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Hooshyar Yousefi, Bahram, Senior LecturerORCID iD iconorcid.org/0000-0003-4955-0436
Publications (10 of 30) Show all publications
Hooshyar Yousefi, B. & Mirkhezri, H. (2020). Lean Gamification Canvas: A New Tool for Innovative Gamification Design Process. In: Proceedings of the 2nd International Serious Games Symposium, ISGS 2020: National and International Digital Games Research Conference: Trends, Technologies, and Applications (DGRC). Paper presented at 2nd International Serious Games Symposium, ISGS 2020, Tehran, Iran, 23 December 2020 through 24 December 2020, Category number CFP20DGR-ART, Code 167922 (pp. 1-9). IEEE
Open this publication in new window or tab >>Lean Gamification Canvas: A New Tool for Innovative Gamification Design Process
2020 (English)In: Proceedings of the 2nd International Serious Games Symposium, ISGS 2020: National and International Digital Games Research Conference: Trends, Technologies, and Applications (DGRC), IEEE, 2020, p. 1-9Conference paper, Published paper (Refereed)
Abstract [en]

In the contemporary circumstances where possessing a good and unique idea is not enough to start a successful business, it seems that how to perform and apprehend the idea itself is of great importance; The business model should support the designers/stakeholders to produce accurate information/knowledge about their users to be applied into their business model. The process of designing gamified systems/environment/services is no exception to the mentioned rule that paying attention to the needs of the users can improve the effectiveness of the gamified experience. Emphasizing the need of a user-oriented approach in the gamification process, the present article tries to selectively review the literature on the subject by conducting the interdisciplinary studies [business model and gamification], and in the next step, with the help of an analytical-descriptive approach in the process of the commercialization of gamification, we have introduced a model inspired by 'Gamification 3.0', 'Lean Canvas' and focussing on the 'Gamification Structure MDE', entitled 'Lean Gamification Canvas' to offer an effective way to accommodate user-related 'deep knowledge' and eventually provide the 'gamifiers' [gamification designers] with the sufficient knowledge to streamline their design process to increase gamified synergistic engagement and the successful commercialization of gamify-able ideas. 

Place, publisher, year, edition, pages
IEEE, 2020
Keywords
Business Model Canvas, Gamification, Innovation Design, Lean Canvas, Lean Gamification Canvas, Level of Gamification, Design, Serious games, Business modeling, Deep knowledge, Design process, Inter-disciplinary studies, User oriented
National Category
Human Computer Interaction
Research subject
Knowledge and Innovation Management (KIM)
Identifiers
urn:nbn:se:his:diva-19620 (URN)10.1109/ISGS51981.2020.9375297 (DOI)000675830400002 ()2-s2.0-85103465893 (Scopus ID)978-1-6654-1587-3 (ISBN)978-1-6654-4690-7 (ISBN)9780738130507 (ISBN)
Conference
2nd International Serious Games Symposium, ISGS 2020, Tehran, Iran, 23 December 2020 through 24 December 2020, Category number CFP20DGR-ART, Code 167922
Note

© 2020 IEEE.

Available from: 2021-04-15 Created: 2021-04-15 Last updated: 2021-09-10Bibliographically approved
Hooshyar Yousefi, B. (2019). Reflective Ethical Pedagogical Concerns: Characteristics, Values and Strategies. The International Journal of Tarrah (The Designer), 5(1), 30-35
Open this publication in new window or tab >>Reflective Ethical Pedagogical Concerns: Characteristics, Values and Strategies
2019 (English)In: The International Journal of Tarrah (The Designer), ISSN 2008-9538, Vol. 5, no 1, p. 30-35Article in journal (Other academic) Published
Abstract [en]

