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Johannesson, Mikael
Publications (10 of 29) Show all publications
Hemeren, P., Johannesson, M., Lebram, M. & Eriksson, F. (2021). Biological Motion Indicators for the Detection of Cyclists at Night. In: Erik Billing; Andreas Kalckert (Ed.), Proceedings of the 16th SweCog Conference: . Paper presented at SweCog 2021, the 16th SweCog conference, virtual from Skövde, Sweden, November 10-12, 2021 (pp. 29-31). Skövde: University of Skövde
Open this publication in new window or tab >>Biological Motion Indicators for the Detection of Cyclists at Night
2021 (English)In: Proceedings of the 16th SweCog Conference / [ed] Erik Billing; Andreas Kalckert, Skövde: University of Skövde , 2021, p. 29-31Conference paper, Published paper (Refereed)
Place, publisher, year, edition, pages
Skövde: University of Skövde, 2021
Series
SUSI, ISSN 1653-2325 ; 2021:2
Keywords
drivers, cyclists, reflectors, detection, biological motion, eye movements
National Category
Interaction Technologies Psychology (excluding Applied Psychology)
Research subject
Interaction Lab (ILAB); Media, Technology and Culture (MTEC)
Identifiers
urn:nbn:se:his:diva-20938 (URN)978-91-983667-8-5 (ISBN)
Conference
SweCog 2021, the 16th SweCog conference, virtual from Skövde, Sweden, November 10-12, 2021
Note

paul.hemeren@his.se

Available from: 2022-02-24 Created: 2022-02-24 Last updated: 2022-05-12Bibliographically approved
Hemeren, P. E., Johannesson, M., Lebram, M. & Eriksson, F. (2017). Detecting Cyclists at Night: visibility effects of reflector placement and different lighting conditions. In: Proceedings of the 6th Annual International Cycling Safety Conference: . Paper presented at 6th Annual International Cycling Safety Conference. Davis, California, USA, September 21-22, 2017.
Open this publication in new window or tab >>Detecting Cyclists at Night: visibility effects of reflector placement and different lighting conditions
2017 (English)In: Proceedings of the 6th Annual International Cycling Safety Conference, 2017Conference paper, Oral presentation with published abstract (Refereed)
Keywords
biological motion, cyclist visibility, reflectors, attention, night driving
National Category
Applied Psychology
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-14706 (URN)
Conference
6th Annual International Cycling Safety Conference. Davis, California, USA, September 21-22, 2017
Available from: 2018-02-01 Created: 2018-02-01 Last updated: 2018-03-26Bibliographically approved
Backlund, P., Engström, H., Johannesson, M., Lebram, M., Danielsson, M., Andersson Hagiwara, M., . . . Maurin Söderholm, H. (2017). The S.A.R.E.K Simulation Environment: Technical description of a flexible training environment for prehospital care. Skövde: Högskolan i Skövde
Open this publication in new window or tab >>The S.A.R.E.K Simulation Environment: Technical description of a flexible training environment for prehospital care
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2017 (English)Report (Other academic)
Abstract [en]

This report contains a technical description of the result of the S.A.R.E.K (Simulation – Ambulance – Research – Education - Kinship) collaboration project and the Sim2020 project. The projects are collaborations between researchers in healthcare and IT, and prehospital care practitioners, with the aim to design, develop and test a contextualized simulation environment for prehospital care. We built a simulation environment representing the full depth and width of a prehospital care process. Breadth refers to including all phases of a prehospital mission, from dispatch to handover; while depth refers to detailed representations and recreation of artefacts, information and context for each of these phases. This report outlines the details of the overall design, all equipment and practical solutions used to create this.  

Apart from the installation which is described in this report we have also developed methods and carried out a variety of tests and experiments which are reported elsewhere. The focus of this report is the system and its components.

Place, publisher, year, edition, pages
Skövde: Högskolan i Skövde, 2017. p. 12
Series
IIT Technical Reports ; HS-IIT-TR-17-001
Keywords
prehospital simulation
National Category
Other Engineering and Technologies
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-13558 (URN)
Projects
Sim2020SAREK
Funder
Swedish Agency for Economic and Regional GrowthRegion Västra Götaland
Note

Editor: Per Backlund

Available from: 2017-05-12 Created: 2017-05-12 Last updated: 2020-08-14Bibliographically approved
Engström, H., Andersson Hagiwara, M., Backlund, P., Lebram, M., Lundberg, L., Johannesson, M., . . . