8.11/WG11.13: Conference Proceedings / [ed] Anthony Vance, International Federation for Information Processing, 2013Konferensbidrag (Refereegranskat)
    Abstract [en]

    In this paper we suggest a possible threat modeling approach for software supply chain. A Socio-technical approach is discussed and applied for modeling software supply chain security based on a case study of Swedish armed forces (SWAF). First we review current practices and theories for threat modeling of software supply chain. Then we suggest the application of a socio-technical framework for studying software supply chain security problem from a systemic viewpoint. Afterward we propose a step-by-step approach for threat modeling including modeling the target system, identifying threats and analyzing countermeasures. We also present a Delphi groups validation of the socio-technical framework.

  • 4852. Wang, Yanbo
    et al.
    Min, Qingfei
    Han, Shengnan
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Understanding the effects of trust and risk on individual behavior toward social media platforms: A meta-analysis of the empirical evidence2016Ingår i: Computers in human behavior, ISSN 0747-5632, E-ISSN 1873-7692, Vol. 56, s. 34-44Artikel, forskningsöversikt (Refereegranskat)
    Abstract [en]

    Trust and risk have been theorized and empirically approved as the most influential factors affecting individual behavior toward social media platforms (SMPs). However, the evidence is scattered and the understanding of the effects is ambiguous:To address this problem, a rigorous and quantitative meta analysis was conducted to investigate the empirical evidence of 43 studies in information systems research between 2006 and 2014. The findings suggested that trust and risk both had significant effects on individual behavior toward SMPs but that trust had a stronger effect. Moderating effects of trust objects (community members vs. platforms) and platform types (virtual communities vs. social networking sites) were found. Surprisingly, culture was found to exert no moderating effect. This paper contributes more generalized knowledge to social media research literature to the theory with regard to the influence of trust and risk on individual behavior toward SMPs. The knowledge serves as the foundation for future research efforts in social media. Implications for practice are discussed.

  • 4853. Wanjira, Judith
    et al.
    Hallberg, David
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Systems for improved social (e-)care provision2011Konferensbidrag (Övrigt vetenskapligt)
  • 4854.
    Warpefelt, Henrik
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Cues and insinuations: Indicating affordances of non-player characters using visual indicators2015Ingår i: Proceedings of DiGRA 2015: Diversity of play: Games – Cultures – Identities, Digital Games Research Association , 2015, s. 1-12Konferensbidrag (Refereegranskat)
    Abstract [en]

    Non-player characters (NPCs) provide an important service in video games in that they provide an active connection to the narrative through their behavior, as if they were actors in a play. In this study, we aim to explore in what ways the visual appearance of an NPC affects how players perceive their role in the game, and what criteria players use to evaluate the role of NPCs based on visual information. This is done by performing a survey of players, where the respondents are asked to determine the role that a number of NPCs had given their visual appearance, and describe how they decided the roles of the NPCs.

  • 4855.
    Warpefelt, Henrik
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Mind the Gap: Exploring the social capability of non-player characters2013Övrigt (Övrig (populärvetenskap, debatt, mm))
    Abstract [en]

    Among the most important factors governing enjoyment of computer games is immersion, or the feeling the player has of being in the game world. This feeling allows the player to be transported into the world of the game, where they can experience grand adventures and riveting tales. Many factors contribute to the feeling of immersion, but as with any story-based experience the actors in the story are of the utmost importance. If the actors perform poorly, however, the player's feeling of immersion will be lessened, and the game will become less entertaining. Therefore, the Non-Player Characters (NPCs) inhabiting the game world must act in such a way that they are perceived as believable. Unfortunately, this is not always the case, and NPCs often disrupts the player's feeling of immersion. The purpose of this research is to describe how we can create NPCs who behave in ways that are conducive to player immersion, and who better portray the story of the game. This is done by identifying the current issues affecting the believability of NPC behavior. Over the course of the studies described in this thesis, we have developed a method by which problematic behaviors can be identified and described. This was done by studying NPCs in modern games using video recordings, and using an analytical tool to identify the specific factors that affect the believability of their behavior. In the end, we identified a number of such factors that affect the believability of NPCs, chief among them the inability of NPCs to perceive the world. By improving the way in which NPCs perceive the world, and more importantly how players perceive that NPCs perceive the world, we can greatly improve NPC believability.

  • 4856.
    Warpefelt, Henrik
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    The Non-Player Character: Exploring the believability of NPC presentation and behavior2016Doktorsavhandling, sammanläggning (Övrigt vetenskapligt)
    Abstract [en]

    Over the last few decades there has been immense growth in the video game industry, and we have seen great improvements in both graphics and audio. Unfortunately, the development of artificial intelligence (AI) and non-player characters (NPCs) has not proceeded at the same pace. Although there have undoubtedly been improvements, the field as a whole has lagged behind its siblings.

    Many of the problems with NPCs stem from the fact that they do not achieve a sufficient level of believability, particularly in the social arena. This is primarily related to the fact that the NPCs do not behave in ways that align with the expectations of the player. This can lead to the player misunderstanding the role and purpose of the NPC, which damages the believability of the game. By extension, this lessens the enjoyment the player can derive from the game. Hence, it is imperative that the design of the NPC be in line with player expectations.

    This thesis takes a holistic view of NPCs, encompassing their design, evaluation, and player perceptions. It uses a design science methodology, and primarily uses qualitative and interpretative methods. It will provide a description of the various types of NPCs found in games, what their design elements are, and how they are interpreted by players.

