Endre søk
Begrens søket
57585960616263 2951 - 3000 of 3180
RefereraExporteraLink til resultatlisten
Permanent link
Referera
Referensformat
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Annet format
Fler format
Språk
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Annet språk
Fler språk
Utmatningsformat
  • html
  • text
  • asciidoc
  • rtf
Treff pr side
  • 5
  • 10
  • 20
  • 50
  • 100
  • 250
Sortering
  • Standard (Relevans)
  • Forfatter A-Ø
  • Forfatter Ø-A
  • Tittel A-Ø
  • Tittel Ø-A
  • Type publikasjon A-Ø
  • Type publikasjon Ø-A
  • Eldste først
  • Nyeste først
  • Skapad (Eldste først)
  • Skapad (Nyeste først)
  • Senast uppdaterad (Eldste først)
  • Senast uppdaterad (Nyeste først)
  • Disputationsdatum (tidligste først)
  • Disputationsdatum (siste først)
  • Standard (Relevans)
  • Forfatter A-Ø
  • Forfatter Ø-A
  • Tittel A-Ø
  • Tittel Ø-A
  • Type publikasjon A-Ø
  • Type publikasjon Ø-A
  • Eldste først
  • Nyeste først
  • Skapad (Eldste først)
  • Skapad (Nyeste først)
  • Senast uppdaterad (Eldste først)
  • Senast uppdaterad (Nyeste først)
  • Disputationsdatum (tidligste først)
  • Disputationsdatum (siste først)
Merk
Maxantalet träffar du kan exportera från sökgränssnittet är 250. Vid större uttag använd dig av utsökningar.
  • 2951.
    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) (Annet vitenskapelig)
    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.

  • 2952.
    Warpefelt, Henrik
    et al.
    Uppsala University, Sweden.
    Verhagen, Harko
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    A model of non-player character believability2017Inngår i: Journal of Gaming & Virtual Worlds, ISSN 1757-191X, E-ISSN 1757-1928, Vol. 9, nr 1, s. 39-53Artikkel i tidsskrift (Fagfellevurdert)
    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.

  • 2953.
    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) (Annet vitenskapelig)
    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.

  • 2954.
    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 roles2015Inngår 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 , 2015Konferansepaper (Fagfellevurdert)
    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.

  • 2955.
    Wattanasin, Nattawan
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Semantic Transformation Rules and Patterns (STRP) Method: The Method Transforming Relational Databases to Ontologies2007Oppgave (Annet (populærvitenskap, debatt, mm))
    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.

  • 2956.
    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 NER2016Inngår i: Proceedings of the Clinical Natural Language Processing Workshop (ClinicalNLP), 2016, artikkel-id W16-4201Konferansepaper (Fagfellevurdert)
    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.

  • 2957.
    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 reports2015Inngår i: LOUHI, Association for Computational Linguistics , 2015Konferansepaper (Fagfellevurdert)
    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.

  • 2958.
    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 Text2015Inngår i: CoNLL, Association for Computational Linguistics , 2015Konferansepaper (Fagfellevurdert)
  • 2959.
    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 NegEx2015Inngår i: AMIA Annual Symposium Proceedings, American Medical Informatics Association , 2015, s. 1296-1305Konferansepaper (Fagfellevurdert)
    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.

  • 2960.
    Weegar, Rebecka
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Nygård, Jan F.
    Dalianis, Hercules
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Efficient Encoding of Pathology Reports Using Natural Language Processing2017Inngår i: 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, s. 778-783Konferansepaper (Fagfellevurdert)
    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.

  • 2961.
    Weegar, Rebecka
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Pérez, Alicia
    Dalianis, Hercules
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Gojenola, Koldo
    Casillas, Arantza
    Oronoz, Maite
    Ensembles for clinical entity extraction2018Inngår i: Revista de Procesamiento de Lenguaje Natural (SEPLN), ISSN 1135-5948, E-ISSN 1989-7553, nr 60, s. 13-20Artikkel i tidsskrift (Fagfellevurdert)
    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.

  • 2962.
    Weerasinghe, Thushani
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. University of Colombo.
    Designing Online Courses for Individual and Collaborative Learning: A study of a virtual learning environment based in Sri Lanka2015Doktoravhandling, med artikler (Annet vitenskapelig)
    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.

