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  • 1.
    Amanuel, Yobel
    et al.
    Högskolan Väst, Institutionen för ekonomi och it.
    Kozarcanin, Enis
    Högskolan Väst, Institutionen för ekonomi och it.
    Digitala vårdmöten: En kvalitativ studie om vårdpersonalens upplevelser och erfarenheter av vårdmöten på distans2022Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Digitaliseringen av sjukvården inom Sverige har fört med sig nya upplevelser för vårdpersonalen. Sjukvården har utvecklat något som heter digitala vårdmöten, detta är ett hjälpmedel för människor som inte har möjligheten till att besöka sjukhus eller vårdcentraler fysiskt eller som av annan anledning föredrar ett digitalt möte som ett alternativ till att besöka sjukvården. Med digitala vårdmöten så kan patienten boka en tid för en uppföljning eller undersökning av ett hälsoproblem för att sedan genomföra mötet via sin dator eller mobiltelefon.

    Den nya teknologin har påverkat vissa arbetsaktiviteter och vårdpersonalens upplevelse av dessa moment kan variera. Därför har denna studie genomfört intervjuer med vårdpersonal som har olika yrkesroller med syftet att beskriva deras upplevelse av digitala vårdmöten. Dessa intervjuer analyserades med hjälp av en innehållsanalys.

    Slutsatserna med analysen var att vårdpersonalen upplevde digitala vårdmöten som ett alternativ för patienter och inte en ersättning till fysiska vårdmöten.

  • 2.
    Augustsson, Jens
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Holm, Alexis
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Framtidens konsumtion av digitala tjänster: En studie kring bruk av digitala tjänster på mobila enheter, baserat på ett Smart City-perspektiv.2013Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Syftet med denna undersökning är att med hjälp av två vetenskapliga metoder, kvalitativa intervjuer och användardagböcker ta reda på hur användares mobila brukarvanor ser ut och vilka typer av tjänster kan de ligga till grund för baserat på ett Smart city-perspektiv. Arbetet kommer även att analysera och utveckla metodiken för fortsatta studier inom ämnet.

    Mobilen har under de senaste åren utvecklats till att bli en enhet där dess ursprungliga telefonfunktioner blivit sekundära egenskaper. Dess främsta ändamål är fortfarande för att kommunicera med andra, men i första hand genom andra typer av tjänster. Man kan idag även se hur utvecklingen går från ett bruk av digitala tjänster där varje enhet har specifika syften, till ett bruk där enheter samarbetar och delar ett gemensamt syfte. I och med att vårt bruk, och våra vanor, av dessa enheter förändras, så förändras även naturen hos tjänsterna de tillhandahåller. Man kan se en utveckling mot, och en efterfrågan för, tjänster som genom att utnyttja ny teknologi kan beskrivas bryta gränsen mellan det digitala och den fysiska verkligheten. Vilket ur ett Smart City-perspektiv kan ha stor potential inom flera områden av samhälls- och verksamhetsutveckling.

    Det går även att se att synen på hur vi konsumerar digitala tjänster förändras. Från att ha haft en väldigt enhetsfokuserad syn, där varje enhet har specifika ändamål, går vi mot ett bruk av tjänster där enheten i sig inte är viktig. Många tjänster finns idag på flera enheter, och enheterna fungerar mer som ett samarbetande ekosystem än enskilda enheter med egna syften. Enheterna delar snarare ett gemensamt syfte, att agera fönster mot internet.

    Ladda ner fulltext (pdf)
    Framtidens konsumtion av digitala tjänster
  • 3.
    Broeren, Jurgen
    et al.
    Sahlgrenska University Hospital.
    Jalminger, J
    Västra Götaland County.
    Johansson, L-Å
    Alkit Communications, Mölndal.
    Parmerud,, A
    Alkit Communications, Mölndal.
    Pareto, Lena
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Rydmark, Martin
    Gothenburg University.
    Information and communication technology: a person-centered approach to stroke care2012Ingår i: Proceedings of the 9th International Conference on Disability, Virtual Reality and Associated Technologies / [ed] P M Sharkey, E Klinger, Readings: University of Readings , 2012, s. 329-335Konferensbidrag (Refereegranskat)
    Abstract [en]

    This report describes the possibilities of information and communication technology (ICT) in stroke care, addressing a person-centered care (PCC) approach. Attention is paid to user involvement, design, videogames, and communication between health care professionals mutually as well as with patients, and how to share performance data with an electronic health record. This is the first step towards a supportive ICT system that facilitates interoperability, making healthcare information and services available to citizen’s across organizational boundaries. 

  • 4.
    Cerna, Katarina
    et al.
    University of Gothenburg, Department of Education, Gothenburg, Sweden.
    Weilenmann, Alexandra
    University of Gothenburg, Department of Education, Gothenburg, Sweden.
    Ivarsson, Jonas
    University of Gothenburg, Department of Education, Gothenburg, Sweden.
    Rysedt, Hans
    University of Gothenburg, Department of Education, Gothenburg, Sweden.
    Islind, Anna Sigridur
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Lundin, Johan
    University of Gothenberg, Department of Applied IT, Gothenburg, Sweden.
    Steineck, Gunnar
    Gothenburg University, Gothenburg, Sweden.
    Nurses' work practices in design: managing the complexity of pain2020Ingår i: Journal of Workplace Learning, ISSN 1366-5626, E-ISSN 1758-7859, Vol. 32, nr 2, s. 135-146Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Purpose: The purpose of this study is to understand the activities in nurses' work practices in relation to the design process of a self-monitoring application. Design/methodology/approach: A design ethnographic approach was applied in this study. Findings: To solve the problem of translating highly qualitative phenomena, such as pain, into the particular abstract features of a self-monitoring application, design participants had to balance these two aspects by managing complexity. In turn, the nurses'€™ work practices have changed because it now involves a new activity based on a different logic than the nurses’ traditional work practices. Originality/value: This study describes a new activity included in nurses’ work practices when the nurses became part of a design process. This study introduces a novel way on how to gain a deeper understanding of existing professional practice through a detailed study of activities taking place in a design process. This study explores the possible implications for nurses’ professional practices when they participate in a self-monitoring application design process. Â2020, Emerald Publishing Limited.

  • 5.
    Godhe, Anna-Lena
    et al.
    Institutionen för pedagogik, kommunikation och lärande, Göteborgs universitet.
    Cederlund, Katarina
    Högskolan Väst, Institutionen för individ och samhälle, Avd för utbildningsvetenskap och språk.
    Vad möjliggör och begränsar utvecklandet av en multimodal bedömningspraktik?2017Ingår i: Forskning pågår, 2017Konferensbidrag (Övrigt vetenskapligt)
    Abstract [sv]

    I takt med att digital teknologi har blivit allt vanligare i klassrummen skapar elever digitala och multimodala eller multimediala texter där det skrivna ordet integreras med bild, film, ljud och tal, vilket väcker frågor om hur vi bemöter och bedömer dessa texter. Med utgångspunkt i två olika forskningsprojekt på grund- och gymnasieskolan tar vi på föreläsningen upp de utmaningar lärare ställs inför vad gäller elevers produktion av multimodala texter och bedömning av dessa.

