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  • 3051.
    Wiklund, Mats
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Behavioural Changes in Students Participating in an Upper Secondary Education Program Using Unmodified Computer Games as the Primary Teaching Tool2005Inngår i: Proceedings of CGAMES 2005, 7:th International Conference on Computer Games, 28-30 November 2005 / [ed] Mehdi, Q., Gough, N., and Natkin S., Wolverhampton: University of Wolverhampton, School of Computing and Information Technologies , 2005, s. 66-73Konferansepaper (Fagfellevurdert)
    Abstract [en]

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

  • 3052.
    Wiklund, Mats
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Computer game use and communication habit changes2007Inngår i: Proceedings of CGAMES 2007. 10:th International Conference on Computer Games: AI, Animation, Mobile, Educational and Serious Games / [ed] Mehdi,Q. and Elmaghraby, A., Wolverhampton: The University of Wolverhampton, School of Computing and Information Technology , 2007, s. 31-38Konferansepaper (Fagfellevurdert)
    Abstract [en]

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

  • 3053.
    Wiklund, Mats
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Game Mediated Communication: Multiplayer Games as the Medium for Computer Based Communication2005Inngår i: Proceedings of DIGRA 2005, Changing Views: Worlds in Play, 2:nd International Digital Games Research Association Conference, June 16:th-20:th, 2005, Vanvouver, Canada.: Digital Games Research Organisation , 2005Konferansepaper (Fagfellevurdert)
    Abstract [en]

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

  • 3054.
    Wiklund, Mats
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Games and Peer-to-Peer File Sharing: Attitudes Towards Illegal Distribution of Computer Games2004Inngår i: Proceedings of CGAIDE 2004, 5:th International Conference on Computer Games, Artificial Intelligence, Design and Education / [ed] Mehdi, Q., and Gough, N., Wolverhampton: The University of Wolverhampton, School of Computing and Information Technology , 2004Konferansepaper (Fagfellevurdert)
    Abstract [en]

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

  • 3055.
    Wiklund, Mats
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Perception of Computer Games in Non-Gaming Contexts2010Doktoravhandling, med artikler (Annet vitenskapelig)
    Abstract [en]

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

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

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

  • 3056.
    Wiklund, Mats
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    The Game Genre Factor in Computer Games Based Learning2006Inngår i: Proceedings of CGAMES 2006, 8:th International Conference on Computer Games, AI and Mobile Systems, 24-27 July 2006, Louisville, Kentucky, USA, 2006Konferansepaper (Fagfellevurdert)
    Abstract [en]

    As the usage of commercial, off-the-shelf computer games as teaching tools are being discussed and empirically studied, the varying properties of different game genres is an important factor that should be taken into account. The possible impact on study results that may be inherent from game genres as such is an issue that needs to be studied in order to assess the potential of using commercial games in a learning situation. To obtain more information on the impact of game genre on a learning environment, an interview study was conducted. Students undertaking their 10:th and 11:th year of study as part of a test project using commercial off-the-shelf computer games of their own choosing as the main teaching tool, were interviewed about their favourite game genres. This was correlated with their study results in the subject of English (as a second language), for students favouring FPS (First Person Shooter) games versus MMORPG:s (Massively Multiplayer On-line Role-Playing Games). Results show that students with MMORPG:s as their favourite game genre (with or without other genres in conjunction) received a higher average number of yearly grades in English (as a second language) than students with FPS games as their favourite game genre.

  • 3057.
    Wiklund, Mats
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Ekenberg, Love
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Going to school in World of Warcraft: Observations from a trial programme using of-the-shelf computer games as learning tools in secondary education2009Inngår i: Designs for Learning, ISSN 1654-7608, Vol. 2, nr 1, s. 36-55Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    The use of commercial, off-the-shelf computer games as teaching tools is an interestingpossibility, but one that may alter the teacher’s role. Unlike specially adapted, gamelike educational software, students’ attitudes toward the learning potential of computer games may be very different in the presence or absence of an accompanying teacher. The purpose of this work is to investigate whether commercial, unmodified computer games have potential as a tool for learning enhancement, whether varying properties of game genres have an impact on study results, and how the students perceive the teachers role in a learning environment using computer games. Twenty-one students, all of them participants in a longer-term trial programme in game-based education, were interviewed concerning their perceptions of the learning environment, their preferred gamegenres, and the outcome of their studies. Our findings show that this form of learningresults in significantly increased knowledge. It also appears that accompanyingteacher activities are important, especially when successfully linked to in-game activities.