Moral and ethical concerns seem to emerge in the western societies current development regeneration; among the most visible recent changes of education, it is now inconceivable that the reduction of the educational activities to technical endeavor without ethical consideration is totally absurd. The theorists of the crisis of values , the illustrations of ethical questions, the traditions and to their modern aspirations, the multi-cultural society necessities, etc are issues which must be reconsidered in the sense of pedagogical concerns. Ethical issues, in general, are experiencing a revival in advanced modernized societies characterized by multi-cultural complexities. Education is one the main platforms of the mentioned regenerated interest of the discussion and it has been considered by all the involving actors in the pedagogic world that the process of education is a complex endeavor requiring several communicative competences. The eventual argument about professional ethics would cover the pedagogical relationship, the human qualities requirements in the teaching profession, justice and equity, etc. The mentioned communicative/relational dimensions have been being influenced by a wide range of various actors with whom the instructor/teacher interacts; the interactions which could lead to value-oriented dilemmas and conflicts and challenge the ability of the teachers’ ethical judgment.

Keywords
Reflective Ethical Pedagogy, Design
National Category
Pedagogy Design Construction Management
Research subject
Knowledge and Innovation Management (KIM)
Identifiers
urn:nbn:se:his:diva-17438 (URN)
Available from: 2019-07-12 Created: 2019-07-12 Last updated: 2019-11-08Bibliographically approved
Ghorashi, S. S. & Hooshyar Yousefi, B. (2019). Regeneration and local economy: Toward an innovative urban contribution model. The International Journal of Tarrah (The Designer), 5(14), 100-108
Open this publication in new window or tab >>Regeneration and local economy: Toward an innovative urban contribution model
2019 (English)In: The International Journal of Tarrah (The Designer), ISSN 2008-9538, Vol. 5, no 14, p. 100-108Article in journal (Other academic) Published
Abstract [en]

The main objective of the current study is to proceed toward the potential of innovative regeneration derived from the local economy in Odlajan (a neighborhood in the historical district of Tehran, 12th municipal). In three steps we have addressed the subject; the first step consists of the concept of urban regeneration and the characteristics of the innovative economy associated with three basic categories (people, business and place). In the next feature, we have examined the objections of that the current status of the selected site; the unsustainable development, reduction of the sense of belonging, and un-sustainable regeneration. The third step, e have tried to define a prospect conceptual model based on innovative urban contribution including aforementioned aspects by short-term measures and long-term strategies.

Keywords
Urban Regeneration, Innovation, Urban Contribution, Local Economy
National Category
Environmental Analysis and Construction Information Technology Design Environmental Management
Research subject
Knowledge and Innovation Management (KIM)
Identifiers
urn:nbn:se:his:diva-17439 (URN)
Available from: 2019-07-12 Created: 2019-07-12 Last updated: 2019-11-08Bibliographically approved
Hooshyar Yousefi, B. & Mirkhezri, H. (2019). Toward A Game-based Learning Platform: A Comparative Conceptual Framework For Serious Games. In: : . Paper presented at 1st International Serious Games Symposium (ISGS) December 26, 2019, Tehran, Iran .
Open this publication in new window or tab >>Toward A Game-based Learning Platform: A Comparative Conceptual Framework For Serious Games
2019 (English)Conference paper, Poster (with or without abstract) (Refereed)
Abstract [en]

The new education systems is currently living a paradigm shift in pedagogical approaches associated with the innovation in the fundamentals of teaching methods; we are facing an emerging necessity interconnected to learners’ attitudes, experiences and the general structure of digitalization and in our case, gamification. Taking gamification into consideration, it seems we still need to regenerate a sustainable codification of the new knowledge in the field of education; therefore, reconsideration of learning itself is essential which eventually reconstructs the educational programs and adapts new tools and technologies. Gamification and Serious Games draw a new perspective toward the processes and tools to achieve new objectives and methods in order to improve the quality of education. In this paper, we have developed a conceptual model of the mentioned adaptation which crystallizes the flow of the dominant gamification trends and its components in a comprehensive platform with a holistic approach in order to aggregate it into Serious Game definition; the concluded model would reflect an understanding of the role of mechanics and dynamics in the nature of the education. The result is a starting point for the integration of the developed conceptual framework to the establishment of a prospect model/platform of Serious Games in different educational branches.

