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  • 7151.
    Wettergren, Gunnar
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Åkerlund, Kent
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Aligning pedagogy with economics: An empirical study of the economical value of lowering the teacher-student ratio2013Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper presents an empirical study and trial conducted at the department of Computer and Systems Sciences (DSV) at Stockholm University. The study was conducted during the spring term of 2012. The overall goal of the paper is to evaluate the economical feasibility in decreasing the student teacher ratio in an online course in project management. The context for this study is the Swedish university system where universities are 100% state funded based on registration and performance. This study only accounts for cost and revenue connected to the course, i.e. for delivering the course itself not the cost for overhead. The rational for this is that 50% of the total financing for a student is given at registration and used within the department to cover overhead and indirect costs. The remaining 50% of the total financing is given upon completion of course credits and is in this study used as the basis for revenue calculations.

  • 7152.
    Wiafe, Samuel
    Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation.
    Examining Internet and E-commerce Adoption in the Music Records Business in Ghana2012Independent thesis Advanced level (degree of Master (Two Years))Oppgave
    Abstract [en]

    Context: Information Communication Technologies (ICT) and its related applications are increasingly penetrating all spheres of individual, organizational, and societal aspects of everyday life in the developing economies and Africa as well. The Internet is emerging as an important technology for commerce and business. The employment of Internet based technologies and applications in music service both in online sales and marketing of music records and digital music service is significantly altering the approach that traditional commerce is done. It eliminates all geographical bottlenecks, allowing the establishment of virtual outlets and presence throughout the world, and permits direct and instant foreign market entry to less known artistes and music records businesses. Objectives: In this study, I investigate the state of internet and e-commerce adoption in the music record business in Ghana. I seek to find out the reasons for the adoption of e-commerce platform within the music industry and to assess the challenges confronting the adoption of e-commerce. Methods: We conducted a Literature Review to get an overview of the music industry as a whole, and also to describe the diffusion of e-commerce technologies in music services. We use qualitative research approach to collect data and to identify reasons for the adoption of e-commerce platforms primarily among consumers and retailers of the music services. We conducted interviews with musicians and managers of record companies were conducted to ascertain their reasons for using or non using e-commerce technologies, and identify prospects and challenges confronting its adoption within the industry. Conclusion: The evaluation from musicians, consumers and other key players indicated their willingness to go for the e-commerce platforms in music service delivery. However, they are challenged by poor infrastructures, unsettled issues of monetization of music contents coupled with high digital gap among the citizenry. Prevailing government efforts contribute nevertheless in closing the digital disparity among the populace, and Telecom and ISPs improvement in service delivery give an outlook of full realization of the goal of e-commerce adoption in the music industry in Ghana.

  • 7153.
    Wiberg, M
    Umeå universitet, Samhällsvetenskaplig fakultet, Informatik.
    Interaction, Interruptions, and Lightweight Support for Availability Management – A pre-study of Issues Related to the Fluidity of Work in the Interaction Society.2002Rapport (Annet (populærvitenskap, debatt, mm))
  • 7154.
    Wiberg, Mikael
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Interaction per se: understanding “the ambience of interaction” as manifested and situated in everyday & ubiquitous IT-use2010Inngår i: International Journal of Ambient Computing and Intelligence, ISSN 1941-6237, Vol. 2, nr 2, s. 1-26Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Interaction is a core concept in the fields of Ubiquitous computing, Ambient systems design, and generally in the fields of HCI and Interaction Design. Despite this, a lack of knowledge about the fundamental character of interaction still exists. Researchers have explored interaction from the viewpoints of user-centered design and design of graphical user interfaces, where interaction stands for the link between technology and humans or denotes the use aspect. A framework is proposed for exploring interaction as a design space in itself between a human and the technology. It is proposed that this framework for interaction as a design space for Interaction Design, in which the very form of the in-between, the interaction, be explicitly targeted. It is an opportunity to go beyond user and usability studies to seek answers to fundamental questions concerning the form and character of interaction as implemented in today’s interactive systems. Moreover, this framework is an opportunity to expand and explain a new design space for Interaction Design. The proposed framework, anchored in two exemplifying cases, illustrates the character and the form of interaction as it situates itself in online, ubiquitous and everyday IT use.

  • 7155.
    Wiberg, Mikael
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Interactive Textures for Architecture and Landscaping: Digital Elements and Technologies2011Bok (Annet vitenskapelig)
  • 7156.
    Wiberg, Mikael
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Interactive textures for architecture and landscaping: digital elements and technologies2010Bok (Annet vitenskapelig)
  • 7157.
    Wiberg, Mikael
    Uppsala University, Sweden.
    Landscapes, long tails & digital materialities: Implications for mobile HCI research2012Inngår i: International Journal of Mobile Human Computer Interaction, ISSN 1942-390X, E-ISSN 1942-3918, ISSN 1942-390X, Vol. 4, nr 1Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Mobile HCI is changing. From being about, for example, UI design for small devices, interaction via limited input modalities, and design for small screens, these important aspects of mobile HCI are now heavily interwoven in complex arrangements of computational devices, platforms and services. With a point of departure taken in these processes of current development, this paper sets out to describe and envision a research agenda for mobile HCI carefully crafted out in relation to three specific and recent developments in this field. More specifically, these strands of developments include the formation of new interaction landscapes, the long tail of interaction, and digital materialities. This paper presents the background of each followed by examples illustrating how these three manifest themselves in practice. With a point of departure taken in these three cornerstones a research agenda is presented followed by a discussion on the implications of this agenda for mobile HCI research.

