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  • 2901. Wang, Yanbo
    et al.
    Min, Qingfei
    Han, Shengnan
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Understanding the effects of trust and risk on individual behavior toward social media platforms: A meta-analysis of the empirical evidence2016In: Computers in human behavior, ISSN 0747-5632, E-ISSN 1873-7692, Vol. 56, p. 34-44Article, review/survey (Refereed)
    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.

  • 2902. Wangler, Benkt
    et al.
    Andersson, Birger
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Bergholtz, Maria
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Johannesson, Paul
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Conceptual Models and Levels of Modeling2006In: Proceedings of the 5th International Conference on Perspectives in Business Informatics Research (BIR06), Kaunas, Lithuania, 2006Conference paper (Other academic)
  • 2903. Wanjira, Judith
    et al.
    Hallberg, David
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Systems for improved social (e-)care provision2011Conference paper (Other academic)
  • 2904.
    Warpefelt, Henrik
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Cues and insinuations: Indicating affordances of non-player characters using visual indicators2015In: Proceedings of DiGRA 2015: Diversity of play: Games – Cultures – Identities, Digital Games Research Association , 2015, p. 1-12Conference paper (Refereed)
    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.

  • 2905.
    Warpefelt, Henrik
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Mind the Gap: Exploring the social capability of non-player characters2013Licentiate thesis, comprehensive summary (Other academic)
    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.

  • 2906.
    Warpefelt, Henrik
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    The Non-Player Character: Exploring the believability of NPC presentation and behavior2016Doctoral thesis, comprehensive summary (Other academic)
    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.

  • 2907.
    Warpefelt, Henrik
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Johansson, Magnus
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Verhagen, Harko
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Analyzing the believability of game character behavior using the Game Agent Matrix2014In: Proceedings of DiGRA 2013: DeFragging Game Studies, Digital Games Research Association , 2014, p. 1-11Conference paper (Refereed)
    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.

  • 2908.
    Warpefelt, Henrik
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Strååt, Björn
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    A method for comparing NPC social ability2012Conference paper (Refereed)
    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.

  • 2909.
    Warpefelt, Henrik
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Strååt, Björn
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Breaking immersion by creating social unbelievabilty2013Conference paper (Refereed)
    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.

  • 2910.
    Warpefelt, Henrik
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Verhagen, Harko
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    A model of non-player character believabilityManuscript (preprint) (Other academic)
    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.

  • 2911.
    Warpefelt, Henrik
    et al.
    Uppsala University, Sweden.
    Verhagen, Harko
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    A model of non-player character believability2017In: Journal of Gaming & Virtual Worlds, ISSN 1757-191X, E-ISSN 1757-1928, Vol. 9, no 1, p. 39-53Article in journal (Refereed)
    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.

  • 2912.
    Warpefelt, Henrik
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Verhagen, Harko
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    A typology of non-player characters2016Manuscript (preprint) (Other academic)
    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.

  • 2913.
    Warpefelt, Henrik
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Verhagen, Harko
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Towards an updated typology of non-player character roles2015In: 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 , 2015Conference paper (Refereed)
    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.

  • 2914.
    Wattanasin, Nattawan
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Semantic Transformation Rules and Patterns (STRP) Method: The Method Transforming Relational Databases to Ontologies2007Student thesis (Other (popular science, discussion, etc.))
    Abstract [en]

    Since the early day, when we invented Information Systems, database is a crucial component. Organizations store millions of organizational information in the database. In information age, not only constructing new knowledge acquires competitive advantage in business but also sharing and reusing knowledge. Ontology is intended to formally and explicitly represent, share, and reuse knowledge. Also, an introduction of the Semantic Web technologies leads organizations moving toward the semantic aspects of information and processes. The semantic information carries deeper meaning than just rearranging data. Hence, this work proposes a method to conduct a semantic transformation of organizational information residing in relational databases to ontologies. The method provides a stepwise guideline from selecting the source database to a stage that an ontology is generated. It also provides a set of transformation rules and patterns helping with the meaningful transformation. In addition, it gives out a framework for realizing the efficacy of the proposed method. The results produced from the research are the Semantic Learning Rules and Pattern method and the Semantic Transformation framework. The proposed method tackles a need in semantic transformation approach while, the framework helps to realize the utility of the proposed method.