  • 4857.
    Warpefelt, Henrik
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Johansson, Magnus
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Analyzing the believability of game character behavior using the Game Agent Matrix2014Ingår i: Proceedings of DiGRA 2013: DeFragging Game Studies, Digital Games Research Association , 2014, s. 1-11Konferensbidrag (Refereegranskat)
    Abstract [en]

    In recent years there has been significant improvement in the simpler actions performed by characters in computer games – such as navigating the world and attacking enemies and similar actions. In previous work, the ability of NPCs to adapt to changing circumstances was found to be inadequate in many circumstances. In order to validate these findings we have studied a total of 20 games, observing NPC behavior in each of the games in many different situations, ranging from everyday town life to combat. Using the Game Agent Matrix, we found a number of different behavior categories related to the social context of the agent and its behavior within that context indicating a gap between the most convincing behavior was focused around navigating the world, using tools and using language, as well as more complex behavior such as social sanctions and ranking, connected to the narrative of the game. The middle ground, containing behaviors such as dynamic group formation and the ability to perceive the actions of others were generally seen as unconvincing.

  • 4858.
    Warpefelt, Henrik
    et al.
    Stockholms universitet, Institutionen för data- och systemvetenskap.
    Johansson, Magnus
    Stockholms universitet, Institutionen för data- och systemvetenskap.
    Verhagen, Harko
    Stockholms universitet, Institutionen för data- och systemvetenskap.
    Analyzing the believability of game character behavior using the Game Agent Matrix2013Ingår i: DiGRA 2013 - DeFragging Game Studies, 2013Konferensbidrag (Refereegranskat)
    Abstract [en]

    In recent years there has been significant improvement in the simpler actions performed by characters in computer games – such as navigating the world and attacking enemies and similar actions. In previous work, the ability of NPCs to adapt to changing circumstances was found to be inadequate in many circumstances. In order to validate these findings we have studied a total of 20 games, observing NPC behavior in each of the games in many different situations, ranging from everyday town life to combat. Using the Game Agent Matrix, we found a number of different behavior categories related to the social context of the agent and its behavior within that context indicating a gap between the most convincing behavior was focused around navigating the world, using tools and using language, as well as more complex behavior such as social sanctions and ranking, connected to the narrative of the game. The middle ground, containing behaviors such as dynamic group formation and the ability to perceive the actions of others were generally seen as unconvincing.

  • 4859.
    Warpefelt, Henrik
    et al.
    Stockholms universitet, Institutionen för data- och systemvetenskap.
    Johansson, Magnus
    Stockholms universitet, Institutionen för data- och systemvetenskap.
    Verhagen, Harko
    Stockholms universitet, Institutionen för data- och systemvetenskap.
    Analyzing the believability of game character behavior using the Game Agent Matrix2013Ingår i: DiGRA 2013 - DeFragging Game Studies, 2013Konferensbidrag (Refereegranskat)
    Abstract [en]

    In recent years there has been significant improvement in the simpler actions performed by characters in computer games – such as navigating the world and attacking enemies and similar actions. In previous work, the ability of NPCs to adapt to changing circumstances was found to be inadequate in many circumstances. In order to validate these findings we have studied a total of 20 games, observing NPC behavior in each of the games in many different situations, ranging from everyday town life to combat. Using the Game Agent Matrix, we found a number of different behavior categories related to the social context of the agent and its behavior within that context indicating a gap between the most convincing behavior was focused around navigating the world, using tools and using language, as well as more complex behavior such as social sanctions and ranking, connected to the narrative of the game. The middle ground, containing behaviors such as dynamic group formation and the ability to perceive the actions of others were generally seen as unconvincing.

  • 4860.
    Warpefelt, Henrik
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Strååt, Björn
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    A method for comparing NPC social ability2012Konferensbidrag (Refereegranskat)
    Abstract [en]

    The main focus of game developers has for a long time been the audiovisual fidelity of the games, but some researchers claim that artificial intelligence (AI) will be the next step in improving the player experience in games. However, there is as of yet a lack of ways of measuring comparing the believability of non-player character (NPC) behavior in games. In order to rectify this we present a method which can be used to create a typology of NPC behavior believability. Our method uses the Carley & Newell fractionation matrix to describe how advanced the behavior of a game’s NPCs is. This is then recorded in a format that can be compared by simple logic operations.

  • 4861.
    Warpefelt, Henrik
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Strååt, Björn
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Breaking immersion by creating social unbelievabilty2013Konferensbidrag (Refereegranskat)
    Abstract [en]

    For the last 20 years, computer games and virtual worlds have made great advances when it comes to audiovisual fidelity. However, this alone is not sufficient to make the games seem believable -- the game world must also seem to be alive. In order to accomplish this, the world must be populated by realistic characters who behave in a coherent and varied way. Many game developers seem to realize this, and the capacity of the artificial intelligence controlled non-player characters in the games are often large selling points. However, as pointed out by recent research these opponents do not always exhibit realistic, coherent and varied behaviour. We have examined this phenomenon by analysing a number of games where non-player characters are especially important for the players' enjoyment, and established six anti-heuristics that can be used to identify non-desirable behaviour in non-player characters.

  • 4862.
    Warpefelt, Henrik
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    A model of non-player character believabilityManuskript (preprint) (Övrigt vetenskapligt)
    Abstract [en]

    In this study we aim to describe in what ways non-player characters (NPCs) affect believability. To this end, we have conducted an online survey, where respondents were asked to classify and describe NPCs. Furthermore, we also examined recordings of NPCs in games. These data sources were examined using a model for NPC believability in order to describe the effect on believability by different types of NPCs. Based on this, we were able to construct a model of NPC believability, based on the NPC’s level of complexity and ability to handle a mutable social context. As described by the model, NPCs are currently less capable of handling changing social contexts. They do, however, show promise, and given current emerging technologies it is feasible that new types of more socially capable NPCs will arise within the near future.