  • 7158.
    Wiberg, Mikael
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Making the case for “Architectural Informatics”: A new research horizon for ambient computing?2011Inngår i: International Journal of Ambient Computing and Intelligence, Vol. 3, nr 3, s. 1-7Artikkel i tidsskrift (Fagfellevurdert)
  • 7159.
    Wiberg, Mikael
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Mobile media for heterogeneous interaction landscapes: towards integrated liquid media objects2009Inngår i: Third international conference on digital society: ICDS 2009, proceedings, Umea Univ, Dept Informat, S-90187 Umea, Sweden.: IEEE conference proceedings, 2009, s. 208-216Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Traditionally, media objects have been restrained to specific media containers (e.g. media players, libraries, and technological platforms). In this paper we argue that this is due to a tradition of treating media as content separated from, but physically aligned to a certain form. However, due to the digital character of modern media, and due to current developments towards file sharing communities, media convergence and cross-media interaction design we argue that there are several good reasons now for exploring the design space beyond a container view of media. In our exploration of this design space we take a point of departure in media objects where form and content is integrated, instead of separated and we take contemporary theories of liquidity and an innovation-oriented focus group study as two sources of inspiration for exploring the design space of truly liquid media. The exploration is then summarized into a vision of midget design, i.e. design of small, lightweight, interactive and integrated media objects that can live across heterogeneous media platforms.

  • 7160.
    Wiberg, Mikael
    et al.
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen Designhögskolan.
    Robles, Erica
    Department of Media, Culture, and Communication at New York University, New York, USA.
    Computational compositions: aesthetics, materials, and interaction design2010Inngår i: International Journal of Design, ISSN 1991-3761, E-ISSN 1994-036X, Vol. 4, nr 2, s. 65-76Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    This paper advocates re-focusing interaction design towards aesthetics and compositions. Inspired by current movements within human-computer interaction, product design, materials science, and architecture, we argue that a central problematic concerned with reconciling the digital and physical has always shaped the field. Rather than bridging atoms and bits, an approach that systematically keeps the digital and physical apart, we advocate thinking of design as composition. Doing so will require articulating an aesthetic vocabulary that formally relates diverse materials whether digital or physical. Texture, a word that applies across materials, substrates, and scales, is advanced as a candidate term within our approach. We provide a model for thinking about texture as a relation and then ground the model through a design project, Icehotel X, rendered in ice and digital displays. Texture guided the quality of composition achieved in the final design executed by a team of diverse experts. This approach opens new avenues for the analysis and practice of interaction design.

  • 7161.
    Wiberg, Mikael
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Zaslavsky, Arkady
    Department of Computer Science, Electrical and Space Engineering Computer Science, Luleå University of Technology .
    Landscaping future interaction: special issue on mobile and ubiquitous multimedia2010Inngår i: IEEE Multimedia, ISSN 1070-986X, E-ISSN 1941-0166, Vol. 17, nr 2, s. 12-15Artikkel i tidsskrift (Fagfellevurdert)
  • 7162.
    Wiberg, Nils
    Umeå universitet, Samhällsvetenskaplig fakultet, Informatik.
    Use Qualities: An Organic Luxury We Can Afford: A Primer and Implementation of how Organic Interfaces can Improve the Use Quality Affordance2009Independent thesis Advanced level (degree of Master (One Year)), 10 poäng / 15 hpOppgave
    Abstract [en]

    Use qualities are sought after in interaction design and increasingly reachable given the new developments in tangible, ubiquitous and embodied interactions. But are they really obtainable regardless of what approach one chooses. This thesis explores how use qualities can be reached by Organic Interaction Design and in doing so it also provides a primer for what this concept entails: A concept which demands a high level of intuitivity in the designs of new media and new interaction trajectories. It is implemented here in a case of an interactive table complete with tangible interactions. This thesis provides examples of how use qualities such as immersion, playability and even vulnerability are reached not via e.g. system transparency but rather via a mimicry of the tacit cues of biological systems occurring in the natural world. The interaction design need be thoughtful and holistic for such endeavors.

