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  • 7101. Weigand, Hans
    et al.
    Andersson, Birger
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Johannesson, Paul
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Bergholtz, Maria
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Jayasinghe Arachchig, Jeewanie
    Closing the User-Centric Service Coordination Cycle2010Ingår i: Proc. of the 22nd International Conference on Advanced Information Systems Engineering (CAiSE'10) Forum, Springer Verlag , 2010Konferensbidrag (Övrigt vetenskapligt)
  • 7102. Weigand, Hans
    et al.
    Andersson, Birger
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Johannesson, Paul
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Bergholtz, Maria
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Jayasinghe Arachchig, Jeewanie
    Describing Coordination Services with REA2010Ingår i: Proc. of the 5th International Workshop on Business/IT Alignment and Interoperability (BUSITAL'10), CEUR , 2010Konferensbidrag (Övrigt vetenskapligt)
  • 7103. Weigand, H.
    et al.
    Johannesson, Paul
    KTH, Skolan för informations- och kommunikationsteknik (ICT), Data- och systemvetenskap, DSV.
    Andersson, Birger
    KTH, Skolan för informations- och kommunikationsteknik (ICT), Data- och systemvetenskap, DSV.
    Jayasinghe Arachchige, J.
    Bergholtz, Maria
    KTH, Skolan för informations- och kommunikationsteknik (ICT), Data- och systemvetenskap, DSV.
    Management services - A framework for design2011Ingår i: 23rd International Conference on Advanced Information Systems Engineering, CAiSE 2011, 2011, s. 582-596Konferensbidrag (Refereegranskat)
    Abstract [en]

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

  • 7104. Weigand, Hans
    et al.
    Johannesson, Paul
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Andersson, Birger
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    A Petri Net Specification of the REA Business Ontology2016Ingår i: Proceedings of the CAiSE'16 Forum at the 28th International Conference on Advanced Information Systems Engineering (CAiSE 2016) / [ed] Sergio España, Mirjana Ivanović, Miloš Savić, 2016, s. 49-56Konferensbidrag (Refereegranskat)
    Abstract [en]

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

  • 7105. Weigand, Hans
    et al.
    Johannesson, Paul
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Andersson, Birger
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    The Value of a Meta Perspective in Social Innovation2016Ingår i: STPIS 2016: Socio-Technical Perspective in IS Development: Proceedings of the 2nd International Workshop on Socio-Technical Perspective in IS Development co-located with 28th International Conference on Advanced Information Systems Engineering (CAiSE 2016) / [ed] Stewart Kowalski, Peter M. Bednar, Ilia Bider, 2016, s. 50-64Konferensbidrag (Refereegranskat)
    Abstract [en]

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

  • 7106. Weigand, Hans
    et al.
    Johannesson, Paul
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Andersson, Birger
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Bergholtz, Maria
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Bukhsh, Faiza
    Conceptualizing Auditability2013Ingår i: Proceedings of the CAiSE'13 Forum / [ed] Rébecca Deneckère, Henderik A. Proper, 2013, s. 49-56Konferensbidrag (Refereegranskat)
    Abstract [en]

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

  • 7107.
    Weigand, Hans
    et al.
    Tilburg University, , .
    Johannesson, Paul
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Andersson, Birger
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Jayasinghe Arachchig, Jeewanie
    Tilburg Univresity, , .
    Bergholtz, Maria
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Management Services - A Framework for Design2011Konferensbidrag (Refereegranskat)
  • 7108. Weigand, Hans
    et al.
    Johannesson, Paul
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Bergholtz, Maria
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Accounting for service value - An ontological approach2015Ingår i: 2015 IEEE 9th International Conference on Research Challenges in Information Science (RCIS): Proceedings / [ed] Colette Roland, Dimosthenis Anagnostopoulos, Pericles Loucopoulos, Cesar Gonzalez-Perez, IEEE Computer Society, 2015Konferensbidrag (Refereegranskat)
    Abstract [en]

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

  • 7109. Weigand, Hans
    et al.
    Lind, Mikael
    Högskolan i Borås, Institutionen Handels- och IT-högskolan.
    On the Pragmatics of Network Communication2008Ingår i: Proceedings of the 3rd International Conference on the Pragmatic Web, ACM DL , 2008, s. 49-58Konferensbidrag (Refereegranskat)
    Abstract [en]

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

  • 7110.
    Weigand, Hans
    et al.
    Tilburg University, The Netherlands.
    Lind, Mikael
    Högskolan i Jönköping, Internationella Handelshögskolan, IHH, Informatik.
    On the Pragmatics of Network Communication2008Ingår i: Proceedings of the 3rd International Conference on the Pragmatic Web, ACM Digital Libraries , 2008, s. 49-58Konferensbidrag (Refereegranskat)
    Abstract [en]

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

  • 7111.
    Weilenmann, Alexandra
    et al.
    Göteborg University, , .
    Juhlin, Oskar
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Time to Revisit Mobility in Mobile HCI?2011Ingår i: Proceedings of the 13th International Conference on Human Computer Interaction with Mobile Devices and Services, 2011Konferensbidrag (Refereegranskat)
  • 7112.
    Weilenmann, Alexandra
    et al.
    Göteborg University, , .
    Juhlin, Oskar
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Understanding People and Animals: On Ordinary Human-Canine Interaction and the Use of a Positioning System in the Wild2011Ingår i: 29th ACM Conference on Human Factors in Computing Systems, 2011Konferensbidrag (Refereegranskat)
    Abstract [en]

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

  • 7113. Weilenmann, Alexandra
    et al.
    Säljö, Roger
    Engström, Arvid
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Mobile Video Literacy: Negotiating the Use of a New Visual Technology2014Ingår i: Personal and Ubiquitous Computing, ISSN 1617-4909, E-ISSN 1617-4917, Vol. 18, nr 3, s. 737-752Artikel i tidskrift (Refereegranskat)
    Abstract [en]