  • 4863.
    Warpefelt, Henrik
    et al.
    Uppsala University, Sweden.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    A model of non-player character believability2017Ingår i: Journal of Gaming & Virtual Worlds, ISSN 1757-191X, E-ISSN 1757-1928, Vol. 9, nr 1, s. 39-53Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    In this study we aim to describe in what ways non-player characters (NPCs) affect believability. To this end, we have conducted an online survey, where respondents were asked to classify and describe NPCs. Furthermore, we also examined recordings of NPCs in games. These data sources were examined using a model for NPC believability in order to describe the effect on believability by different types of NPCs. Based on this, we were able to construct a model of NPC believability, based on the NPC’s level of complexity and ability to handle a mutable social context. As described by the model, NPCs are currently less capable of handling changing social contexts. They do, however, show promise, and given current emerging technologies it is feasible that new types of more socially capable NPCs will arise within the near future.

  • 4864.
    Warpefelt, Henrik
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    A typology of non-player characters2016Manuskript (preprint) (Övrigt vetenskapligt)
    Abstract [en]

    Non-player characters (NPCs) critically impact the experience of the game, and must help uphold the player's feeling of immersion. To avoid negatively impacting the player's sense of immersion, the NPCs must be designed in ways that are in line with the player's expectation on the game, and must fulfill the interaction conventions of games. In this article, we present a typology that provide descriptions of the various types of NPCs found in games, and their design features. This typology was created based on previous work by Bartle (2004) and Warpefelt and Verhagen (2015), which was verified and expanded on using an online survey. The end product can be used to describe NPCs and their design features, primarily for analytical purposes but possibly also as a basis for procedural content generation.

  • 4865.
    Warpefelt, Henrik
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Towards an updated typology of non-player character roles2015Ingår i: Proceedings of the IADIS International Conference Computer Graphics, Visualization, Computer Vision and Image Processing / [ed] Piet Kommers, Pedro Isaías, Heredina Fernandez Betancort, International Association for Development of the Information Society , 2015Konferensbidrag (Refereegranskat)
    Abstract [en]

    In video games, non-player characters (NPCs) provide important services in that they facilitate the player's interaction with the game in a way that is in accordance with the expectations set by the narrative. It is, however, still unclear in what ways these NPCs must act, look, and feel in order to fulfill these expectations. In this study we aim to establish a typology of the roles NPCs play in games, building on a previous typology by Bartle (2004) aimed at providing a framework for describing the requirements put on NPCs by these expectations. This was done via an online survey, where respondents were asked to classify NPCs in images from 4 games, and to provide a description of why they classified it as belonging to a certain role. The results of the survey were the analyzed for instances where players expressed confusion about which role an NPC belonged to. These findings were used to update the previous typology. The results from this were later verified by applying the new typology to 10 other games. In the end we identified a number of new roles, as well as modifications to existing roles, which when combined with Bartle’s original typology created a typology applicable to a larger number of genres.

  • 4866.
    Waterworth, John
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Ballesteros, Soledad
    UNED, Spain.
    Peter, Christian
    Ageing in a networked society: social inclusion and mental stimulation2009Ingår i: Workshop on Affect and Behaviour Related Assistance in Support for the Elderly. Corfu, Greece, June 2009., 2009Konferensbidrag (Refereegranskat)
  • 4867.
    Waterworth, John
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik. Interactive Institute Swedish ICT.
    Fällman, Daniel
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik. Interactive Institute Swedish ICT.
    The Reality Helmet: Transforming the Experience of Being-in-the-World2003Ingår i: Proceedings of HCI 2003: Designing for Society (Bath, UK, September 8-12): Volume 2 of the Conference, Bath, UK: British HCI Group , 2003, s. 1-4Konferensbidrag (Refereegranskat)
    Abstract [en]

    The Reality Helmet is a wearable device providing a novel form of interactive experience, in which the user’s vision and hearing is completely shielded off from the world. Video and sounds are sampled by the Helmet from the surrounding environment, but through computer processing sounds are presented to the wearer as vision and sights are turned into a soundscape. The result is a radical transformation of the nature of being in the world, an extreme form of artificial synaesthesia. The Reality Helmet leads its wearer to question the relationship between what is out there and what is sensed. Conference participants will be invited to wear the Helmet and experience a different way of being in the world.

  • 4868.
    Wecksten, Mattias
    Högskolan i Halmstad, Sektionen för Informationsvetenskap, Data– och Elektroteknik (IDE), Halmstad Embedded and Intelligent Systems Research (EIS), Inbyggda system (CERES).
    RealLife - en tekniköversikt2008Rapport (Övrigt vetenskapligt)
    Abstract [sv]

    RealLife är en sammankopplink mellan användarens plattform och tjänsteleverantörer via en central databas. Tanken är att en individidentifierare, UBI passport, ska vara kärnan i systemet som möjliggör att flytta innehåll från plattform till plattform. Genom att ta kontroll över den databas som samlar allt material och alla tjänster får man möjlighet att sälja extremfokuserad reklam. All den teknik som krävs för att genomföra projektet RealLife finns tillgänglig i någon form redan idag. Avgörande blir om man lyckas att göra så att användaren känner någon nytta utöver vad man skulle ha fått från en traditionell söktjänst. Detta kräver articifiell intelligens utöver vad som är tillgängligt idag.

  • 4869.
    Wedlund, Tommy
    et al.
    Linköpings universitet.
    Axelsson, Karin
    Örebro universitet, Handelshögskolan vid Örebro universitet.
    Melin, Ulf
    Linköpings universitet.
    Learning outcomes in use: project-oriented education from a teacher’s perspective2009Ingår i: Proceedings of the Information Systems Education Conference 2009, v 26, 2009, s. 1-11Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper describes how a teacher can apply learning outcomes in a syllabus in projectoriented education. We present these learning outcomes in the context of a project-oriented course and give practical examples of how a teacher can apply the examples by coordinating (1) learning outcomes in the syllabus, (2) learning activities in the course, and (3) processes in a project-oriented course. The examples are applied to processes in a project-oriented course, including the students’ individual learning process, project team process, and project process. Involving students early on, at the start of the course, by presenting the learning outcomes and then continuously working with and referring to them gives the students a learning structure. The course starts with learning outcomes building on team experience and knowledge, i.e., the project team process. After that come learning outcomes for the project process, making the project the carrier of new knowledge for the team, and finally learning outcomes ending in the students’ individual learning process, by which the students can deepen their learning, applying their knowledge in new situations and various learning activities. Project-oriented education was used in an undergraduate course at a Swedish university; experiences from this course are discussed and analysed here.