Keywords
Gamification, Serious Games, Education and Pedagogy, Dynamic Game Balancing, Conceptual framework
National Category
Educational Sciences Social Sciences
Research subject
Followership and Organizational Resilience
Identifiers
urn:nbn:se:his:diva-18209 (URN)
Conference
1st International Serious Games Symposium (ISGS) December 26, 2019, Tehran, Iran 
Available from: 2020-02-18 Created: 2020-02-18 Last updated: 2021-09-29Bibliographically approved
Hooshyar Yousefi, B. & Mirkhezri, H. (2019). Toward A Game-based Learning Platform: A Comparative Conceptual Framework For Serious Games. In: Proceedings of the 1st International Serious Games Symposium (ISGS) December 26, 2019, Tehran, Iran: . Paper presented at 1st International Serious Games Symposium (ISGS) December 26, 2019, Tehran, Iran  (pp. 74-80). IEEE
Open this publication in new window or tab >>Toward A Game-based Learning Platform: A Comparative Conceptual Framework For Serious Games
2019 (English)In: Proceedings of the 1st International Serious Games Symposium (ISGS) December 26, 2019, Tehran, Iran, IEEE, 2019, p. 74-80Conference paper, Published paper (Refereed)
Abstract [en]

The new education systems is currently living a paradigm shift in pedagogical approaches associated with the innovation in the fundamentals of teaching methods; we are facing an emerging necessity interconnected to learners’ attitudes, experiences and the general structure of digitalization and in our case, gamification. Taking gamification into consideration, it seems we still need to regenerate a sustainable codification of the new knowledge in the field of education; therefore, reconsideration of learning itself is essential which eventually reconstructs the educational programs and adapts new tools and technologies. Gamification and Serious Games draw a new perspective toward the processes and tools to achieve new objectives and methods in order to improve the quality of education. In this paper, we have developed a conceptual model of the mentioned adaptation which crystallizes the flow of the dominant gamification trends and its components in a comprehensive platform with a holistic approach in order to aggregate it into Serious Game definition; the concluded model would reflect an understanding of the role of mechanics and dynamics in the nature of the education. The result is a starting point for the integration of the developed conceptual framework to the establishment of a prospect model/platform of Serious Games in different educational branches.

Place, publisher, year, edition, pages
IEEE, 2019
Keywords
Gamification, Serious Games, Education and Pedagogy, Dynamic Game Balancing, Conceptual framework
National Category
Educational Sciences Social Sciences
Research subject
Followership and Organizational Resilience
Identifiers
urn:nbn:se:his:diva-20604 (URN)10.1109/ISGS49501.2019.9046979 (DOI)000676316800013 ()2-s2.0-85083880627 (Scopus ID)978-1-7281-6766-4 (ISBN)978-1-7281-6767-1 (ISBN)
Conference
1st International Serious Games Symposium (ISGS) December 26, 2019, Tehran, Iran 
Available from: 2021-09-29 Created: 2021-09-29 Last updated: 2021-09-29Bibliographically approved
Ghorashi, S. S. & Hooshyar Yousefi, B. (2019). Toward a Tactical “Urbanpreneur”. The International Journal of Tarrah (The Designer), 5(14), 10-19
Open this publication in new window or tab >>Toward a Tactical “Urbanpreneur”
2019 (English)In: The International Journal of Tarrah (The Designer), ISSN 2008-9538, Vol. 5, no 14, p. 10-19Article in journal (Other academic) Published
Abstract [en]

Looking at the city in parts, the place theory can be recognized in the term of three main axes; good city form, sequential movement, and the mutual impact of every physical and social component. In the place theory the main focus is the understanding process of the cultural aspects and human characteristics of the places. Some areas experience mutual interaction between city and citizens more than others. It is evidently considerable from literature that the most successful examples toward space enhancement (or the transformation of space to place) have come from two approaches: Urban entrepreneurship (urban-preneur) and the small changes which result in big social impact; a sense of the tactical action. These two approaches, Tactical Urbanism as an effective formula for putting good ideas into practice, and “Urban-preneurs” while embed in their socio--ecological environments -cities and towns- to draw influence are about making the place (for citizens) toward a more interacting liv- able one. This report is dedicated to clarifying the question of how street city life might contribute to alternative urban futures focusing on the mentioned two approaches. To this purpose first, we describe the notions of Tactical Urbanism and Urban Entrepreneur main characteristics associated with aforementioned approaches, then the report continues with the concept of Sharing Economy and urban entrepreneurship term, which focuses on recent decades economy approaches. Next, the current scene in two selected case studies, 30Tir Street in Tehran and pedestrian street zone Rasht city in Gilan province has been investigated. As the third part, we have demonstrated a path to open a wide dispensary to some possible tactical “Urban-preneur” in selected case studies.