  • 2915.
    Weegar, Rebecka
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Casillas, Arantza
    Diaz de Ilarraza, Arantza
    Oronoz, Maite
    Pérez, Alicia
    Gojenola, Koldo
    The impact of simple feature engineering in multilingual medical NER2016In: Proceedings of the Clinical Natural Language Processing Workshop (ClinicalNLP), 2016, article id W16-4201Conference paper (Refereed)
    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.

  • 2916.
    Weegar, Rebecka
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Dalianis, Hercules
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Creating a rule based system for text mining of Norwegian breast cancer pathology reports2015In: LOUHI, Association for Computational Linguistics , 2015Conference paper (Refereed)
    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.

  • 2917.
    Weegar, Rebecka
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Kalle, Åström,
    Lunds Universitet, , .
    Pierre, Nugues,
    Lunds Universitet, , .
    Linking Entities Across Images and Text2015In: CoNLL, Association for Computational Linguistics , 2015Conference paper (Refereed)
  • 2918.
    Weegar, Rebecka
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Kvist, Maria
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences. Karolinska Institutet, Sweden.
    Sundström, Karin
    Brunak, Søren
    Dalianis, Hercules
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Finding Cervical Cancer Symptoms in Swedish Clinical Text using a Machine Learning Approach and NegEx2015In: AMIA Annual Symposium Proceedings, American Medical Informatics Association , 2015, p. 1296-1305Conference paper (Refereed)
    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.

  • 2919.
    Weegar, Rebecka
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Nygård, Jan F.
    Dalianis, Hercules
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Efficient Encoding of Pathology Reports Using Natural Language Processing2017In: Proceedings of the International Conference Recent Advances in Natural Language Processing, RANLP 2017 / [ed] Galia Angelova, Kalina Bontcheva, Ruslan Mitkov, Ivelina Nikolova, Irina Temnikova, Association for Computational Linguistics, 2017, p. 778-783Conference paper (Refereed)
    Abstract [en]

    In this article we present a system that extracts information from pathology reports. The reports are written in Norwegian and contain free text describing prostate biopsies. Currently, these reports are manually coded for research and statistical purposes by trained experts at the Cancer Registry of Norway where the coders extract values for a set of predefined fields that are specific for prostate cancer. The presented system is rule based and achieves an average F-score of 0.91 for the fields Gleason grade, Gleason score, the number of biopsies that contain tumor tissue, and the orientation of the biopsies. The system also identifies reports that contain ambiguity or other content that should be reviewed by an expert. The system shows potential to encode the reports considerably faster, with less resources, and similar high quality to the manual encoding.

  • 2920.
    Weegar, Rebecka
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Pérez, Alicia
    Dalianis, Hercules
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Gojenola, Koldo
    Casillas, Arantza
    Oronoz, Maite
    Ensembles for clinical entity extraction2018In: Revista de Procesamiento de Lenguaje Natural (SEPLN), ISSN 1135-5948, E-ISSN 1989-7553, no 60, p. 13-20Article in journal (Refereed)
    Abstract [en]

    Health records are a valuable source of clinical knowledge and Natural Language Processing techniques have previously been applied to the text in health records for a number of applications. Often, a first step in clinical text processing is clinical entity recognition; identifying, for example, drugs, disorders, and body parts in clinical text. However, most of this work has focused on records in English. Therefore, this work aims to improve clinical entity recognition for languages other than English by comparing the same methods on two different languages, specifically by employing ensemble methods. Models were created for Spanish and Swedish health records using SVM, Perceptron, and CRF and four different feature sets, including unsupervised features. Finally, the models were combined in ensembles. Weighted voting was applied according to the models individual F-scores. In conclusion, the ensembles improved the overall performance for Spanish and the precision for Swedish.