  • 4870.
    Wedlund, Tommy
    et al.
    Linköpings universitet, Institutionen för ekonomisk och industriell utveckling, VITS - Laboratoriet för verksamhetsinriktad systemutveckling. Linköpings universitet, Filosofiska fakulteten.
    Axelsson, Karin
    Linköpings universitet, Institutionen för ekonomisk och industriell utveckling, VITS - Laboratoriet för verksamhetsinriktad systemutveckling. Linköpings universitet, Filosofiska fakulteten.
    Melin, Ulf
    Linköpings universitet, Institutionen för ekonomisk och industriell utveckling, VITS - Laboratoriet för verksamhetsinriktad systemutveckling. Linköpings universitet, Filosofiska fakulteten.
    Towards a Model for Learning Outcomes: Experiences from a Project-Oriented Course2010Ingår i: ISECON2010, 2010Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper describes an overall model that can be used by a teacher when working with learning outcomes. The model is presented in the context of a project-oriented course and contains three stages. It describes how a teacher can: (1) create a learning breakdown structure with learning modules; (2) define learning activities including feedback, assessment, and examination activities for the learning module; and (3) develop a learning chart that visualises how the learning should be accomplished. The description of the three stages can also be applied to general steps when developing a Gantt chart with project management tools. The work starts in a course with analysing the learning outcomes in the syllabus and breaking it down into learning modules. A learning activity list is subsequently created, which identifies attributes that are associated with each learning activity. This list also includes activities for feedback, assessment and examination of each learning module. Finally, work begins to create relationships between the learning outcomes and learning activities on a calendar-based time axis, which leads to the development of a learning chart. The experiences discussed and analysed here are based on project-oriented education in the context of an undergraduate course at a Swedish university.

  • 4871.
    Weegar, Rebecka
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Casillas, Arantza
    Diaz de Ilarraza, Arantza
    Oronoz, Maite
    Pérez, Alicia
    Gojenola, Koldo
    The impact of simple feature engineering in multilingual medical NER2016Ingår i: Proceedings of the Clinical Natural Language Processing Workshop (ClinicalNLP), 2016, artikel-id W16-4201Konferensbidrag (Refereegranskat)
    Abstract [en]

    The goal of this paper is to examine the impact of simple feature engineering mechanisms before applying more sophisticated techniques to the task of medical NER. Sometimes papers using scientifically sound techniques present raw baselines that could be improved adding simple and cheap features. This work focuses on entity recognition for the clinical domain for three languages: English, Swedish and Spanish. The task is tackled using simple features, starting from the window size, capitalization, prefixes, and moving to POS and semantic tags. This work demonstrates that a simple initial step of feature engineering can improve the baseline results significantly. Hence, the contributions of this paper are: first, a short list of guidelines well supported with experimental results on three languages and, second, a detailed description of the relevance of these features for medical NER.

  • 4872.
    Weegar, Rebecka
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Dalianis, Hercules
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Creating a rule based system for text mining of Norwegian breast cancer pathology reports2015Ingår i: LOUHI, Association for Computational Linguistics , 2015Konferensbidrag (Refereegranskat)
    Abstract [en]

    National cancer registries collect cancer related information from multiple sources and make it available for research. Part of this information originates from pathology reports, and in this pre-study the possibil- ity of a system for automatic extraction of information from Norwegian pathology reports is investigated. A set of 40 pathol- ogy reports describing breast cancer tissue samples has been used to develop a rule based system for information extraction. To validate the performance of this system its output has been compared to the data produced by experts doing manual encod- ing of the same pathology reports. On av- erage, a precision of 80%, a recall of 98% and an F-score of 86% has been achieved, showing that such a system is indeed fea- sible.

  • 4873.
    Weegar, Rebecka
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Kalle, Åström,
    Lunds Universitet, , .
    Pierre, Nugues,
    Lunds Universitet, , .
    Linking Entities Across Images and Text2015Ingår i: CoNLL, Association for Computational Linguistics , 2015Konferensbidrag (Refereegranskat)
  • 4874.
    Weegar, Rebecka
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Kvist, Maria
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. Karolinska Institutet, Sweden.
    Sundström, Karin
    Brunak, Søren
    Dalianis, Hercules
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Finding Cervical Cancer Symptoms in Swedish Clinical Text using a Machine Learning Approach and NegEx2015Ingår i: AMIA Annual Symposium Proceedings, American Medical Informatics Association , 2015, s. 1296-1305Konferensbidrag (Refereegranskat)
    Abstract [en]

    Detection of early symptoms in cervical cancer is crucial for early treatment and survival. To find symptoms of cervical cancer in clinical text, Named Entity Recognition is needed. In this paper the Clinical Entity Finder, a machine-learning tool trained on annotated clinical text from a Swedish internal medicine emergency unit, is evaluated on cervical cancer records. The Clinical Entity Finder identifies entities of the types body part, finding and disorder and is extended with negation detection using the rule-based tool NegEx, to distinguish between negated and non-negated entities. To measure the performance of the tools on this new domain, two physicians annotated a set of clinical notes from the health records of cervical cancer patients. The inter-annotator agreement for finding, disorder and body part obtained an average F-score of 0.677 and the Clinical Entity Finder extended with NegEx had an average F-score of 0.667.