  • 7163.
    Wiberg, Olivia
    et al.
    Högskolan Väst, Institutionen för ekonomi och informatik.
    Ström, Frida
    Högskolan Väst, Institutionen för ekonomi och informatik.
    Publish on-the-go: en studie av mobilt socialt nätverkande hos early adopters2010Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Detta arbete undersöker mobilt socialt nätverkande med smartphones som verktyg och har som syfte att belysa subjektiva värden i användandet hos en grupp så kallade ”early adopters”. Vi tittar närmare på hur samhället förändras i takt med att tekniken utvecklas, och ser till vilka konsekvenser och behov denna utveckling skapar. Vidare analyserar vi en grupp yrkesverksamma personer inom IT – och Mediabranschen, som ligger i framkant vad gäller teknikanpassning. Vi studerar hur de använder det sociala mediet Facebook i kombination med produkten iPhone, och analyserar det resultat vi får fram från intervjuer och observationer mot den teoretiska modellen Theory of Consumption Values. Denna modell används för att reda ut olika typer av upplevda värden hos vår nämnda intressegrupp, såsom; funktionella värden, sociala värden, emotionella värden, epistemiska värden samt situationsberoende värden. Genom att göra en resultatanalys kommer vi fram till att de främsta värden som vår intressegrupp ser med det kombinerade användandet av Facebook och iPhone handlar om tillgänglighet och information. Vi ser också hur det sociala nätverkandet är fokuserat på den personliga framtoningen, dvs. det personliga varumärkets betydelse för dessa människor, samt att kunskap om ny teknik och trender är mycket viktigt för dessa i deras arbete.

  • 7164.
    Wiberg, Tommy
    Högskolan i Skövde, Institutionen för datavetenskap.
    Effektivisering av lagringsstrukturer i RDB21997Independent thesis Basic level (degree of Bachelor)Oppgave
    Abstract [sv]

    RDB2 är en relationsdatabashanterare som har utvecklats på Högskolan i Skövde för att användas i undervisningssyfte. Åtkomsten av data i den nuvarande versionen av RDB2, version 0.93, anses vara ineffektiv. Lagringsstrukturen är uppbyggd med hjälp av en lagringsteknik som kallas hashing. Hashingen påverkar hur datan lagras fysiskt. När hashing inte kan användas måste åtkomsten ske sekvensiellt vilket leder till att åtkomsttiden blir dålig. Genom att införa ytterligare lagringsstrukturer kan åtkomsten av data även ske med hjälp av dessa strukturer.

    Syftet med examensarbetet är att visa att ett införande av en logisk lagringsstruktur kommer att leda till att åtkomsten av data kommer att bli effektivare med avseende på snabbheten jämfört med den nuvarande versionen av RDB2.

    Tre olika metoder på hur tuppelstrukturen kan se ut för ett index över attribut som innehåller icke-unika värden har behandlats. Dessa tre metoder är täta index, index med variabelt stora indextuppler och index som använder indirekta indexblock. För strukturen på indexet har en-nivå index, fler-nivå index och balanserade träd granskats.

    Den metod som har valts att införa i RDB2 är ett logiskt en-nivå index med indirekta indexblock. Ett logiskt index för att underlätta rehashing och ett en-nivå index för att det är den enklaste av metoderna och kan relativt enkelt byggas ut till ett fler-nivå index. Anledningen till valet av att använda indirekta indexblock var att denna metod leder till enkel lagring och radering av tuppler samt lider varken av redundans eller ett behov av att införa nya läsfunktioner.

    Hypotesen att åtkomsten skulle förbättras om en logisk lagringsstruktur infördes i RDB2 har genom teoretiska tester visat sig vara sann. Att det finns specialfall där den sekvensiella sökningen är snabbare än en sökning via index ändrar inte det faktum att det nästan undantagslöst äreffektivare att söka via index än sekvensiellt.

  • 7165. Wicander, G.
    et al.
    Sundén, S.
    The BOP-people on the Global IT-arena2003Konferansepaper (Annet (populærvitenskap, debatt, mm))
  • 7166.
    Wicander, Gudrun
    et al.
    Karlstads universitet, Fakulteten för ekonomi, kommunikation och IT, Centrum för HumanIT. Karlstads universitet, Fakulteten för ekonomi, kommunikation och IT, Avdelningen för informatik och projektledning.
    Sundén, S.
    Challenges for the BOP-people in the ICT Society - Critical Success Factors2003Konferansepaper (Fagfellevurdert)
  • 7167.
    Wicander, Gudrun
    et al.
    Karlstads universitet, Fakulteten för ekonomi, kommunikation och IT, Centrum för HumanIT. Karlstads universitet, Fakulteten för ekonomi, kommunikation och IT, Avdelningen för informatik och projektledning.
    Sundén, Susanne
    ICT in Developing Countries: to be sustainable or not - is that the question?2005Konferansepaper (Fagfellevurdert)
  • 7168.
    Wicander, Gudrun
    et al.
    Karlstads universitet, Fakulteten för ekonomi, kommunikation och IT, Centrum för HumanIT. Karlstads universitet, Fakulteten för ekonomi, kommunikation och IT, Avdelningen för informatik och projektledning.
    Sundén, Susanne
    Karlstads universitet, Institutionen för informationsteknologi.
    ICT Use in a Rural Zambian Context - Local Conceptions Expressed as Critical Success Factors2004Inngår i: Proceedings of the IFIP WG 9.2, 9.6/11.7 Summer School on Risks and Challenges of the Network Society / [ed] Duquennoy, P., Fischer-Hübner, S., Holvast, J., Zuccato, A, Karlstad: Karlstads universitet, 2004, Vol. 2004:35Kapittel i bok, del av antologi (Annet vitenskapelig)
    Abstract [en]