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

  • 7114.
    Weinehall, Annelie
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Exploring the role of professional networks for women in the IT sector2016Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    The purpose of this paper is to investigate: what is the significance of professional networks for women within the IT industry. Previous research shows that there are barriers women in the field of IT face when entering and advancing in the industry. To investigate the potential connection between barriers and professional networks ten women were interviewed. Professional networks for women within the sector are examined through a qualitative lens. This study support previous research that showed that women in the IT industry face barriers. Moreover, this study highlights benefits of professional networks, representing that women receive and develop personal skills that can make them more successful at work. This study also provides criticism towards the networks and shows that there is room for improvements. The professional networks described by the respondents in this study seem to miss out on the opportunity to fundamentally discuss the barriers women face as professionals.

  • 7115.
    Weinmann, Hannes
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för informatik (IK).
    In-Vehicle Information Systems: An Investigation of Dependencies in the Driver-Vehicle-Environment (DVE) System – an On-Road Study2015Självständigt arbete på avancerad nivå (magisterexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [en]

    This study explores how In-Vehicle Information Systems (IVIS) can influence people´s driving behavior in the real environment. In particular, this thesis investigates important parameters and variables in the so called Driver-Vehicle-Environment (DVE) system. Most of the current knowledge regarding driver distraction is based on simulator studies, since simulators are highly controllable and cost efficient. As a result, the environmental component in the DVE system is not sufficiently addressed. This is a concern, since driving behavior is a combination of influences from both, the information system in the vehicle and the environment. My study, however, aimed to explain phenomena regarding driver distraction in their overall context. This was achieved in two steps. First, important parameters and variables with respect to the three system-elements (Driver, Vehicle, and Environment) were identified from the literature and summarized in a “Big Picture” (extended/substantiated DVE system). Second, after parameters and variables were identified, they were tested/varied in the frame of an onroad experiment. After completing these two steps, the data from the field was analyzed in the context of the extended/substantiated DVE system. I expect this study to have an impact on current knowledge, since it substantiates and contextualizes parameters and variables in the DVE system. Furthermore, my proposed framework, at the end of this thesis, is relevant for a variety of stakeholders, since it illustrates dependencies in an overall- and real life context.

  • 7116.
    Wendel, Andreas
    Växjö universitet, Fakulteten för matematik/naturvetenskap/teknik, Matematiska och systemtekniska institutionen.
    Vad försiggår i produktionen?: En fallstudie på Aller Tryck AB2007Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats
    Abstract [sv]

    Att ha kontroll över informationen och se till att denna är korrekt är numera en förutsättning för att kunna bedriva en effektiv verksamhet. Utöver detta kräver en effektiv organisation även att man har kontroll och överblick över de processer vilka finns i organisationen.

    Dessa processer måste kunna beskrivas och åskådliggöras för att på så sätt kunna se vart informationen skapas och om detta är ett bra tillvägagångssätt.

    För att kunna göra detta har jag således studerat litteratur kring information och informationssystem för att på så sätt kunna redogöra för hur data bör hanteras för att kunna omvandlas till korrekt och bra information vilken kan användas såsom beslutsunderlag. Utöver detta har litteratur kring processbeskrivningar studerats för att på ett så korrekt sätt som möjligt kunna åskådliggöra de processer vilka finns i organisationen. Med detta som grund kunde sedan organisationen studeras för att finna problem i hanteringen och skapandet utav data och information.

    Aller Tryck AB uttryckte tidigt ett önskemål om att erhålla en processbeskrivning över sin produktion och de informationsflöden vilka kan synliggöras här. De efterfrågade även en kontroll utav den data vilken ligger till grund för mycket av arbetet i produktionen och dennes planering.

    En processbeskrivning gjordes således samt att en fallstudie genomfördes för att kunna påvisa de faktorer vilka påverkar den data vilken misstänktes för att vara inkorrekt.

    Resultatet påvisade stora brister i mätmetoderna och hanteringen av denna information. De applikationer vilka finns i organisationen är inte integrerade och den manuella hanteringen spär således på felkällorna till den redan felaktiga datan.

  • 7117.
    Wendelhof, Hans-Göran
    Linköpings universitet, Institutionen för datavetenskap.
    Nyföretagarens väg till relevant information: Behovsanalys inför utvecklingen av en kommunal näringslivsportal2006Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats
    Abstract [sv]

    Svensk samhällsinformation har sedan slutet av 60-talet utvecklats från i huvudsak enkelriktad kommunikation mot att bli alltmer kundorienterad och dialoginriktad. I och med utvecklingen av modern informationsteknik har nya kanaler uppstått för spridningen av information. Detta har fått stort genomslag på statlig nivå där ett antal nämnder, delegationer och myndigheter har medverkat i utvecklingen av en reformvision om 24-timmarsservice. Visionen innebär bland annat att såväl medborgare som företag ska kunna hämta information dygnet runt och beredas möjligheter till elektronisk självbetjäning i flera ärenden. I Linköpings kommun har ett flertal medborgarorienterade e-tjänster utvecklats och för närvarande förbereder man implementeringen av en informationsportal för näringslivet. Denna studie syftar till att undersöka informationsbehovet hos en avgränsad del av målgruppen för denna portal, nämligen nyföretagare.