  • 6.
    Gustavsson Christiernin, Linn
    et al.
    Högskolan Väst, Institutionen för ingenjörsvetenskap, Avdelningen för produktionssystem (PS).
    Augustsson, Svante
    Högskolan Väst, Institutionen för ingenjörsvetenskap, Avdelningen för produktionssystem (PS).
    Interacting with Industrial Robots: A Motion-based Interface2016Ingår i: AVI '16 Proceedings of the International Working Conference on Advanced Visual Interfaces / [ed] Paolo Buono, Rosa Lanzilotti, Maristella Matera, New York: ACM Digital Library, 2016, s. 310-311Konferensbidrag (Refereegranskat)
    Abstract [en]

    Collaborative industrial robot cells are becoming more and more interesting for industry through the new Industrie 4.0 initiative. In this paper we report early work on motion-based interaction with industrial robots. Human motion is tracked by a Kinect camera and translated into robot code. A group of tests subjects are asked to interact with the system and their activities are observed. Lessons learned on interaction challenges in a robot cell are reported.

  • 7.
    Gustavsson, Linn
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avdelningen för samhällsbyggnad och samhällsutveckling.
    Augustsson, Svante
    Högskolan Väst, Institutionen för ingenjörsvetenskap, Avdelningen för produktionssystem (PS).
    Vallo Hult, Helena
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik. NU Hospital Group (SWE).
    Trigger Points Of Fear And Distrust In Human-Robot Interaction: The Case Of Cooperative Manufacturing2022Ingår i: IRIS 2022, the 45th Information Systems Research Seminar in Scandinavia: Proceedings, Association for Information Systems, 2022, s. 18-31, artikel-id 3Konferensbidrag (Refereegranskat)
    Abstract [en]

    Digital technology is becoming ubiquitous and embedded as an integrated part of our daily lives, in which the digital and the physical worlds are increasingly interconnected and intertwined. While advanced technology can provide tremendous benefits and opportunities, it can also be very complex and challenging to understand, potentially leading to fear, suspicion, and distrust. This paper investigates a case of human-robot interaction in cooperative manufacturing, focusing on understanding how operators, managers and viewers feel about cooperating with industrial robots using potentially dangerous tools like nail guns. The aim of the study is to identify how human reactions to technology-induced change can be understood. The research question is: how can different trigger points of fear or distrust in technology be understood in the context of human-robot interaction? The findings reveal three key factors in overcoming fear, creating trust and encouraging interaction: knowledge, control, and self-preservation. The main contribution is illustrated through suggested guidelines for aspects that have to be practically considered when building this type of flexible robot cell for interacting with industrial robots in a real setting.

    Ladda ner fulltext (pdf)
    fulltext
  • 8.
    Hedqvist, Ann-Therese
    et al.
    Linnaeus University, Kalmar; Region Kalmar, Västervik (SWE).
    Svensson, Ann
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Larsson, Lena
    Högskolan Väst, Institutionen för hälsovetenskap, Avdelningen för omvårdnad - avancerad nivå.
    Nurses' experiences of person-centred care planning using video-conferencing.2023Ingår i: Nursing Open, E-ISSN 2054-1058, nr 3, s. 1163-1937Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    AIM: The aim was to illuminate how nurses experience person-centred care planning using video conferencing upon hospital discharge of frail older persons.

    DESIGN: Care planning via video conferencing requires collaboration, communication and information transfer between involved parties, both with regard to preparing and conducting meetings. Participation of involved parties is required to achieve a collaborative effort, but the responsibilities and roles of the involved professions are unclear, despite the existence of regulations.

    METHOD: A qualitative content analysis was conducted based on 11 individual semi-structured interviews with nurses from hospitals, municipalities and primary care in Sweden.

    RESULTS: This study provides valuable insights into challenges associated with care planning via video conferencing. The meeting format, that is video conferencing, is perceived as a barrier that makes the interaction challenging. Shortcomings in video technology make a person-centred approach difficult. The person-centred approach is also difficult for nurses to maintain when the older person or relatives are not involved in the planning.

    Ladda ner fulltext (pdf)
    fulltext
  • 9.
    Hussain, Dena
    Högskolan Väst, Institutionen för ingenjörsvetenskap, Avdelningen för data-, elektro- och lantmäteriteknik.
    ICTs and sustainable management in cases of special need children: An early research case study2016Ingår i: 2016 IEEE Global Engineering Education Conference (EDUCON), IEEE, 2016, s. 997-1002Konferensbidrag (Refereegranskat)
    Abstract [en]

    As modern information and communication technologies (ICT) offer new possibilities for improving different aspect of healthcare, their implementation is a very relevant and is a fast accelerating process. The objective of this research is to identify the relationship between the use of Information and Communication Technologies for sustainable communication in the healthcare sector and examining the impact of using ICTs tool in a sustainable healthcare environment. This research is motivated by the need to develop better approaches in regards to healthcare services, creating optimized action plans for the development of sustainable processes in the healthcare sector in relation to process involving caretakers of disabled children in Sweden.

  • 10.
    Islind, Anna Sigridur
    et al.
    Reykjavik University, Department of Computer Science, School of Technology (ISL).
    Óskarsdóttir, María
    Reykjavik University, Department of Computer Science, School of Technology (ISL).
    Willermark, Sara
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Deeva, Galina
    KU Leuven, Research Centre for Information Systems Engineering (BEL).
    The Past, Present and Future of Learning Analytics: Minitrack paper2021Ingår i: Proceedings of the 54th Annual Hawaii International Conference on System Sciences / [ed] Tung X. Bui, University of Hawaii , 2021, s. 1507-1508Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    In the user’s interaction with systems, waiting and interruptions often constitute a source of negative experiences. However, system response time can be difficult or impossible to control, due to for example poor internet connection. This study explores “subjective experienced time”, which refers to the users’ assessment of system response timeliness. The aim of this study is to gain increased knowledge of user satisfaction and subjectively experienced time in interaction with mobile applications. Thirty participants used and evaluated three mobile applications, containing unique stimuli in progress indicators. The results show correlation between progress indicators’ degree of feedback and the subjectively experienced time and user satisfaction. Contributions include increased insight into the somewhat complex connection between the degree of feedback, subjectively experienced time and user satisfaction, as well as design implications for user-centred design.

    Ladda ner fulltext (pdf)
    fulltext
  • 11.
    Jobe, William
    et al.
    Stocholm Universitet, DSV.
    Nilsson, Stefan
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Designing the CloudBoard: an innovative tool for collaborative e-learning environments using HTML52011Ingår i: Proceedings of IRIS 2011: TUCS Lecture Notes No 15, October 2011. / [ed] Leino, Timo, Turku: Turku Centre for Computer Science , 2011, s. 327-338Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper aims to summarize the concepts of e-learning, LMS/VLE and cloud-based computing and present how the use of these technologies trends towards collaboration and interactive multimedia. Another purpose is to define and explain this trend in e-learning environments and technologies by presenting research grounded in constructivist learning theory. Subsequently, this paper summarizes the current situation of online whiteboard tools and the new HTML5 standard and key attributes. Next, this paper outlines how an open HTML5 solution for a collaborative, cloud-based, online whiteboard can improve accessibility, performance, collaboration, and security plus offer enhanced multimedia opportunities. Finally, this paper concludes with a presentation of an early prototype of an open, cloud-based online whiteboard, an e-learning cloudboard, which utilizes the advancements found in HTML5 and modern JavaScript libraries such as JQuery.

