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  • 251.
    Lundh Snis, Ulrika
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för datavetenskap och informatik.
    Pareto, Lena
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medieproduktion. Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Svensson, Lars
    Högskolan Väst, Institutionen för ekonomi och it, Avd för datavetenskap och informatik.
    Competence Management Systems in Networking Organisations: Designing for Empowerment?2007Inngår i: Proceedings of 30th Information Systems Research Seminar in Scandinavia: IRIS 30 / [ed] Tarja Tiainen, Hannakaisa Isomäki,Mikko Korpela, Anja Mursu, Pirkko Nykänen,Minna- Kristiina Paakki & Samuli Pekkola, University of Tampere , 2007, s. 1236-1248Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Current trends among business companies imply that sources of human competencies are spread across intra-organisational and inter-organisational units into networks of organisations of different kinds. This paper explores the challenges for design of competence management systems (CMS) raised by inter-organisational collaboration in a network of private companies. We take the point of departure from the co-workers’ abilitly to explore and manage their competence. The research question to be answered is: How can a network perspective on competence management systems empower co-workers? The paper presents findings from an on-going research project aiming at identifying design implications of a network competence management system (nCMS), where the role of the individual is valued crucial for its success. We argue that there is a need to take a critical stand towards common assumptions of CMS as a tool for intra organisational strategic work - instead a nCMS should empower the individual member of the network organization.

  • 252.
    Lundin, Johan
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för datavetenskap och informatik.
    Svensson, Lars
    Högskolan Väst, Institutionen för ekonomi och it, Avd för datavetenskap och informatik.
    Lundh Snis, Ulrika
    Högskolan Väst, Institutionen för ekonomi och it, Avd för datavetenskap och informatik.
    Pareto, Lena
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medieproduktion. Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Practice Based Design for Learning at Work2008Inngår i: International Journal of Advanced Corporate Learning, ISSN 1867-5565, Vol. 1, nr 4, s. 17-23Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Designing for learning at work in a manner that embraces the rich situatedness of practice involves a number of challenges in bridging normative and descriptive perspectives, as well as closing the gap between IS design theory and practice. In this paper, we propose a grounded approach that combines influence from learning theories with studies of existing learning practices. This approach could result in learning models, constituted of a sequence of learning activities that outlines the didactics of the workplace. The arguments are based on the empirical findings from an action-oriented research project in collaboration with six SME:s, and are illustrated through a e-learning model called “The Competence Kick-off”.

  • 253.
    Lundin, Johan
    et al.
    Chalmers.
    Svensson, Lars
    Högskolan Väst, Institutionen för ekonomi och it, Avd för datavetenskap och informatik.
    Pareto, Lena
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medieproduktion. Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Lundh Snis, Ulrika
    Högskolan Väst, Institutionen för ekonomi och it, Avd för datavetenskap och informatik.
    Coping With Dualities in Network Action Research: Methodological Issues2008Inngår i: Proceedings of the 31th Information Systems Research Seminar in Scandinavia, IRIS 31, Åre, 2008Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper presents lessons learned from an action research venture involving a network of SMEs and a group of IS researchers. The purpose is to discuss some fundamental methodological issues that we learned when doing action research with a network of interrelated organizations, rather than report the action research project itself. Our results are presented as four dualities that should be addressed throughout diagnostic and therapeutical activities in a network action research project. The dualities (teach–learn, local–global, multifaceted–unified, and liquid–crystal) are forwarded as analytical scaffolds to cope with the inherent difficulties of understanding and acting in IS action research projects, especially network action research.

  • 254.
    Luostarinen, Sammy
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Gamboa, Sebastian
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Nostalgiska inslag i samtida digitala spel: Den nostalgiska estetiken återuppstår2019Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    Since the very first video games debuted at the arcades in the 70's with games such as Pong (1972) and Asteroids (1979), game developers have always tried to push the boundaries for what is possible with the contemporary technology available at hand, with the goal of making video games as realistic and naturalistic as technically possible. However, despite great technological leaps over the last 30 years, we have recently seen a wave of remasters and remakes of older games released over a short period of time. Contemporary game developers, primarily indie-developers, have also in many cases chosen to adopt 8-bit and 16-bit graphics when developing new games. They have also, in many cases, recycled and refined some gameplay-pastiches from previous generations of console games.

    Using the game Terraria (2011) as our main subject of analysis, this essay intends to investigate, from an aesthetic perspective, the affect that nostalgic elements in modern game titles have on the player's overall experience.

    We examine this by performing several different analyses, one of which a visual semiotic analysis of screenshots from the game serves as the main one. As a further complement to this, we requested other players of the same game to answer questions, regarding which kind of nostalgic elements they've been able to identify during their total playtime, and what their opinions are on the matter. We then compare, analyse and apply the results we get, to a number of different theories regarding nostalgia and nostalgia within games.

    The essay concludes that Terraria clearly takes inspiration from old console games released in the 80's and 90's, where the most prominent examples are games like The Legend of Zelda: A Link to the Past (1991), Harvest Moon (1996) and Final Fantasy IV (1991). The nostalgic elements found in Terraria, whether in the shape of overall aesthetics or other minor references, contribute to an enhanced gaming experience for players which, in one form or another, have a personal connection to the source material. Meanwhile, the gaming experience won't deteriorate for players that fail to recognise these references. Through it's visual style and the use of various nostalgia inducing items and references to other titles in the medium, the game promotes the phenomenon of reflective- and restorative nostalgia.

  • 255.
    Malm, Mikael
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Sundén, Patrik
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medieproduktion.
    Intäktsmöjligheter för SMEs på internet2015Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Syftet med denna uppsats var att identifiera vilka möjligheter för SMEs att få intäkter med sina produktioner via internet. Syftet var även att undersöka vad SMEs tänker kring hur man kan använda olika intäktsmodeller.

    För att undersöka detta använde vi oss av en kartläggning av intäktsmodeller och gruppintervju. Kartläggningen baserades på tidigare forskning och användes för att få en överblick på vilka intäktsmodeller som används av företag idag. Gruppintervjun användes för att låta företag diskutera med varandra hur olika intäktsmodeller kan användas, och hur de tycker om användning av alternativa betalningsmetoder. Vi fann i vår studie flera olika intäktsmodeller och att företag använder ofta mer än en intäktsmodell. Intervjun visade på att SMEs ofta ser mer negativa aspekter på olika intäktsmodeller än vad de ser de positiva aspekterna. Studien visar på att det finns ett antal olika intäktsmodeller som SMEs kan använda sig av på internet, men att de måste vara innovativa och hitta vägar för att kombinera olika intäktsmodeller för att blomstra på internet.