    Studien tog sin utgångspunkt i huvudfrågeställningen "Vilket informationsbehov har nyföretagare?" som delades in i tre delfrågeställningar; "Vilken information behöver nyföretagare för att etablera verksamhetsrutiner och därigenom skapa förutsättningar för det dagliga arbetet?", "Hur upplever nyföretagare sitt informationsbehov så som det kommer till uttryck i situationer där nödvändig kunskap saknas för att lösa problem?" och "Hur hanterar nyföretagare sitt informationsbehov i relation till tillgängliga informationskanaler?". En kvalitativ fallstudiemetod med utgångspunkt i fenomenografi och grundad teori fick utgöra ramverk för datainsamling, bearbetning och analys. Under datainsamlingen genomfördes nio öppna intervjuer med elva informanter. I analysfasen studerades resultatet i relation till studiens delfrågeställningar och till Wilsons, Choos och Belkins begreppsmodeller.

    Studien indikerar att nyföretagare i målgruppen för Linköpings kommuns informationsportal hyser ett mångfacetterat informationsbehov. Detta uppstår när nyföretagaren antar olika roller som en naturlig del av verksamheten, exempelvis kan nyföretagaren agera hantverkare, försäljare eller arbetsgivare för att hantera olika situationer. Vid branschspecifika händelser kan nyföretagaren till exempel behöva information om hur man söker särskilda tillstånd och vid standardhändelser kan han eller hon liksom egenföretagare i andra branscher behöva information om bolagsregistrering eller skattedeklaration. Informationsbehovet styrs dock inte enbart av vilken information som behövs för att lösa problem utan även av hur informationen presenteras, över vilka kanaler den förmedlas och genom vilka frågeställningar den blir tillgänglig. Av betydelse kan också vara hur nyföretagaren uppfattar sitt informationsbehov i relation till kunskap om informationssökningsstrategier, mod att formulera frågor inom ett främmande område och kommunikationsroller mellan sändare och mottagare. Vissa i målgruppen verkar föredra verkliga möten och telefonkontakt framför elektronisk kommunikation. Detta kan bero på att det verkliga mötet möjliggör en annan typ av kommunikation än det virtuella genom att det tillåter överföring av implicit kunskap och kan underlätta frågeformulering. Studien har resulterat i en konceptskiss över en informationstjänst som tar utgångspunkt i resonemanget om roller, branschspecifika händelser och standardhändelser.

  • 7118.
    Wennström, Mattias
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Tekniska sektionen, Institutionen för teknikvetenskaper, Signaler och System.
    On MIMO Systems and Adaptive Arrays for Wireless Communication: Analysis and Practical Aspects2002Doktorsavhandling, monografi (Övrigt vetenskapligt)
    Abstract [en]

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

  • 7119.
    Wesslegård, Mattias
    Umeå universitet, Samhällsvetenskaplig fakultet, Informatik.
    Skapandet av en berättelse2008Studentuppsats
    Abstract [en]

    Uppsatsen beskriver hela arbetsprocessen över hur en prototyp för en presentationsvideo kan skapas med stöd av Klaus Fogs fyra element. Information till designen hämtas från en kvalitativ intervju. Intervjusvaren sammanställs därefter och grundstenarna till berättelsen plockades ut med hjälp av Klaus Fogs element. Därefter åskådliggörs elementen i ett storyboard, som därefter omarbetas till en prototyp för en presentationsvideo. Presentationsvideon är ett case åt ett företag med namnet Aktivt Uteliv. Prototypen som skapas i uppsatsen ligger som diskussionsgrund för det fortsatta arbetet med presentationsvideon.

  • 7120.
    Westberg, Marie
    Mittuniversitetet, Fakulteten för naturvetenskap, teknik och medier, Institutionen för informationsteknologi och medier.
    Tjänsteorienterad arkitektur: Ett arkiv- och informationsvetenskapligt perspektiv på tjänsteorienterad arkitektur2008Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats
    Abstract [en]

    The starting point of this paper has to do with rapid changes within the information technology and the need for agile and fast systems. The primary goal is to investigate what happens with recordkeeping practices in agile environments like service oriented architecture (SOA). It is in the possible transfer between IT architecture and digital archive the area of this paper resides. The paper relates to the Records Continuum model by which records will be considered historical and active at the time of creation. In the Records Continuum model recordkeeping practices and archival requirements will have to be taken into account at the time of creation.

    This paper concerns SOA from the perspective of Archival and Information science. It describes the different parts that make it possible to achieve a SOA with emphasis on those parts which have the most impact on the requirements of a digital archive. The main requirements discussed in this paper are the principle of provenance, the need to ensure that records remain authentic, reliable and keep their integrity and usability over time. The issue of keeping track of information and activities in a SOA is also discussed. It is established that records which need to fulfil the requirements mentioned above do exists in a SOA. The purpose of this paper is to investigate whether or not the principle of provenance and the archival requirements will be affected by SOA, and whether or not the requirements can be fulfilled over time.

    Information collection for this paper is basically through studies of literature and information gathering on the Internet. The method is descriptive and comparison between the information gathered has been made. In addition one short interview has been undertaken with Skatteverket, a government that are in the process of implementing both SOA and a digital archive. The main purpose with the interview was to find out if there are any collaboration between SOA and the digital archive at Skatteverket.

    The results indicate that a lot of the problem concerning preservation of digital records over time also applies for SOA, such as the lack of sustainable format and media and the potential loss of information. However some successful implementations of digital archives based on the OAIS-model with SOA as tool for realising the digital archive has been found. The archival requirements and the principle of provenance will be affected by SOA but it is only when there is a connection between SOA and a digital archive that it is possible to secure some of the archival requirements.