  • 2963.
    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 construct2012Inngår i: The International Journal on Advances in ICT for Emerging Regions, ISSN 1800-4156, Vol. 5, nr 4, s. 1-13Artikkel i tidsskrift (Fagfellevurdert)
    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.

  • 2964.
    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 OLE2008Inngår i: Proceedings of International Conference on Computer Aided Learning (ICL) 2008 / [ed] Michael E. Auer, 2008, s. 1(10)-10(10)Konferansepaper (Fagfellevurdert)
    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.

  • 2965.
    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 Learning2009Inngår i: International Journal of Instructional Technology and Distance Learning, ISSN 1550-6908, Vol. 6, nr 3Artikkel i tidsskrift (Fagfellevurdert)
    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.

  • 2966.
    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 learning2014Inngår i: International journal of education and information technologies, ISSN 2074-1316, Vol. 8, s. 265-275Artikkel i tidsskrift (Fagfellevurdert)
    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.

  • 2967.
    Weerasinghe, Thushani Alwis
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Learner satisfaction, learning effectiveness and instructional design2009Licentiatavhandling, med artikler (Annet vitenskapelig)
  • 2968.
    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 OLE2008Inngår i: International Journal on Emerging Technologies in Learning (iJET), Vol. 3Artikkel i tidsskrift (Fagfellevurdert)
  • 2969.
    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 Interactions2012Inngår i: Journal of Distance Education, ISSN 0830-0445, Vol. 26, nr 2Artikkel i tidsskrift (Fagfellevurdert)
    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.

  • 2970.
    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 OLE2008Inngår i: International Journal of Emerging Technologies in Learning, ISSN 1863-0383, Vol. 3, s. 77-85Artikkel i tidsskrift (Fagfellevurdert)
    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.

  • 2971.
    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 learning2013Inngår i: Mathematics and Computers in Contemporary Science: Proceedings / [ed] Reinhard Neck, WSEAS Press , 2013, s. 34-43Konferansepaper (Fagfellevurdert)
    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.

  • 2972. Wehn, Uta
    et al.
    Joshi, Somya
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Pfeiffer, Ellen
    Anema, Kim
    Gharesifard, Mohammad
    Momani, Abeer
    Addressing the social dimensions of citizen observatories: The Ground Truth 2.0 socio-technical approach for sustainable implementation of citizen observatories2017Inngår i: 19th EGU General Assembly, EGU2017: Proceedings, European Geosciences Union (EGU), 2017, Vol. 19, s. 2989-2989Konferansepaper (Annet vitenskapelig)
    Abstract [en]

    Owing to ICT-enabled citizen observatories, citizens can take on new roles in environmental monitoring, decision making and co-operative planning, and environmental stewardship. And yet implementing advanced citizen observatories for data collection, knowledge exchange and interactions to support policy objectives is neither always easy nor successful, given the required commitment, trust, and data reliability concerns. Many efforts are facing problems with the uptake and sustained engagement by citizens, limited scalability, unclear long-term sustainability and limited actual impact on governance processes. Similarly, to sustain the engagement of decision makers in citizen observatories, mechanisms are required from the start of the initiative in order to have them invest in and, hence, commit to and own the entire process. In order to implement sustainable citizen observatories, these social dimensions therefore need to be soundly managed. We provide empirical evidence of how the social dimensions of citizen observatories are being addressed in the Ground Truth 2.0 project, drawing on a range of relevant social science approaches. This project combines the social dimensions of citizen observatories with enabling technologies - via a socio-technical approach - so that their customisation and deployment is tailored to the envisaged societal and economic impacts of the observatories. The projects consists of the demonstration and validation of six scaled up citizen observatories in real operational conditions both in the EU and in Africa, with a specific focus on flora and fauna as well as water availability and water quality for land and natural resources management. The demonstration cases (4 EU and 2 African) cover the full 'spectrum' of citizen-sensed data usage and citizen engagement, and therefore allow testing and validation of the socio-technical concept for citizen observatories under a range of conditions.