  • 3058.
    Wiklund, Mats
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Glimbert, Lars
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Students Perception of a Learning Environment and the Teachers Role While Using Unmodified Computer Games as Learning Tools in Upper Secundary Education2005Inngår i: Proceedings of CGAIMS 2005, 6:th International Conference on Computer Games, AI and Mobile Systems, 27-30 July 2005, Louisville, Kentucky, USA, 2005Konferansepaper (Fagfellevurdert)
    Abstract [en]
    As the usage of computer games as teaching tools are being discussed and empirically studied, the use of unmodified, commercial, off-the-shelf games is an interesting possibility. As this may have implications on the teachers role, possibly requiring it to be different from when using specially adapted game-like education software, the students attitudes towards the learning potential of computer games with and without accompanying teacher efforts are of great interest. To obtain information on how students taking part in game based education perceive their learning environment, an interview study was conducted. Students undertaking their 10:th and 11:th year of study as part of a test project using computer games as the main teaching tool, were interviewed about their perception of the created learning environment. Results show that the students perceive this form of learning as having great potential, giving significantly increased knowledge in the studied areas. When comparing to how learning through games alone is perceived, it becomes clear that accompanying teacher activities are important, especially if linked successfully to in-game activities.
  • 3059.
    Wiklund, Mats
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Mozelius, Peter
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Learning Games or Learning Stimulating Games: An Indirect Approach to Learning Stimulating Effects from Off-the-Shelf Games2013Inngår i: International Journal of Digital Information and Wireless Communications, ISSN 2225-685X, Vol. 3, nr 3, s. 85-95Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

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

  • 3060.
    Wiklund, Mats
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Mozelius, Peter
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Learning Stimulating Effects of Commercial Off-the-Shelf Games2013Inngår i: Proceedings of the fourth international conference on e-learning (ICEL2013), The Society of Digital Information and Wireless Communications (SDIWC) , 2013, s. 38-44Konferansepaper (Fagfellevurdert)
    Abstract [en]

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

  • 3061.
    Wiklund, Mats
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Mozelius, Peter
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Norberg, Lena
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Westin, Thomas
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Inclusion of Disaffected Youth and Avoidance of Stigmatising Remedial Education Groups Through Game-based Learning2014Inngår i: Proceedings of the 8th European Conference on Games Based Learning / [ed] Busch, C., Reading: Academic Conferences Publishing, 2014, s. 128-Konferansepaper (Fagfellevurdert)
    Abstract [en]

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

  • 3062.
    Wiklund, Mats
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Mozelius, Peter
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Westin, Thomas
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Norberg, Lena
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Biometric Belt and Braces for Authentication in Distance Education2016Inngår i: 15th European Conference on e-Learning (ECEL 2016): Proceedings / [ed] Jarmila Novotna, Antonin Jancarik, Academic Conferences Limited, 2016, s. 702-708Konferansepaper (Fagfellevurdert)
    Abstract [en]

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

  • 3063.
    Wiklund, Mats
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Rudenmalm, William
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Norberg, Lena
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Westin, Thomas
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Mozelius, Peter
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Evaluating Educational Games Using Facial Expression Recognition Software: Measurement of Gaming Emotion2015Inngår i: Proceedings of the 9th European conference on game-based learning / [ed] Robin Munkvold, Dr Line Kolås, Reading: Academic Conferences Publishing, 2015Konferansepaper (Fagfellevurdert)
    Abstract [en]

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

  • 3064.
    Wiklund, Mats
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Westin, Thomas
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Norberg, Lena
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Mozelius, Peter
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Mapping of cheat preventing mechanisms between traditional and on-line examination2014Inngår i: DSV writers hut 2014: proceedings / [ed] Gustaf Juell-Skielse, Department of Computer and Systems Sciences, Stockholm University , 2014Konferansepaper (Annet vitenskapelig)
    Abstract [en]

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

  • 3065. Wilson, Max L.
    et al.
    Larsen, Birger
    Hansen, Preben
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Norling, Kristian
    Russell-Rose, Tony
    EuroHCIR2013 - the 3rd European Workshop on Human- Computer Interaction and Information Retrieval2013Inngår i: Proceedings of the 36th international ACM SIGIR conference on Research and development in information retrieval, New York: Association for Computing Machinery (ACM), 2013, s. 1139-1139Konferansepaper (Fagfellevurdert)
    Abstract [en]

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

  • 3066. Wilson, Max L.
    et al.
    Russell-Rose, TonyLarsen, BirgerHansen, PrebenStockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.Norling, Kristian
    Proceedings of the 3rd European Workshop on Human-Computer Interaction and Information Retrieval2013Konferanseproceedings (Fagfellevurdert)
    Abstract [en]

