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  • 7151.
    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.

  • 7152.
    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. 

  • 7153.
    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)
  • 7154.
    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.

  • 7155.
    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.

  • 7156.
    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

  • 7157.
    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.

  • 7158.
    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.

  • 7159.
    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.

  • 7160.
    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)
  • 7161.
    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.

  • 7162.
    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.

  • 7163.
    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.

  • 7164.
    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.

  • 7165.
    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.

  • 7166.
    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.

  • 7167.
    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)
  • 7168.
    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)
  • 7169.
    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.

  • 7170.
    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)
  • 7171.
    Wettergren, Gunnar
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Leontaridis, Lefteris
    Prentza, Andriana
    D3.4 – Piloting Handbook2017Rapport (Övrigt vetenskapligt)
  • 7172.
    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 ratio2013Konferensbidrag (Refereegranskat)
    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.

  • 7173.
    Wiafe, Samuel
    Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation.
    Examining Internet and E-commerce Adoption in the Music Records Business in Ghana2012Självständigt arbete på avancerad nivå (masterexamen)Studentuppsats (Examensarbete)
    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.

  • 7174.
    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 (Övrig (populärvetenskap, debatt, mm))
  • 7175.
    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-use2010Ingår i: International Journal of Ambient Computing and Intelligence, ISSN 1941-6237, Vol. 2, nr 2, s. 1-26Artikel i tidskrift (Refereegranskat)
    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.

  • 7176.
    Wiberg, Mikael
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Interactive Textures for Architecture and Landscaping: Digital Elements and Technologies2011Bok (Övrigt vetenskapligt)
  • 7177.
    Wiberg, Mikael
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Interactive textures for architecture and landscaping: digital elements and technologies2010Bok (Övrigt vetenskapligt)
  • 7178.
    Wiberg, Mikael
    Uppsala University, Sweden.
    Landscapes, long tails & digital materialities: Implications for mobile HCI research2012Ingår i: International Journal of Mobile Human Computer Interaction, ISSN 1942-390X, E-ISSN 1942-3918, ISSN 1942-390X, Vol. 4, nr 1Artikel i tidskrift (Refereegranskat)
    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.

  • 7179.
    Wiberg, Mikael
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Making the case for “Architectural Informatics”: A new research horizon for ambient computing?2011Ingår i: International Journal of Ambient Computing and Intelligence, Vol. 3, nr 3, s. 1-7Artikel i tidskrift (Refereegranskat)
  • 7180.
    Wiberg, Mikael
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Mobile media for heterogeneous interaction landscapes: towards integrated liquid media objects2009Ingår i: Third international conference on digital society: ICDS 2009, proceedings, Umea Univ, Dept Informat, S-90187 Umea, Sweden.: IEEE conference proceedings, 2009, s. 208-216Konferensbidrag (Refereegranskat)
    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.

  • 7181.
    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 design2010Ingår i: International Journal of Design, ISSN 1991-3761, E-ISSN 1994-036X, Vol. 4, nr 2, s. 65-76Artikel i tidskrift (Refereegranskat)
    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.

  • 7182.
    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 multimedia2010Ingår i: IEEE Multimedia, ISSN 1070-986X, E-ISSN 1941-0166, Vol. 17, nr 2, s. 12-15Artikel i tidskrift (Refereegranskat)
  • 7183.
    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 Affordance2009Självständigt arbete på avancerad nivå (magisterexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    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.

  • 7184.
    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 adopters2010Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    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.

  • 7185.
    Wiberg, Tommy
    Högskolan i Skövde, Institutionen för datavetenskap.
    Effektivisering av lagringsstrukturer i RDB21997Självständigt arbete på grundnivå (kandidatexamen)Studentuppsats
    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.