  • 2973. 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 Services2011Konferansepaper (Annet vitenskapelig)
  • 2974. 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 Cycle2010Inngår i: Proc. of the 22nd International Conference on Advanced Information Systems Engineering (CAiSE'10) Forum, Springer Verlag , 2010Konferansepaper (Annet vitenskapelig)
  • 2975. 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 REA2010Inngår i: Proc. of the 5th International Workshop on Business/IT Alignment and Interoperability (BUSITAL'10), CEUR , 2010Konferansepaper (Annet vitenskapelig)
  • 2976. 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 Ontology2016Inngår 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. 49-56Konferansepaper (Fagfellevurdert)
    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.

  • 2977. 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 Innovation2016Inngår 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. 50-64Konferansepaper (Fagfellevurdert)
    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.

  • 2978. 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.
    Value-based Service Modeling and Design: Toward a Unified View of Services2009Inngår i: Proc. of the 21st International Conference on Advanced Information Systems (CAiSE09), 2009Konferansepaper (Fagfellevurdert)
  • 2979. 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 Auditability2013Inngår i: Proceedings of the CAiSE'13 Forum / [ed] Rébecca Deneckère, Henderik A. Proper, 2013, s. 49-56Konferansepaper (Fagfellevurdert)
    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.

  • 2980. 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.
    Edirisuriya, Ananda
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Ilayperuma, Tharaka
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Value Object Analysis and the Transformation from Value Model to Process Model2007Inngår i: Enterprise Interoperability: New Challenges and Approaches / [ed] Doumeingts, Guy et al., 2007, s. 55-65Konferansepaper (Annet vitenskapelig)
  • 2981. Weigand, Hans
    et al.
    Johannesson, Paul
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. Data- och Systemvetenskap. Informationssystem.
    Andersson, Birger
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. Data- och Systemvetenskap. Informationssystem.
    Bergholtz, Maria
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. Informationssystem.
    Edirisuriya, Ananda
    Ilayperuma, Tharaka
    Zdravkovic, Jelena
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. Informationssystem. Tillämpad IT med entreprenörskap.
    A Unified Architecture for Value-Driven Service Design2008Inngår i: Proc. 3rd Intl. Workshop on Business/IT-Alignment and Interoperability (BUSITAL'08), 2008Konferansepaper (Annet vitenskapelig)
  • 2982. 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.
    Edirisuriya, E. A. Terrence Ananda
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Ilayperuma, Tharaka
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    On the Notion of Value Object2006Inngår i: Proceedings of the 18th Conference on Advanced Information Systems Engineering (CAiSE'06), Luxembourg, 2006Konferansepaper (Annet vitenskapelig)
  • 2983. Weigand, Hans
    et al.
    Johannesson, Paul
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. Informationssystem.
    Andersson, Birger
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. Informationssystem.
    Edirisuriya, Ananda
    Bergholtz, Maria
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. Informationssystem.
    Ilayperuma, Tharaka
    Strategic Analysis using Value Modelling - the C3-Value Approach2007Inngår i: Proceedings of the 40th Hawaii International Conference on System Sciences (HICSS-40), 2007Konferansepaper (Annet vitenskapelig)
  • 2984.
    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 Design2011Konferansepaper (Fagfellevurdert)
  • 2985. 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 approach2015Inngår 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, 2015Konferansepaper (Fagfellevurdert)
    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.

  • 2986. Weilenmann, Alexandra
    et al.
    Juhlin, Oskar
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. Kommunikation och kognition. Mobile Life.
    Hunting for Fun: Solitude and Attentiveness in Collaboration2008Inngår i: Proceedings of Computer Supported Cooperative Work, CSCW'08, 2008Konferansepaper (Annet vitenskapelig)
  • 2987.
    Weilenmann, Alexandra
    et al.
    Göteborg University, , .
    Juhlin, Oskar
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Time to Revisit Mobility in Mobile HCI?2011Inngår i: Proceedings of the 13th International Conference on Human Computer Interaction with Mobile Devices and Services, 2011Konferansepaper (Fagfellevurdert)
  • 2988.
    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 Wild2011Inngår i: 29th ACM Conference on Human Factors in Computing Systems, 2011Konferansepaper (Fagfellevurdert)
    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.

  • 2989. 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 Technology2014Inngår i: Personal and Ubiquitous Computing, ISSN 1617-4909, E-ISSN 1617-4917, Vol. 18, nr 3, s. 737-752Artikkel i tidsskrift (Fagfellevurdert)
    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.