  • 12.
    Jobe, William
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Nilsson, Stefan
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Designing the CloudBoard: an innovative tool for collaborative e-learning environments using HTML52011Ingår i: Proceedings of 24th ICDE World Conference 2011, Universitas Terbuka , 2011Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper aims to summarize the concepts of e-learning, LMS/VLE and cloud-based computing and present how the use of these technologies trends towards collaboration and interactive multimedia. Another purpose is to define and explain this trend in e-learning environments and technologies by presenting research grounded in constructivist learning theory. Subsequently, this paper summarizes the current situation of online whiteboard tools and the new HTML5 standard and key attributes. Next, this paper outlines how an open HTML5 solution for a collaborative, cloud-based, online whiteboard can improve accessibility, performance, collaboration, and security plus offer enhanced multimedia opportunities. Finally, this paper concludes with a presentation of an early prototype of an open, cloud-based online whiteboard, an e-learning cloudboard, which utilizes the advancements found in HTML5 and modern JavaScript libraries such as JQuery. 

  • 13.
    Johansson, Lars-Olof
    et al.
    Halmstad University, Sweden.
    Lundh Snis, Ulrika
    Högskolan Väst, Institutionen för informatik och matematik (HTU).
    The dynamics of interaction: exploring a living lab innovation process from a community of practice perspective2011Ingår i: Proceedings of Pacific Asia Conference on Information Systems (PACIS) 2011, Association for Information Systems, 2011, artikel-id 85Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper is based on a living lab project, which is an open, user-centric, innovation approach, where several actors from industry, user groups and academia are involved. The research question is: How can interaction dynamics be understood in a living lab innovation process? We applied an action-oriented research approach, where the empirical results are from The Find Project (TFP), which aim is to customize an ICT product based on the needs of a user group. The findings are analyzed from a community of practice perspective where three different communities, i) researchers from Halmstad Living Lab (HLL), ii) ICT developers (ICTD) and iii) next of kin of demented elderly persons (NOKD), represented the unit of analysis. We identified situations and activities that played a vital role for the innovation process in terms of boundary interaction dynamics. The contribution of our research to innovation theory is a combination and further exploration of the boundary spanning and communities of practice theories. We have developed a conceptual model describing the dynamics in boundary interactions of an ICT innovation process with regard to boundary objects-inuse and brokering. The conceptual model highlights two different levels of brokering: i) inner-level brokering and ii) outer-level brokering.

  • 14.
    Johansson, Lars-Olof
    et al.
    Högskolan i Halmstad.
    Lundh Snis, Ulrika
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Svensson, Lars
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    A Boundary Practice Perspective on Co-creation of ICT Innovations2016Ingår i: Nordic Contributions in IS Research: 7th Scandinavian Conference on Information Systems, SCIS 2016 and IFIP8.6 2016, Ljungskile, Sweden, August 7-10, 2016, Proceedings / [ed] Ulrika Lundh Snis, Springer Publishing Company, 2016, Vol. 259, s. 100-115Konferensbidrag (Refereegranskat)
    Abstract [en]

    Research has shown that collaboration and co-creation among different groups of stakeholders add complexity and challenges to the innovation process. In this paper a study of co-creation in a multi-stakeholder innovation process is presented. The co-creation is explored and described from a boundary practice perspective. The empirical data presented in the study is based on a user-centric innovation project, Free2Ride, where researchers, developers and members of two equestrian clubs co-created a piece of ICT safety equipment consisting of a transmitter (on the horse) and a receiver (application on a smartphone) to be used by equestrian club members during their everyday riding activities. Three episodes were extracted from the empirical data and presented in the paper. From these episodes the researchers have identified four characteristics of the spanning of boundaries in co-creation from a boundary practice perspective. One of the contributions in the papers is a description of boundary practice-spanning. The research approach adopted in the study is the action case approach.

  • 15.
    Jungselius, Beata
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Fröjelin, Maja
    Johansson Nilsson, Sebastian
    Navigating Parenthood Online: Understanding the Complex Dynamics of Sharenting Practices2024Ingår i: Proceedings of the 11th European Conference on Social Media: Hosted by the University of Brighton, UK 30-31 May 2024 / [ed] Panagiotis Fotaris, Reading: Academic Conferences International Limited , 2024, Vol. 11, nr 1, s. 84-91Konferensbidrag (Refereegranskat)
    Abstract [en]

    In this paper, we focus on the increasingly central visual aspects of documenting and sharing family life as we examine how parents reflect upon “sharenting”, i.e. sharing representations of family life in social media. The aim of this paper is to contribute with an empirically supported understanding of activities involved in the social practice of sharenting. We ask: “What activities constitute the practice of sharenting and how do parents perceive, experience, and manage sharenting?” and focus on how parents engage in sharenting and how they experience and manage questions and concerns that occur as they share, and do not share, pictures of their children in social media. We draw upon a thematic analysis of twelve semi-structured in-depth interviews with parents of at least one child in the age of 1-10. Based on our data and in relation to previous research we unpack ambiguous and multifaceted reasonings on sharenting as a complex social media practice. Through rich descriptions and empirical detail, we provide knowledge on key activities involved in sharenting, and present findings following three themes: unforeseeable consequences of sharenting, social mediadilemmas of sharenting and strategies for managing sharenting. Lastly, we show how these activities represent expressions of agreed upon idioms of the practice of sharenting and discuss the interplay between contemporary social photography, ICT, and family life. Increased access to, and use of ICT such as smartphones with built-in advanced cameras, leads us to believe that the practice of visually representing family life in a contemporary context comes with a new set of challenges for parents. As the social media landscape is constantly evolving, social media practices, such as sharenting, must be continuously studied to ensure the understanding needed to inform future design, policy, and regulation. This paper present illustrative examples of how this community adopt, make, and negotiate use of social media and the possibilities these ICTs afford.

  • 16.
    Ljungdahl Eriksson, Martin
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Pareto, Lena
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Sound Bubbles for Productive Office Work2016Ingår i: Nordic Contributions in IS Research: 7th Scandinavian Conference on Information Systems, SCIS 2016 and IFIP8.6 2016, Ljungskile, Sweden, August 7-10, 2016, Proceedings / [ed] Ulrika Lundh Snis, Cham: Springer International Publishing , 2016, Vol. 259, s. 29-42Konferensbidrag (Refereegranskat)
    Abstract [en]

    A growing number of organizations are moving towards more open and collaborative workplaces. In these offices workers share a common open space, often with flexible seating based on activities, so called activity-based offices. Most problems in these workplaces are related to sound. Thus, the question of how to design suitable acoustic environments, supporting both collaborative and individual work, has emerged. Noise-reduction approaches do not suffice. In this study we explored the possibility of adding context-sensitive, activity-based sound environments to enhance the office workplace. For this purpose, we developed the “sound bubble,” a prototype for individual work, sonically immersing the listener and generating a sensation of an encapsulating sonic environment. A total of 43 test subjects participated in an experience-based test using the sound bubble prototype while conducting self-selected, ordinary work tasks in their office landscape. Their behaviors during the test were observed and documented. All participants took a post-experience questionnaire about experiences working in the sound bubble, and two subjects were interviewed. The responses show that the sound bubble can enhance auditory work conditions for individual work that demands concentration.