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

  • 3067. Wilson, Max L.
    et al.
    Russell-Rose, TonyLarsen, BirgerHansen, PrebenStockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.Norling, Kristian
    Proceedings of the 3rd European Workshop on Human-Computer Interaction and Information Retrieval: A workshop at ACM SIGIR 20132013Konferanseproceedings (Fagfellevurdert)
  • 3068.
    Winge, Monica
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Collaboration and Coordination Challenges in Patient-Centered Care: Models and Informaion Services2016Doktoravhandling, med artikler (Annet vitenskapelig)
    Abstract [en]

    This thesis reports on research focuses on how to deal with the fact that the organization and processesof today’s health and social care are becoming ever more complex as a consequence of societal trends, including an aging population and an increased reliance on care at home. The overall research goal is to suggest ways in which IT-based solutions can enable and leverage collaboration and coordination insituations where a co-morbid patient is subject to care delivered simultaneously by several different professionals and organizations.

    Patient-centered care is defined as quality health and social care achieved through a partnership between informed and respected patients, their families, and coordinated health and social care teams who conduct care activities according to jointly determined care plans.

    Against a background of several years of research on patient-centered collaborative care using adesign science approach, using techniques such as focus groups, interviews, and document studies, the author of the thesis has further pursued the work in a project named CoCare. Results show that the care required in aging societies is both a social and a technical challenge. Meeting this challenge will require a redesign of today's health and social care processes in order to focus more clearly on patient needs and values, and poses demands on information services allowing to share knowledge of the patient’s health and social situation among involved care providers. An important aspect of the increased complexity is that a single patient may need care from several autonomous care providers in parallel, particularly patients with co-morbidities. This clearly requires effective coordination of care activities, which poses further demands on information services to support this task.

    A set of issues involving patient-centered collaborative care is identified and analyzed. The thesis introduces the notions of the Patient-Centered Care Process (PCCP) and a conglomeration of suchprocesses. A conglomeration comprises a set of PCCPs that concern the same patient, that are overlapping in time, and that share the overall goal of improving and maintaining the health and socialwell-being of the patient. The PCCP is inspired by the well-known PDCA cycle and comprises the four phases of assessing the patient situation (ASSESS), planning care activities (PLAN), performingcare activities (DO) and following up care (CHECK) for the patient. Based on a number of key standards, such as HL7, HISA and CONTsys, the thesis introduces a Patient-Centered Information Model (PCIM). A set of information services, together constituting a Coordination Hub, is proposed. The information services aim to help formal as well as informal carers (including the patient) inconducting care according to the PCCP

    The thesis contributes to a deeper understanding of care processes and suggests ways to achieve patient-centered collaborative care that better contributes to creating value for the patient as an individual.

  • 3069.
    Winge, Monica
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Drougge, Ulrika
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Juell-Skielse, Gustaf
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Implications of Single Point of Contact: municipal case studies2014Inngår i: DSV Writers Hut: proceedings, August 21-22, Åkersberga, Sweden / [ed] Gustaf Juell-Skielse, Stockholm: Department of Computer and Systems Sciences, Stockholm University , 2014Konferansepaper (Annet vitenskapelig)
    Abstract [en]

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

  • 3070.
    Winge, Monica
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Johannesson, Paul
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Perjons, Erik
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Wangler, Benkt
    Managing the Process Conglomeration in Health and Social Care2013Inngår i: HEALTHINF 2013 - Proceedings of the International Conference on Health Informatics / [ed] Deborah Stacey, Jordi Solé-Casals, Ana L. N. Fred, Hugo Gamboa, SciTePress, 2013, s. 374-381Konferansepaper (Fagfellevurdert)
    Abstract [en]

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

  • 3071.
    Winge, Monica
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Johannesson, Paul
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Perjons, Erik
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Wangler, Benkt
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    The coordination hub: Toward patient-centered and collaborative care processes2015Inngår i: Health Informatics Journal, ISSN 1460-4582, E-ISSN 1741-2811, Vol. 21, nr 4, s. 284-305Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

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

  • 3072.
    Winge, Monica
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Lindh-Waterworth, Eva
    Scenario for a patient at home in health and social care2014Inngår i: Journal of Healthcare Leadership, ISSN 1179-3201, E-ISSN 1179-3201, nr 6, s. 51-66Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

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

  • 3073.
    Winge, Monica
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Perjons, Erik
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Wangler, Benkt
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Understanding Care Work and the Coordination of Care Process Conglomerations2015Inngår i: Advances in Conceptual Modeling: ER 2015 Workshops AHA, CMS, EMoV, MoBID, MORE-BI, MReBA, QMMQ, and SCME, Stockholm, Sweden, October 19-22, 2015, Proceedings / [ed] Manfred A. Jeusfeld, Kamalakar Karlapalem, Springer, 2015, s. 26-37Konferansepaper (Fagfellevurdert)
    Abstract [en]