  • 2990. Weiner, Carina Kruger
    et al.
    Skalen, Maya
    Harju-Jeanty, Dick
    Heymann, Robert
    Rosen, Annika
    Fors, Uno
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Lund, Bodil
    Implementation of a Web-Based Patient Simulation Program to Teach Dental Students in Oral Surgery2016Inngår i: Journal of Dental Education, ISSN 0022-0337, E-ISSN 1930-7837, Vol. 80, nr 2, s. 133-140Artikkel i tidsskrift (Fagfellevurdert)
    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.

  • 2991. Westin, Fredrik
    et al.
    Koroorian, Saam
    Jonson, Marcus
    Kajko-Mattsson, Miroslawa E J
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Lesson Learned from Attempts to Implement Daily Build2004Inngår i: Conference on Software Maintenance and Reengineering, 2004Konferansepaper (Fagfellevurdert)
  • 2992.
    Westin, Thomas
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    500 gamers access2010Inngår i: Computer Games, Multimedia and Allied Technology 10 Proceedings, 2010Konferansepaper (Fagfellevurdert)
  • 2993.
    Westin, Thomas
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Community Driven Adaptation of Game Based Learning Content for Cognitive Accessibility2016Inngår i: Proceedings of The 10th European Conference on Games Based Learning: The University of the West of Scotland, Paisley, Scotland, 6-7 October 2016 / [ed] Thomas Connolly, Liz Boyle, Academic Conferences Publishing, 2016, s. 781-787Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Computer games have great potential both for learning purposes and to overcome cognitive disabilities such as dyslexia, but many games are unnecessarily inaccessible by design for many gamers. There are few games accessible for people with cognitive impairments and cognition is also less researched regarding game accessibility. This gap is especially problematic when using games in educational contexts; both regarding universal human rights of education and equality but also because understanding content is central in a learning situation. Furthermore, game based learning projects often have very limited budgets, restraining to what extent game content can be adapted by the developers. However, computer games are increasingly required to be accessible due to legislation in the USA, which will benefit all gamers to different degrees. The problem is that adapting content usually requires human intervention and extra resources, which are limited for all game developers but especially so for GBL developers and independent entertainment game developers. Involving the game community could be a possible approach for many developers, but how community driven adaptation of textbased content for cognitive accessibility could be achieved is not a trivial question. A possible approach to close the gap in a sustainable way is a community driven adaption of content such as transforming text into a simplified form, while maintaining meaning of the text and keeping the game balanced. This interdisciplinary, theoretical study discusses these issues based upon academic papers in computer games, learning, social psychology, linguistics, biology, human computer interaction and accessibility. The findings explain what simplified text is and what it means in the context of games, as well as how game balance can be achieved in different approaches of games and learning. Furthermore, the findings are discussed regarding motivations for the game community for contributing with simplified texts, and how to create accessible interfaces for selecting the highest-rated simplified texts. Concluding remarks are that community based adaptation can be preferred to – or be used in conjunction with – automated and/or individual solutions. Also, how to design a ranking system for acknowledging authors is discussed as well as what social psychology techniques can be used to increase user participation. Handling abuse of the system is important, as well as considering different challenges for different forms of games (real-time/turn-based, multi-player/single-player) and different approaches to games and learning. Finally, future work with participatory action research and potential benefits for people with other disabilities is discussed.

  • 2994.
    Westin, Thomas
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Game accessibility case study: Terraformers - a real-time 3D graphic game2004Inngår i: Proc. 5th Intl Conf. on Disability, Virtual Reality and Assoc. Technologies, Whiteknights, Reading, RG6 6AY, UK: Paul Sharkey, Rachel McCrindle & David Brown , 2004Konferansepaper (Fagfellevurdert)
  • 2995.
    Westin, Thomas
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Game Not Over: Accessibility Issues in Video Games2005Inngår i: HCI International 2005: 11th International Conference on Human-Computer Interaction, 2005Konferansepaper (Fagfellevurdert)
  • 2996.
    Westin, Thomas
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Inclusion in digital culture: Issues of formal education and computer games2014Licentiatavhandling, med artikler (Annet vitenskapelig)
    Abstract [en]

    Education is a human right but many pupils in Sweden, especially boys, have trouble of grading in school. Formal education exists to socialise young people in society, which today is characterised by a digital culture, where playing computer games is one of the most common youth activities. However, previous research has shown: barriers of using games in school; different views of games in school (e.g. as tools or culture); and that the potential for social inclusion through games should be investigated further. Related to this, there are also issues of accessibility in games. As the games in this study are commercial products and guidelines exist for how to achieve game accessibility, one issue of game accessibility concerns investment. Thus, the problem in this study is: The barriers of the formal education system related to games as well as the issues of games related to accessibility are obstacles, which have to be addressed from the perspective of inclusion.