    The objective of this study is to contribute to the analysis of the ICT situation in rural Zambia. The study aims to identify Critical Success Factors essential for ICT implementation and use within a district in Zambia. Data was collected during a two-month field study in the eastern part of Zambia. We carried out interviews with people from different areas of activities. The study provides a characterization of the ICT situation in a rural Zambian context based on conceptions expressed in interviews with local people. The factors range from national to local level. Notably, the Critical Success Factors are not limited to technology. In fact, most Critical Success Factors in our study relate to socio-cultural and governmental issues, which need to be addressed before and parallel to technological solutions

  • 7169.
    Widerström, Tom
    Linköpings universitet, Institutionen för datavetenskap, MDALAB - Human Computer Interfaces. Linköpings universitet, Tekniska högskolan.
    Customers IT Governance maturity: Successful implementation of IS2011Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    In this thesis I have tried to identify if there exists a correlation between IT Governance Maturity (ITGM) and the success of an Information system implementation.

    The method chosen for this research was a Case study, performed at an IT-company, Medius AB in Linköping, Sweden. Six customers of Medius where selected, based on their successfulness project implementation, that the same project manager at Medius was involved and that their existed a comparable customer in the same industry for each customer selected.

    Out of the six customers selected for this thesis, two of them where from the retail industry, two from the manufacturing industry and two from the service industry. Their maturity level (according to SAMM) was determined using the framework suggested by Khaita & Zaulkernan (2009), by estimating each attribute from the interviews performed with the respondents.

    Each customers ITGM level was then compared to the degree of success of the implementation project of the Medius system. A correlation was found, between high ITGM and successful outcomes of the implementation project. The two attributes that seem to affect the outcome the most was: communication and knowledge sharing. These two attributes was also the ones least implementeted at the customers which unsuccesfully implemented the system. 

  • 7170.
    Widhja, Anders
    Högskolan i Skövde, Institutionen för datavetenskap.
    Svenska företag och Internet1999Independent thesis Basic level (degree of Bachelor)Oppgave
    Abstract [sv]

    I detta arbete undersöker jag frågan om hur svenska företags Internetanvändning ser ut samt hur de upplever att de påverkas av Internet. Jag har även gjort en jämförelse i denna fråga mellan företag inom IT-området och företag inom andra områden.

    Rapporten inleds med en genomgång av de användningsområden för Internet som litteraturen anger vara de vanligaste för företag. Vidare presenteras vilka vinster och kostnader som kan härledas från en Internetsatsning, hur det dagliga arbetet kan förändras vid införandet av Internet samt hur företagen sköter arbetet med deras Internetsatsning.

    För att kunna besvara frågan har jag använt mig av telefonintervjuer som metod för att samla in material. 24 svenska företag fick frågor om deras Internetsatsning, 12 företag från IT-området och 12 företag från andra områden.

    Resultatet visar på en relativt stor kunskap om Internet inom svenska företag samt att IT-företagen ligger en bit före företagen med verksamhet inom andra områden än IT vad gäller användandet av Internet.

  • 7171.
    Widholm, Rickard
    et al.
    Örebro universitet, Handelshögskolan vid Örebro Universitet.
    Wahlgren, Fredrik
    Örebro universitet, Handelshögskolan vid Örebro Universitet.
    En identifiering av hot mot informationssystem och dess konsekvenser i den offentliga sektorn i Örebro2012Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
  • 7172.
    Widinghoff, Steve
    et al.
    Umeå universitet, Samhällsvetenskaplig fakultet, Informatik.
    Andersson, Michael
    Umeå universitet, Samhällsvetenskaplig fakultet, Informatik.
    IDQ Viewer: För enklare Visning av Databasstruktur: Viewer : För enklare Visning av Databasstruktur2008Independent thesis Basic level (professional degree), 10 poäng / 15 hpOppgave
    Abstract [en]

    The social community is structured around data, a lot of that data is stored in different types of databases. The meaning of this essay is to develop an interactive tool that will change the way database visualization is done, and also to research in which fields a tool of this type can be used. With the help of different methods we discovered areas where it could be of use, such as; presentation of a database, development and documentation of a database. The primary goal of the prototype was to make viewing of database structures easier, even people without prior database knowledge should be able to understand the structure. During the development we used prototypes. Their are two types of prototyping, high-fidelity and low-fidelity, both were used during the development. IDQ viewer is a prototype, which shows tables and columns in a database. One of the thoughts behind the tools functionality was that it should be platform independent, and also place independent. The tool became useful in different roles, as a learning tool, a political tool and a technical tool. As a result we can see that the usability of this tool has broadened. There exists a strong public need of tools that will generate this type of database visualization. Further research and further development of new tools are needed in the areas of database visualization.