  • 2921.
    Weerasinghe, Thushani
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences. University of Colombo.
    Designing Online Courses for Individual and Collaborative Learning: A study of a virtual learning environment based in Sri Lanka2015Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    Online courses of distance learning programmes at universities are designed considering the characteristics and needs of their adult learners. Basically, there are two types of learners in an online course: individual learners and collaborative learners. Designing for learner satisfaction and learning effectiveness for both types of learners is challenging. In fact, previous research has noted that many online courses fail due to poor design. As a solution, researchers have identified instructional design principles that can guide the design of successful online courses. However, these principles lack detailed information to apply them in contexts different from where they had been identified. This consideration raises a question: how does one adapt the existing design principles to design online courses that promote both individual and collaborative learning, particularly in contexts where online courses are supposed to be conducted with minimal teacher support? In the present research, this question is addressed via two sub-research questions: (1) which course components and their design features can promote learners’ satisfaction, perceived learning, and learning effectiveness, and (2) which course components and their design features can stimulate inquiry-based learning and peer-teaching? The research was carried out in the field of educational design research with sets of students and instructional designers of a virtual learning environment prepared for a university-level degree programme in Sri Lanka. Referring to the findings of this research, the thesis discusses how to design online courses that promote both individual and collaborative learning. Further, based on the findings, the thesis presents a set of design principles and guidelines to promote both individual and collaborative learning in online courses that are on information technology related subjects and prepared for distance learning programmes.

  • 2922.
    Weerasinghe, Thushani A.
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences. University of Colombo, Sri Lanka.
    Hewagamge, Kamalanath
    University of Colombo, Sri Lanka.
    Ramberg, Robert
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Re-evaluation of community of inquiry model with its metacognitive presence construct2012In: The International Journal on Advances in ICT for Emerging Regions, ISSN 1800-4156, Vol. 5, no 4, p. 1-13Article in journal (Refereed)
    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.

  • 2923.
    Weerasinghe, Thushani A.
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences. University of Colombo, Sri Lanka.
    Ramberg, Robert
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Hewagamage, Kamalanath P.
    University of Colombo, Sri Lanka.
    An Empirical Study: A success story of effectiveness of an OLE2008In: Proceedings of International Conference on Computer Aided Learning (ICL) 2008 / [ed] Michael E. Auer, 2008, p. 1(10)-10(10)Conference paper (Refereed)
    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.

  • 2924.
    Weerasinghe, Thushani A.
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Ramberg, Robert
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Hewagamage, Kamalanath P.
    University of Colombo School of Computing, Sri Lanka.
    Designing Online Learning Environments for Distance Learning2009In: International Journal of Instructional Technology and Distance Learning, ISSN 1550-6908, Vol. 6, no 3Article in journal (Refereed)
    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.

  • 2925.
    Weerasinghe, Thushani A.
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences. University of Colombo, Sri Lanka.
    Ramberg, Robert
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Hewagamage, Kamalanath P.
    University of Colombo, Sri Lanka.
    Student led inquiry-based learning2014In: International journal of education and information technologies, ISSN 2074-1316, Vol. 8, p. 265-275Article in journal (Refereed)
    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.

  • 2926.
    Weerasinghe, Thushani Alwis
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Learner satisfaction, learning effectiveness and instructional design2009Licentiate thesis, comprehensive summary (Other academic)
  • 2927.
    Weerasinghe, Thushani Alwis
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Ramberg, Robert
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Hewagamage, K. P.,
    Learners' Satisfaction, Learning Style Preferences and Effectiveness of an OLE2008In: International Journal on Emerging Technologies in Learning (iJET), Vol. 3Article in journal (Refereed)
  • 2928.
    Weerasinghe, Thushani Alwis
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences. University of Colombo, Sri Lanka.
    Ramberg, Robert
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Hewagamage, Kamalanath Priyantha
    University of Colombo, Sri Lanka.
    Inquiry-Based Learning With or Without Facilitator Interactions2012In: Journal of Distance Education, ISSN 0830-0445, Vol. 26, no 2Article in journal (Refereed)
    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.

  • 2929.
    Weerasinghe, Thushani Alwis
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences. University of Colombo, Sri Lanka.
    Ramberg, Robert
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Hewagamage, Kamalanath Priyantha
    University of Colombo, Sri Lanka.
    Learners' satisfaction, learning style preferences and effective use of an OLE2008In: International Journal of Emerging Technologies in Learning, ISSN 1863-0383, Vol. 3, p. 77-85Article in journal (Refereed)
    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.

  • 2930.
    Weerasinghe, Thushani
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Ramberg, Robert
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Hewagamage, Kamalanath
    Designing a peer-teaching activity to promote inquiry-based learning2013In: Mathematics and Computers in Contemporary Science: Proceedings / [ed] Reinhard Neck, WSEAS Press , 2013, p. 34-43Conference paper (Refereed)
    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.