Keywords
Tatical Urbanism, Innovative design
National Category
Environmental Management Environmental Analysis and Construction Information Technology Design Environmental Management
Research subject
Knowledge and Innovation Management (KIM)
Identifiers
urn:nbn:se:his:diva-17440 (URN)
Available from: 2019-07-12 Created: 2019-07-12 Last updated: 2019-11-08Bibliographically approved
Hooshyar Yousefi, B. & Hana, M. (2019). از پایبست علوم شناختی تا یک پلتفرم بازی بنیان: = From Cognitive Science Basics to the Game-based Platforms: مقدمهای بر استخراج پتانسیل بازیوارسازی در آموزش طراحی معماری = An Introduction to the Gamifying Potential in Architecture Design Training. City & Landscape, 7(39), 98-111
Open this publication in new window or tab >>از پایبست علوم شناختی تا یک پلتفرم بازی بنیان: = From Cognitive Science Basics to the Game-based Platforms: مقدمهای بر استخراج پتانسیل بازیوارسازی در آموزش طراحی معماری = An Introduction to the Gamifying Potential in Architecture Design Training
2019 (Persian)In: City & Landscape, Vol. 7, no 39, p. 98-111Article in journal (Refereed) Published
Abstract [en]

The importance of the Games has already been perceived for more than three decades by the use of computers in education as an aid in the process of knowledge construction. In Gamification, the game is dislocated from the distraction function, since it has influence in the sensory and cognitive development of the individual. The elements of the Gamification do not follow a specific rule or a standard, and can be applied in whole or in part of an educational process, remodeling of existing procedures in both theoretical tasks or practical procedures. Developing a gamification platform will depend on the purpose, available resources and cognitive pedagogical bases, since the concept tends to redefine the learning process, rescuing the interest and participation with a view to intellectual growth. The current architectural education methods in Iranian universities suffer from lack of coverage of methods both artistically and technologically; the mentioned methods are mostly following the traditional teacher-focused trainings.. Nowadays, considering the advancement of new educational technologies, one of the most fundamental issues facing the current educational systems would be the contextual innovation which seems to change the learning methods both in content and method. The new processes and methods have formed a new playground which makes it possible to take the next step and make a decision on the set of new tools, educational goals and quality of the courses in the discipline architecture. The method of teaching based on the gamification approaches is more effective than other educational methods but there must be a comprehensive platform accordingly. The current study extends the authors' prior work examining the possibility of the formulating a model-based integration of architectural design education with a gamified platform based on the associated literature and resulting in a comprehensive understanding of role games and serious games in the overall educational field. Finally, we have tried to shape the conceptual model of the platform as a framework for creating a followable pattern for regenerating a game-based architecture design education.

Keywords
Education, Architectural Design, Gamification, Games Serious, Cognitive
National Category
Design Architectural Engineering Architecture Pedagogy
Research subject
Knowledge and Innovation Management (KIM)
Identifiers
urn:nbn:se:his:diva-17441 (URN)
Note

The article is in Persian.