  • 7173.
    Widjeskog, Regina
    Linnéuniversitetet, Fakultetsnämnden för naturvetenskap och teknik, Institutionen för datavetenskap, fysik och matematik, DFM.
    Hur prioriterar en matrisorganisation?: En beskrivning & analys av prioriteringsprocessen i ett PMO hos en matrisorganisation.2012Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Företag kan ha olika struktur och med denna organisationsstruktur kommer en del utmaningar. Matrisorganisationer är en utformning av det mer komplexare slaget och dess tydligaste kännetecken är multipla rapporteringsvägar. På senare tid har det visat sig att matrisorganisationer som arbetar med Project Management Office (PMO) har problem med hur de ska prioritera sina projekt. Detta för att beslutsvägarna är komplexa och det många gånger är svårt att veta vem det är som bestämmer.

     

    Syftet med studien var att beskriva och analysera prioriteringsprocessen i ett PMO som existerar i en matrisorganisation. Studien har även velat påvisa vilka faktorer som påverkar denna prioriteringsprocess. För att besvara syftet har en deskriptiv undersökningsmetod använts med en deduktiv ansats. Studien har haft Företag X i Västerås som fallföretag, där utförliga intervjuer har genomförts med relevanta informanter för att samla in empiri.

     

    I studien beskrivs begrepp som är kopplade till prioriteringsprocessen i ett PMO i en matrisorganisation, uppdelade i fyra olika teman; projekt, styrning, beslutsfattande och organisation. Studiens resultat och analys börjar med en verksamhetsbeskrivning men är sedan indelat i fem rubriker. Direkt under samtliga av dessa rubriker sker en analys utifrån den teoretiska referensramen. Därefter sker en djupare diskussion gällande prioriteringsprocessen och dess påverkande faktorer.

     

    Denna studie påvisar att fallföretaget saknar en tydlig prioriteringsprocess. Väldefinierade IS strategier och Business drivers i kombination med rätt visualiseringsverktyg underlättar prioriteringsprocessen för en matrisorganisation. Andra faktorer som även påverkar är styrning och struktur i PMO, beslutsfattande och resurser.

  • 7174.
    Wigren, Torbjörn
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för systemteknik. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Reglerteknik.
    Input-output data sets for development and benchmarking in nonlinear identification2010Rapport (Annet vitenskapelig)
  • 7175.
    Wiik, Richard
    Linköpings universitet, Institutionen för datavetenskap, Interaktiva och kognitiva system.
    Detection and interpretation of weak signals2016Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    Managing safety at a nuclear power plant is about a complex system with demanding technology under time pressure where the cost of failure is exceptionally high. Swedish nuclear power plants have over the last few years introduced Pre-job Briefing and other so called Human Performance Tools to advert errors and strengthen control. By using the Systemic Resilience Model different views of safety are taken to understand the origin of the signals that leads to a Pre-job Briefing, and how the signal is interpreted, re-interpreted, and presented.

    The study took place at a Swedish nuclear power plant and included four days of observations and 20 interviewees. The thematic analysis shows a similarity between mentioned origins of Pre-job Briefings and the intended use of Pre-job Briefing. Characteristics of a High Reliability Organisation is shown in practice by a culture of that one will to have a Pre-job Briefing is enough, that sharp end workers is used as a valuable resource for safety and a systematic support to screen jobs over time without influencing non-job related factors.

    The signals acted upon matched well with the intended, and personnel get several opportunities to evaluate the signals together, striving for best possible circumstances. The Systemic Resilience Model was successfully applied together with a thematic analysis, which strengthens its validity as a holistic model that combines different views of safety in one coherent model. SyRes allowed to present additional themes, leaving the question at what stage SyRes is optimally implemented in a thematic analysis.

  • 7176.
    Wijkman, Per
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Contributions to Evolutionary Computation1997Doktoravhandling, monografi (Annet vitenskapelig)
  • 7177.
    Wik, Malin
    Karlstads universitet, Fakulteten för ekonomi, kommunikation och IT.
    Supporting Usability Studies in Uganda: A case study contributing to the planning phase of usability facilities2012Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    Usability studies are conducted as a part of the usability engineering process, ensuring the usability of a developing product. Such usability studies can be conducted in a usability laboratory, or at the anticipated context of use. At the School of Computing & Informatics Technology (CIT) at Makerere University in Kampala, Uganda, plans for usability facilities are being evolved.This study maps what facilities are beneficial for CIT at Makerere University to adapt in order to fulfil the potential stakeholders’ needs, as well as enabling the stakeholders to conduct wanted usability studies. Furthermore, the study presents various usability engineering methods, to be compared with the needs of the stakeholders.26 potential stakeholders of the usability facilities answered two different surveys. The result shows that the stakeholders’ conceptions about usability studies in some cases are misconceptions, why educational activities about usability and usability studies should be planned alongside the development of the facilities. Further the study shows that the facilities must support usability studies conducted in field as well as studies conducted in a controlled laboratory environment. Moreover, the facilities need to provide facilities for testing mobile services, web applications, user interfaces, and provide for stress and load testing.