  • 17.
    Ljungdahl Eriksson, Martin
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Pareto, Lena
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Atienza, Ricardo
    Konstfack, University College of Arts, Crafts and Design 126 27 Stockholm, Sweden.
    The Sound Bubble: An Aesthetic Additive Design Approach to Actively Enhance Acoustic Office Environments2019Ingår i: Proceedings of 13th conference on Sound and Music Computing, Hamburg 2016, Hamburg: Zentrum für Mikrotonale Musik und Multimediale Komposition (ZM4), Hochschule für Musik und Theater , 2019, s. 253-260Konferensbidrag (Refereegranskat)
    Abstract [en]

    Moving towards more open and collaborative workplaces has been an emerging trend in the last decades. This change has led to workers sharing a common open space, with seating’s based on current activity, so called activity-based offices. Consequently, it becomes difficult to design sonic environments that cater to different needs in the same space. In this study we explored the possibility of adding site-specific but location-adaptive sound environments to enhance the experience of an activity-based office workplace. For this purpose, we developed the concept of the “sound bubble,” a micro-space in which the user is embedded by a semi-transparent sound environment. The purpose of the bubble is to help the user ignore irrelevant and disturbing noise while working in an open landscape. The sound bubble supports the user to stay in “everyday listening” mode, i.e., not focusing on anything particular in the surrounding environment while being able to keep a link with it. The sound bubble was evaluated by a total of 43 test subjects participating in an experience-based test, conducting their usual work tasks in an office landscape. Our results show that the sound bubble can enhance auditory work conditions for individual work requiring concentration.

    Ladda ner fulltext (pdf)
    fulltext
  • 18.
    Nilsson, Stefan
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Hattinger, Monika
    Högskolan Väst, Institutionen för ingenjörsvetenskap, Avd för industriell produktion.
    Bernhardsson, Lennarth
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Pongolini, Malin
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Svensson, Lars
    Högskolan Väst, Institutionen för ekonomi och it, Avd för datavetenskap och informatik.
    Designing the CloudBoard: an ICT Tool for Online Tutoring in Higher Education2011Ingår i: Proceedings of Society for Information Technology & Teacher Education International Conference 2011 / [ed] Matthew Koehler & Punya Mishra, Chesapeake, VA: AACE , 2011, s. 589-592Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper concerns online tutoring in higher education. Observation studies of online tutoring sessions in two masters level engineering courses were conducted where teachers on campus tutored students located at different manufacturing plants doing their masters project. The tutoring regarded problems surrounding the construction of advanced 3D-models for manufacturing and required the shared view of the 3D-models as well as synchronous voice communication, e-mail and image sharing using a flora of different services. While advanced screen sharing applications like WebEX and TeamViewer were central in the tutoring sessions, the research presented here focus on the tools that supplemented the use of the screen sharing applications. Addressing issues such as the need to record historical data to be able for teachers to follow the progression of the project, sharing media files between participants and discussing the results, we here present a system to support online tutoring in higher education.

  • 19.
    Pareto, Lena
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    A Teachable Agent Game Engaging Primary School Children to Learn Arithmetic Concepts and Reasoning2014Ingår i: International Journal of Artificial Intelligence in Education, ISSN 1560-4292, E-ISSN 1560-4306, Vol. 24, nr 3, s. 251-283Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    In this paper we will describe a learning environment designed to foster conceptual understanding and reasoning in mathematics among younger school children. The learning environment consists of 48 2-player game variants based on a graphical model of arithmetic where the mathematical content is intrinsically interwoven with the game idea. The environment also features teachable agents, which are computer programs that can be taught and behave according to their knowledge. Thus, the environment provides both learning-by-doing (playing the game) and learning-by-teaching (teaching the agent to play). It differs from other learning-by-teaching systems 1) by targeting basic mathematics and primary grade students; 2) by using teachable agents as an extension to educational games in order to leverage engagement, reflection and learning; and 3) by using an agent-driven question dialogue to challenge students’ mathematical thinking, to role-model learner behaviour and to transfer game knowledge to out-of-game mathematics. The teachable agent game is described and evaluated in an authentic classroom study enrolling 443 students from 22 classes in 9 schools. Students range from 2nd to 6th grade of mainstream classes and 7th to 8th grade for students with difficulties in mathematics. Part of the study was designed as a quasiexperimental study with controls; part was designed to examine students’ change in mental models of arithmetic before and after game play. All students took pre- and post mathematics tests. The 314 playing students used the game and taught their agents during regular math-classes for three months, whereas the control classes attended standard instruction and took the tests. A questionnaire was distributed at the end of the study to investigate students’ perceptions and performances of the agent-tutoring task. Results show that 1) there is a significant learning gain for playing students compared to controls, 2) the learning environment can engage children in advanced mathematical thinking in early education, 3) young primary students can act as successful tutors. Thus, we conclude that teachable agents in educational games can help achieve deeper levels of learning that transfer outside the game. This idea combines the motivational power of games with the reflective power of a teachable agent asking thought-provoking, deep questions on the learning material during game play.

  • 20.
    Pareto, Lena
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Mathematical literacy for everyone using arithmetic games2012Ingår i: In Proceedings of the 9th International Confernce on Disability, Virtual Reality and Associated Technologies / [ed] P M Sharkey, E Klinger, Readings: University of Readings , 2012, s. 87-96Konferensbidrag (Refereegranskat)
    Abstract [en]

    An innovative mathematics game shown to be effective for low-achieving mainstream students is tested in special education for learners with intellectual disabilities. The game relies on a graphical, intuitive representation for numbers and arithmetic operations to foster conceptual understanding and numbers sense, and provides a set of 2-player games to develop strategic thinking and reasoning skills.  The game runs on computers and interactive white boards, and as an augmented reality application at a science centre. We compare its use in special education and mainstream education with respect to usage, performance levels and learning gain. The game has been used by teachers in special educations, with gains in mathematical understanding, strategic thinking and communication skills as effects.

  • 21.
    Pareto, Lena
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Mathematical Literacy for Everyone using Arithmetic Games2014Ingår i: International Journal of Child Health and Human Development, ISSN 1939-5965, Vol. 7, nr 4Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    An innovative mathematics game shown to be effective for low-achieving mainstream students is tested in special education for learners with moderate or severe intellectual disabilities in Sweden, to investigate if the game also can be effective for this group of students. The game relies on a graphical, intuitive representation for numbers and arithmetic operations to foster conceptual understanding and numbers sense, and provides a set of 2-player games to develop strategic thinking and reasoning skills.  The game runs on computers and interactive white boards, and as an augmented reality application at a science centre. The study enrolled 3 teachers and 8 students in 5th to 8th grade with intellectual disabilities who played the game between 4 months and 2 years, one student with Asperger syndrome, and over 300 students in mainstream education as comparison. We compare the use of the game in special education and mainstream education with respect to usage, performance levels and learning gains. Collected data include game playing logs for all students where playing behaviour, performance and progression data was analysed; class room and science centre observations where interaction, collaboration and communication was analysed, and on in-depth interviews with the teachers. Conclusion is that the game in combination with dedicated teachers can be very effective for students with intellectual disabilities, and can result in substantial gains in mathematical understanding and strategic thinking as well as in communication skills, given time and proper support.