  • 4875.
    Weerasinghe, Thushani A.
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. University of Colombo, Sri Lanka.
    Hewagamge, Kamalanath
    University of Colombo, Sri Lanka.
    Ramberg, Robert
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Re-evaluation of community of inquiry model with its metacognitive presence construct2012Ingår i: The International Journal on Advances in ICT for Emerging Regions, ISSN 1800-4156, Vol. 5, nr 4, s. 1-13Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Among the discussion-content analytical tools in the field of e-learning research, the community of inquiry (CoI) model is extensively applied and continuously improved by its users. This model investigates the types of elements that are manifested through inquiry-based learning processes in online discussions. They are social, cognitive, teaching and metacognitive presences. These elements are essential for meaningful student interactions to take place in online learning environments. In particular, the metacognitive presence construct of the CoI model discovers the students’ ability of self and co-regulation of learning in an online learning environment. However, the metacognitive presence construct of the CoI model has not been evaluated along with the other components of the model. Therefore, in this paper the CoI model was re-evaluated to determine its reliability in analysing discussions in online courses on information technology related subjects. The evaluation is conducted with four online courses designed and developed for a distance learning programme in Sri Lanka. The paper discusses the modifications that were needed to make the model more applicable for conducting discussion-content analysis in similar types of online learning environments, and reports on the results of the final evaluation. Furthermore, the findings of the study imply that the theoretical framework of the CoI model needs to be improved to properly enclose the metacognitive presence component. In spite of this, the study adds points to the CoI model supporting for its well applicability and reliability in analysing online discussion content in information technology related courses.

  • 4876.
    Weerasinghe, Thushani A.
    et al.
    University of Colombo, Sri Lanka.
    Nishakumari, Kariyawasam M. G. B.
    University of Colombo, Sri Lanka.
    Hewagamage, Kamalanath P.
    University of Colombo, Sri Lanka.
    Gap between theory and practice: Human factors in designing and developing effective e-learning materials for a structured syllabus2007Ingår i: The International Journal of the Computer, the Internet and Management, ISSN 0858-7027, Vol. 15, nr SP3, s. 19.1-19.6Artikel i tidskrift (Refereegranskat)
  • 4877.
    Weerasinghe, Thushani A.
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. University of Colombo, Sri Lanka.
    Ramberg, Robert
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Hewagamage, Kamalanath P.
    University of Colombo, Sri Lanka.
    An Empirical Study: A success story of effectiveness of an OLE2008Ingår i: Proceedings of International Conference on Computer Aided Learning (ICL) 2008 / [ed] Michael E. Auer, 2008, s. 1(10)-10(10)Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper presents the results of an empirical study conducted with students following a distance education program. In the study questions posed were whether students could perform well in examinations using only the Learning Management System (LMS), whether they could use it in an efficient way and whether there was a relationship between students’ learning styles, number of LMS hits and learning achievements. Students were given access to a specially designed course section. The students’ learning achievements were evaluated in two tests at different intervals. The study data were gathered using questionnaires and LMS statistics. We found that once the students got acquainted with the environment they could use the LMS more efficiently and managed to get high scores by only using the LMS. Results associated with the learning style preferences imply that we have designed the learning content and the environment to support learners with different learning style preferences.

  • 4878.
    Weerasinghe, Thushani A.
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Ramberg, Robert
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Hewagamage, Kamalanath P.
    University of Colombo School of Computing, Sri Lanka.
    Designing Online Learning Environments for Distance Learning2009Ingår i: International Journal of Instructional Technology and Distance Learning, ISSN 1550-6908, Vol. 6, nr 3Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    The design of an Online Learning Environment (OLE) and presentation of content in a distance educational programme is a major factor in success or failure of the learning programme. The role of instructional designers who design online learning environments for distance learning programmes has become demanding. In order to support instructional designers to do their work effectively, they are provided with instructional design guidelines. However, most of these guidelines are not specific nor easily applicable. Therefore, we were motivated to create sets of easy applicable instructional design guidelines. We selected an OLE which was already reported as successful in achieving learning effectiveness and student satisfaction. We gathered students’ experiences on using the OLE for their studies and analysed the data to find what design components of the OLE has led to the learner satisfaction, what design strategies used to design the learning content and design features of it led to the learning effectiveness and whether there was a relationship between students’ learning style preferences and students’ learning design preferences. The findings of the data analysis were presented as guidelines for instructional designers of online learning materials for novice online learners in distance learning programmes. on computer applications and information technology.

  • 4879.
    Weerasinghe, Thushani A.
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. University of Colombo, Sri Lanka.
    Ramberg, Robert
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Hewagamage, Kamalanath P.
    University of Colombo, Sri Lanka.
    Student led inquiry-based learning2014Ingår i: International journal of education and information technologies, ISSN 2074-1316, Vol. 8, s. 265-275Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Inquiry-based learning and peer-teaching are two teaching and learning approaches best applicable in higher educational contexts. Considering benefits of each approach in learning, a study was conducted to determine how to design peer-teaching activities to promote inquiry-based learning. Data were collected from a group of instructional designers, a sample group of students in an online learning environment prepared for a distance learning programme and from the learning management system of the online learning environment. The findings of the study were used to improve sets of design principles that were followed to design the peer-teaching activity. In addition, sets of design guidelines were also prepared for easy application of the design principles.