    Fulltekst (pdf)
    fulltext
  • 256.
    Mattsson, Andreas
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Silfverlin, Jacob
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Det är insidan som räknas: En kvalitativ studie av grafiska formgivares förhållningssätt till akademisk samt erfarenhetsbaserad kunskap i det egna designarbetet2017Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Studien behandlar grafiska formgivares bedömningsförmåga, där syftet var att kartlägga i vilken utsträckning de använder sig av akademisk kunskap för att grunda sina designmässiga bedömningar. Genom en kvalitativ studie bestående av semistrukturerade intervjuer med empiri från fem grafiska formgivare har studien ämnat redogöra för formgivares förhållningssätt till akademisk samt erfarenhetsbaserad kunskap i relation till bedömningsförmågan.  

    Studien lyfter fram akademisk kunskap som en central del i att skapa ökad förståelse för grafisk design och dess processer där formgivarna påvisar ett genomgående förhållningssätt samt betoning kring bedömningsförmåga som verktyg i det egna designarbetet. Formgivarna återger akademisk kunskap som en del av dem själva, som således inte behöver definieras för att förlitas på, vilket möjliggör för en snabbare och mer precis process i det egna designarbetet. Vidare uppdagas ett glapp där respondenter med längre erfarenhet återger att de i en större utsträckning baserar designarbete på bedömningar och intuition än till tidigare förvärvad akademisk kunskap. Ytterligare indikerar studien att grafiska formgivare betonar betydelsen av tidigare kunskaper, men att de även ser en vikt i att förlita sig på den egna bedömningsförmågan. Den kunskap som ligger till grund för bedömningsförmågan förändras genom åren och bidrar därmed till en djupare insikt i vad som anses visuellt och kommunikativt tilltalande. Studiens slutsats visar ett starkt samband mellan utvecklingen av bedömningsförmågan och ny erfarenheter. Således går det se hur den bedömningsförmåga som används av grafiska formgivare är baserad

  • 257.
    Millgård, Jonas
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Sandhu, Lovisa
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Wow! Tillsammans med andra adaptions- och acceptansaspekter av virtuell verklighet: En kvalitativ studie kring VR ur ett longitudinellt användarperspektiv2018Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    This study examines the acceptance, usage and motivation of virtual reality users from a perspective of longitude to achieve a deeper understanding regarding the usage of technology as well as to which extent it aligns with the technology acceptance model UTAUT 2 and the seven variables known as determinants.

    The established determinants for technology adoption were evaluated through eight qualitative interviews. This study confirms the validity of UTAUT 2 but also contributes with suggestions for additional factors such as wow, hype, reality and social output as well as future usage.

    The suggested addition of the factors wow and hype generated the most data with tendencies to extend into a general technology context. Reality is another significant quality that is distinguishing for virtual reality and other mixed realities. Very much like other information technologies the virtual reality experience depends on content where aspects such as quality and the available range influences the will to adopt the technology. Since different technologies consist of a unique combination of qualities and possibilities this study suggests that there may be advantages to adjust or extend the adoption model depending on the technology that is to be examined.

    Fulltekst (pdf)
    fulltext
  • 258.
    Moberg, Linnéa
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Zagerholm, Katrin
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Samarbete mellan företag och bloggare: Hur ska det egentligen gå till?2016Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    The purpose of this thesis is to investigate the regulations concerning collaborations between bloggers and companies. The purpose is also to investigate whether or not bloggers are more or less obvious about how they communicate collaborations with companies in the individual blogs. In the attempt to analyse blogs a qualitative content analysis is performed and specific texts during a determined period are inspected. A survey is used in the attempt to investigate if companies and bloggers are aware of the laws regulating how collaborations shall be performed. The result of this thesis indicate that bloggers are evolving their knowledge regarding how to correctly highlight collaborations with companies in their blog posts. The conclusion is that this a present topic, since there are a number of cases where bloggers have been convicted for false or hidden marketing. New guidelines are being presented to assist bloggers with how to become clearer about collaborations with companies.

  • 259.
    Mogren, Stefan
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Abrahamsson, Max
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Repetitionens påverkan på animation: Åskådares uppfattning av repetitiv spelanimation2019Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    The purpose of this study was to examine whether repetition affects the experience of game animation. Through an experiment we divided people with gaming habits into two groups to view an animated run-cycle. The cycle, almost a second long, was repeated continuously. One of the groups viewed the cycle for 10 seconds whereas the other group viewed the same cycle, but for 120 seconds. The participants experiences were documented through a questionnaire that was later supplemented with a more thorough interview. Their statements were compiled using open coding in order to find similarities and differences between the two groups.The results of the experiment show tendencies that the group that viewed the cycle for 120 seconds expressed a change of experience with time, often for the worse, even if the animation itself didn't change. This differs from the other group, which had viewed the cycle for 10 seconds, which generally didn't report any changes of experience. From this we draw the conclusion that, in an experiment stripped of story, environment and context, game animation that repeats frequently tends to cause a change of experience with repetitions. How and why this change of experience occurs can only be discussed in this study even though there's similarities with theories as PECMA Flow and semanticsatiation. Further studies into the subject is required to fully understand the phenomenon and to apply the findings in real, complex games.

    Fulltekst (pdf)
    fulltext
  • 260.
    Nehls, Agnes
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Leding, Linn
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Asså jag bryr mig inte, men ändå bryr jag mig.: En kvalitativ studie om ungas uppfattning och erfarenheter av Instagram.2015Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    Social media has come to play an increasingly important role in today's society. It’s hard in today’s world not to talk about youth culture without mentioning social media. Large amounts of research show that this type of media adversely affects young people, but at the same time, much of this research is written from an adult perspective. Our purpose in this bachelor thesis is to examine and highlight a young persons own perspective on this type of media. We have chosen to focus on younger people that use Instagram between the ages of thirteen through sixteen. The teens are most active on Instagram and it's their main social media platform.

    We have been studying Instagram accounts and have had interviews with focus groups to explore the culture that prevails on Instagram today. The study shows that young people today use Instagram in order to take advantage of the sharing of their everyday lives. All of the respondents believe that girls and boys use Instagram in different ways. The main difference is that girls seem to care more about their social media lives than boys do. Something that is demonstrated by all the girls is that they use two different accounts for two different audiences. In the discussion, we review why the culture looks like it does and how young people today jointly build rules about how to behave in this social medium. Then we finally arrive to the point that young people today have a better eye on social media than previous researchhas shown. We believe that the concerns many parents have about their children on social media in many cases is excessive.

    Fulltekst (pdf)
    fulltext
  • 261.
    Nilsson, Ann
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medieproduktion.
    Pareto, Lena
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medieproduktion. Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    The Complexity of Integrating Technology Enhanced Learning in Special Math Education: a Case Study2010Inngår i: Sustaining TEL: From Innovation to Learning and Practice. 5th European Conference on Technology Enhanced Learning, EC-TEL 2010, Barcelona, Spain, September 28 - October 1, 2010. Proceedings / [ed] Martin Wolpers, Paul A. Kirschner, Maren Scheffel, Stefanie Lindstaedt and Vania Dimitrova, Berlin Heidelberg: Springer-Verlag , 2010, s. 638-643Konferansepaper (Fagfellevurdert)
    Abstract [en]

    We present a study of integrating an educational game in special math education, to explore challenges faced during the process. The game promotes an unconventional approach supporting students having math difficulties, through visual representations, learn-by-exploration and learn-by-teaching models. Our conclusion is that integration in special education is more challenging than in the main stream counterpart, due to social vulnerability of the students, learning/teaching challenges in content, motivation and attitude, a non-typical learning situation, and the challenge of matching learning peers.