  • 2931. Weigand, Hans
    et al.
    Andersson, Birger
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Jayasinghe Arachchig, Jeewanie
    Bergholtz, Maria
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Johannesson, Paul
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Closing the User-Centric Service Coordination Cycle by Means of Coordination Services2011Conference paper (Other academic)
  • 2932. Weigand, Hans
    et al.
    Andersson, Birger
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Johannesson, Paul
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Bergholtz, Maria
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Jayasinghe Arachchig, Jeewanie
    Closing the User-Centric Service Coordination Cycle2010In: Proc. of the 22nd International Conference on Advanced Information Systems Engineering (CAiSE'10) Forum, Springer Verlag , 2010Conference paper (Other academic)
  • 2933. Weigand, Hans
    et al.
    Andersson, Birger
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Johannesson, Paul
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Bergholtz, Maria
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Jayasinghe Arachchig, Jeewanie
    Describing Coordination Services with REA2010In: Proc. of the 5th International Workshop on Business/IT Alignment and Interoperability (BUSITAL'10), CEUR , 2010Conference paper (Other academic)
  • 2934. Weigand, Hans
    et al.
    Johannesson, Paul
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Andersson, Birger
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    A Petri Net Specification of the REA Business Ontology2016In: 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, p. 49-56Conference paper (Refereed)
    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.

  • 2935. Weigand, Hans
    et al.
    Johannesson, Paul
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Andersson, Birger
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    The Value of a Meta Perspective in Social Innovation2016In: 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, p. 50-64Conference paper (Refereed)
    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.

  • 2936. Weigand, Hans
    et al.
    Johannesson, Paul
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Andersson, Birger
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Bergholtz, Maria
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Value-based Service Modeling and Design: Toward a Unified View of Services2009In: Proc. of the 21st International Conference on Advanced Information Systems (CAiSE09), 2009Conference paper (Refereed)
  • 2937. Weigand, Hans
    et al.
    Johannesson, Paul
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Andersson, Birger
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Bergholtz, Maria
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Bukhsh, Faiza
    Conceptualizing Auditability2013In: Proceedings of the CAiSE'13 Forum / [ed] Rébecca Deneckère, Henderik A. Proper, 2013, p. 49-56Conference paper (Refereed)
    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.

  • 2938. Weigand, Hans
    et al.
    Johannesson, Paul
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Andersson, Birger
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Bergholtz, Maria
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Edirisuriya, Ananda
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Ilayperuma, Tharaka
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Value Object Analysis and the Transformation from Value Model to Process Model2007In: Enterprise Interoperability: New Challenges and Approaches / [ed] Doumeingts, Guy et al., 2007, p. 55-65Conference paper (Other academic)
  • 2939. Weigand, Hans
    et al.
    Johannesson, Paul
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences. Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences. Data- och Systemvetenskap. Informationssystem.
    Andersson, Birger
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences. Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences. Data- och Systemvetenskap. Informationssystem.
    Bergholtz, Maria
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences. Informationssystem.
    Edirisuriya, Ananda
    Ilayperuma, Tharaka
    Zdravkovic, Jelena
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences. Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences. Informationssystem. Tillämpad IT med entreprenörskap.
    A Unified Architecture for Value-Driven Service Design2008In: Proc. 3rd Intl. Workshop on Business/IT-Alignment and Interoperability (BUSITAL'08), 2008Conference paper (Other academic)
  • 2940. Weigand, Hans
    et al.
    Johannesson, Paul
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Andersson, Birger
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Bergholtz, Maria
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Edirisuriya, E. A. Terrence Ananda
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Ilayperuma, Tharaka
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    On the Notion of Value Object2006In: Proceedings of the 18th Conference on Advanced Information Systems Engineering (CAiSE'06), Luxembourg, 2006Conference paper (Other academic)
  • 2941. Weigand, Hans
    et al.
    Johannesson, Paul
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences. Informationssystem.
    Andersson, Birger
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences. Informationssystem.
    Edirisuriya, Ananda
    Bergholtz, Maria
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences. Informationssystem.
    Ilayperuma, Tharaka
    Strategic Analysis using Value Modelling - the C3-Value Approach2007In: Proceedings of the 40th Hawaii International Conference on System Sciences (HICSS-40), 2007Conference paper (Other academic)
  • 2942.
    Weigand, Hans
    et al.
    Tilburg University, , .
    Johannesson, Paul
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Andersson, Birger
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Jayasinghe Arachchig, Jeewanie
    Tilburg Univresity, , .
    Bergholtz, Maria
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Management Services - A Framework for Design2011Conference paper (Refereed)
  • 2943. Weigand, Hans
    et al.
    Johannesson, Paul
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Bergholtz, Maria
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Accounting for service value - An ontological approach2015In: 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, 2015Conference paper (Refereed)
    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.