  • 4880.
    Weerasinghe, Thushani Alwis
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Ramberg, Robert
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Hewagamage, K. P.,
    Learners' Satisfaction, Learning Style Preferences and Effectiveness of an OLE2008Ingår i: International Journal on Emerging Technologies in Learning (iJET), Vol. 3Artikel i tidskrift (Refereegranskat)
  • 4881.
    Weerasinghe, Thushani Alwis
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. University of Colombo, Sri Lanka.
    Ramberg, Robert
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Hewagamage, Kamalanath Priyantha
    University of Colombo, Sri Lanka.
    Inquiry-Based Learning With or Without Facilitator Interactions2012Ingår i: Journal of Distance Education, ISSN 0830-0445, Vol. 26, nr 2Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    This paper discusses findings of a study investigating how students, on four online courses, engaged in inquiry-based learning with and without support from a facilitator. The investigation was conducted by analysing discussions of the online courses using the community of inquiry model. The results of the study imply that students in online discussions can engage in deep and meaningful learning, even when there is no facilitator interaction. Further the findings of the analysis suggest that successful inquiries are possible without teacher or facilitator interactions, if learning environments are designed to support students to be interactive and the students have motivation, regulatory skills and a willingness to collaborate with peers.

  • 4882.
    Weerasinghe, Thushani Alwis
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. University of Colombo, Sri Lanka.
    Ramberg, Robert
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Hewagamage, Kamalanath Priyantha
    University of Colombo, Sri Lanka.
    Learners' satisfaction, learning style preferences and effective use of an OLE2008Ingår i: International Journal of Emerging Technologies in Learning, ISSN 1863-0383, Vol. 3, s. 77-85Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    This paper presents the results of an empirical study conducted with a set of students using an online learning environment (OLE) to follow a distance education program. The aim of the study was to find whether students could perform well in examinations using only the Learning Management System (LMS), whether they could use it in an efficient way and whether there was a relationship between students? learning styles, number of LMS hits and learning achievements. The students were given access to a specially designed course section. The students? learning achievements were evaluated in two tests at different intervals. The study data were gathered using questionnaires and LMS statistics. We found that once the students got acquainted with the environment they could use the LMS more efficiently and managed to get high scores by only using the LMS. Results associated with the learning style preferences imply that we have designed the learning content and the environment to satisfy and support the learners with different learning style preferences.

  • 4883.
    Weerasinghe, Thushani
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Ramberg, Robert
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Hewagamage, Kamalanath
    Designing a peer-teaching activity to promote inquiry-based learning2013Ingår i: Mathematics and Computers in Contemporary Science: Proceedings / [ed] Reinhard Neck, WSEAS Press , 2013, s. 34-43Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper discusses findings of a study conducted to determine how to design peerteaching activities to promote inquiry based learning in a virtual learning environment (VLE) designed for a distance learning programme where teacher support is kept at a minimum level. A previous study conducted in the same environment, revealed that the students could engage in peer-teaching. Considering this ability and the instructional designers’ requirement to know how forum based activities should be designed, a peer-teaching activity was designed with necessary instructions to promote inquiry-based learning in the VLE. The activity was designed based on sets of collaborative and inquiry-based learning design principles. The findings of the study were used to improve the sets of design principles. In addition, sets of design guidelines were also prepared for easy application of the design principles.

  • 4884. Wegmann, A.
    et al.
    Kotsalainen, Anders
    KTH, Skolan för elektro- och systemteknik (EES), Industriella informations- och styrsystem.
    Matthey, L.
    Regev, G.
    Giannattasio, A.
    Augmenting the Zachman enterprise architecture Framework with a systemic conceptualization2008Ingår i: Proc. - IEEE Int. Enterp. Distrib. Object Comput. Conf., EDOC, 2008, s. 3-13Konferensbidrag (Refereegranskat)
    Abstract [en]

    The Zachman Framework offers a classification of the models created in an enterprise architecture project. These models form a holistic representation of the organization. Despite the prominent position of the Framework, there is little information publicly available to help designers create exact models that fit each other. In this paper, we propose a conceptualization based on General Systems Thinking. Our conceptualization provides concrete guidelines for creating the models required by the Framework. The proposed conceptualization establishes a better understanding of the models and of their relationships. This facilitates the creation and interpretation of the models. It also improves the traceability between them. We illustrate our approach with the results of a case study.

  • 4885. Weigand, Hans
    et al.
    Andersson, Birger
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Jayasinghe Arachchig, Jeewanie
    Bergholtz, Maria
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Johannesson, Paul
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Closing the User-Centric Service Coordination Cycle by Means of Coordination Services2011Konferensbidrag (Övrigt vetenskapligt)
  • 4886. Weigand, Hans
    et al.
    Andersson, Birger
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Johannesson, Paul
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Bergholtz, Maria
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Jayasinghe Arachchig, Jeewanie
    Closing the User-Centric Service Coordination Cycle2010Ingår i: Proc. of the 22nd International Conference on Advanced Information Systems Engineering (CAiSE'10) Forum, Springer Verlag , 2010Konferensbidrag (Övrigt vetenskapligt)
  • 4887. Weigand, Hans
    et al.
    Andersson, Birger
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Johannesson, Paul
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Bergholtz, Maria
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Jayasinghe Arachchig, Jeewanie
    Describing Coordination Services with REA2010Ingår i: Proc. of the 5th International Workshop on Business/IT Alignment and Interoperability (BUSITAL'10), CEUR , 2010Konferensbidrag (Övrigt vetenskapligt)
  • 4888. Weigand, H.
    et al.
    Johannesson, Paul
    KTH, Skolan för informations- och kommunikationsteknik (ICT), Data- och systemvetenskap, DSV.
    Andersson, Birger
    KTH, Skolan för informations- och kommunikationsteknik (ICT), Data- och systemvetenskap, DSV.
    Jayasinghe Arachchige, J.
    Bergholtz, Maria
    KTH, Skolan för informations- och kommunikationsteknik (ICT), Data- och systemvetenskap, DSV.
    Management services - A framework for design2011Ingår i: 23rd International Conference on Advanced Information Systems Engineering, CAiSE 2011, 2011, s. 582-596Konferensbidrag (Refereegranskat)
    Abstract [en]

    The Service-Oriented Architecture has rapidly become the de facto standard for modern information systems. Although recently considerable research attention has been paid to the management of services, several gaps can still be observed. Service management as far as it is automated is either mixed up with the operational service logic itself, or handled in a separate not service-oriented system, such as a BAM platform. In addition, there is a growing business demand for value-driven service management. In this paper, a general framework for management service design is presented that covers both business services and software services and is rooted in the business ontology REA, extended with a REA management ontology. The framework is applied to two different case studies, one in the Italian wine industry and one related to a robot cleaner.