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

  • 3074.
    Winge, Monica
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Wangler, Benkt
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Needs, Requirements, and e-Services for Collaborative and Patient-Centered Care2013Inngår i: BIR 2012. Emerging Topics in Business Informatics Research 2012: Proceedings of the 11th International Conference on perspectives in business informatics research / [ed] Natalia Aseeva, Eduard Babkin, Oleg Kozyrev, 2013, s. 75-91Konferansepaper (Fagfellevurdert)
    Abstract [en]

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

  • 3075.
    Wohed, Petia
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Andersson, Birger
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Meta-Modelling as a Means for Improved Communication and Interoperability - The Case of Frisco2005Konferansepaper (Fagfellevurdert)
  • 3076.
    Wohed, Petia
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Andersson, Birger
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Reconciliation of two Business Modelling Frameworks2005Konferansepaper (Fagfellevurdert)
  • 3077.
    Wohed, Petia
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Andersson, Birger
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    H.M. ter Hofstede, Arthur
    Russell, Nick
    M.P. van der Aalst, Wil
    Patterns-based Evaluation of Open Source BPM Systems: The Cases of jBPM, OpenWFE, and Enhydra Shark2007Rapport (Annet vitenskapelig)
    Abstract [en]

    The abundance of approaches towards business process specification and enactment is well-known and is an ongoing source of confusion. One of the objectives of the Workflow Patterns Initiative is to provide an insight into comparative strenghts and weaknesses of the state-of-the-art in Process Aware Information Systems. Over the past years many approaches to business process specification including commercial offerings, modelling languages, and academic prototypes have been evaluated in terms of the patterns in order to assess their capabilities in terms of expressing control-flow dependencies, data manipulation and resource allocation directives. With the increasing maturity and popularity of open source software it seems opportune to take a closer look at such offerings in the Business Process Management area. This report provides a patterns-based evaluation of three well-known open source workflow management systems: jBPM, OpenWFE, and Enhydra Shark.

  • 3078.
    Wohed, Petia
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Andersson, Birger
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Johannesson, Paul
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Open source workflow systems2010Inngår i: Modern business process automation: YAWL and its support environment / [ed] Arthur H. M. Hofstede, Wil M. P. Aalst, Michael Adams, Nick Russell., Berlin: Springer Berlin/Heidelberg, 2010, s. 401-434Kapittel i bok, del av antologi (Annet vitenskapelig)
  • 3079.
    Wohed, Petia
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. Informationssystem.
    Russel, Nick
    ter Hofstede, Arthur H. M.
    Andersson, Birger
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. Data- och Systemvetenskap. Informationssystem.
    van der Aalst, Wil M. P.
    Open Source Workflow. A Viable Direction for BPM?2008Inngår i: Proceeding of the 20th International Conference on Advanced Information Systems Engineering (CAiSE'08), 2008Konferansepaper (Annet vitenskapelig)
  • 3080.
    Wohed, Petia
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Russell, Nick
    ter Hofstede, Arthur
    Andersson, Birger
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    van der Aalst, Wil
    Patterns-based Evaluation of Open Source BPM Systems: The Cases of jBPM, OpenWFE, and Enhydra Shark2009Inngår i: Information and Software Technology, ISSN 0950-5849, E-ISSN 1873-6025, Vol. 51, nr 8, s. 1187-1216Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    In keeping with the proliferation of free software development initiatives and the increased interest in the business process management domain, many open source workflow and business process management systems have appeared during the last few years and are now under active development. This upsurge gives rise to two important questions: What are the capabilities of these systems? and How do they compare to each other and to their closed source counterparts? In other words: What is the state-of-the-art in the area?. To gain an insight into these questions, we have conducted an in-depth analysis of three of the major open source workflow management systems – jBPM, OpenWFE, and Enhydra Shark, the results of which are reported here. This analysis is based on the workflow patterns framework and provides a continuation of the series of evaluations performed using the same framework on closed source systems, business process modelling languages, and web-service composition standards. The results from evaluations of the three open source systems are compared with each other and also with the results from evaluations of three representative closed source systems: Staffware, WebSphere MQ, and Oracle BPEL PM. The overall conclusion is that open source systems are targeted more toward developers rather than business analysts. They generally provide less support for the patterns than closed source systems, particularly with respect to the resource perspective, i.e. the various ways in which work is distributed amongst business users and managed through to completion.