  • 7178.
    Wiklander, Levi
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Företagsekonomiska institutionen.
    Intertextuella strövtåg i Akademia: måhända som en galaktisk reseskildring anno 19981998Doktoravhandling, monografi (Annet vitenskapelig)
  • 7179.
    Wiklund, Daniel
    Linnéuniversitetet, Fakultetsnämnden för naturvetenskap och teknik, Institutionen för datavetenskap, fysik och matematik, DFM. Linnéuniversitetet, Fakultetsnämnden för humaniora och samhällsvetenskap, Institutionen för samhällsvetenskaper, SV.
    Annonsplacering: Hur placeringen av annonser i artiklar kan optimeras för högre Click Through Rate2012Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    The web as an arena for news reporting and information sharing to consumers has grown for many years in the expense of the traditional newspapers. The revenue stream has however not followed the same transformation which has led to a remarkably lower profit when news and articles are distributed through the web. Banner advertising is a method that is commonly used by online magazines to generate profit where advertisers pay to expose their message. One method to measure banner ads effectivity, and indirectly, what the advertiser would pay, is through Click-Through Rate (CTR), how many clicks a banner ad receives in relation to the amount of banner views. One of the variables that play an important role in the banner ad effectivity is the placement of the banner ad. This study has investigated if CTR is affected depending on the banner ad placement. The click- and view tracking has been measured by the amount of click and views every tested banner ad received. The results of the measurement show that the both placement have received an equal CTR. This study shows that common believes regarding banner ad placement could be wrong and that the placement of banner ads needs to be evaluated continuously in relation to several variables to keep the effectivity of the banner ad. This study’s limited extent underlines that further research needs to be done to draw a complete conclusion and support the findings. 

  • 7180.
    Wiklund, Johan
    et al.
    Linköpings universitet, Institutionen för konstruktions- och produktionsteknik.
    Åkesson, Johan
    Linköpings universitet, Institutionen för konstruktions- och produktionsteknik.
    Smart Cylinder: Konceptstudie samt demonstrator för systemövervakning av hydraulcylindrar2006Independent thesis Advanced level (degree of Magister), 20 poäng / 30 hpOppgave
    Abstract [sv]

    Detta examensarbete har utförts på Institutionen för Konstruktions- och Produktionsteknik, avdelningen för Fluid och Mekanisk Systemteknik vid Linköpings Universitet, på uppdrag av CA-Verken AB i Sävsjö.

    Arbetet är ett första steg i utvecklingen av en ny typ av hydraulcylinder med inbyggd tillståndsövervakning. Arbetet har bestått av en teoretisk studie kring system- och hälsoövervakning av hydraulcylindrar samt konstruktion av en demonstrator, en testrigg, för att testa och verifiera slutsatserna från den teoretiska studien. Studien och demonstratorn har resulterat i ett flertal förslag till hur en framtida produkt skall utformas.

  • 7181.
    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.

  • 7182.
    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.

  • 7183.
    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.

  • 7184.
    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.

  • 7185.
    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.

  • 7186.
    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.

  • 7187.
    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.

  • 7188.
    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.

  • 7189.
    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 Education2016Konferansepaper (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.

  • 7190.
    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.

  • 7191.
    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.

  • 7192.
    Wiklund, Victor
    Högskolan i Skövde, Institutionen för kommunikation och information.
    COTS eller in-house: Processen bakom valet av systemtyp2009Independent thesis Basic level (degree of Bachelor), 20 poäng / 30 hpOppgave
    Abstract [sv]

    När informationssystem ska utvecklas handlar det om att välja den systemtyp som lämpar sig allra bästa för uppgifterna. Främsta handlar det om att välja mellan COTS och in-house. Idag finns det inga modeller som avhandlar det specifika valet av systemtyp. Detta innebär att valet av system i många fall sker på ren chans.

    Bristen på modeller och hjälpmedel för val av systemtyp innebär således att det uppstått en kunskapslucka som resultatet från arbetet är tänkt att fylla. I arbetet presenteras en modell för hur valet av systemtyp bör ske, vilken kombinerar befintlig teori inom området samt kompletterar med nytt. Framtagningen av modellen har baserats på litteraturstudier men även observationer samt intervjuer, utförda på ett företag som står inför utmaningen att välja just systemtyp. Modellen har sedan testats för att avgöra dess kvalitet. Resultatet visar att modellen med fördel kan användas vid valet av systemtyp, den bistår utvecklare med riktlinjer över arbetet bakom valet av systemtyp bör föras.