    Based on the problem, two questions were investigated. The first question was: -When situations were found where the learning worked, how were meaningful affordances created by the pupils? This was studied with ethnography in an upper secondary education designed for gamers (P2) between 2010 and 2012. P2 was aimed at youth who have had different but significant issues in traditional school, and a strong interest in games. Data was collected with semi-structured interviews, participatory observation and various media files and game environments created by the pupils. Analysis was made iteratively with both abductive and retroductive approaches, where tentative hypotheses were created and rejected along the way. The results show that the pupils’ affordances made them interested in attending formal education, in contrast to their previous school experiences. However, when P2 was transformed into traditional education, the affordances broke down.

    The second question was: - Can implementation of solutions for increased accessibility with focus on cognitive impairments give return on investment for game developers? A web-based survey was conducted, sent to ~100 game producers in Sweden and the USA. Based upon previous research with census data of people with disabilities, it was calculated that ~4% of the population (those with cognitive impairments) would benefit from following available game accessibility guidelines. The questions concerned the number of man-hours each of the basic guidelines. The results showed that it would require ~3% of the total budget. As this is less than the number of potential gamers who would benefit from the guidelines, it indicates that return on investment can be achieved. The return on investment is also discussed from goal rational and value rational points of view. Finally, further research is presented.

  • 2997.
    Westin, Thomas
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Inclusive Digital Socialisation: Designs of Education and Computer Games in a Global Context2017Doktoravhandling, med artikler (Annet vitenskapelig)
    Abstract [en]

    Digital socialisation is to learn the ways of living online, across national borders, local cultures and societies and has to be inclusive for equal participation. Conditions for this socialisation process are different due to both local and individual limitations. In a high-income country like Sweden, playing computer games are one of the most common practices for digital socialisation among youth online (digital youth), but rarely in school with teachers. Thus, there is limited institutionalised support taking responsibility for the socialisation process online of digital youth. As contrast, in a lower middle-income country like Sri Lanka, telecentres provide holistic community services with free access to computer hardware and sometimes also Internet to bridge an internal digital divide. However, there are still several barriers for inclusive digital socialisation, such as shortage of teachers, infrastructure, accessibility and a language barrier. The problem is that digital youth have to overcome barriers for inclusive digital socialisation, often with limited institutionalised support. Game oriented education (GOE) is a potential approach to bridge these barriers. Thematic questions were: How can environments for inclusive digital socialisation be designed for digital youth who: T1) are gamers that are excluded in school; T2) are living in underprivileged communities; and/or T3) have disabilities and play games? A related thematic main question is: T4) how can education about game accessibility be designed for game developers? Within a design science framework, ethnography showed that GOE with entertainment games enabled gamers excluded in Swedish schools to be included, but could not be sustained by the schools. GOE workshops about programming were a possible way to raise awareness about ICT opportunities at Sri Lankan telecentres. Furthermore, a game prototype for deaf versus blind was demonstrated in workshops within formal education settings in Sweden and Sri Lanka, exploring a design method. Finally, two international online surveys provided data for designing a game accessibility curriculum framework, based upon opinions from researchers and game developers. Conclusions are that GOE may be an environment for inclusive digital socialisation, if it is: 1) sustained in the educational social system; 2) enabled within limits of ICTD; and 3) accessible for digital youth with disabilities. The latter requires: 4) education for game developers. This thesis shows how these requirements may be fulfilled, enabling GOE as a design to achieve inclusive digital socialisation in a global context.