  • 4889. Weigand, Hans
    et al.
    Johannesson, Paul
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Andersson, Birger
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    A Petri Net Specification of the REA Business Ontology2016Ingår i: Proceedings of the CAiSE'16 Forum at the 28th International Conference on Advanced Information Systems Engineering (CAiSE 2016) / [ed] Sergio España, Mirjana Ivanović, Miloš Savić, 2016, s. 49-56Konferensbidrag (Refereegranskat)
    Abstract [en]

    Current auditing procedures struggle with the incorporation of new data-driven techniques such as Process Mining. Although Process Mining has been applied experimentally on micro-level workflow processes, it is not so easy to apply on the level of the value cycle that is at the core of accounting databases. A more general problem is that the new smart approaches lack a well-developed accounting ontology. The REA business ontology does offer such an ontology but so far, its main focus has been on accounting database design. In this paper, a Petri Net specification of REA is proposed for ontology-based process analysis. This specification makes it possible to express more than the traditional static specification. The paper also describes how REA Petri Nets can be developed using Process Mining and how they can be applied in a Continuous Auditing framework.

  • 4890. Weigand, Hans
    et al.
    Johannesson, Paul
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Andersson, Birger
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    The Value of a Meta Perspective in Social Innovation2016Ingår i: STPIS 2016: Socio-Technical Perspective in IS Development: Proceedings of the 2nd International Workshop on Socio-Technical Perspective in IS Development co-located with 28th International Conference on Advanced Information Systems Engineering (CAiSE 2016) / [ed] Stewart Kowalski, Peter M. Bednar, Ilia Bider, 2016, s. 50-64Konferensbidrag (Refereegranskat)
    Abstract [en]

    Collective Awareness Platforms (CAP) have been promoted as an enabler of social innovation. A CAP supports the collection of data (quantitative and qualitative, and using all the technical possibilities that are rapidly becoming available, e.g. sensors), the integration of the data, and the presentation of results to the community in order to adapt their behavior or develop new behavior patterns. Typically, a CAP has many stakeholders. To support the development and maintenance of CAPs, we propose the notion of META-CAP, a platform that allows participants to reflect on the CAP from a value and collaboration perspective. The META-CAP architecture described in this paper is evaluated from the perspective of socio-technical design.

  • 4891. Weigand, Hans
    et al.
    Johannesson, Paul
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Andersson, Birger
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Bergholtz, Maria
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Bukhsh, Faiza
    Conceptualizing Auditability2013Ingår i: Proceedings of the CAiSE'13 Forum / [ed] Rébecca Deneckère, Henderik A. Proper, 2013, s. 49-56Konferensbidrag (Refereegranskat)
    Abstract [en]

    Compliance has become a strategic concern for many companies and organizations. To prove actual compliance, the organization must disclose itself (be auditable). A plethora of advanced tools has been developed to support compliance management and auditing processes. However, not all organizations are the same. To apply these tools effectively and efficiently, the organization itself and the maturity of its management control should be considered as well. The goal of this exploratory paper is to define auditability on a general conceptual level. We introduce four levels of auditability, where each level adds to the self-knowledge and being-in-control of the organization.

  • 4892.
    Weigand, Hans
    et al.
    Tilburg University, , .
    Johannesson, Paul
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Andersson, Birger
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Jayasinghe Arachchig, Jeewanie
    Tilburg Univresity, , .
    Bergholtz, Maria
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Management Services - A Framework for Design2011Konferensbidrag (Refereegranskat)
  • 4893. Weigand, Hans
    et al.
    Johannesson, Paul
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Bergholtz, Maria
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Accounting for service value - An ontological approach2015Ingår i: 2015 IEEE 9th International Conference on Research Challenges in Information Science (RCIS): Proceedings / [ed] Colette Roland, Dimosthenis Anagnostopoulos, Pericles Loucopoulos, Cesar Gonzalez-Perez, IEEE Computer Society, 2015Konferensbidrag (Refereegranskat)
    Abstract [en]

    With the growing importance of services in the modern enterprise there is a need for innovating traditional management accounting practices. In the Service Science literature, some work has been devoted to service accounting but mainly on a conceptual level. To address this research challenge, we have built an integrated service accounting framework on top of the business ontology REA. The e3value model is a useful tool to give an overall picture of a service network, which can be combined smoothly with the more detailed REA model. The result has been evaluated on the basis of the requirements and with an example from online gaming. As far as we know, it is the first worked out service accounting framework in Service Science and allows giving often-used concepts as value-in-use a precise definition.

  • 4894. Weigand, Hans
    et al.
    Lind, Mikael
    Högskolan i Borås, Institutionen Handels- och IT-högskolan.
    On the Pragmatics of Network Communication2008Ingår i: Proceedings of the 3rd International Conference on the Pragmatic Web, ACM DL , 2008, s. 49-58Konferensbidrag (Refereegranskat)
    Abstract [en]

    Because of globalization and the rise of Internet, the competitive environment of firms is undergoing a fundamental change. Firms are increasingly forced to collaborate in networks. At the same time, social networks are growing tremendously in use and in functionality. In this paper, the current network era is perceived from a communication perspective. How do people communicate in a network? How could the communication be improved? For the analysis we draw on the Language Action Perspective (LAP). Central to this analysis is the question what people try to achieve by communication in social terms. At its inception, LAP was used in an intra-organizational context. The question is whether the same analysis and the same models are also applicable in a network context.