  • 7193.
    Wiksell, Peter
    et al.
    Högskolan Dalarna, Akademin Industri och samhälle, Informatik.
    Ryberg, Alexander
    Högskolan Dalarna, Akademin Industri och samhälle, Informatik.
    Utveckling av webbaserad kompetenshanterings-prototyp som grund för bemanning av projekt2014Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Idag är organisationer mer beroende än tidigare av sina anställdas kompetens. Tidigare studier har visat att man kan använda IT-system som stöd för kompetenshantering. Det finns flera problem med systemen. Ett problem med att implementera ett kompetenshanteringssystem är att designa ett kompetensramverk. Uppsatsens syfte utveckla en systemprototyp för kompetenshantering som dokumenterar kompetens som grund för bemanning av projekt. Det utförs genom att utveckla en prototyp för dokumenteringen av kompetens och användningen av den som grund för bemanning av projekt. Den forskningsstrategi som används är Design and Creation och den systemutvecklingsmodell som används är Prototyping. Prototypen har utvärderats genom demonstrationer för slutanvändare. Uppsatsens kunskapsbidrag utgörs av att visa hur ett system för kompetenshantering kan byggas för att möta problematiken ovan.

  • 7194.
    Wikström, Daniel
    et al.
    Högskolan Dalarna, Akademin Industri och samhälle, Statistik.
    Brandt, Daniel
    Högskolan Dalarna, Akademin Industri och samhälle, Kulturgeografi.
    Heldt, Tobias
    Högskolan Dalarna, Akademin Industri och samhälle, Nationalekonomi.
    A business intelligence solution of handling traveling data with R and Shiny2016Inngår i: Proceedings of the IFITTtalk@Östersund Workshop on Big Data & Business Intelligence in the Travel & Tourism Domain / [ed] Fuchs, M., Lexhagen, M. & Höpken, W., 2016Konferansepaper (Fagfellevurdert)
  • 7195.
    Wikström, Lena
    et al.
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för informatik (IK).
    Bergström, Erik
    Linnéuniversitetet, Fakulteten för teknik (FTK), Institutionen för informatik (IK).
    Undersökning kring lärares perspektiv på högre undervisning i Second Life2013Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Denna uppsats behandlar lärares perspektiv på högre undervisning med Second Life som undervisningsplattform. Second Life (SL) är en virtuell värld där olika lärosäten världen runt har egna ”öar” och bedriver olika former av undervisning. Inledningsvis beskrivs vad SL är och hur det kan användas i undervisningssyfte.

    Här presenteras även de frågeställningar som behandlades, vilka var:

    ”Vilka positiva och negativa aspekter kan lärare uppleva vid användandet av SL som undervisningsplattform?” samt

    "Hur upplever man som lärare i Second Life skillnaderna i förutsättningar gentemot traditionell klassrumsundervisning?”

    För att belysa problematiken gjordes litteraturstudier om olika pedagogiska modeller och teorier för undervisning i virtuella världar, undervisningsformer, bedömning samt olika typer av problem som kan uppstå. Uppsatsförfattarna skaffade sig även personliga erfarenheter av Second Life och samlade relevanta lärarkontakter till en sändlista. De faktorer som ansågs intressanta att analysera delades in i följande områden:

    · användning av virtuella världar i högre utbildning

    · förutsättningar för undervisning via virtuella världar

    · skillnader mellan traditionell och virtuell undervisning.

    Med detta material som utgångspunkt skrevs en enkät som innehöll både öppnafrågor och frågor med givna svarsalternativ. Denna skickades till 73 personer vid olika lärosäten världen runt. Endast 14 personer besvarade enkäten, vilket begränsar resultatens användningsområde och tillförlitlighet. Undersökningens viktigaste resultat är följande:

    Användning av virtuella världar i högre utbildning:

    · antalet lärare som använder SL i undervisning har minskat

    · SL-lärare använder pedagogiska modeller som i en eller annan form bygger på social konstruktivism.

    Förutsättningar för undervisning via virtuella världar:

    · attityder till undervisning i Second Life som lärare möter från sina respektivelärosäten är i anmärkningsvärt hög grad negativa

    · det behövs en pålitlig och effektiv metod för identitetskontroll av studenter

    · problem med tekniken är mycket vanliga, liksom att det ofta är svårt för nybörjare att ”komma in i” och snabbt lära sig använda miljön.

    Skillnader mellan traditionell och virtuell undervisning:

    · språkundervisning verkar ha större likheter mellan traditionell undervisning och undervisning i Second Life

    · kursförberedelser och undervisning i SL tar mer tid än motsvarande undervisning i mer traditionell form.