  • 262.
    Nilsson, Jacob
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Phan, Boimy
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Spelbranschens designprocesser: Teori vs verklighet2015Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    The game industry is a fast growing market. What have been seen recently are a high turnovers and a rapid increase of both game companies and their employees. The game market is developing and the game companies are trying to keep up with the market. Both when it comes to the development of games and also to reach new levels in the design process. The design process is unique and the game companies have different ways to develop their products. The methods are different depending on the game company but the basic foundation is to use support in the development process of the product. The question we ask ourselves is: How do game companies proceed in their design process when the surroundings are changing at a rapid pace?

    This thesis aim to find out how the deigns process function in the Swedish game industry. Focus will be on today´s design process but also on how the development is preceded. Through a quantitative interview and a qualitative survey we analyses the current situation of today‟s Swedish game companies in terms of the design processes. The result shows that all the respondents use their design process with a combination of their own methods and previous research. How to create an idea differs depending on the game companies. The implementation of the idea may vary and some of the methods are retained when they are considered important. The market also has a certain influence of how a design process should be performed. The customers have become more knowledgeable and have higher demands on how the game should perform. Therefore, the gaming companies need to adapt to the market development in order to achieve their success.

    Fulltekst (pdf)
    fulltext
  • 263.
    Nilsson, Stefan
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    A Notion of Presence: Exploring the Effects of Minimalistic ation on a Chat System2003Konferansepaper (Fagfellevurdert)
  • 264.
    Nilsson, Stefan
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Design Patterns for Visualization of User Activities in a Synchronous Shared Workspace2015Inngår i: International Journal of Advanced Corporate Learning, ISSN 1867-5565, E-ISSN 1867-5565, Vol. 8, nr 3Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Scholars in fields such as Computer-Supported Collaborative Learning (CSCL) have extensively covered the general theme of distributed collaboration in the past few decades. Recent advances in web technologies have pushed forward the boundaries of what is possible to create on the web, aiding the development of various types of collaborative software. Standing on the shoulders of previous research, and in the light of the new web technologies, we here outline the development of what we label a "synchronous shared workspace". The purpose of the system is to serve as a web-based collaboration tool for small groups of geographically and/or temporally dispersed persons within a learning context. Designing this type of system presents interesting challenges on how to graphically visualize the presence of others and their activities, i.e. awareness information. Further, the system provides other types of functionalities such as visualizing previous activities and real-time manipulation of media objects that provides challenges for designers. Utilizing a "design pattern" approach, this paper explores visualization patterns for collaboration in shared workspaces in order to support mutual awareness and coordination activities. Five design patterns were implemented in the system and evaluated by a small group of online learners. The results support the notion that visualization of awareness information is a complex issue and that the work to provide effortless coordination of collaboration is a research interest that needs more attention.

  • 265.
    Nilsson, Stefan
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Exploring Design Patterns of Shared Interfaces for Web Collaboration2015Inngår i: Proceedings of the Eighth International Conference on E-Learning in the Workplace / [ed] David Guralnick, Ph.D., 2015Konferansepaper (Annet vitenskapelig)
    Abstract [en]

    Scholars in fields such as Computer-Supported Collaborative Learning (CSCL) have extensively covered the general theme of distributed collaboration in the past few decades. Recent advances in web technologies havepushed forward the boundaries of what is possible to create on the web, aiding the development of various types of collaborative software. Standing on the shoulders of previous research, and in the light of the new web technologies, we here outline the development of what we label a "synchronous shared workspace". The purpose of the system is to serve as a web-based collaboration tool for small groups of geographically and/or temporally dispersed persons within a learning context. Designing this type ofsystem presents interesting challenges on how to graphically visualize the presence of others and their activities, i.e. awareness information. Further, the system provides other types of functionalities such as visualizing previous activities and real-time manipulation of media objects that provideschallenges for designers. Utilizing a "design pattern" approach, this paper explores visualization patterns for collaboration in shared workspaces in order to supportmutual awareness and coordination activities. Five design patterns were implemented in the system and evaluated by a small group of online learners. The results support the notion that visualization of awareness information is acomplex issue and that the work to provide effortless coordination of collaboration is a field that needs more attention.

  • 266.
    Nilsson, Stefan
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Exploring the relationship between awareness information and user activities online2010Licentiatavhandling, med artikler (Annet vitenskapelig)
    Abstract [en]

    This thesis contributes to the domain of awareness information. Awareness information can be viewed as a fundamental building-block of social media, visualizing people and their activities in an online setting. With life becoming more and more influenced by social media such as Facebook, Flickr, Twitter, Linkedin and Digg, it becomes important for designers of social media to have an understanding of how users respond to awareness information. An online gallery of pictures was developed and equipped with a chat and a basic awareness information system. Usage data was collected by the system and analyzed combining qualitative as well as quantitative approaches aiming to explore the influence awareness information have on the usage of the system. The analysis reveals that awareness information is a powerful tool triggering social behaviour. It is, at the same time, challenging to implement in a way that it provides a sound environment for social interaction. This was manifested by co-present users both stayed longer in the system and also was inclined to take a different path through the gallery than the solitary user. However, the interaction that took place in the gallery was characterized by frequent conversational break-downs and irritation among users. Results indicate that this is, in part, due to the lack of built-in social norms guiding users in their activities in the system. Subsequently, it is important to facilitate the creation, recreation and reinforcement of social norms when designing social systems.

  • 267.
    Nilsson, Stefan
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Utilizing emerging web standards designing a Synchronous Shared Workspace2015Inngår i: Proceedings of E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2015, Chesapeake, VA: Association for the Advancement of Computing in Education, 2015, s. 1157-1161Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This brief paper is part of a larger project aimed at innovating mediated collaboration in higher education. In this paper, we will discuss technology needed to be able to develop a web based synchronous shared workspace. With the emerging HTML5 standard together with the JavaScript platform called "Node.js" utilizing WebSocket communication, it is possible to create able web based real-time systems. Preliminary testing reveals the setup very reliable, supporting collaborative processes even on bad wireless connections.

  • 268.
    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 Education2011Inngår i: Proceedings of Society for Information Technology & Teacher Education International Conference 2011 / [ed] Matthew Koehler & Punya Mishra, Chesapeake, VA: AACE , 2011, s. 589-592Konferansepaper (Fagfellevurdert)
    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.

  • 269.
    Nilsson, Stefan
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Svensson, Lars
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Awareness information and user behavior: A field experiment of an online collective system2005Inngår i: WSEAS Transactions on Information Science and Applications, ISSN 1790-0832, Vol. 2, nr 12Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    This paper sets out to investigate the effects synchronous non-verbal awareness information has on users of a collaborative system. The experiment was setup in on online picture exhibition where users were given a minimalistic indication of any co-present users present. Logs from the website were analyzed and revealed that users who were in the online gallery and were exposed to the notion that there were other visitors there at the same time spent a statistically significant longer time in the gallery as opposed to visitors who were given the information that they were all alone in the gallery. We also noted that although time in the gallery differed between the two groups, we cannot say anything conclusive as to whether use-patterns differed or not. 

  • 270.
    Nilsson, Stefan
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Svensson, Lars
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Presenting the Kludd: A Shared Workspace for Collaboration2015Inngår i: GROUP '14 Proceedings of the 18th International Conference on Supporting Group Work, New York: Association for Computing Machinery (ACM), 2015, s. 295-298Konferansepaper (Fagfellevurdert)
    Abstract [en]

    In this poster, we would like to present the current state of the Kludd system. Kludd is a web-based collaboration tool, enabling users to collaborate around various media objects like images, videos, texts and audio in a shared workspace. The design metaphor is an online whiteboard, where multiple actors can add, manipulate and remove objects, all while everyone sees the same view. The system is made with standard components like HTML5, CSS3 and a number of open-source javascript libraries enabling real-time collaboration in a browser. Utilizing a Design Science Research methodology, the initial design was based on 9 design requirements. In this poster, a further four requirements are presented as a result of the analysis of the first phase, and an initial design of the second phase of the project is presented

  • 271.
    Nilsson, Stefan
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Svensson, Lars
    Högskolan Väst, Institutionen för ekonomi och it, Avd för datavetenskap och informatik.
    Supporting participation in online learning communities with awareness information2012Inngår i: International Journal of Web Based Communities, ISSN 1477-8394, E-ISSN 1741-8216, Vol. 8, nr 4, s. 537-549Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    This article sets out to investigate the relationship between awareness information and participation in an online learning community (OLC). Inspired by the sociocultural notion of learning as social participation, this article will analyse the events that took place in an online photo gallery equipped with a system for visualising co-present users. The article discusses the importance of why social systems should support the creation, recreation and reinforcement of social norms to better facilitate participation. The article concludes by presenting four design implications of educational technologies supporting participation as well as a section referencing the importance of a transactional perspective in order to understand the effects of awareness information.                                                     

  • 272.
    Nilsson, Stefan
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Svensson, Lars
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Jobe, William
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Supporting nomadic work- and study practices in groupware design2017Inngår i: Proceedings on E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, Oct 17, 2017 in Vancouver, British Columbia, Canada / [ed] Jon Dron; Sanjaya Mishra, Vancouver, British Columbia, Canada: Association for the Advancement of Computing in Education, 2017, s. 822-826Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This brief paper concerns the design of real-time collaborative systems adhering to a nomadic work- and study practice. Nomadic practices can be characterized as having a heterogeneous workplace, working or studying from different locations during a day. This practice has been enabled by advances in technology and formed by human behavior. This means that we now must consider this type of work when designing collaboration software. This brief paper outlines some major issues concerning technology-mediated collaboration arising from nomadic work practices; different network conditions, data cost and device heterogeneity, and proposes tentative design ideas addressing these issues.

  • 273.
    Nilsson, Stefan
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Svensson, Lars
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Lundin, Johan
    Göteborgs universitet, Institutionen för tillämpad IT.
    Working as an Online Educator: Challenges when scaling up distance education2013Inngår i: Proceedings of Society for Information Technology & Teacher Education International Conference 2013 / [ed] Ron McBride; Michael Searson, Chesapeake, VA: Association for the Advancement of Computing in Education (AACE) , 2013, s. 881-885Konferansepaper (Fagfellevurdert)
    Abstract [en]

    In recent years online and blended learning has scaled up from being a pilot endeavour driven by pioneers, to constituting a large portion of many institutions of higher education. In the process, the conditions for the online teacher has gradually changed, and the situation of today is in many ways problematic where student interaction and dialogue has to stand back in favour of time consuming content production, material delivery, and technical problem solving. This paper draws on the experiences from a Scandinavian University to illustrate how this transition can be understood in the light of rapid technological development in combination with slow evolution of pedagogical models for online education.

  • 274.
    Nomark, Sanna
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Pålsson, Miriam
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Representation av äldre i animerad långfilm: En kvalitativ innehållsanalys2018Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Det finns få studier om äldre karaktärer i animerade filmer. Studierna som gjorts visar att äldre karaktärer har porträtterats på ett oproportionerligt negativt sätt. Dessa studier är nu över tio år gamla och därför behövs ny forskning som undersöker hur äldre representeras. Denna studie syftar till att undersöka hur äldre karaktärer porträtteras i animerad mainstream-film från år 2017 genom en analys av de fem animerade filmerna Coco, Smurfarna - Den försvunna byn, The Lego Ninjago Movie, Monsterfamiljen och Kapten Kalsong. Med hjälp av en kvalitativ och semiotisk innehållsanalys undersöks vilka identitetspositioner, narrativa funktioner, samt stereotyper och tecken som används för att porträttera äldre. Studien visar en positiv förändring av äldres representation i form av mer nyanserade karaktärer i betydelsefulla roller. De vanligaste stereotyperna kring äldre syns inte i materialet, istället används ledarroller och arketyper så som den vise. Förekomsten av äldre och ålderstecken verkar i första hand vara ett uttryck för visdom och erfarenhet snarare än som ett tecken på deras kronologiska åldrande.

    Fulltekst (pdf)
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  • 275.
    Nordling, Filip
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Wiklund, Josef
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Platt fall – ur användarens perspektiv: En kvalitativ studie om minimalism och skeuomorfism med fokus på UI/UX2017Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Syftet med denna studie var att undersöka hur olika utformade gränssnitt uppfattas och upplevs av olika användare. Fokus låg på att undersöka skillnaden mellan den skeuomorfiska designstilen och den mer minimalistiska på webbsidor och i mobila appar. Detta gjordes genom ett individuellt användartest med 19 deltagare där var och en fick testa en applikation i två utföranden; en utformad efter dagens moderna flat design och den andra med samma strukturella utformning, fast i skeuomorfisk tappning. Sedan har vi fört intervjuer med deltagarna med frågor relaterade till testet och deras uppfattning av vad som innebär god design. Många intressanta fenomen hittades, så som att majoriteten av användare, med stor marginal, upplever skeuomorfism som den mest moderna och mest användbara stilen. Slutsatsen vi drog var att skeuomorfismen skänker applikationen en tydlighet som användaren värdesätter högre än vare sig applikationen är estetiskt tilltalande eller ej. Då resultatet gjort det tydligt att en mer observant utveckling av användargränssnitt bör göras när överväganden mellan funktionalitet och användbarhet framhävs, anser vi att det krävs ytterligare forskning inom ämnet med en mer djupgående undersökning

  • 276.
    Norström, Livia
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Social Media as Sociomaterial Service: On Practicing Public Service Innovation in Municipalities2019Doktoravhandling, med artikler (Annet vitenskapelig)
    Abstract [en]

    Governments are in need to innovate public service. They struggle with complex societal problems, decreased citizen trust and the work of adapting to new demands related to how service should be delivered to fit contemporary living. Inspired by success stories from the private sector's "open innovation" approaches, governments are complementing internal competence with knowledge resources of external actors such as citizens. One increasingly growing strategy for knowledge expansion beyond government boundaries has been to use social media platforms, e.g. Facebook, Instagram and Twitter. This strategy has been shown to be especially effective at a local government level (henceforth municipality) where citizens are geographically close to the government and where government manages activities that citizens rely on in their daily lives.