Available from: 2019-07-12 Created: 2019-07-12 Last updated: 2019-08-20Bibliographically approved
Hooshyar Yousefi, B. & Najjar Azali, N. (2018). Integration of BIM and IoT in the Building Heritage: A KM Conceptual Framework. In: Parastoo Eshrati (Ed.), Landscape in Transition: Middle East Landscape Architecture Conference (MELAC 2018). Paper presented at International Federation of Landscape Architects- Middle East Region, Middle East Landscape Architecture Conference (MELAC 2018) Tehran, Iran, May 7-8, 2018 (pp. 11-23). Tehran: IFLA, Middle East
Open this publication in new window or tab >>Integration of BIM and IoT in the Building Heritage: A KM Conceptual Framework
2018 (English)In: Landscape in Transition: Middle East Landscape Architecture Conference (MELAC 2018) / [ed] Parastoo Eshrati, Tehran: IFLA, Middle East , 2018, p. 11-23Conference paper, Oral presentation with published abstract (Refereed)
Abstract [en]

The current progress in the field of Building Informa on Modeling (BIM) and the new possibili es facilitated by IoT (Internet of Things) pla orms could contribute to the stream of the integra ng improvement of the knowledge-based built heritage management. In this paper, ُthe concept of integra on of BIM and IoT would appear as a process of coordina on of all phases under a proper knowledge-based strategic approach. The op mal provided model would eventually be essen al to integrate common sub-processes grounded on the developed BIM-IoT principles/model. The eventual model has been conceptualized through the correspondence of BIM with WSN (Wireless Sensors Network) as the central management brain of the opera on and maintenance of the buildings referring to the sustainability concept and conducts as a Knowledge Management System (KMS).

Place, publisher, year, edition, pages
Tehran: IFLA, Middle East, 2018
Keywords
Wireless Sensors Network, Building Heritage, BIM, IoT, Knowledge Management System (KMS)
National Category
Landscape Architecture Engineering and Technology Environmental Analysis and Construction Information Technology Information Systems Building Technologies
Research subject
Knowledge and Innovation Management (KIM)
Identifiers
urn:nbn:se:his:diva-15348 (URN)9786220005025 (ISBN)
Conference
International Federation of Landscape Architects- Middle East Region, Middle East Landscape Architecture Conference (MELAC 2018) Tehran, Iran, May 7-8, 2018
Available from: 2018-06-06 Created: 2018-06-06 Last updated: 2018-09-25Bibliographically approved
Lundell, B., Gamalielsson, J., Tengblad, S., Hooshyar Yousefi, B., Fischer, T., Johansson, G., . . . Lönroth, E. (2017). Addressing Lock-in, Interoperability, and Long-Term Maintenance Challenges Through Open Source: How Can Companies Strategically Use Open Source?. In: Federico Balaguer, Roberto Di Cosmo, Alejandra Garrido, Fabio Kon, Gregorio Robles, Stefano Zacchiroli (Ed.), Open Source Systems: Towards Robust Practices. Paper presented at 13th IFIP WG 2.13 International Conference on Open Source Systems, OSS 2017; Buenos Aires; Argentina; 22 May 2017 through 23 May 2017; Code 191819 (pp. 80-88). Cham: Springer
Open this publication in new window or tab >>Addressing Lock-in, Interoperability, and Long-Term Maintenance Challenges Through Open Source: How Can Companies Strategically Use Open Source?
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2017 (English)In: Open Source Systems: Towards Robust Practices / [ed] Federico Balaguer, Roberto Di Cosmo, Alejandra Garrido, Fabio Kon, Gregorio Robles, Stefano Zacchiroli, Cham: Springer, 2017, p. 80-88Conference paper, Published paper (Refereed)
Abstract [en]

This industry paper reports on how strategic use of open source in company contexts can provide effective support for addressing the fundamental challenges of lock-in, interoperability, and longevity of software and associated digital assets. The fundamental challenges and an overview of an ongoing collaborative research project are presented. Through a conceptual model for open source usage in company contexts we characterise how companies engage with open source and elaborate on how the fundamental challenges can be effectively addressed through open source usage in company contexts.