  • 3081.
    Wohed, Petia
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    ter Hofstede, Arthur
    Russell, Nick
    Andersson, Birger
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    van der Aalst, Wil
    ON THE MATURITY OF OPEN SOURCE BPM SYSTEMS2009Inngår i: BPTrendsArtikkel i tidsskrift (Annet vitenskapelig)
  • 3082.
    Wohed, Petia
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Truffet, David
    .., , .
    Juell-Skielse, Gustaf
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Business Process Management for Open E-services in Local Government - Experience Report2011Konferansepaper (Fagfellevurdert)
  • 3083.
    Wrigstad, Tobias
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. Programvaruutveckling.
    Existential Owners for Ownership Types2007Inngår i: Journal of Object Technology, Vol. 4, s. 141-159Artikkel i tidsskrift (Fagfellevurdert)
  • 3084.
    Wrigstad, Tobias
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. Programvaruutveckling.
    Ownership, Uniqueness and Immutability2007Annet (Annet (populærvitenskap, debatt, mm))
  • 3085.
    Wrigstad, Tobias
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. Programvaruutveckling.
    Tribe: A Simple Virtual Class Calculus2007Inngår i: Sixth International Conference on Aspect-Oriented Software Development, 2007Konferansepaper (Annet vitenskapelig)
  • 3086. Xia, Ruixue
    et al.
    Rost, Mattias
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Holmquist, Lars Erik
    Business Models in the Mobile Ecosystem2010Inngår i: ICMB/GMR 2010, IEEE Computer Society , 2010Konferansepaper (Annet vitenskapelig)
  • 3087.
    Xiao, Bin
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Data-Centric Network of Things: A Method for Exploiting the Massive Amount of Heterogeneous Data of Internet of Things in Support of Services2017Doktoravhandling, med artikler (Annet vitenskapelig)
    Abstract [en]

    Internet of things (IoT) generates massive amount of heterogeneous data, which should be efficiently utilized to support services in different domains. Specifically, data need to be supplied to services by understanding the needs of services and by understanding the environment changes, so that necessary data can be provided efficiently but without overfeeding. However, it is still very difficult for IoT to fulfill such data supply with only the existing supports of communication, network, and infrastructure; while the most essential issues are still unaddressed, namely the heterogeneity issue, the recourse coordination issue, and the environments’ dynamicity issue. Thus, this necessitates to specifically study on those issues and to propose a method to utilize the massive amount of heterogeneous data to support services in different domains.

    This dissertation presents a novel method, called the data-centric network of things (DNT), which handles heterogeneity, coordinates resources, and understands the changing IoT entity relations in dynamic environments to supply data in support of services. As results, various services based on IoT (e.g., smart cities, smart transport, smart healthcare, smart homes, etc.) are supported by receiving enough necessary data without overfeeding.

    The contributions of the DNT to IoT and big data research are: firstly the DNT enables IoT to perceive data, resources, and the relations among IoT entities in dynamic environments. This perceptibility enhances IoT to handle the heterogeneity in different levels. Secondly, the DNT coordinates IoT edge resources to process and disseminate data based on the perceived results. This releases the big data pressure caused by centralized analytics to certain degrees. Thirdly, the DNT manages entity relations for data supply by handling the environment dynamicity. Finally, the DNT supply necessary data to satisfy different service needs, by avoiding either data-hungry or data-overfed status.

  • 3088.
    Xiao, Bin
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Kanter, Theo
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Rahmani, Rahim
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    An Ontology-based Problem-logic Driven Approach towards the Activity Awareness for Elderly Care2015Inngår i: International Journal of Multimedia and Ubiquitous Engineering, ISSN 1975-0080, Vol. 10, nr 4, s. 31-42Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    The same activity under different user situations in the elderly care system may lead to different intelligent system response, since user needs vary with the changing situations. Activity awareness (AA) emphasizes that systems intelligently respond to user needs by aware the user-performed activities which is denoted and comprehended according to various user situations. But most current AA technics use similar patterns retrieved from the growing historical data, neglecting the situation change, called dataset driven. Thus, an aptly approach is needed in support of AA systems to handle various activity denotations in different user situations. Responding to the problem, this paper proposes an Ontology-based Problem-logic driven approach (OPL) to enhance the AA system by denoting user activities with the problem logic according to user-oriented denoted problem domains, where the AA system can seamlessly integrate with inferring for intelligent system response. Specifically, denoted problem domain and logic are proposed to support the OPL concepts, while activity graph is formed to support the intelligent system response based on the annotated problem logic. With the OPL, systems can directly target at the changing situations with rule-based inferring. A case study is performed upon the scenario retrieved from a European elderly care project, where a proof-of-concept prototype is established to confirm the validity of the OPL approach.