    Despite an expansive rise of social media use in municipalities, and efforts to see beyond a traditional and New Public Management approach to public service, there is little knowledge about the participatory and innovative capacity of social media in a government context. This knowledge gap is reflected in researchers' and municipal administrators' uncertainty as to how to make use of social media for improvement of public service and how to handle tensions about what is possible to do with social media and what is legitimate to do as a public servant.

    The aim of the thesis is thus to map, unpack and conceptualize social media practice by municipal communicators to understand how tensions and dynamics between social media mechanisms and government rationales are shaping the practice and how new emerging practices can be understood as public service innovation. The research questions of the thesis are: RQ1: How are social mediamechanisms supporting different public service rationales?; RQ2: How is public service enacted in the social media practice by municipal communicators?; RQ 3: How can social media practice by municipal communicators be understood as public service innovation?

    With an engaged scholarship research approach, related research on social medialogic, e-government, e-governance and digital public service innovation, and with the help of the theoretical perspectives "service innovation," "practice perspective" and "sociomateriality," the thesis contributes extended insights into how social media platform mechanisms support different government rationales in processes of sociomaterial service, and how such practice can be understood as creative processes towards public service innovation.

    As a practical contribution I propose that both communicators and managers in government engage together in networks of others working with social media and to discuss for instance the mission of the government in relation to the aim of using social media, what tensions arise in the social media practice and why, and how algorithms are shaping the social media practice.

    Fulltekst (pdf)
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    Fulltekst (pdf)
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  • 277.
    Norström, Livia
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Arghavan Shahlaei, Charlotte
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Johansson, Lars-Olof
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Islind, Anna Sigridur
    Reykjavik University, School of Computer Science, Iceland.
    Lundh Snis, Ulrika
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    New Logics of Ethics in the Age of Digital Platforms: Design Fictions of Autonomous Cars2019Inngår i: Proceedings of the 17th European Conference on Computer-Supported Cooperative Work-Demos and Posters, European Society for Socially Embedded Technologies (EUSSET) , 2019, Vol. 3Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Autonomous cars are the first major examples of Artificial Intelligence (AI) in everyday life. When cars are transformed into platforms,new service relationships emerge between car companies and the car users. These relationships generate gains and catches for both parts related to how physical and non-physical resources are exchanged in the sharing economy; how integrity is negotiated; and how responsibility is delegated when AI enables the car to take over most of the driving. With a "car as a platform approach", in this paper, we present a design fiction on ethical implications for citizens' daily lives with autonomous cars

  • 278.
    Norström, Livia
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Bernhard, Iréne
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Lundh Snis, Ulrika
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Boundaries of Logics in Municipality Communicators' Facebook Practice: Towards a New Public Service Competence2019Inngår i: Proceedings of the 52nd Hawaii International Conference on System Sciences 2019, 2019, s. 3097-3106Konferansepaper (Fagfellevurdert)
    Abstract [en]

    With an increased use of external online platforms, digital government logics are gradually intertwined with external, algorithmic, crowd-influenced value logics of social media platforms. This new scene especially affects administration, which can no longer neutrally deliver public service, but becomes involved in processes of consideration and judging what rules and traditions seem most appropriate in the situation.Through deep interviews and workshops with municipal communicators, we examine this balancing act when communicators use social media for external communication. We use a practice perspective to characterize and conceptualize an emerging approach to public service.

  • 279.
    Norström, Livia
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Bernhardsson, Lennarth
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Two-Way Tools in Higher Education2013Inngår i: Inside the New University: Prerequisites for a Contemporary Knowledge Production / [ed] Kristina Johansson, Göran Lassbo and Eddy Nehls, Bentham eBooks, 2013, s. 28-41Kapittel i bok, del av antologi (Annet vitenskapelig)
  • 280.
    Norström, Livia
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Gellerstedt, Martin
    Högskolan Väst, Institutionen för ekonomi och it, Avd för juridik, ekonomi, statistik och politik.
    Topics and Approaches: A Framework for Municipality Social Media Engagement2018Konferansepaper (Annet vitenskapelig)
  • 281.
    Norström, Livia
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Hattinger, Monika
    Högskolan Väst, Institutionen för ingenjörsvetenskap, Avdelningen för produktionssystem (PS).
    Efforts at the boundaries: Social media use in Swedish municipalities2016Inngår i: Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349, Vol. 9821, s. 123-137Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Social media is used by the majority of Swedish municipalities. However, the highly interactive features of social media are often not taken advantage of. The study aims to get a better understanding of why social media is not used to its full potential in the municipality. Findings from an interview study with communicators in three Swedish municipalities reveal that the motivation for using social media is often difficult to turn into action. Tensions emerging in the use of social media result in hesitation, uncertainty and a slowing down of work practice. The processes of managing the tensions are characterized by boundary crossing between different communities, such as municipal communicators, elected officials and citizens, with social media itself as an equally important actor. The processes of boundary crossing by the municipal communicators are discussed in terms of learning processes and new emerging competences that might redefine the role of the municipal communicator and hence perhaps the public servant in general. © IFIP International Federation for Information Processing 2016.

    Fulltekst (pdf)
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  • 282.
    Norström, Livia
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Islind, Anna Sigridur
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Vallo Hult, Helena
    NU-sjukvården.
    Balancing the Social Media Seesaw in Public Sector: A Sociomaterial Perspective2017Inngår i: IRIS Selected Papers of the Information Systems Research Seminar in Scandinavia, ISSN 1891-9863, E-ISSN 2387-3353, nr 8Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    The use of social media in the public sector changes the professionals' everyday work practice. This paper sheds light on the emerging challenges of using social media as a part of work, based on the analysis of three contexts within the public sector in Sweden and through the lens of sociomateriality and affordances. The approach is interpretive field studies with a narrative analysis, where we interpret and analyse key elements of the storylines, focusing on the transition to social media use among professionals (nurses, municipal communicators, and physicians) in the three contexts. Social media enables an open work environment where information is visible and potentially spreadable to an unknown audience. The process of interacting with an unknown audience and finding a professional tone is analysed here as context collapse. The unknown, and at times imagined complex audience, makes it hard to balance the seesaw between friendliness on the one hand and an authoritative tone on the other; a tonality which leaves most of the potential audience unreached. The interplay between social media and the professionals shapes the professionals' practice. We analyse this interplaying practice more specifically, as sociomateriality in action.