  • 2998.
    Westin, Thomas
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Large Scale Game Accessibility: A survey of possible engine independent solutions2012Inngår i:  :  , 2012Konferansepaper (Annet vitenskapelig)
    Abstract [en]

    This was a keynote presentation at the International Conference on Translation and Accessibility in Video Games and Virtual Worlds. Computer games use various modalities for interaction, depending on e.g. the platform or game genre. Keys or buttons (mouse, keyboard, controllers etc), gestures (joystick, mouse, body), voice commands, speech feedback (samples or syntheziser), interactive music, haptics, biofeedback (EMG, EEG, EOG signals). The list goes on. The Sony Playstation Eyetoy and Singstar, the Nintendo Wii, the Apple iPhone and the Microsoft Kinect are all examples of commercial success for multimodal interaction. Multimodality has reached the masses thanks to this development of consumer affordable hardware. Game accessibility relies on multimodal interaction. Sight disabled gamers use e.g. braille, speech synthezis, voice commands and spatial audio to interact with games. Gamers with mobility or dexterity disabilities use a range of different special or modified hardware controllers. Deaf gamers rely on subtitles, closed captioning, visualization of sounds or modifications to represent audio with haptics. Some solutions are included in operative systems while other solutions are more or less affordable. Some solutions require technical expertise by the gamer or by the game developers to implement. Compared with a PC, game consoles and handhelds as well as tablets and phones are harder to adapt due to a more closed system design. On the PC platform accessibility is more independent of the original designer. Game accessibility has been improved by a number of developers and researchers over the years. All of these contributions are important and often done with small or no funding. However, it has proven hard to create accessibility solutions on a large scale, say for an entire game genre across platforms or for all games on a specific platform. Design guidelines exist inspired by the W3C guidelines for web accessibility. Game engines may use XML for various purposes but there is far from a standard markup language across engines and platforms, as is the case with the web. This is one of many reasons a generic approach is harder to implement for games. The question then, is: How may game accessibility be achieved on a large scale for as many disabled as possible, in the near future? Based upon the above some conclusions can be made. Game accessibility may benefit from affordable and common multimodal consumer products. Other available software and hardware on the PC platform may be used to enhance accessibility, e.g. automated translation, analysis and transformation of content to be accessible to the user’s needs. User generated content can be used to improve where the automated approach fails (e.g. Google Translate and corrections by users). A first large-scale attempt should be made for PCs, which are easier to modify than consoles, tablets or phones. This paper presents a concept the author calls engine independence (EI). This means that the accessibility solutions act in parallell to the game, rather than being directly integrated with the game engine. This way, game accessibility solutions may be scaled without the need of standardization.

  • 2999.
    Westin, Thomas
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Return of the Gamer: Perceptions of the Digital Room2012Inngår i: Designs for Learning 2012: 3rd International Conference Exploring Learning Environments. Conference Proceedings, København: Aalborg Universitet København , 2012, s. 171-173Konferansepaper (Annet vitenskapelig)
    Abstract [en]

    This paper presents an ethnographic study of the Digital Room, a secondary education designed for “gamers”. They are pupils who had left school and have a strong interest in digital culture, mainly commercial off-the-shelf (COTS) computer games. The study is based on interviews with, and observations of pupils. The problem of the traditional school is investigated through their perception of what makes the Digital Room work

  • 3000.
    Westin, Thomas
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Bierre, Kevin
    Rochester Institute of Technology, , Department of Interactive Games and Media.
    Gramenos, Dimitris
    Foundation for Research and Technology – Hellas, , .
    Hinn, Michelle
    Pursuit of Happiness Foundation, , .
    Advances in Game Accessibility from 2005 to 20102011Inngår i: HCI International, Florida: Springer , 2011Konferansepaper (Fagfellevurdert)
    Abstract [sv]

    Forskningen inom tillgänglighet för datorspel har ökat markant sedan den undersöktes senast 2005. Detta papper undersöker forskningen som utförts mellan 2005 till 2010. Vi valde en uppsättning papper om ämnen som vi kände representerade hela området, men vi kunde inte inkludera alla papper i området. En sammanfattning av forskningen som vi undersökt presenteras, med förslag på framtida forskning inom tillgänglighet för datorspel. Förhoppningen är att denna summering kan uppmana andra att utföra ytterligare forskning inom detta område.

57585960616263 2951 - 3000 of 3180
RefereraExporteraLink til resultatlisten
Permanent link
Referera
Referensformat
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Annet format
Fler format
Språk
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Annet språk
Fler språk
Utmatningsformat
  • html
  • text
  • asciidoc
  • rtf