  • 3089.
    Xiao, Bin
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Kanter, Theo
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Rahmani, Rahim
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Constructing Context-centric Data Objects to Enhance Logical Associations for IoT Entities2015Inngår i: Procedia Computer Science, ISSN 1877-0509, E-ISSN 1877-0509, Vol. 52, s. 1095-1100Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Entities in Internet of Things (IoT) need intelligent associations to allow a flexible and dynamic system reaction towards varying user situations. Purely data-oriented association methods (e.g., data-mining, machine-learning, etc.) are limited in deduction from existing associations. Also such data-oriented methods are limited in accuracy for working with small-scale datasets (e.g., working with patterns retrieved from historical data), outputting associations based on statistics rather than logic. Moreover, existing semantic technologies (ontological-oriented or rule-oriented) are facing with either flexibility or dynamicity challenges to discover and maintain the associations. This paper proposes an alternative technique of semantically constructing context-centric data objects based on service logics for logical associations, which enables an event net based on association nets adapting for the changing situations (called context-centric). A proof-of-concept implementation is carried out based on a vehicle planning scenario to validate the data construction technique. Comparing to previous work, this technique possesses advantages of flexibility and dynamicity for entity associations based on service logics.

  • 3090.
    Xiao, Bin
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Kanter, Theo
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Rahmani, Rahim
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Generic Distributed Sensing in Support of Context Awareness in Ambient Assisted Living2014Inngår i: Multimedia and Ubiquitous Engineering / [ed] Park, J. J.; Chen, S. C.; Gil, J. M.; Yen, N. Y., Springer Berlin/Heidelberg, 2014, s. 99-107Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Researches in ambient assisted living have so far faced three important challenges: (1) Lack of a comprehensive approach to capture user needs that are generic; i.e., not limited to specific events, but as generic related to the user. (2) Lack of a highly flexible and scalable platform for the distributed sharing and processing of context between nodes in IoT networks. (3) Increased amount of communication and devices with sensors participating in the acquisition, processing and sharing of context further challenges both computation capability and storage capacity of the system. In this paper, we address these limitations and present novel support, applied in a system for remote assistance of elderly. The support comprehensively retrieves user needs from generic context, via a scalable overlay providing increment of processing capability and storage. Further, the support self-organizes entities into generic context from distributed sensing, using the Dependent Context Pattern (DCP) based on the Context Virtualizing Platform (CVP).

  • 3091.
    Xiao, Bin
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Kanter, Theo
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Rahmani, Rahim
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Logical interactions for heterogeneous IoT entities via virtual world mirrors in support of Ambient Assisted Living2016Inngår i: Journal of Ambient Intelligence and Smart Environments, ISSN 1876-1364, E-ISSN 1876-1372, Vol. 8, nr 5, s. 565-580Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    In Ambient Assisted Living (AAL), as an important applied area of Internet of Things (IoT) technology, logical entity interaction establishes an intelligent virtual world in which heterogeneous entities are emulated by object-oriented mirrors through tightly cooperating sensors and actuators from different spaces in the real world; this enables the system to generate intelligent services to support human behaviour. However, until now, few researchers have focused on enabling interactions between heterogeneous IoT entities for AAL services. Further, in relevant studies regarding semantic entity interactions, researchers have mainly focused on enabling semantic interactions between sensors (rather than integral entities) for the purpose of coordinating and managing data resources, where tight collaborations between sensors and actuators are not emphasised. Hence, the system capability of initialising intelligent service to enhance human experience has not been properly emphasised, to date. This paper discusses enabling logical object-oriented IoT entity interactions to enrich AAL services for humans through the creation of mirrors in the virtual world emulating the attributes and behaviours of heterogeneous entities via cooperating sensors and actuators in the real world. This paper introduces the Entity Device Collocating (EDC) Platform to globally locate and retrieve sensors and actuators respectively adhering to the attributes and behaviours of integral mirrors in the virtual world; this is intended to enable the interoperability between virtual and real worlds. Interactions are created upon entity mirrors mapping entities from the physical world to the virtual world, during which interactions continue to evolve based on the service logics. The proposed technique is applied to a typical AAL case of smart pill-ingestion, where a demo is implemented for verification. Comparing with relevant research, the proposed technique contributes by introducing a flexible and scalable IoT entity interaction method targeting AAL to address human needs.