  • 283.
    Norström, Livia
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Lundh Snis, Ulrika
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Bernhard, Iréne
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Assmo, Per
    Högskolan Väst, Institutionen för ekonomi och it, Avd för juridik, ekonomi, statistik och politik.
    Transgressions and Transformations at Work: Towards a Social Media Practice among Swedish Municipality Communicators2017Inngår i: Transitions, Transformations and Transgressions in Work and Learning & Work and Learning Research: Book of Abstracts, Grahamstown: Rhodes University , 2017, s. 81-, artikkel-id ID071Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper discusses how communicators at the municipality, in their work, negotiate the tension between a traditional role of an 'informative administrator' and a 'promoting, engaging social media profile'. The work is learned by carefully transgressing municipality social media and IT policy and by transforming social media practice from private and commercial use of Facebook, towards a new practice founded in democratic values.

    Social media has become an important strategy for municipalities to disclose a massive amount of information with relatively low cost and to create engagement with citizens. However, fostering participation and citizen engagement on social media platforms is still a great challenge for municipality administration as well as for research. Despite a widespread diffusion of platforms such as Facebook in municipalities, interaction level is relatively low compared to private organisations. We know from previous research that citizens' engagement with municipalities on Facebook is related to the municipalities' tradition of openness and transparency and their local administration style. Municipalities with a tradition of transparency are to a greater extent using features in Facebook that enable citizen engagement.Hence the organisational context where the engagement takes place is a crucial factor.However, what is often forgotten when trying to understand how engagement emerges on municipality social media platforms is the intentions of the platform providers and the emerging social logic of the platforms in use. A digital platform such as Facebook cannot be regarded as one overall technology choice, but as a platform provider that promotes services and tools along with a considerable amount of conditions and regulations. As social platforms are being adopted and matured, the huge amount of data concerning user behaviour and interaction patterns has changed from being side business to core business for the platform providers. This is applied,for instance, in the possibility to harvest and sell data. Overtime, the logic of such platforms has become more advanced and its ability to shape and transform the communication patterns has grown stronger and become critical. So, what implications do such a platform logic have on municipality administrations' use of Facebook? A content analysis of online interaction on four municipalities' Facebook pages during a period of two years was conducted. Approximately 6000 posts and comments were categorised by content, media type and tone. Engagement such as likes, shares and comments were then measured for the different categories.Empirical findings indicate that municipality communicators have problems both to reach out with information and to create engagement on Facebook. It is important for the communicators to be politically neutral, correct and speak with the voice of the whole municipality (i.e. not too personal). This way of being, however, does not work so well on Facebook.They report having gradually adjusted their work (content, tone, media type and timing) to what is spreadable, sharable and commentable according to a Facebook logic. The communicators say they feel forced to post pictures of blossomtrees and check-ins from the lunch restaurant in order to get likes and shares. They know that if they don't do this they will lose citizens' attention and they will not reach out with more important posts. They are aware that posts that are interesting to see and read are not sufficient; posts also need to trigger people to like, share and comment. The socialmedia work needs to be designed in accordance with a unique Facebook platform logic.

    This paper aims to contribute to the body of knowledge on IT and learning at work with a special focus on new competence in the public sector. It also extends an existing framework of e-government transparency and citizen engagement by taking into account the role of Facebook as a platform with highly structured strategies for how to foster a special kind of sociality and engagement. The practical contribution implies new knowledge for staff and management in the public sector to develop competence to manage transparency and engagement through social media.

  • 284.
    Olsson, Anna Karin
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för företagsekonomi.
    Arvemo, Tobias
    Högskolan Väst, Institutionen för ekonomi och it, Avd för juridik, ekonomi, statistik och politik.
    Bernhard, Iréne
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Bachelor students in research projects: boosting WIL and University-Society Collaboration2019Inngår i: INTED2019 Proceedings / [ed] , L. Gómez Chova, A. López Martínez, I. Candel Torres, 2019, s. 3015-3021Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Drawing from the experiences of student projects organized and developed in accordance with work integrated learning, this paper contributes to the understanding of conditions necessary for successful implementation and sharing of knowledge in such projects as well as perceived benefits of university society collaboration. A case study was carried out focusing on student research projects on two parallelbusiness administration courses on Bachelor level. Students applied their skills in information literacy searching for and critically interpreting current research as well use of digital tools and social media platforms for data collection in their studies. The projects were initiated and presented by an external organization, which both supported the students in various ways during their work and received the completed results by the end of the courses. Students focused on themes such as the challenges of internal and external organizational communication, digital divides, inter-organizational collaboration,youth perspectives and sustainability. The empirical material of this study was collected from sourcess uch as course syllabi and instructions, observations, student reports and reflections, presentations,meetings, conversations and interviews members of the principal organization. The results show that the students perceived their tasks as stimulating and important due to the interaction and feedback received from the external principal, utilization of their course assignments as well as the opportunity to relate theory to practice. The external organization in turn received reports that may be used for decision-making purposes at a low cost, however what was perceived as most rewarding was the interaction and dialogue with students to get their perspectives on contemporary issues. Furthermore, collaboration with students was also viewed as means for future recruitment. In can thus be concluded that students, if allowed to interact and work with external organizations, play an important part in disseminating both results from and understanding for academic research in society. However, to realize successful student research projects this paper also discusses the need of legitimacy, access to external networks and organizations willing and able to deliver relevant topics for student research as well asstudent support along the way.

  • 285.
    Olsson, Anna Karin
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för företagsekonomi.
    Bernhard, Iréne
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Challenges of collaboration in old townscapes2017Inngår i: 26th Nordic Symposium of Tourism and Hospitality Research, October 4-6 2017, Falun, Sweden. Book of Abstract: Tourism in a Hyper-Connected World: Challenges of Interactivity and Connectedness / [ed] Dalarna University, Falun, 2017, Vol. 1, s. 30-30Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Challenges of collaboration in old townscapes

    Contemporary cities are increasingly viewing cultural/heritage tourism as an area of tourism with great potential in city development, building city brands as well a local community. The relationship between heritage and tourism is complex since preservation and commercialization often are viewed as contrasts .Heritage tourism is among the most significant types of tourism and includes visits to sites of historical importance.  The concept of heritage is wide hence in this paper focus is on old town areas and the development of old townscapes. A townscape is here to be viewed as a holistic entity although there may be differences regarding the preservation, spatially and social objectives of the area. . An old townscape is sometimes a site for visitors (a destination), as well as a site for business (a workplace) and residents (a home). There are stakeholders from public, private and nonprofit sectors involved in the development of old townscapes. Hence there is a need for dialogue and cross-sector collaboration among stakeholders in order to develop heritage tourism that is beneficial to all. Existing research show that the inclusion of stakeholders in planning and implementation is crucial.  There are calls for further research to understand how collaboration work in different heritage sites. The purpose of this paper is to study the stakeholders’ challenges and views of collaboration and co-shaping of cultural heritage, here an old town in a fortress city. The data collection includes interviews with stakeholders and observations. Findings point out the importance of inclusion, communication, shared visions and strategies in order to balance the attractiveness of the old townscape for visitors, business and residents.