  • 2944. Weilenmann, Alexandra
    et al.
    Juhlin, Oskar
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences. Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences. Kommunikation och kognition. Mobile Life.
    Hunting for Fun: Solitude and Attentiveness in Collaboration2008In: Proceedings of Computer Supported Cooperative Work, CSCW'08, 2008Conference paper (Other academic)
  • 2945.
    Weilenmann, Alexandra
    et al.
    Göteborg University, , .
    Juhlin, Oskar
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Time to Revisit Mobility in Mobile HCI?2011In: Proceedings of the 13th International Conference on Human Computer Interaction with Mobile Devices and Services, 2011Conference paper (Refereed)
  • 2946.
    Weilenmann, Alexandra
    et al.
    Göteborg University, , .
    Juhlin, Oskar
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Understanding People and Animals: On Ordinary Human-Canine Interaction and the Use of a Positioning System in the Wild2011In: 29th ACM Conference on Human Factors in Computing Systems, 2011Conference paper (Refereed)
    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.

  • 2947. Weilenmann, Alexandra
    et al.
    Säljö, Roger
    Engström, Arvid
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Mobile Video Literacy: Negotiating the Use of a New Visual Technology2014In: Personal and Ubiquitous Computing, ISSN 1617-4909, E-ISSN 1617-4917, Vol. 18, no 3, p. 737-752Article in journal (Refereed)
    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.

  • 2948. Weiner, Carina Kruger
    et al.
    Skalen, Maya
    Harju-Jeanty, Dick
    Heymann, Robert
    Rosen, Annika
    Fors, Uno
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Lund, Bodil
    Implementation of a Web-Based Patient Simulation Program to Teach Dental Students in Oral Surgery2016In: Journal of Dental Education, ISSN 0022-0337, E-ISSN 1930-7837, Vol. 80, no 2, p. 133-140Article in journal (Refereed)
    Abstract [en]

    The aim of this study was to evaluate a web-based simulation of patients (Web-SP) program on learning skills in clinical reasoning and patient evaluation in the oral surgery education of third-year dental students. A secondary aim was to investigate the program's effect on students' learning, knowledge, and attitudes towards virtual patient simulations. Authentic virtual oral surgery patient cases were created at a dental school in Sweden using the Web-SP platform. The Web-SP program was introduced in a two-hour seminar. A 20 -minute pre-seminar test (test A) was administered to assess the students' knowledge of oral surgery prior to experiencing the Web-SP program. Ten days after the seminar, another test (test B) was administered to evaluate the increase in oral surgery knowledge as a result of using the program, and an emailed survey of the students was conducted. Of 70 students in the course, 67 (95.7%) agreed to participate in the study and took test A; of these, 59 (88%) took test B. Of the 59 students who took both tests, 28 (42%) completed the survey. The results of the two tests showed a statistically significant increase in knowledge, which was in accordance with the learning goals (p<0.0001). The survey results showed that the students had a positive attitude towards the teaching method. In this study, Web-SP was found to be a valuable tool for teaching clinical reasoning and patient evaluation in an undergraduate oral surgery education setting by improving learning outcomes in comparison with traditional teaching alone.

  • 2949. Westin, Fredrik
    et al.
    Koroorian, Saam
    Jonson, Marcus
    Kajko-Mattsson, Miroslawa E J
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Lesson Learned from Attempts to Implement Daily Build2004In: Conference on Software Maintenance and Reengineering, 2004Conference paper (Refereed)
  • 2950.
    Westin, Thomas
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    500 gamers access2010In: Computer Games, Multimedia and Allied Technology 10 Proceedings, 2010Conference paper (Refereed)
56575859606162 2901 - 2950 of 3134
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