  • 3092.
    Xiao, Bin
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Rahmani, Rahim
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    A deep relation learning method for IoT interoperability enhancement within semantic formalization framework2017Inngår i: Proceedings of the Second International Conference on Internet of things and Cloud Computing, Association for Computing Machinery (ACM), 2017, artikkel-id 149Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Internet of Things (IoT) is facing with the interoperability issue due to the massive amount of heterogeneous entities (both physical and virtual entities) constantly generating heterogeneous data objects; semantic formalization has been widely recognized as a basis for the IoT interoperability, by which IoT can acquire the ability to comprehend data and further recognize the logic relations among heterogeneous IoT entities and heterogeneous data objects, thus to establish mutual understanding between each other to support with interoperability. Even semantic-driven track has emphasizes a lot on the logic relations in connection to the service rules and policies for interoperability, it is important that the quantity-driven relations should be also explored with adhering to the framework of semantic formalization. This paper explores a Deep Recursive Auto-encoders formed data relation learner in line with the semantic framework, which supports the data interoperability enhancement in a quantity-driven way based on the logic-driven framework. The learner starts with representing the virtual IoT entities via feature extraction; based on that, learner is trained in a manner of considering the surrounding relations of the targeted entity. As a baseline, a contrast learner with "regular" structure has been proposed which cannot functionally support semantic framework, even though the semantic formalization is indispensable; regardless the limitations in lab environment, the conducted experiments show that the proposed learner performs a bit better than the contrast learner under the same conditions. So that, the proposed method can synergistically enhances the interoperability within a semantic formalization framework.

  • 3093.
    Xiao, Bin
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Rahmani, Rahim
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Li, Yuhong
    Gillblad, Daniel
    Kanter, Theo
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Intelligent Data-Intensive IoT: A Survey2016Inngår i: 2016 2nd IEEE International Conference on Computer and Communications (ICCC): Proceedings, IEEE Computer Society, 2016, s. 2362-2368Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The IoT paradigm proposes to connect entities intelligently with massive heterogeneous nature, which forms an ocean of devices and data whose complexity and volume are incremental with time. Different from the general big data or IoT, the data-intensive feature of IoT introduces several specific challenges, such as circumstance dynamicity and uncertainties. Hence,intelligence techniques are needed in solving the problems brought by the data intensity. Until recent, there are many different views to handle IoT data and different intelligence enablers for IoT, with different contributions and different targets. However, there are still some issues have not been considered. This paper will provide a fresh survey study on the data-intensive IoT issue. Besides that, we conclude some shadow issues that have not been emphasized, which are interesting for the future. We propose also an extended big data model for intelligent data-intensive IoT to tackle the challenges.

  • 3094.
    Xiao, Bin
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Rahmani, Rahim
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Li, Yuhong
    Kanter, Theo
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Edge-based interoperable service-driven information distribution for intelligent pervasive services2017Inngår i: Pervasive and Mobile Computing, ISSN 1574-1192, E-ISSN 1873-1589, Vol. 40, s. 359-381Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Internet of Things (IoT)-based Intelligent Pervasive Service (IPS) systems face increasing pressure from the massive amounts of heterogeneous data generated; the heterogeneity hinders interoperability between data resources and IPSs, making data sharing inefficient and making it difficult to satisfy the needs and fulfill requirements of the IPSs. In response, this article proposes a method of interoperable service-driven information distribution on the edge side to enhance the service-level interoperability with feature-level interoperability by self-adapting data sharing according to the service needs, which will also help to release incremental data pressure and provide better data privacy by conducting service-driven and relevance-based data sharing.

  • 3095.
    Xiao, Bin
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Zeeshan Asghar, Muhammad
    university of Oulu, faculty of science , department of information processing science .
    Jämsä, Tapani
    university of Oulu , faculty of science , department of information processing science.
    Pulli, Petri
    university of Oulu, faculty of science , department of information processing science.
    “Canderoid”: A mobile system to remotely monitor travelling status of the elderly with dementia2013Inngår i: International Joint Conference on Awareness Science and Technology and Ubi-Media Computing (iCAST-UMEDIA), 2013, IEEE Press , 2013, s. 648-654Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The number of elderly people increases quickly in many countries, under the global population aging situation. It is an upsetting fact that many elderly people are suffering from the dementia, which seriously obstructs their independent living and travel. It is a pervasive problem that the demented elderly individuals are easy to get lost or go into danger during alone travel in daily life. Therefore we propose a novel mobile system named “Canderoid” to monitor independent outdoor travel of the elderly individuals remotely, with aid from the caretaker. The system is composed mainly of an android terminal (Wanderoid), an MQTT broker, and a platform on caretaker side. In the system, an android terminal named “Wanderoid” is implemented on a smartphone to capture the travelling status, using built-in smartphone sensors (i.e. camera with an adhesive fish-eye lens, compass and GPS). The terminal device is a normal smartphone, with a fish-eye lens attached on the camera. The sensor data are transferred to the platform of caretaker after capturing. The data transmission work relies on a message pushing architecture, which deals with mobile IP address changing and enables remote manipulation of the smartphone terminal, by introducing the MQTT broker. Then the caretaker platform can interpret sensor data and real-timely present the travelling status using snapshot taken by the fish-eye camera, street view and map. A reliability test, energy dissipation test and usability test are carried out on the prototype to verify that the system is effective, easy-to-use, reliable and energy-saving, from the viewpoints of both technology and human factors.