  • 7121.
    Westerberg, Mia
    Karlstads universitet, Fakulteten för humaniora och samhällsvetenskap (from 2013), Handelshögskolan. Karlstads universitet, Fakulteten för ekonomi, kommunikation och IT, Avdelningen för informatik och projektledning.
    Förtroende inom e-handel: En undersökning om vilka faktorer som enligt kunder bidrar till ökat förtroende2013Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    E-handeln har under de senaste två decennierna alltjämt växt sig starkare och blivit merutbredd. Trots det stora antal internetanvändare och potentiella kunder världen över uppleverdock många risker med att handla på internet då kunder tvekar i sitt förtroende till de företagoch e-butiker som finns på internet. Undersökningen har som syfte att ta reda på vad somskapar förtroende för ett företag inom e-handel och vilka faktorer kunder anser nödvändigaför att få förtroende för en e-butik inom B2C-handel. En kvalitativ forskning har bedrivits dären explorativ undersökning med empiriskt inslag har genomförts. Det empiriska inslagetskedde genom intervjuer med respondenter som valdes ut genom ett målstyrt ochbekvämlighetsurval. Detta innebar att tio respondenter i författarens närhet som ansågsrelevanta för problemområdet valdes ut att delta i undersökningen.

    Undersökningen visade att certifieringar som visas på e-butikens hemsida i form av symbolerbidrar positivt till förtroendet hos kunderna. E-butikens användarvänlighet och navigeringvisade sig ha stort inflytande på förtroendet hos kunderna. Även företagets rykte visade sig hainverkan på förtroendet i e-butiken liksom rekommendationer avseende e-butiken från företageller privatpersoner. Störst inverkan på förtroendet i en e-butik visade sig löften om säkerhet iolika former medföra med nio av tio respondenter som ansåg att den faktorn gav demförtroende.

    Slutsatsen av undersökningen är således att certifieringar, användarvänlighet, navigering,rekommendationer, rykte och löften om säkerhet bidrar till att skapa förtroende för ett företaginom e-handel och det som kunderna ansåg nödvändigt för att genomföra köp över internet ärolika kombinationer av de ovan nämnda faktorerna.

  • 7122.
    Westerdahl, Lovisa
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    The Desirable Collaboration: Challenges and possibilities for university-industry collaboration in IT educations2012Självständigt arbete på avancerad nivå (magisterexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
  • 7123.
    Westergren, Ulrika H.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Managing an outsourcing partnership: important stages in the process2010Ingår i: Industrial informatics design, use and innovation: perspectives and services / [ed] J. Holmström, M. Wiberg, and A. Lund, Hershey: IGI Global, 2010Kapitel i bok, del av antologi (Övrigt vetenskapligt)
  • 7124.
    Westergren, Ulrika H.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Partnership outsourcing evolution: The process of creating and maintaining  a network of actors2007Ingår i: Proceedings of the Fifteenth European Conference on Information Systems: University of St. Gallen, Switzerland / [ed] Österle H, Schelp J, Winter R, 2007, s. 1179-1189Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper is an attempt to build on and extend existing outsourcing research by focusing on the process of managing an outsourcing partnership. Furthermore, it considers the role of information technology and the importance of establishing interorganizational trust in order to provide a deeper understanding of the partnership outsourcing phenomenon. The outsourcing partnership in focus in this paper is between Alpha Corp., a large minerals group, and RDC, its remote service provider. The paper shows that Alpha Corp.’s strategy for creating, maintaining and evolving the partnership with RDC occurs in three different stages: black-boxing of technology, establishing interorganizational trust, and performance based contracting. This study provides support for McFarlan and Nolan’s (1995, p. 22) claim that “What determines success or failure is managing the relationship less as a contract and more as a strategic alliance”. However, given the multiple roles information technology assumes in an outsourcing alliance, this paper also shows that understanding and managing the role of IT is just as crucial in maintaining a successful partnership. In addition, given the documented importance of information technology in outsourcing partnerships, there is a need to include trust in technology as yet another dimension in establishing interorganizational trust.

  • 7125.
    Westergren, Ulrika H.
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Holmström, Jonny
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Outsourcing as open innovation: Exploring preconditions for the open innovation model in the process industry2008Ingår i: Twenty Ninth International conference on information systems, Paris 2008, 2008Konferensbidrag (Refereegranskat)
    Abstract [en]

    The open innovation model embraces the purposive flow of internal and external ideas as a ground for innovation and network formation. While the open innovation paradigm has been successfully applied in high-tech settings, there is a gap in the research on adopters of open innovation in other settings. This research was conducted in a process industry setting, performed as a case study at Alpha Corp., a large minerals group, and Remote Diagnostics Centre, its service provider, where ICT is being increasingly used to monitor the process line, resulting in the creation of new value networks. The underlying question is: Why and how do open innovation projects develop over time? Our findings show that adoption of the open innovation model is grounded in developing organizational environments that are conducive to innovation, including expertise in creating a culture for knowledge sharing, building a trustful environment, and a resourceful use of interaction technologies.

  • 7126.
    Westerlind, Anna
    Karlstads universitet, Fakulteten för humaniora och samhällsvetenskap (from 2013), Handelshögskolan.
    To be or not to be a software product manager?: What is the product manager's responsibility and accountability in software companies?2016Självständigt arbete på avancerad nivå (magisterexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [en]

    Business success in software industry is about deploying a product to the right market, with the right features, in the right time with a good quality. Many development projects exceed the budget, is not completed within schedule or do not reach business objectives.

    One key role managing the business of the product is the software product manager. The software product manager role is though seldom clearly described, competence needed is not always clear and education to become a product manager is today only offered by separate courses provided by some few private initiatives.

    This thesis uses a qualitative descriptive approach, the purpose with this thesis is to produce further knowledge around the software product manager role. The clarification and structure of the software product manager role is limited in academia; therefore, this research will be combined with an exploratory approach to be able to verify the empirical findings. The thesis also includes observations and data collection from actual job applications to further define the requested competences of a software product manager.

    This thesis has found that domain competence is the top most important competence for a software product manager. To be able to make success in the role communication skills and analytic skills are most important. The right soft skills are as important as the educated competences.