  • 22.
    Pareto, Lena
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Robot As Tutee2017Ingår i: Advances in Intelligent Systems and Computing, ISSN 2194-5357, E-ISSN 2194-5365, Vol. 457, s. 271-277Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    This paper explores the possible advantages of substituting teachable agents in a learning environment, with a humanoid robot as the non-human tutee. Teachable agents are used as an extension to educational games in order to leverage engagement, reflection and learning. The learning environment is engaging and shown to be effective for learning and promote self-efficacy in experimental studies in authentic classroom settings. Features beneficial for learning which are further enhanced by a robot compared to an agent are identified. These include embodiment of the robot; a social, empathic behaviour, better conversational abilities which together provide a better role model of an ideal learner for the student to identify with.

  • 23.
    Pareto, Lena
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design. Department of Education, Communication and Learning, University of Gothenburg, Gothenburg (SWE).
    Ekström, Sara
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Serholt, Sofia
    Division of Learning, Communication and IT, Department of Applied IT, University of Gothenburg, Gothenburg (SWE).
    Children's learning-by-teaching with a social robot versus a younger child: Comparing interactions and tutoring styles.2022Ingår i: Frontiers in Robotics and AI, E-ISSN 2296-9144, Vol. 9, artikel-id 875704Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Human peer tutoring is known to be effective for learning, and social robots are currently being explored for robot-assisted peer tutoring. In peer tutoring, not only the tutee but also the tutor benefit from the activity. Exploiting the learning-by-teaching mechanism, robots as tutees can be a promising approach for tutor learning. This study compares robots and humans by examining children's learning-by-teaching with a social robot and younger children, respectively. The study comprised a small-scale field experiment in a Swedish primary school, following a within-subject design. Ten sixth-grade students (age 12-13) assigned as tutors conducted two 30 min peer tutoring sessions each, one with a robot tutee and one with a third-grade student (age 9-10) as the tutee. The tutoring task consisted of teaching the tutee to play a two-player educational game designed to promote conceptual understanding and mathematical thinking. The tutoring sessions were video recorded, and verbal actions were transcribed and extended with crucial game actions and user gestures, to explore differences in interaction patterns between the two conditions. An extension to the classical initiation-response-feedback framework for classroom interactions, the IRFCE tutoring framework, was modified and used as an analytic lens. Actors, tutoring actions, and teaching interactions were examined and coded as they unfolded in the respective child-robot and child-child interactions during the sessions. Significant differences between the robot tutee and child tutee conditions regarding action frequencies and characteristics were found, concerning tutee initiatives, tutee questions, tutor explanations, tutee involvement, and evaluation feedback. We have identified ample opportunities for the tutor to learn from teaching in both conditions, for different reasons. The child tutee condition provided opportunities to engage in explanations to the tutee, experience smooth collaboration, and gain motivation through social responsibility for the younger child. The robot tutee condition provided opportunities to answer challenging questions from the tutee, receive plenty of feedback, and communicate using mathematical language. Hence, both conditions provide good learning opportunities for a tutor, but in different ways.

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  • 24.
    Pareto, Lena
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Sharkey, Paul M.School of Systems Engineering, University of Reading, United Kingdom.Merrick, JoavNational Institute of Child Health and Human Development, Jerusalem, Israel.
    Technology, Rehabilitation and Empowerment of People with Special Needs2015Samlingsverk (redaktörskap) (Refereegranskat)
  • 25.
    Pareto, Lena
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Sharkey, PaulSchool of Systems Engineering, University of Reading, United Kingdom.Merrick, JoavNational Institute of Child Health and Human Development, Jerusalem, Israel.
    International Journal of Journal of Child Development: Special Issue: Using technology to enhance rehabilitation and empower people with special needs2016Samlingsverk (redaktörskap) (Refereegranskat)
  • 26.
    Pareto, Lena
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Sharkey, Paul
    University of Reading, School of Systems Engineering, United Kingdom.
    Merrick, Joav
    National Institute of Child Health and Human Development, Jerusalem, Israel.
    Introduction: Using technology to enhance rehabilitation and empower people with special needs2015Ingår i: Technology, Rehabilitation and Empowerment of People with Special Needs, Nova Science Publishers, Inc. , 2015, s. xi-xiiiKapitel i bok, del av antologi (Övrigt vetenskapligt)
  • 27.
    Pareto, Lena
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Sharkey, PaulSchool of Systems Engineering, University of Reading, United Kingdom.Merrick, JoavNational Institute of Child Health and Human Development, Jerusalem, Israel.
    Journal of Pain Management: Special issue: Using virtual reality technologies to support everyday rehabilitation2016Samlingsverk (redaktörskap) (Refereegranskat)
  • 28.
    Pareto, Lena
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Spante, Maria
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Willermark, Sara
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Challenges of Implementing Interactivity in the Classroom2014Ingår i: IRIS  Proceedings: Proceedings of the 37th Information Systems Research Seminar in Scandinavia (IRIS 37) / [ed] Ahmad Ghazawneh, Jacob Nørbjerg and Jan Pries-Heje, Ringsted, Denmark,, 2014Konferensbidrag (Refereegranskat)
    Abstract [en]

    Digitalization of schools has been on the agenda for decades and has resulted in new demands on teachers' skills in order to implememt technology into teaching. Despite political reforms, investments in technology and continuing professional development (CPD) initiatives for teachers, research often shows slow changes and unequal implementation. This paper addresses the challenges teachers are facing when participating in a 2-year CPD project using a highly interactive technology in classroom settings. The study is based on 18 in-depth interviwes and 6 video recalled observation sessions. The results show how the actual classroom situation is being very intense for the teacher in their everyday work. We conclude that for teachers to transform their teaching practices using highly interactive ICT-based learning is associated with several challenges related to planning and execution, for the part of the teachers, at the same time as it can be beneficial for student learning.

  • 29.
    Persson, Tova
    et al.
    Högskolan Väst, Institutionen för ekonomi och it.
    Swiatnicka, Ingrid
    Högskolan Väst, Institutionen för ekonomi och it.
    En studie om typografiska designbeslut för personer med dyslexi: Tillgänglig typografisk design på mobilskärmar2024Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Cirka 20–25 procent av Sveriges befolkning upplever läs- och skrivsvårigheter, och 5–8procent har dyslexi. Trots detta och den breda användningen av mobiltelefoner är forskningen om typografisk design främst inriktad på den generella allmänheten, vilket skapar en kunskapslucka för hur designbeslut kan påverka personer med dyslexi.

    Syftet med studien är att fördjupa förståelsen för hur olika typsnitt och typografiska element på mobilskärmar påverkar läsbarheten för personer med dyslexi. Genom ett subjektivt och snöbollsurval rekryterades deltagare från olika Facebookgrupper, både personer med dyslexi och en jämförande kontrollgrupp. Enkäten utformades med hjälp av tidigare forskning och genomfördes online, vilken inkluderade ett läsbarhetstest. Läsbarhetstestet bestod av nio bilder med korta texter med olika typografiska förhållanden, där respondenterna bedömde läsbarheten på en femgradig skala. Därefter bearbetades data för att identifiera mönster och samband.

    Studien utgick från teoretiska perspektiv om typografi, dyslexi samt kognitiv belastningsteori. Resultaten visade att sans-serif typsnitt, särskilt Verdana, presterade bäst och ansågs vara mest lättlästa av både respondenter med och utan dyslexi. Dessutom visade studien att specialanpassade typsnitt för dyslexi inte nödvändigtvis förbättrar läsbarheten. Det understryker vikten av att välja enkla och välkända typsnitt för att underlätta läsning för personer med dyslexi.