  • 4895.
    Weigand, Hans
    et al.
    Tilburg University, The Netherlands.
    Lind, Mikael
    Högskolan i Jönköping, Internationella Handelshögskolan, IHH, Informatik.
    On the Pragmatics of Network Communication2008Ingår i: Proceedings of the 3rd International Conference on the Pragmatic Web, ACM Digital Libraries , 2008, s. 49-58Konferensbidrag (Refereegranskat)
    Abstract [en]

    Because of globalization and the rise of Internet, the competitive environment of firms is undergoing a fundamental change. Firms are increasingly forced to collaborate in networks. At the same time, social networks are growing tremendously in use and in functionality. In this paper, the current network era is perceived from a communication perspective. How do people communicate in a network? How could the communication be improved? For the analysis we draw on the Language Action Perspective (LAP). Central to this analysis is the question what people try to achieve by communication in social terms. At its inception, LAP was used in an intra-organizational context. The question is whether the same analysis and the same models are also applicable in a network context.

  • 4896.
    Weilenmann, Alexandra
    et al.
    Göteborg University, , .
    Juhlin, Oskar
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Time to Revisit Mobility in Mobile HCI?2011Ingår i: Proceedings of the 13th International Conference on Human Computer Interaction with Mobile Devices and Services, 2011Konferensbidrag (Refereegranskat)
  • 4897.
    Weilenmann, Alexandra
    et al.
    Göteborg University, , .
    Juhlin, Oskar
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Understanding People and Animals: On Ordinary Human-Canine Interaction and the Use of a Positioning System in the Wild2011Ingår i: 29th ACM Conference on Human Factors in Computing Systems, 2011Konferensbidrag (Refereegranskat)
    Abstract [en]

    Animals are increasingly integrated in interactive contexts depending on digital technologies. The current and future use of such technologies is a relevant topic for HCI research. However, the field is struggling with the inherent problem of ‘interaction’ in understanding interaction with animals. We argue for a way forward based on critical anthropomorphism informed by ethnomethodology, with a focus on manifest interaction. Drawing upon a field study of hunters’ use of a GPS dog tracking-device, we discuss how interaction between dogs and humans is affected when new technology is introduced. The GPS data is situated and interpreted by the dog handler, and supports the hunter’s work of dealing with the dogs’ intentions. This opens up for new forms of interactions with the dog. When studying and designing for interaction between humans and animals we should move beyond merely looking at dyadic relationships, and also consider the social organization of the interaction.

  • 4898. Weilenmann, Alexandra
    et al.
    Säljö, Roger
    Engström, Arvid
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Mobile Video Literacy: Negotiating the Use of a New Visual Technology2014Ingår i: Personal and Ubiquitous Computing, ISSN 1617-4909, E-ISSN 1617-4917, Vol. 18, nr 3, s. 737-752Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    In this article, we examine the practice of learning to produce video using a new visual technology. Drawing upon a design intervention at a science centre, where a group of teenagers tried a new prototype technology for live mobile video editing, we show how the participants struggle with both the content and the form of producing videos, i.e. what to display and how to do it in a comprehensible manner. We investigate the ways in which video literacy practices are negotiated as ongoing accomplishments, and explore the communicative and material resources relied upon by participants as they create videos. Our results show that the technology is instrumental in this achievement and that as participants begin to master the prototype, they start to focus more on the narrative aspects of communicating the storyline of a science centre exhibit. The participants are explicitly concerned with such issues as how to create a comprehensible storyline for an assumed audience, what camera angles to use, how to cut and other aspects of the production of a video. We consider these observed activities to be candidate steps in an emerging mobile video literacy trajectory that involves developing a capacity to document and argue by means of this specific medium.

  • 4899.
    Wennström, Mattias
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Tekniska sektionen, Institutionen för teknikvetenskaper, Signaler och System.
    On MIMO Systems and Adaptive Arrays for Wireless Communication: Analysis and Practical Aspects2002Doktorsavhandling, monografi (Övrigt vetenskapligt)
    Abstract [en]

    This thesis is concerned with the use of multiple antenna elements in wireless communication over frequency non-selective radio channels. Both measurement results and theoretical analysis are presented. New transmit strategies are derived and compared to existing transmit strategies, such as beamforming and space-time block coding (STBC). It is found that the best transmission algorithm is largely dependent on the channel characteristics, such as the number of transmit and receive antennas and the existence of a line of sight component. Rayleigh fading multiple input multiple output (MIMO) channels are studied using an eigenvalue analysis and exact expressions for the bit error rates and outage capacities for beamforming and STBC is found. In general are MIMO fading channels correlated and there exists a mutual coupling between antenna elements. These findings are supported by indoor MIMO measurements. It is found that the mutual coupling can, in some scenarios, increase the outage capacity. An adaptive antenna testbed is used to obtain measurement results for the single input multiple output (SIMO) channel. The results are analyzed and design guidelines are obtained for how a beamformer implemented in hardware shall be constructed. The effects of nonlinear transmit amplifiers in array antennas are also analyzed, and it is shown that an array reduces the effective intermodulation distortion (IMD) transmitted by the array antenna by a spatial filtering of the IMD. A novel frequency allocation algorithm is proposed that reduces IMD even further. The use of a low cost antenna with switchable directional properties, the switched parasitic antenna, is studied in a MIMO context and compared to array techniques. It is found that it has comparable performance, at a fraction of the cost for an array antenna.

  • 4900.
    Westergren, Ulrika H.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Managing an outsourcing partnership: important stages in the process2010Ingår i: Industrial informatics design, use and innovation: perspectives and services / [ed] J. Holmström, M. Wiberg, and A. Lund, Hershey: IGI Global, 2010Kapitel i bok, del av antologi (Övrigt vetenskapligt)
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