  • 7196.
    Willermark, Sara
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Technological Pedagogical and Content Knowledge: A Review of Empirical Studies Published From 2011 to 20162017Inngår i: Journal of educational computing research (Print), ISSN 0735-6331, E-ISSN 1541-4140, s. 1-29Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Technological Pedagogical and Content Knowledge (TPACK) has been introduced asa conceptual framework for the knowledge domains teachers need to master to teach successfully using technology, and has drawn much attention across the educational field. Yet, the framework has been criticized for not being practically useful, due to inaccurate and insufficient definitions. To better understand the critics and the usefulness of the framework, an investigation of how the framework has been applied to show teacher TPACK is needed. This study is a systematic literature review of107 peer-reviewed journal articles concerning the use of TPACK in empirical studies published from 2011 to 2016. The study supplements previous review studies with more recent work on general characteristics of TPACK studies as well as contributes an analysis of how the framework has been applied to identify teacher TPACK inrecent literature. Findings show a variety of approaches and instruments to examine teacher TPACK. Most common is to identify teacher TPACK via self-reporting, while performance evaluations of teaching activities are rare. Additionally, the ways TPACK is operationalized as a measuring instrument are often implicit and make comparison of results difficult. Future directions for research are discussed.

  • 7197. 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.

  • 7198. 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.

  • 7199. 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)
  • 7200.
    Wimelius, Henrik
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Duplicate systems: investigating unintended consequences of information technology in organizations2011Doktoravhandling, monografi (Annet vitenskapelig)
    Abstract [en]

    The organizational consequences of information technology (IT) constitutes a core focus in information systems (IS) research. The relationship between organizations and IT has received considerable attention by IS researchers in order to develop knowledge related to how and why organizations and IT are related. While organizational use of IT continues to increase in practice, previous research has shown that the effects of IT at best are difficult to predict. Consequently, the adoption and assimilation of IT in organizational settings must be recognized as complex and challenging processes, which makes the production of knowledge related to such processes important and pressing.

     

    This dissertation identifies, characterizes and explains a paradoxical outcome of the adoption and assimilation of an enterprise content management (ECM) system in a context of organizational information management. The outcome, labeled the duplicate systems paradox, is constituted by a situation in which an organization continuously allows multiple, overlapping, partially competing and largely incompatible information systems to persist and continue to evolve over time, despite continued awareness of the adverse consequences on organizational information management capabilities. A qualitative case study approach was used as the primary means for data collection. The case study was conducted in the administrative divisions of HealthOrg, a large organization in the medical- and health care sector. To this end, the main objective of this dissertation is to investigate how this paradox was formed, and furthermore, how and why it was able to persist. In order to do this, dialectical theory is combined with contextualism and theory on organizational information processing to form a comprehensive theoretical perspective used to inform the analytical efforts.

     

    By using a dialectical approach, the analysis presents empirical evidence of the existence and composition of three overarching contradictions found to affect the formation and persistence of the duplicate systems paradox. More specifically, the resulting explanatory model demonstrates how three pairs of opposites, control versus support at the requirements level, options versus practices at the solutions level, and top-down versus bottom-up approaches at the transformations level, along with contextual tensions, were essential components in the formation and persistence of the paradox. Thus, the duplicate systems paradox could form and continue to evolve due to contradictory forces present at, and interconnected between, different vertical and horizontal levels within the organization. Through the identification and explanation of the duplicate systems paradox, this study provides a detailed example of how, and why, unintended consequences of IT in organizations may emerge and continue over time.

     

    In terms of implications for research and practice, the findings of this dissertation point to six important observations. First, this research suggests that understanding and characterizing the context in which IT is to be implemented is crucial and challenging. Thus, organizations should pay careful attention to the practical side of context, rather than to the somewhat theoretical boundaries of organizations. It is suggested that the concepts of ‘inner’ and ‘outer’ context may be useful in analyzing and understanding context. Second, this research suggests that organizations should attempt to identify potentially conflicting requirements, and devise clear strategies to decide how to prioritize between such requirements as the identification and explication of requirements present at different levels in the organization may reveal problems that need to be considered when choosing information system (IS). Third, organizations need to pay careful attention to what the adoption of a new IS means in terms of adaptation and/or realignment, and to what extent organizational activities, technological functionalities, or both, should be adapted. Organizations should furthermore be aware that the adoption of systems that can also be used as development platforms may cause a cascade of effects and dependencies that are difficult to manage. Fourth, the findings of this research suggest that organizations faced with the challenge of adopting complex IT solutions need to take into account their previous strategies and planned new ones in order to devise a comprehensive strategic approach since the coexistence of radically different strategies may cause uncertainty and inertia within the overall assimilation process. Fifth, this research indicates that IT management and information management (IM) are highly interrelated activities, but are not mutually exclusive. Thus, organizations adopting technologies that are specifically focused on information management may benefit from developing distinct areas of responsibility and clear communication channels between the involved organizational units. Furthermore, these findings suggest that future research should pay careful attention to, and specifically investigate, the exact nature of the relationship between information management and IT management. Finally, this research demonstrates how a dialectical approach may be used to adequately investigate organizational information management, specifically in relation to the adoption and assimilation of IT.

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