    Slutsatserna betonade behovet av att minimera den kognitiva belastningen och att välja typsnitt med en enklare design för att främja läsbarhet. Slutligen identifierade även studien ökat bokstavsavstånd som en strategi för att förbättra läsbarheten på mobilskärmar för personer med dyslexi.

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  • 30.
    Petersen, Ann-Louise
    Högskolan Väst, Institutionen för individ och samhälle, Avd för utbildningsvetenskap och språk. Högskolan Väst, Institutionen för individ och samhälle, Avdelningen för socialt arbete och socialpedagogik.
    Rektors roll som pedagogisk ledare i IKT-baserat skolutvecklingsprojekt2016Ingår i: Acta Didactica Norge - tidsskrift for fagdidaktisk forsknings- og utviklingsarbeid i Norge, E-ISSN 1504-9922, Vol. 10, nr 3, s. 1-19Artikel i tidskrift (Refereegranskat)
    Abstract [sv]

    I artikeln undersöks hur rektor i sin roll som pedagogisk ledare agerar som stöd åt lärarna i samband med ett IKT-baserat skolutvecklingsprojekt (Information och kommunikationsteknik). Studien bygger på en fallstudie i ett EU-finansierat nordiskt skolprojekt där målet var att utveckla gränsöverskridande pedagogiska modeller för undervisning mellan klasser i de tre deltagande länderna Sverige, Danmark och Norge. Projektet byggde på virtuell kommunikation mellan skolorna med hjälp av digital teknik. Studien undersökte hur lärare från två skolor som deltog i projektet upplevde sina rektorer i IKT-relaterade frågor. En kvalitativ metod användes där lärarna intervjuades för att ta reda på hur de upplevde det stöd de fått från rektorerna gällande pedagogiska frågor, teknisk utrustning och IKT-kompetens. Som analysmodell användes tre funktioner som enligt Dexter (2008) anses gynna ett IKT-ledarskap, nämligen "att formulera mål och visioner", "att utveckla personalen" och "att se till att organisationen fungerar". Resultatet visar på två typer av ledarskap. Det ena hade likheter med ett kollektivt ledarskap eller ett så kallat distribuerat ledarskap, där rektor arbetade nära lärare och IKT-pedagoger. Det andra liknade mer ett traditionellt, formellt ledarskap där rektorerna hade en positiv inställning till IKT-utveckling, men där de olika yrkesrollerna arbetade var för sig. I ett utvecklingsprojekt där IKT ska integreras i undervisningen krävs olika typer av kunskaper och erfarenheter och därmed behövs samverkan mellan olika yrkeskompetenser. Projekt som arbetsform kan därför ses som en möjlighet för att utveckla ett distribuerat ledarskap.  

  • 31.
    Rangraz, Masood
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    The mastery of assembly work2019Ingår i: VILÄR 5-6 december 2019, University West, Trollhättan: Abstracts / [ed] Kristina Johansson, Trollhättan: University West , 2019, s. 14-15Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    This study is about a close interaction and a lived experience between human agents and material objects. On the surface, the work of the shop floor assemblers has to do routinely with different work tasks. Secure placements of stations, persistence display of machines and tools, identical flow of end-products and, most importantly, the order and the rhythm of movement give an impression of routine doings devoid of any skillful performance.To reveal the mastery attached to the assembly work, we use detailed field observations, actors' anecdotes, photographs and video recordings. We ask how does the status of the assembled products get examined, assessed and adjusted by the actors? We show how assembly-line workers and some rudimentary tools like hammers, pliers and gauges come together to yield qualified output — verified and certified by the direct engagement of human agents.Categorized into four sections of tacit knowledge, skill development, assessment and adjustment, we make explicit how the measuring happens, connects to the geometry of the assembled piece, translates into observable actions and is idiosyncratically performed for each and every piece of assembled product. We reveal that what might seem simple and routine assembly work involves unseen calculations and is carried out by a skillful performance.

    This study distances itself from conceptual models and narrow interpretations and employs ethnomethodology as a theoretical modal to connect meaningfully the dots from empirical setting. The argument here is against the impoverished conception and indispensable nature of skill at the shop floor. This paper provides critical contribution to the ongoing discussion of ‘future of work’ in general and to the debate on the ‘growing risk of replacement of work force by sophisticated algorithms’ in particular.

  • 32.
    Rawshani, Araz
    et al.
    University of Gothenburg, Department of Medicine, Göteborg, Sweden.
    Rawshani, Nina
    University of Gothenburg, Department of Medicine, Göteborg, Sweden.
    Gelang, Carita
    The Sahlgrenska University Hospital, Gothenburg, Sweden.
    Andersson, Jan-Otto
    The Sahlgrenska University Hospital, Gothenburg, Sweden.
    Larsson, Anna
    University of Gothenburg, Department of Medicine, Göteborg, Sweden.
    Bång, Angela
    University College of Borås, The Pre-hospital Research Centre of Western Sweden, Prehospen, Borås, Sweden.
    Herlitz, Johan
    University College of Borås, The Pre-hospital Research Centre of Western Sweden, Prehospen, Borås, Sweden.
    Gellerstedt, Martin
    Högskolan Väst, Institutionen för ekonomi och it, Avd för juridik, ekonomi, statistik och politik. Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Emergency medical dispatch priority in chest pain patients due to life threatening conditions: A cohort study examining circadian variations and impact of the education2017Ingår i: International Journal of Cardiology, ISSN 0167-5273, E-ISSN 1874-1754, Vol. 236, nr I June, s. 43-48Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Background and aims: We examined the accuracy in assessments of emergency dispatchers according to their education and time of the day. We examined this in chest pain patients who were diagnosed with a potentially life-threatening condition (LTC) or died within 30 days. Methods: Among 2205 persons, 482 died, 1631 experienced an acute coronary syndrome (ACS), 1914 had a LTC.Multivariable logistic regression was used to study how time of the call and the dispatcher's education were associated with the risk of missing to give priority 1 (the highest). Results: Among patients who died, a 7-fold increase in odds of missing to give priority 1 was noted at 1.00 pm, as compared with midnight. Compared with assistant nurses, odds ratio for dispatchers with no (medical) training was 0.34 (95% CI 0.14 to 0.77). Among patients with an ACS, odds ratio for calls arriving before lunch was 2.02 (95% CI 1.22 to 3.43), compared with midnight. Compared with assistant nurses, odds ratio for operators with no training was 0.23 (95% CI 0.13 to 0.40). Similar associations were noted for those with any LTC. Dispatcher's education was not associated with the patient's survival. Conclusions: In this group of patients, which experience substantial mortality and morbidity, the risk of not obtaining highest dispatch priority was increased up to 7-fold during lunchtime. Dispatch operators without medical education had the lowest risk, compared with nurses and assistant nurses, of missing to give priority 1, at the expense of lower positive predictive value. Key messages: What is already known about this subject? Use of the emergency medical service (EMS) increases survival among patients with acute coronary syndromes. It is unknown whether the efficiency – as judged by the ability to identify life-threatening cases among patients with chest pain – varies according to the dispatcher's educational level and the time of day.What does this study add? We provide evidence that the dispatcher's education does not influence survival among patients calling the EMS due to chest discomfort. However, medically educated dispatchers are at greatest risk of missing to identify life threatening cases, which is explained by more parsimonious use of the highest dispatch priority. We also show that the risk of missing life-threatening cases is at highest around lunch time.How might this impact on clinical practice? Dispatch centers are operated differently all over the world and chest discomfort is one of the most frequent symptoms encountered; we provide evidence that it is safe to operate a dispatch center without medically trained personnel, who actually miss fewer cases of acute coronary syndromes. However, non-medically trained dispatchers consume more pre-hospital resources.