  • 286.
    Olsson, Anna Karin
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för företagsekonomi.
    Bernhard, Iréne
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Friedrichs, Yvonne von
    Mittuniversitetet, Östersund, Sverige.
    Approaches to inclusive networking in place development: an illustration from six smaller Scandinavian cities2018Inngår i: International Journal of Innovation and Regional Development, ISSN 1753-0660, E-ISSN 1753-0679, Vol. 8, nr 3, s. 259-280Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    The aim of this study is to further explore and deepen research in place development with focus on inclusive networking related to renewal processes in smaller harbour cities in Scandinavia. The results are based on a multiple case study comprising in-depth interviews with driving network actors, document studies and observations from six different harbour cities in Denmark, Norway and Sweden. The research questions focus on the characteristics of networks and inclusiveness, knowledge sharing and renewal processes related to networking. This study illustrates different inclusive network approaches for place development. Smaller harbour cities are dynamic places for cross-sector collaboration and networking, although driving network actors struggle with underlying mechanisms related to network characteristics, inclusiveness and governance. Furthermore, findings stress that communication, a sharing culture, transparency and democratic values are vital to enable trust, knowledge sharing and legitimacy for inclusive networking in place development.

  • 287.
    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 Reasoning2014Inngår i: International Journal of Artificial Intelligence in Education, ISSN 1560-4292, E-ISSN 1560-4306, Vol. 24, nr 3, s. 251-283Artikkel i tidsskrift (Fagfellevurdert)
    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.

  • 288.
    Pareto, Lena
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medieproduktion. Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    A Teachable Agent Game for Elementary School Mathematics promoting Causal Reasoning and Choice2010Inngår i: 1st International Workshop on Adaptation and Personalization in E-B/Learning using Pedagogic Conversational Agents (APLEC 2010): Online Proceedings / [ed] Diana Pérez-Marín, Ismael Pascual-Nieto, Susan Bull (Eds.), Hawaii, 2010, s. 13-19Konferansepaper (Fagfellevurdert)
    Abstract [en]

    We describe a mathematics computer game for children designed to promote causal reasoning, choice-making, and other higher-order cognitive activities. The game consists of a choice-based board game, enhanced with a conversational, teachable agent, taught to play the game, by the child, through demonstrations and questions. Game design is motivated by causal reasoning theory and educational psychology. The game is currently evaluated in an ongoing large-scale study that seeks to investigate the game’s effects on the players’ abilities to reason and make productive choices. The study involves 20 elementary-school classes at different levels.

  • 289.
    Pareto, Lena
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medieproduktion. Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Graphical Arithmetic for Learners with Dyscalculia2005Inngår i: Proceedings of the 7th international ACM SIGACCESS conference on Computers and accessibility, New York: ACM [Association for Computing Machinery] , 2005, s. 214-215Konferansepaper (Fagfellevurdert)
    Abstract [en]

    We propose a model for arithmetic, based on graphical representations, to complement the symbolic language of mathematics. The focus is conceptual understanding of arithmetic. We argue that the graphical model supports understanding concepts known to be difficult for learners with dyscalculia, such as number-sense and decimal system. The proposed graphical representation share properties of the decimal system, but is closer to the semantic representation of numbers vital to the number-sense. The model is evaluated with school-children, but needs to be further tested by learners with dyscalculia. 

  • 290.
    Pareto, Lena
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Mathematical literacy for everyone using arithmetic games2012Inngår 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. 87-96Konferansepaper (Fagfellevurdert)
    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.

  • 291.
    Pareto, Lena
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Mathematical Literacy for Everyone using Arithmetic Games2014Inngår i: International Journal of Child Health and Human Development, ISSN 1939-5965, Vol. 7, nr 4Artikkel i tidsskrift (Fagfellevurdert)
    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.

  • 292.
    Pareto, Lena
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Robot As Tutee2017Inngår i: Advances in Intelligent Systems and Computing, ISSN 2194-5357, E-ISSN 2194-5365, Vol. 457, s. 271-277Artikkel i tidsskrift (Fagfellevurdert)
    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.

  • 293.
    Pareto, Lena
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medieproduktion. Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Teachable Agents that Learn by Observing Game Playing Behavior2009Inngår i: AIED 2009, 14th International Conference on Artificial Intelligence in Education, Workshops Proceedings: Volume 3- Intelligent Educational Games / [ed] Scotty D. Craig & Darina Dicheva, Brighton, 2009, s. 31-40Konferansepaper (Fagfellevurdert)
    Abstract [en]

    An educational game in mathematics targets cognitive skills oincluding pattern finding and generalization from example by teaching an agent. These can be difficult for young children, let alone teaching about them. Therefore, we have designed a new way of teaching an agent, the teach-by-guiding model. We describe the model and its basic implementation. Because this is a work-inprogress, we end by raising questions of how such an agent is perceived, and in what respect it may differ from other pedagogical agents.

  • 294.
    Pareto, Lena
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medieproduktion. Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Utility Games: gaming as a design strategy to achieve utility effects2007Inngår i: LearnIT conference Game in´Action, Gothenburg, 13–15th of June, 2007, Göteborgs universitet , 2007Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The objective of this study is to introduce the concept of utility games, to develop a characterization of such a game category, and to explore design and evaluation issues particular for this category. By utility games, we refer to games predominantly designed for utility purposes, and where gaming is viewed as a design strategy to achieve the utility. Four utility games were analysed, with the following dimensions: the overall context, the utility objective, the game setting, evaluations performed and challenges related to design and evaluation. The analysis shows that the utility aspects and the game design are highly interrelated and affect each other on all levels of the design, and that evaluations of utility games have many dimensions to consider. A summary of lessons learnt and some recommendations to utility game designers are provided.

  • 295.
    Pareto, Lena
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Arvemo, Tobias
    Högskolan Väst, Institutionen för ekonomi och it, Avd för datavetenskap och informatik. Högskolan Väst, Institutionen för ekonomi och it, Avd för juridik, ekonomi, statistik och politik.
    Dahl, Ylva
    Uddevalla Schools.
    Haake, Magnus
    Lund University Design Sciences.
    Gulz, Agneta
    Lund University Cognitive Sciences.
    A Teachable-Agent Arithmetic Game’s Effects on Mathematics Understanding, Attitude and Self-efficacy2011Inngår i: Artificial Intelligence in Education, Springer, 2011, s. 247-255Konferansepaper (Fagfellevurdert)
    Abstract [en]

    A teachable-agent arithmetic game is presented and evaluated in terms of student performance, attitude and self-efficacy. An experimental pre-post study design was used, enrolling 153 3 rd and 5 th grade students in Sweden. The playing group showed significantly larger gains in math performance and self-efficacy beliefs, but not in general attitude towards math, compared to control groups. The contributions in relation to previous work include a novel educational game being evaluated, and an emphasis on self-efficacy in the study as a strong predictor of math achievements.