Place, publisher, year, edition, pages
Cham: Springer, 2017
Series
IFIP Advances in Information and Communication Technology, ISSN 1868-4238, E-ISSN 1868-422X ; 496
National Category
Computer and Information Sciences
Research subject
Software Systems Research Group (SSRG); Followership and Organizational Resilience; Knowledge and Innovation Management (KIM); INF304 Open Source
Identifiers
urn:nbn:se:his:diva-13610 (URN)10.1007/978-3-319-57735-7_9 (DOI)2-s2.0-85019625844 (Scopus ID)978-3-319-57734-0 (ISBN)978-3-319-57735-7 (ISBN)
Conference
13th IFIP WG 2.13 International Conference on Open Source Systems, OSS 2017; Buenos Aires; Argentina; 22 May 2017 through 23 May 2017; Code 191819
Funder
Knowledge Foundation
Available from: 2017-06-01 Created: 2017-06-01 Last updated: 2022-12-30Bibliographically approved
Hooshyar Yousefi, B. & Najjar Azali, N. (2017). Dimensions of Knowledge Management in the Enhancement of Sociability in Urban Spaces/Places. In: : . Paper presented at KIM 2017: International Symposium of Knowledge and Innovation Management, Tehran, Iran, January 8-9, 2017.
Open this publication in new window or tab >>Dimensions of Knowledge Management in the Enhancement of Sociability in Urban Spaces/Places
2017 (English)Conference paper, Oral presentation with published abstract (Refereed)
Abstract [en]

Architects and urban researchers have long held the view that the semantical analysis of “space syntax” and understanding physical and social dynamics of public spaces, play a vital role in the social and economic life of the social units and also the formation of public culture, the identity and the notion that could be called “sense of place”. Public spaces/places allow the citizens to have interaction with each other while meeting on the ostensibly ground in a planned and unplanned means. By definition, if we consider a "social urban place" as an integrated object, it will have a tendency to support the emotional expressions of the mentioned sense, including the human-oriented social common achievements, which in a way would eventually make our memories and life courses. In this sense, the crucial importance of the designing of public place/space as an integrated issue, related to the social identity and also the cultural intangible and tangible attitudes, would shape a confrontation strategy which could cause a dramatic change in the mentioned social units. In a broader approach, as many commentator also argue, the the underlying support of the sociability improvement is fundamentally developed by obtaining a comprehensive perception of “knowledge” associated with the city and its public spaces/places. While urban analysts and practitioners’ ideas differentiate in the sense of the approach toward the place/space, as a contextual phenomenon, they have generally accepted that without managing the mentioned “knowledge”, the corresponding data and information would be overloaded increasingly. Consequently the decision-making, the acceleration of the urban progress, stimulating cultural changes and the innovative attitudes etc. will encounter a significant failure risk; so that, abnormal resonance and chaos will occur over and over in the urban place/space. considering that there is no traceable regulating ground base/strategy in Iran to provide and improve urban-generated knowledge, based on social identity, particularly the practical management of the mentioned knowledge remain a major issue for the sociability improvement in urban public places/spaces. In order to respond to this gap, the current paper discusses the integrated identity factors in the management structure of urban public places. In order to achieve the mentioned purpose, in an analytic mode of understanding, we observe relationships between “space syntax” semantically; then, based on theoretical investigations and literature review we distinguish fundamental issues enhancing the identity and quality of place. As the result, we have presented a managerial method of the gained place identical knowledge in order to promote the sociability of public spaces. We have also examined the relationship between this public space and the associated social aspects and developed a perceptual semantic platform to manage the related knowledge of the place identity which is associated with the physical built environment. The conclusion contains a conceptual model representing a sociability-oriented knowledge management visualization of the public urban place/space  considering architectural identity factors.

Keywords
Urban Sociability, Architectural Identity, Knowledge Management, Space Syntax, Spatial Cognition
National Category
Architecture Social Sciences Information Systems, Social aspects
Research subject
Knowledge and Innovation Management (KIM)
Identifiers
urn:nbn:se:his:diva-13889 (URN)
Conference
KIM 2017: International Symposium of Knowledge and Innovation Management, Tehran, Iran, January 8-9, 2017
Available from: 2017-07-01 Created: 2017-07-01 Last updated: 2017-11-27Bibliographically approved
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ORCID iD: ORCID iD iconorcid.org/0000-0003-4955-0436

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