  • 7186. Wicander, G.
    et al.
    Sundén, S.
    The BOP-people on the Global IT-arena2003Konferensbidrag (Övrig (populärvetenskap, debatt, mm))
  • 7187.
    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 Factors2003Konferensbidrag (Refereegranskat)
  • 7188.
    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?2005Konferensbidrag (Refereegranskat)
  • 7189.
    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 Factors2004Ingår 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. 2004:35Kapitel i bok, del av antologi (Övrigt vetenskapligt)
    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

  • 7190.
    Widerström, Tom
    Linköpings universitet, Institutionen för datavetenskap, MDALAB - Human Computer Interfaces. Linköpings universitet, Tekniska högskolan.
    Customers IT Governance maturity: Successful implementation of IS2011Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    I den här rapporten har jag tittat på hur ett IT-företags kunders IT-mognad påverkar utfallet av införandet av ett IT-system. Som underlag användes en fallstudie av företaget Medius AB och deras Linköpingskontor, där sex av deras kunder intervjuades och bedömdes i enlighet med SAMM. Fallföretaget i sig analyserades, med data från interna intervjuer och med stöd av en observation bedömdes deras IT-mognadsgrad enligt CSM.

    Målet var att undersöka huruvida IT-mognadsgraden hos en kund påverkar utfallet av ett införandeprojekt av ett IT-system. IT-systemet i fråga var ett elektroniskt arbetsflödessystem för faktura hantering, och för att eliminera risk användes bara projekt där samma projektledare varit ansvarig hos Medius AB.

    Två stycken kundföretag per bransch valdes ut, för branscherna utgjordes av: tillverkande, tjänste och detaljhandel. En bransch stack ut i studien, där detaljhandelns två företag i rapporten var de som visade sig ha högst mognadsvärde enligt SAMM.

    Vidare kunde jag konstatera att det finns en tydlig koppling mellan de med hög mognadsgrad och lyckade projektutfall. De två faktorer som verkade påverka utfallet främst, var effektiv intern kommunikation och förmågan att överföra kunskap. De två projekt som helt hade misslyckats införa bra rutiner för dessa, var också de som lyckats dåligt med att införa produkten under det givna projektet.

  • 7191.
    Widhja, Anders
    Högskolan i Skövde, Institutionen för datavetenskap.
    Svenska företag och Internet1999Självständigt arbete på grundnivå (kandidatexamen)Studentuppsats
    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.

  • 7192.
    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 Örebro2012Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
  • 7193.
    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 Databasstruktur2008Självständigt arbete på grundnivå (yrkesexamen), 10 poäng / 15 hpStudentuppsats
    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.

  • 7194.
    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.2012Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    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.

  • 7195.
    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 (Övrigt vetenskapligt)
  • 7196.
    Wiik, Richard
    Linköpings universitet, Institutionen för datavetenskap, Interaktiva och kognitiva system.
    Detection and interpretation of weak signals2016Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    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.

  • 7197.
    Wijkman, Per
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Contributions to Evolutionary Computation1997Doktorsavhandling, monografi (Övrigt vetenskapligt)
  • 7198.
    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 facilities2012Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    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.

  • 7199.
    Wiklander, Levi
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Företagsekonomiska institutionen.
    Intertextuella strövtåg i Akademia: måhända som en galaktisk reseskildring anno 19981998Doktorsavhandling, monografi (Övrigt vetenskapligt)
    Abstract [en]

    This dissertation is a thematic presentation of the academic world, of Academia. The work on it has neither been directed by any specific research problem and research plan, nor structured by any established research method. It is, on the contrary, an attempt to reach beyond the type of paradox that may appear when a researcher who is part of the academic world is studying exactly that. It has been an intertextual journey among texts about various phenomena in Academia. The result is a so-called demi-text, which contains a number of disparate themes: fuzzy, incomplete and intertextually contaminated verbal pictures that carry no pretensions of depicting actual conditions, states or events, but that have the ambition of not making Academia a research object that becomes a victim of its own favoured methods. These texts may give form (Gestalt) to complexity, paradoxes, chaos, dilemmas, various possibilities, threats and obstacles within Academia. They may (as a research object) encourage reflective reactions, associations, preliminary thoughts, and controversial questions, as well as expose some quiet assumptions about Academia, and give further reasons for exploring talks or conversations among professors, researchers, students, teachers and others at universities and colleges in Sweden.

    This dissertation is produced in two different forms: one static and paper-bound, and one electronic and loose. The latter offers a network of possible electronic browsing paths. It is also open for reader comments and complementary or contrasting contributions. It is accessible through the author's home page at http://www.fek.su.se/home/lew/. It is submitted with an extended copyright for the reader. 

  • 7200.
    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 Rate2012Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    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. 

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