    The thesis conclude that the product manager role is wide and it is important to be surrounded with colleagues that support the role were there are lacking of competence in technology, business or market expertise. A successful product manager build network among people, cross-functional teams, around the product and establish an effective way to communicate with those groups.

    Findings suggest that software companies define the responsibilities and expectations of the product manager role. As important is to support the product manager with the input data needed to be able to perform the product manager activities. By defining the responsibilities and securing the input data needed, the product manager will have a higher probability to produce a result with an impact.

  • 7127.
    Westermark, Erik
    Högskolan i Kalmar, Institutionen för kommunikation och design.
    Produktvisualisering på webben: Material, färg och form för applikation av interaktiv produktvisning2009Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Denna rapport tar upp teorier och metoder kring användbarhet i skapandet av en Flash-applikation. Rapporten beskriver steg för steg i skapandeprocessen, hela vägen från att ta fram behov och användningsområde till att skapa innehållet och slutligen en utförlig redogörelse för hur applikationen sammansätts. Metoderna som använts är huvudsakligen ITK (Identity Tool Kit) och scenarier enligt Alan Cooper. Vidare har metoder för hopsättning och visualisering av applikationen använts med stöd av Nielsen och Raskins användbarhetsprinciper. Resultatet visar att för att använda ITK i syfte att kartlägga en verksamhet, kräver detta en stor förståelse och modifikation av denna. Det visar också att Alan Coopers teorier om scenarier inte heller kommer till sin rätt utan en utförlig analys av användarna i denna. Resultatet visar även att med hjälp av programvarorna 3D studio Max och Flash kan interaktivt innehåll för produktvisualisering på nätet skapas med goda resultat.

  • 7128.
    Westholm, Marianne
    Högskolan i Skövde, Institutionen för datavetenskap.
    RESAN TILL E-HANDEL: en inventering av hinder i arrangörsdrivna e-handelsprojekt2000Självständigt arbete på grundnivå (kandidatexamen)Studentuppsats
    Abstract [sv]

    Syftet med denna rapport är att definiera hinder i arrangörsdrivna e-handelsprojekt, dvs projekt som initieras och drivs av annan än den egentlige kunden.. Ett av de primära målen i många av de arrangörsdrivna e-handelsprojekten är att öka kunskapen om Internet och e-handel i det privata näringslivet.

    Inom ramen för denna rapport har två arrangörsdrivna e-handelsprojekt studerats med hjälp av intervjuer. Sammanlagt 14 stycken intervjuer har genomförts och respondenterna har representerat de tre aktörsroller (arrangör, leverantör, och medlemsföretag), som definierats i rapporten. Den efterföljande analysen har utförts med hjälp av en kvalitativ metod, och har tagit sin utgångspunkt i fyra definierade huvudkategorier av hinder:

    · tekniska

    · resursbetingade

    · organisatoriska

    · individrelaterade

    Dessa huvudkategorier har var och en förgrenats i ett antal underliggande nivåer tills en nivå nåtts där vidare förgreningar inte haft något ytterligare förklaringsvärde. Sammanlagt har ett drygt fyrtiotal specifika hinder kunnat definieras. Det största antalet faller under kategorierna organisatoriska och individrelaterade hinder.

  • 7129.
    Westin Brahn, Malin
    et al.
    Högskolan i Jönköping, Internationella Handelshögskolan.
    Fälth, Helena
    Högskolan i Jönköping, Internationella Handelshögskolan.
    Möller, Helen
    Högskolan i Jönköping, Internationella Handelshögskolan.
    Frändberg, Jenny
    Högskolan i Jönköping, Internationella Handelshögskolan.
    Design för Flow: En analys av designkriterier för användbarhet2005Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats
    Abstract [sv]

    Human Computer Interaction (HCI) handlar om att utveckla produkter med god användbarhet. Med användbarhet menas att system ska vara lätta att använda och lära. Jakob Nielsen är en av förgrundsfigurerna när det gäller riktlinjer för hur detta ska uppnås. Han har utvecklat tio kriterier som kan användas för att ett så bra system som möjligt ska kunna utvecklas.

    På senare år har forskare börjat se till, inte bara tekniska aspekter utan även till de känslor som användaren kan tänkas uppleva under det att denna interagerar med en webbsida. Ett flertal forskare har utvecklat teorier kring begreppet Flow. Detta handlar om de känslor som uppstår när en användare till exempel sitter vid datorn. Dessa känslor kan vara tidlöshet, kontroll och fridfullhet som resulterar i att en användare stannar kvar på webbsidan en längre tid. Tiden som en användare spenderar på en webbsida är en viktig aspekt för ett företag som säljer produkter eller tjänster och att designa för Flow kan därför vara en fördel gentemot de företag som inte gör det.

    Mihalyi Csikszentmihalyi är forskare inom psykologi och var den som grundade begreppet Flow. Det var för ca 15 år sedan han först presenterade sin teori och denna hade han kommit fram till efter att studerat personer som spenderade mycket tid och energi på en aktivitet som inte gav dem någon finansiell vinning utan endast stor tillfredsställelse. Csikszentmihalyi är idag förgrundsfigur inom Flow-begreppet och vi har i detta arbete använt mycket av hans teorier eller andra forskares teorier som grundats på hans forskning.

    Vår frågeställning i detta arbete handlar om att utvärdera Nielsens tio kriterier för god användbarhet. Tanken är att med arbetet var att dessa ska utvärderas och eventuellt utvecklas. Vi utvärderade Aftonbladets webbsida med hjälp av Nielsens tio kriterier. Därefter fick en grupp respondenter svara på en enkät där frågorna var utformade efter Flow-teorin.

    Vi kom fram till att vissa av Nielsens kriterier inte behövde omformuleras men ett av dem kompletterades för att passa för Flow. Vi har även identifierat en brist i HCI-kriterierna och därför tillfört ytterligare ett kriterie som vi anser behövs för att underlätta för Flow.

  • 7130.
    Westin, Christer
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Lundgren, Peter
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Application Lifecycle Management:: En studie av två Application Lifecycle Management system och deras stöd för systemutveckling i projektform2012Självständigt arbete på grundnivå (högskoleexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [en]

    Application Lifecycle Management (ALM) is a genre of computerized systems which allows system development corporations to efficiently and more easily manage, maintain and handle the applications lifecycle. These ALM systems have a wide variety of tools which can be integrated to enable and support collaborative work, while they act at the core of the organisation. Todays ALM systems support flexible system development methods throughout the entire development process. This paper focuses on a case-study of a Swedish business- and technology corporation and their use of two ALM systems with an aim to unravel the differences between these systems and their functionality to serve as a basis for decision making regarding their utilization of best practice with their ALM-Systems. Meanwhile we studied their approach to ALM systems to see if they were using them according to the initial idea of ALM systems. The study is of a qualitative characteristic and both semi-structured interviews with employees and self-gathered data have been used to enable our research and the creation of benchmarks. The results from our study show that the corporation uses both their ALM systems as intended from the initial idea, but we have identified a need to integrate one of the ALM systems with their costumer support portal through a web service. To enable this integration they will raise the amount of affordance to a distinctive degree due to the seamless connection and communication between the ALM system and the customer portal.

  • 7131.
    Westin, Simon
    Linköpings universitet, Institutionen för datavetenskap.
    An efficient tool for customer data imports into Ipendo Platform2011Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [en]

    This thesis aims to investigate the theory, processes and implementation details behind the development of a web application purposed to validate and import customer data into Ipendo Platform, an online web portal for managing intellectual property (IP) rights. Ipendo Systems, the company behind Ipendo Platform, required a solution that could improve efficiency and reliability over their current script-based validation and import process.

    The software produced during this thesis only partly solves the problems of current import methods by providing a tool for importing a specific type of customer data. It does however provide the infrastructure for the validation and importation of other types of customer data (platform objects). These extensions would however require more time than allocated for this thesis.

    The development has taken place over a period of ten weeks during which several decisions has been made regarding areas such as the chosen development process, system architecture and more concrete implementation details of the software’s different functionality. These decisions will be discussed and motivated with the help of referenced development theory, examples and figures.

    The delivered solution successfully validates and imports the supported platform objects, while providing an interactive user interface for the user to work within. It also provides architecture ready for extension with new validations and import modules for all types of platform objects. Finally, the results obtained with the developed tool points to a large increase in efficiency for the supported platform object. 

  • 7132.
    Westin, Thomas
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    500 gamers access2010Ingår i: Computer Games, Multimedia and Allied Technology 10 Proceedings, 2010Konferensbidrag (Refereegranskat)
  • 7133.
    Westin, Thomas
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Community Driven Adaptation of Game Based Learning Content for Cognitive Accessibility2016Ingår 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. 781-787Konferensbidrag (Refereegranskat)
    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.

  • 7134.
    Westin, Thomas
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Large Scale Game Accessibility: A survey of possible engine independent solutions2012Ingår i:  :  , 2012Konferensbidrag (Övrigt vetenskapligt)
    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.

  • 7135.
    Westin, Thomas
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Return of the Gamer: Perceptions of the Digital Room2012Ingår i: Designs for Learning 2012: 3rd International Conference Exploring Learning Environments. Conference Proceedings, København: Aalborg Universitet København , 2012, s. 171-173Konferensbidrag (Övrigt vetenskapligt)
    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

  • 7136.
    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 20102011Ingår i: HCI International, Florida: Springer , 2011Konferensbidrag (Refereegranskat)
    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.

  • 7137.
    Westin, Thomas
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Dupire, Jerome
    Design of a Curriculum Framework for Raising Awareness of Game Accessibility2016Ingår i: Computers Helping People with Special Needs: 15th International Conference, ICCHP 2016, Linz, Austria, July 13-15, 2016, Proceedings, Part I / [ed] Klaus Miesenberger, Christian Bühler, Petr Penaz, 2016, s. 501-508Konferensbidrag (Refereegranskat)
    Abstract [en]

    While game accessibility is well researched, many game developers lack awareness of issues and solutions and there is no framework to support educators in teaching about game accessibility. This study is based on an international survey to accessibility researchers, as well as people in the game industry and related communities. The quantitative data shows the most weighted topics in a curriculum, and the qualitative data provides detailed quotes to explain how a curriculum framework could be designed. Results also show that there is a need to change attitudes to game accessibility, but also to focus on practice, basic concepts and needs of disabled in an introductory course, while an advanced course could focus more on theory and solutions which are harder to implement. Future research is to follow-up this study to further validate our conclusions.

  • 7138.
    Westin, Thomas
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Dupire, Jerome
    Evaluation and Redesign of a Curriculum Framework for Education About Game Accessibility2016Ingår i: Entertainment Computing - ICEC 2016: 15th IFIP TC 14 International Conference, Vienna, Austria, September 28-30, 2016, Proceedings / [ed] Günter Wallner, Simone Kriglstein, Helmut Hlavacs, Rainer Malaka, Artur Lugmayr, Hyun-Seung Yang, 2016, s. 217-222Konferensbidrag (Refereegranskat)
    Abstract [en]

    Game Accessibility (GA) has been brought to the front of the video game landscape thanks to a recent but major change in the US law called the Communications and Video Accessibility Act; GA is now a legal obligation for game developers in the US. However, there is a gap between legislation and practice of GA. This study is based upon a previous tentative curriculum framework (TCF) for GA. The questions are: What are the opinions among educators and game developers regarding the TCF? How could the TCF be redesigned? To answer the questions, the TCF was surveyed with practitioners and researchers in the GA community. This paper presents an evaluation and redesign of the TCF, divided into different categories, depending on the students’ profiles, scopes and skills. Furthermore, how the curriculum content can be created and shared is also discussed, as well as future work.