  • 296.
    Pareto, Lena
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Ekström, Sara
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Barendregt, Wolmet
    University of Gothenburg, Department of Applied IT, IT Faculty,Sweden .
    Serholt, Sofia
    University of Gothenburg, Department of Applied IT, IT Faculty,Sweden .
    Kiesewetter, Svea
    University of Gothenburg, Department of Applied IT, IT Faculty,Sweden .
    Augmenting Game-Based Learning With a Robot Tutee2019Inngår i: Proceedings of the European conference on games-based learning, Reading: Academic Publishing International, 2019, s. 560-568Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper presents the initial design of an educational setup where a humanoid robot is used as a game companionto a child while they play an educational arithmetic game together. Drawing on the learning-by-teaching paradigm, therobot’s purpose is to act as the child’s tutee and ask questions related to gameplay and the arithmetic content of the game. The original version of the game utilized a virtual teachable agent, which was shown to be effective for children’s learning in previous studies. Here we replace the virtual agent with a social robot to explore if and how the embodiment and social-like behaviour of robots can augment game-based learning further. Our aim is to design a robot tutee that will enhance the game experience and stimulate elaboration of the game’s learning material. So far we have conducted two design workshops with 81 schoolchildren in grades 2 and 4 where they experienced the robot and the game in their classrooms. In this paper, we present the results of two post-workshop questionnaires, where the children were asked about desired behaviour for learning companions and their experiences with the robot as a game playing tutee. The first post-workshop questionnaire revealed that children would like to have a robot tutee that behaves as a kind and helpful human peer, but with improved capacities such as being kind to everyone, providing better explanations, and giving more compliments. The second postworkshop questionnaire revealed that the children accepted the tutor–tutee role-division and that a majority of children were able to hear, but less so, understand, the robot’s questions. Implications of these findings for design of the robot tutee are discussed

  • 297.
    Pareto, Lena
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Gynther, Karsten
    University College Zealand, Denmark..
    Lindhardt, Bent
    University College Zealand, Denmark..
    Spante, Maria
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Vejbaek, Leif
    University College Zealand, Denmark..
    Wølner, Tor Arne
    Vestfold University College, Norway..
    A model for instructional design in virtual Nordic classrooms2013Inngår i: Proceedings of ECTC 2013, Brighton, UK, July 11 - 14, 2013,, 2013, s. 230-241Konferansepaper (Fagfellevurdert)
  • 298.
    Pareto, Lena
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Haake, Magnus
    Lund University,Department of Design Sciences, Faculty of Engineering.
    Lindström, Paulina
    Lund University,Department of Design Sciences, Faculty of Engineering.
    Sjödén, Björn
    Lund University Cognitive Science, Kungshuset.
    Gulz, Agneta
    Lund University Cognitive Science, Kungshuset.
    A teachable-agent-based game affording collaboration and competition: Evaluating math comprehension and motivation2012Inngår i: Educational technology research and development, ISSN 1042-1629, E-ISSN 1556-6501, Vol. 60, nr 5, s. 723-751Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    This paper presents an educational game in mathematics based on an apprenticeship model using a teachable agent, as well as an evaluative study of how the game affects (1) conceptual understanding and (2) attitudes towards mathematics. In addition, we discuss how collaborative and competitive affordances of the game may affect understanding and motivation. 19 students played the game in pairs once a week during math lessons for 7 weeks (the game-playing group) while another 19 students followed the regular curriculum (the control group). Math comprehension scores increased significantly for the game-playing group but not the control group (p < 0.05). However, there was no significant difference in attitude change between the two groups. Post hoc analyses indicated that game-playing primarily affected students' confidence in explaining math to a peer, but not their enjoyment of doing so. Collaborative and competitive activities seem to carry a strong motivational influence for students to play the game. © 2012 Association for Educational Communications and Technology.

  • 299.
    Pareto, Lena
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Johansson, B.
    NU-Hospital Organisation, Dep. of Research and Development, Trollhättan.
    Zeller, S.
    NU-Hospital Organisation, Dep. of Research and Development, Trollhättan.
    Sunnerhagen, K. S.
    University of Gothenburg, Institute of Neuroscience and Physiology.
    Rydmark, M.
    University of Gothenburg,Institute of Biomedicine, Mednet.
    Broeren, J.
    University of Gothenburg, Institute of Biomedicine, Mednet.
    Virtual TeleRehab: A case study2011Inngår i: Studies in Health Technology and Informatics, ISSN 0926-9630, E-ISSN 1879-8365, Vol. 169, s. 676-680Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    We examined the efficacy of a remotely based occupational therapy intervention. A 40-year-old woman who suffered a stroke participated in a telerehabilitation program. The intervention method is based on virtual reality gaming to enhance the training experience and to facilitate the relearning processes. The results indicate that Virtual TeleRehab is an effective method for motivational, economical, and practical reasons by combining game-based rehabilitation in the home with weekly distance meetings. © 2011 European Federation for Medical Informatics. All rights reserved.

  • 300.
    Pareto, Lena
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Johansson, Britt
    Department of Research and Development, NU-Hospital Organisation, Trollhättan/Uddevalla, Sweden.
    Ljungberg, Christer
    Högskolan Väst, Institutionen för ekonomi och informatik, Avd för informatik. Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Zeller, Sally
    Department of Research and Development, NU-Hospital Organisation, Trollhättan/Uddevalla, Sweden.
    Sunnerhagen, Katharina
    Institute of Neuroscience and Physiology, University of Gothenburg, SU/Sahlgrenska, Gothenburg, Sweden.
    Rydmark, Martin
    Institute of Biomedicine, University of Gothenburg, Gothenburg, Sweden.
    Broeren, Jurgen
    Department of Research and Development, NU-Hospital Organisation, Trollhättan/Uddevalla, Sweden.
    Telehealth with 3D games for stroke rehabilitation2011Inngår i: International Journal on Disability and Human Development, ISSN 1565-012X, Vol. 10, nr 4, s. 373-377Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    This study explores the feasibility of a novel telehealth system for stroke rehabilitation in a rural area in Sweden. It addresses two major problems of home-based rehabilitation: training motivation and frequent meetings. Three stroke subjects were equipped with 3D computer games workbenches, and were instructed to play with the hemiplegic upper extremity. On-line coaching meetings were performed using bi­directional audiovisual communication. The intervention led to clinical changes for all subjects. On-line coaching is promising, but not yet as effective as desired. However, a distance based approach using 3D games for upper extremity rehabilitation after stroke is feasible.

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