  • 33.
    Schüler, Martin
    et al.
    Högskolan Väst, Institutionen för individ och samhälle, Avdelningen för psykologi, pedagogik och sociologi. Land Warfare Centre (SWE), Swedish Defence University (SWE).
    Bjurström, Erik
    Mälardalen University (SWE).
    Navigating in the zoo2023Ingår i: International Command and Control Research and Technology Symposium (ICCRTS) proceedings, 2023, s. 1-7Konferensbidrag (Refereegranskat)
    Abstract [en]

    Machine learning (ML) and artificial intelligence (AI) are taking the world by storm. Armed forces around the world are thinking about new concepts or adaptations to integrate ML and AI in different functions affecting the military work environment. The purpose of this article is to broaden the perspective and challenge the perception of a military ML or AI integration. Military exercises are important tools for armed forces throughout the world. Learning to fight wars in a safe environment which emphasizes learning, saves lives on the battlefield. Through the theoretical framework of human activity, it is possible to understand the challenges soldiers and officers face when conducting double-sided live field exercises. The introduction of ML and AI in the exercise environment also creates a new learning environment with two more learning participants. By understanding the human zone of proximal development, we can also better understand the learning limitations and constraints an integrated ML or AI must consider before adjusting the algorithm. Simply accepting every collected data stream from a double-sided live field exercise might lead to learned faults and errors endangering the lives of soldiers and officers. To mediate the risk a new type of exercise needs to be developed with a focus on all participants learning opportunities both human and machine

  • 34.
    Sofkova Hashemi, Sylvana
    Högskolan Väst, Institutionen för individ och samhälle, Avd för utbildningsvetenskap och språk.
    Wiki-mediated Writing: design, media, writing strategies and feedback in online text production2013Ingår i: Acta Didactica Norge - tidsskrift for fagdidaktisk forsknings- og utviklingsarbeid i Norge, E-ISSN 1504-9922, Vol. 7, nr 1, s. Art. 8 : 1-21Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Bringing social media arenas, such as wikis, into the classroom invites teaching approaches that engage students in authentic, participatory and creative writing processes. This case study examines the online text production of primary school students in a wiki environment and how the key functionalities for commentary, discussion, logging skills of text and multimodal expression are utilized in practice to develop writing. Exploring the design of assignments and analysing the nature of final texts, writing strategies and feedback reveals an iterative process of writing dominated by strategies of expanding texts with new information and occasional surface editing. The students composed individual narratives on selected themes augmented by drawings, images, speaking avatars and video clips. Feedback was mainly provided by the teachers in the form of encouraging comments and corrective revisions directly in the students’ texts. Peer response was rare, in one project taking the form of discussion posts. Revising indicating increased language awareness was observed among second language learners. Overall, the study demonstrates a tension between instructional design, the affordances of the writing arena and the space for creativity when engaging students in advanced, participatory and reflective composing and revising of texts. 

  • 35.
    Spante, Maria
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Talking heads on the internet: social interaction in a multi-user voice based 3d graphical environment2011Ingår i: Proceedings of IRIS 2011.: TUCS Lecture Notes  No 15, October 2011 / [ed] Leino, Timo, 2011Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper reports on the finding from a qualitative study which investigated how long-term

    users of Traveler, a voice-based 3D online graphical environment launched in 1996 and still

    running, experience their social relations in relation to this specific cue-rich communication

    technology. The paper describes the subjective perceptions of the technology-mediated social

    experience such as the experience of social atmosphere in the community, of online

    friendship, of the meaning of the online social interaction in the users' offline lives. The paper

    also discusses the importance of these subjective experiences for motivation to regularly use

    Traveler. Conclusions drawn from the study suggest that it is crucial for users to have the

    ability to handle the technical functions of the program in order to function socially in the

    environment such as using the functions of the graphical program and using the voice channel

    in a social significant way. As a result, in order to have a positive and meaningful social

    experience in online it is critical for users to adapt to technical as well as to social factors.

    This process of adaptation is very important since the way functions are used was interpreted

    as social signals by users suggesting that social and technical aspects are intertwined in social

    practice. The paper describes this process of adaptation and the positive social effects of a

    successful adaptation. 

  • 36.
    Tobisková, Nicole
    et al.
    Högskolan Väst, Institutionen för ingenjörsvetenskap, Avdelningen för produktionssystem (PS).
    Gull, Erik Sanderson
    GKN Aerospace Sweden AB, Flygmotorvägen 1, 461 38 Trollhättan (SWE).
    Janardhanan, Swathanandan
    GKN Aerospace Sweden AB, Flygmotorvägen 1, 461 38 Trollhättan (SWE).
    Pederson, Thomas
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Malmsköld, Lennart
    Högskolan Väst, Institutionen för ingenjörsvetenskap, Avdelningen för produktionssystem (PS).
    Augmented Reality for AI-driven Inspection?: A Comparative Usability Study2023Ingår i: Procedia CIRP, ISSN 2212-8271, E-ISSN 2212-8271, Vol. 119, s. 734-739Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Inspection in Aerospace industry can, as well as many other industrial applications, benefit from using Augmented Reality (AR) due to its ability to superimpose helpful digital information in 3D, leading to fewer errors and decreased mental demand. However, each AR device has advantages and disadvantages, and not all AR devices are suitable for use in industrial settings. We compare a tripod-fitted-adjustable-arm tablet-based AR solution (Apple iPad Pro) to head-mounted AR (Microsoft HoloLens 2) and a traditional, computer screen-based human-machine interface (HMI), all three designed to guide operators based on previously performed AI-based image analysis. Following an iterative design process with three formative evaluations, a final field test in a real industrial shop floor engaging 6 professional inspectors revealed an overall preference for the tripod-fitted iPad variant which receiving the best scores in most dimensions covered in both a usability-focused SUS questionnaire (score 71) and a NASA-RTLX form focused on perceived workload. More specifically, the tripod-fitted iPad was considered more usable (SUS) than the classic computer display HMI (M=5.83, SD=4.92, p=0.034, N=6); the temporal demand (NASA-RTLX) was considered lower using the iPad compared to both HoloLens 2 and the HMI (M=6.67, SD=4.08, p=0.010; M=10.83, SD=9.70, p=0.040, N=6), respectively. 

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  • 37.
    Tobisková, Nicole
    et al.
    Högskolan Väst, Institutionen för ingenjörsvetenskap, Avdelningen för produktionssystem (PS).
    Malmsköld, Lennart
    Högskolan Väst, Institutionen för ingenjörsvetenskap, Avdelningen för produktionssystem (PS).
    Pederson, Thomas
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Head-Mounted Augmented Reality Support for Assemblers of Wooden Trusses2023Ingår i: Procedia CIRP, ISSN 2212-8271, E-ISSN 2212-8271, Vol. 119, s. 134-139Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Wooden-house assembly is an area where still a big part of the work is done manually. In this case study, pairs of operators compose large wooden pieces together based on paper-print instructions complemented by visual guidance in the shape of laser marks projected from lasers mounted in the ceiling, based on Computer-aided design (CAD) data. Augmented Reality (AR) head-mounted displays (HMD) offer a unique platform for providing instructions and additional information superimposed in the work environment and thus can provide guidance in a cognitively ergonomic way. A particular advantage compared to other computing platforms is that the operators have free hands and can perform the manual work and follow guidance simultaneously. We present an evaluation of a prototype that dynamically transforms a CAD data file with design and measurements of wooden trusses to be manufactured, into an AR-based guidance system developed in Unity for Microsoft HoloLens 2 devices. We used an iterative participatory design process for prototyping and think-aloud protocol combined with observations for evaluation, involving professional assemblers in different stages of the process. Participants found the solution to potentially save time in their everyday work and simplify the task by offering increased visibility of the marks compared to the existing laser projection. Large-scale deployment of the system is still facing design challenges of which some are also discussed in the paper.  