  • 7139.
    Westin, Thomas
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Furöstam, Malin
    Yasasindhu, Roy
    Norberg, Lena
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Wiklund, Mats
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Mozelius, Peter
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Balancing Game Universes for Playing Without Sight or Hearing2015Ingår i: AAATE 2015, IOS Press , 2015Konferensbidrag (Refereegranskat)
  • 7140.
    Westin, Thomas
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Lange, Göran
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Gamers versus the Index2012Ingår i: Creative Education, ISSN 2151-4755, E-ISSN 2151-4771, Vol. 3, nr 8B, s. 25-30Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    This paper presents an ethnographic study of pupils within a trial programme (P2), aimed at developing an upper secondary education for so-called ‘gamers’ who had ‘dropped out’ of school. It was done to fol-low up a previous trial programme (P1), since many young persons have problems with school. The main question examined here is: If we found situations where the learning worked, by means of social respon-sitivity, what components were active? How were meaningful affordances created? The trials may be un-derstood from a historical perspective on orality and literacy. Print enabled words to be embedded in space as indexes (tables, lists etc) rather than in time (as orality implies). The index is practiced at the core of traditional school today, with attendance lists and schedules (controlling time and space) and school-books (finalizing the word). Digital culture challenges these structures where the word is not as finalized, and literacy may include other modalities than writing. School is a culture conservative context, which fights back this transformation with more control, through the use of indexes and constraints on digital culture. As contrast, P2 replaced the schedule with full workdays. This enabled the use of commercial off-the-shelf (COTS) computer games, especially massively multiplayer online (MMO) games, as re-placement for schoolbooks (not all books). The study is based on interviews with the pupils as well as daily participatory observations for two years. Further, data about attendance over two years and grades at the start and end of P2 are presented. The results show that most of the pupils returned to school, became interested in learning again and got grades. They expressed a sense of freedom, which is closely related to the voluntary aspect of playing a game. In other words, to do things for the sake of the actitivity itself, ra-ther than some external learning goal. The paper concludes with a comparison between P2 and traditional school, based upon the study and suggests future research. A review of related research is also included.

  • 7141.
    Westin, Thomas
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Lange, Göran
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Wiklund, Mats
    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.
    System Design Requirements for Formal Education Based on COTS Entertainment Computer Games2015Ingår i: ECGBL 2015, Academic Conferences Publishing , 2015Konferensbidrag (Refereegranskat)
    Abstract [en]

    Computer games can be designed as tools for school, but formal education can also be game-oriented based on dialogue enabling the use of commercial-off-the-shelf (COTS) entertainment games. The latter design was applied in two upper-secondary school trial educations, called the Digital Room. A problem is that teachers have to grade pupils based on assessment of the learning process through playing COTS games together with the pupils, while retaining compliance with the school regulations which can also change over time. The question is: what are the requirements for designing a system supporting teachers in bridging this gap? This paper describes and compares two trials of the Digital Room, enabling a long-term study between 2003-2013 with secondary school pupils and teachers. To answer the question in this paper, teachers from both trials were interviewed and situations were analysed based on a critical realist approach. Lack of time to manage and reflect on the documentation for assessment was a critical part of the results, and a teacher support system was explicitly asked for. Knowing what to document was crucial as games have many modes of expression, and understanding how to assess what has been documented was the hardest part. Conclusions are that a knowledge management system (KMS) could aid teachers in supporting each pupil to fulfil their goals and the requirements of the existing school system. Due to the expressed lack of time for management and assessment of documentation, the KMS should compile the data of each pupil’s actions in the game as basis for grading. Further, this KMS could be used for further learning by combining explicated knowledge from the socialisation process. Pupils could also add explicit information to the KMS about findings on the Internet and from oral dialogue with peers and teachers. Thus, the KMS must enable multimodal expressions to be as accessible as possible, including pupils with impairments. Information must be searchable and sortable which can be a challenge to achieve with other modes of expression than text. Further, the KMS design has to include both pupils and teachers in evaluations, and be easy to adapt when new regulations create new conditions. Future research includes implementing and evaluating the system in a similar game-oriented formal education context outside of traditional school.

  • 7142.
    Westin, Thomas
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Männikkö Barbutiu, Sirkku
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Perera, Harsha
    Anuradha, Upul
    Game Based Learning of Programming in Underprivileged Communities of Sri Lanka2016Ingår 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. 773-780Konferensbidrag (Refereegranskat)
    Abstract [en]

    Game based learning (GBL) has emerged during the last decade in so-called high-income countries with good access to computers, while many low and middle-income countries are starting to explore GBL and its potential in education. For instance, the increased use of smartphones in Sri Lanka provides better opportunities to play games. Furthermore, a first GBL course at the University of Colombo was organised in 2015. In this study, an effort to raise awareness of the various possibilities of ICTs within underprivileged communities of Sri Lanka was made. A free, web-based game for learning programming was used at two different telecentres during three workshops, with three different age groups: 1) 14 students aged 10-18; 2) 19 students aged 8-16; and 3) 18 school leavers aged 15-20. Telecentres are places providing access to computers, Internet and various services. The progress of participants through the game was observed and notes were taken during the workshops, followed up by group interviews, and a survey of all participants. Our findings show that the participants found the game to be fun and of medium difficulty level. They also expressed that they need to learn English better and improve their computer skills to be able to learn more programming. Despite the limited Internet access, limited number of computers, and language barriers, most students and school leavers completed between 10 to 15 puzzles, including programming concepts of commands, conditions and events. The youngest participants (8 years old) completed at least 5 puzzles. From our results we conclude that without prior programming experience, all the participants became motivated to learn more about programming within the 1.5 hours of the workshop with this GBL approach. This indicates that the learning curve of the GBL approach to learn programming is considerably low whereas the motivation to learn through GBL is high. Furthermore, the GBL approach has good potential to raise awareness of learning opportunities at telecentres. Skills in programming games and related ICT skills can be beneficial for the whole community; it may enable further development of services and designs addressing the local needs. In our future work we aim to follow-up through online communication with the participants regarding how they can continue to learn more about programming and other ICT skills.