  • 3096. Xiao, Jun
    et al.
    Xu, Zhen
    Yu, Ye
    Cai, Shuo
    Hansen, Preben
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    The Design of Augmented Reality-Based Learning System Applied in U-Learning Environment2016Inngår i: E-Learning and Games: 10th International Conference, Edutainment 2016, Hangzhou, China, April 14-16, 2016, Revised Selected Papers / [ed] Abdennour El Rhalibi, Feng Tian, Zhigeng Pan, Baoquan Liu, Springer, 2016, s. 27-36Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The easy and widely accessibility of Internet resources makes it possible to support learning almost anywhere at any time through powerful mobile technologies, and facilitate ubiquitous learning (u-learning) to grow in use and popularity. Augmented Reality (AR) can be recognized as a key technology that can be used in the U-learning environment to increase learning effect and improve learning experience. This paper designs an integrated model of U-learning, based on which we have also developed an augmented reality technology based learning system named as “Starry Sky Exploration—Eight Planets of Solar System”; an analysis on its implementation is reported and the AR learning system applicable for U-learning environment is found effective and practical.

  • 3097. Xue, Haoyue
    et al.
    Li, Yuhong
    Rahmani, Rahim
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Kanter, Theo G.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Xue, Haoyue
    A Mechanism for Mitigating DoS attack in Information-Centric Networks2017Inngår i: Proceedings of the 1st International Conference on Internet of Things and Machine Learning, Association for Computing Machinery (ACM), 2017, artikkel-id 26Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Information-Centric Networking (ICN) 1 is a significant networking paradigm for the Internet of Things, which is an information-centric network in essence. The ICN paradigm owns inherently some security features, but also brings several new vulnerabilities. The most significant one among them is Interest flooding, which is a new type of Denial of Service (DoS) attack, and has even more serious effects to the whole network in the ICN paradigm than in the traditional IP paradigm. In this paper, we suggest a new mechanism to mitigate Interest flooding attack. The detection of Interest flooding and the corresponding mitigation measures are implemented on the edge routers, which are directly connected with the attackers. By using statistics of Interest satisfaction rate on the incoming interface of some edge routers, malicious name-prefixes or interfaces can be discovered, and then dropped or slowed down accordingly. With the help of the network information, the detected malicious name-prefixes and interfaces can also be distributed to the whole network quickly, and the attack can be mitigated quickly. The simulation results show that the suggested mechanism can reduce the influence of the Interest flooding quickly, and the network performance can recover automatically to the normal state without hurting the legitimate users.

  • 3098. Xylia, Maria
    et al.
    Ibrahim, Osama
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Silveira, Semida
    Fossil-free Public Transport: Prescriptive Policy Analysis for the Swedish Bus Fleets2016Inngår i: 2016 13th International Conference on the European Energy Market (EEM), IEEE Computer Society, 2016Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Elicitation and processing of the relevant information is the core of any policy decision-making process. This study presents a prescriptive policy analysis for the “fossil-free fuel deployment for public transport buses at the national level in Sweden”, using a policy-oriented modelling and simulation tool, Sense4us , that supports systems analysis for policy involving:: (i) Structuring of policy problems using the labelled causal mapping method [11], (ii) Ex ante Impact assessment using scenario-based dynamic simulation modelling and (iii) Ex-ante evaluation of the considered policy options based on the simulation results and using a set of standard criteria for evaluation of EU policy interventions. The results are most of all useful for designing a policy pathway for public bus transport that is both environmentally sustainable and economically feasible. Moreover, the process allows involvement of the key stakeholders to reflect various priorities and preferences.

  • 3099.
    Yilmaz, Natalie
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Stirna, Janis
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Factors Influencing Productization of Enterprise Modeling: A Qualitative Inquiry into the Scandinavian Strand of Methods and Tools2015Inngår i: The Practice of Enterprise Modeling: Proceedings / [ed] Jolita Ralyté, Sergio España, Óscar Pastor, Springer, 2015, s. 193-208Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Enterprise Modeling (EM) methods and tools have been developed and successfully used for more than two decades yet their adoption in organizations is mostly ad hoc. Only a few EM methods and tools have become successful products despite being theoretically sound and having certain success in application in practice. This grounded theory inquiry ponders on what factors influence the successful productization of EM methods and tools. Among the factors discussed are EM maturity gap, method and tool development process, application context, marketing and sales aspects, as well as product aspects.

  • 3100.
    Yngström, Louise
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. Säkerhetsinformatik.
    Citizen Identity registration system and Unique Citizen identity number2007Rapport (Annet (populærvitenskap, debatt, mm))
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