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  • 38.
    Willermark, Sara
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Olofsson, Anders D.Department of Education, Umeå University (SWE).Lindberg, J. OlaDepartment of Education, Umeå University (SWE).
    Digitalization and Digital Competence in Educational Contexts: A Nordic Perspective from Policy to Practice2024Samlingsverk (redaktörskap) (Refereegranskat)
    Abstract [en]

    This edited collection presents a Nordic perspective on intensified discussions concerning digitalization and digital competence in the current trends of educational work. Using a multidisciplinary and holistic approach, the book compares Nordic countries' attitudes towards the digitalization of education and demonstrates the Nordic region's position as digital front-runners in a European and global context. The book provides up-to-date cases and future-oriented perspectives on digitalization and digital competence in educational work. Chapters use empirical data gained from policy documents, interviews, and questionnaires to present nuanced discussions, theoretical perspectives, and implications for the future of digitalization in education. Ultimately, this book's reach far exceeds that of its Nordic contexts and will be of use to postgraduate students, researchers, and scholars across the globe involved with digital education, teacher education, and educational policy and politics more broadly . . .

  • 39.
    Willermark, Sara
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Pantic, Nikola
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Pehrson, Hannah
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Subjectively Experienced Time and User Satisfactio: An Experimental Study of Progress Indicator Design in Mobile Application2021Ingår i: Proceedings of the 54th Annual Hawaii International Conference on System Sciences / [ed] Tung X. Bui, University of Hawaii , 2021, s. 4476-4485Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    In the user’s interaction with systems, waiting and interruptions often constitute a source of negative experiences. However, system response time can be difficult or impossible to control, due to for example poor internet connection. This study explores “subjective experienced time”, which refers to the users’ assessment of system response timeliness. The aim of this study is to gain increased knowledge of user satisfaction and subjectively experienced time in interaction with mobile applications. Thirty participants used and evaluated three mobile applications, containing unique stimuli in progress indicators. The results show correlation between progress indicators’ degree of feedback and the subjectively experienced time and user satisfaction. Contributions include increased insight into the somewhat complex connection between the degree of feedback, subjectively experienced time and user satisfaction, as well as design implications for user-centred design.

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  • 40.
    Willermark, Sara
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Pareto, Lena
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Challenges of Achieving ICT Competent Teachers through Continuing Professional Development: Teachers' perspectives2013Ingår i: Proceedings IRIS36: August 11-14 2013 at Gran, Norway, University of Oslo, department of informatics / [ed] Tone Bratteteig, Margunn Aanestad & Espen Skorve, Oslo: Akademika forlag, 2013, nr 4, s. 103-117Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper addresses the problem of how to reach an Information and Communication Technology (ICT) competent teaching faculty in Swedish compulsory school.  Continuing professional development (CPD) is often used as a mean to increase competence in general among teachers, and is used for ICT initiatives as well. However, numerous studies have shown that previous ICT initiatives have not achieved sustainable change in teaching practices to the extend desired by policymakers. This study addresses the problem by investigating how such change initiatives can affect teachers in their every-day work. Therefore, we explore challenges and experiences, as perceived by teachers, related to CPD as a mean to achieve ICT competence into their profession. 17 teachers have been interviewed. The interviews were recorded, transcribed, and analysed by learning theories suitable for professional practices. Teachers’ expressed needs were well aligned with CPD methods advocated in research literature, but less aligned with previous CPD initiatives. Their expressed needs were diverse, reflecting their individual competence, length of teaching experience, personal motivation and learning preferences. 

  • 41.
    Wynn, Eleanor
    et al.
    Ronin Institute, USA.
    Vallo Hult, Helena
    Högskolan Väst, Institutionen för ekonomi och it, Avd för juridik, ekonomi, statistik och politik.
    Qualitative and Critical Research in Information Systems and Human-Computer Interaction: Divergent and Convergent Paths2019Ingår i: Foundations and Trends® in Information Systems, ISSN 2331-1231, Vol. 3, nr 1-2, s. 1-233Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Information Systems (IS) and Human Computer Interaction(HCI)–including Computer-Supported Cooperative Work(CSCW)–address the development and adoption of computingsystems by organizations, individuals, and teams. Whileeach has its own emphasis, the timelines for adopting qualitativeand critical research differ dramatically. IS used bothin the late 1980s, but critical theory appeared in HCI onlyin 2000. Using a hermeneutic literature review, the papertraces these histories; it applies academic cultures theoryas an explanatory framework. Institutional factors includeepistemic bases of source disciplines, number and centralityof publication outlets, and political and geographic contexts.Key innovations in IS are covered in detail. The rise ofplatformization drives the fields toward a common scopeof study with an imperative to address societal issues thatemerge at scale.

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  • 42.
    Wynn, Eleanor
    et al.
    Ronin Institute, USA.
    Vallo Hult, Helena
    Högskolan Väst, Institutionen för ekonomi och it, Avd för juridik, ekonomi, statistik och politik.
    Qualitative and Critical Research in Information Systems and Human-Computer Interaction: Divergent and Convergent Paths2019Bok (Refereegranskat)
    Abstract [en]

    Qualitative and Critical Research in Information Systems and Human Computer Interaction explores the history and adoption of qualitative and critical research in Information Systems (IS) and contrasts it with the growth of similar methods/theories in Human Computer Interaction (HCI) and, to a lesser, extent Computer Supported Collaborative Work (CSCW). The supposition behind the comparison was that the areas overlap in subject matter and would overlap in methods and authors. However, marked differences were observed in the structure of publications, conferences, and on social media that led to questions about the extent to which the fields shared a common framework. The authors find that the history of each discipline reflects institutional factors that affected the respective timelines for the use of these approaches. This leads them to consider a sociological epistemic framework, which explains the differences quite well. It also supports characterizations of the culture of IS made by members, as having open paradigm and high collegiality, described as an adhocracy. The authors propose that qualitative and critical research developed interdependently in IS. Aside from institutional factors, a further difference in uptake of methods and critical framework comes from the US/Europe divide in research traditions and the political/epistemic climates affecting research in the respective regions. Research from beyond the transatlantic traditions postdates the developments covered here but is touched on at the end of the monograph. The primary goal of Qualitative and Critical Research in Information Systems and Human Computer Interaction is to better understand the ways the IS research community differentiates itself into diverse constituencies, and how these constituencies interact in the field's complex processes of knowledge creation and dissemination. Another goal is to create cross-disciplinary discussion and build on related work in the fields. This is important in the era of platforms with global reach, and the concurrent development of powerful AI and analytics capabilities that both intrude on daily life and try to emulate human intelligence.

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