  • 7143.
    Westin, Thomas
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Wiklund, Mats
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Return on Investment in Game Accessibility for Cognition Impairments2013Ingår i: Assistive Technology: From Research to Practice / [ed] Pedro Encarnação, Luís Azevedo, Gert Jan Gelderblom, Alan Newell, Niels-Erik Mathiassen, IOS Press, 2013, s. 577-582Konferensbidrag (Refereegranskat)
    Abstract [en]

    The computer game industry sales are counted in billions of dollars, and gamers with disabilities play more casual games than non-disabled gamers. Yet many potential gamers are excluded and gamers with cognition impairments have not been in focus for research and development. With recently published game accessibility guidelines as a framework, professional game producers were surveyed about the number of man-hours needed to implement basic guidelines for cognition. The survey data was compared with a previous survey on the number of people with cognition impairments constituting barriers to gaming, showing that return on investment may be achieved.

  • 7144.
    Westin, Thomas
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Wiklund, Mats
    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.
    Regression from game-oriented to traditional school2015Ingår i: Journal of Educational Technology Systems, ISSN 0047-2395, E-ISSN 1541-3810, Vol. 43, nr 4, s. 349-370Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Pupils in Sweden are socialized in commercial off-the-shelf games, and, therefore, game-oriented formal education can constitute a foundation for further socialization of pupils excluded in school. However, digital illiteracy and traditional views among school staff forced a regression from the game-oriented formal trial education in this study back to the traditional education form. Research questions were as follows: How did the pupils act upon the consequences of the regression? How can these acts inform the design of education in digital culture? These questions were addressed using ethnography over 3 years. The pupils' acts differed depending on their socialization in school and in games. While the game-oriented formal education included all in the socialization process, the regression caused half of the pupils to drop out. The pupils' acts are discussed with a conceptual framework. Conclusions show the need for digital literacy and understanding pupils' perspectives on education among school staff.

  • 7145.
    Wettainen, Kristina
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för systemteknik.
    Level Control of Flotation Tanks at LKAB: Control Design and Robustness Analysis1990Självständigt arbete på avancerad nivå (yrkesexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Flotation är en del av LKAB:s förädlingsprocess där mineraler separeras från järnmalmen i seriekopplade tankar. En god nivåhållning i flotationstankarna är viktigt för att erhålla ett högt järnutbyte. Olika reglerstrategiers nominella och robusta prestanda jämförs i studien. Robust prestanda undersöks vid osäkerhet i ventilkonstanter och hysteres i ventiler. Resultaten visar att LQG-reglering ger bättre nominell prestanda än PI-reglering. Den robusta prestandan vid osäkerhet i ventilkonstanter är sämre för LQG-reglering jämfört med PI-reglering. Robusthetsanalysen visar även att LQG-regulatorn är mindre känslig för hysteres i ventiler än PI-regulatorn. Typen av osäkerhet inverkar sålunda olika på olika reglerstrategier.

  • 7146.
    Wettergren, Gunnar
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Kjellin, Harald
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Using video in online education - evaluation of formats2010Konferensbidrag (Övrigt vetenskapligt)
  • 7147.
    Wettergren, Gunnar
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Boström, Henrik
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Hansen, Preben
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Nenzén, Stefan
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Perjons, Erik
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Framework for implementation of learning analytics projects in higher education2014Ingår i: DSV writers hut 2014: proceedings, August 21-22, Åkersberga, Sweden, Department of Computer and Systems Sciences, Stockholm University , 2014Konferensbidrag (Övrigt vetenskapligt)
  • 7148.
    Wettergren, Gunnar
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Hansson, Henrik
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Making campus education flexible: Adapting to student needs2011Ingår i: Society for Information Technology & Teacher Education International Conference (SITE) 2011 Nashville, Tennessee, USA March 7, 2011, Chesapeake, VA: AACE , 2011Konferensbidrag (Refereegranskat)
    Abstract [en]

    The number of students that attend higher education is increasing (10.6% increase in Sweden), students are getting older, and have a different social situation than before. This changes the way universities should deliver education to its students. We currently use a very university centered approach that ignores the needs of the students, this must change to a more student centered delivery model. We believe that we must move into a form of flexible learning that allows students to be in control of their lives. In this article we explain such a model, the rational, how we rebuilt our lectures halls to handle flexible learning, and we concluded by presenting the lessons we learned along the way. We aim at presenting an example of how flexible learning can be incorporated into campus education by offering students three ways of taking part in lectures and other activities. (1) On campus in the lecture hall, (2) At home watching live streaming, or (3) Watching the recorded video after the fact.

  • 7149.
    Wettergren, Gunnar
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Hansson, Henrik
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Larsson, Ken
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Näckros, Kjell
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Glimbert, Lars
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Designing the physical learning space with digital resources The best of two worlds?2010Konferensbidrag (Refereegranskat)
  • 7150.
    Wettergren, Gunnar
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Leontaridis, Lefteris
    Prentza, Andriana
    D3.4 – Piloting Handbook2017Rapport (Övrigt vetenskapligt)
140141142143144145146 7101 - 7150 av 7502
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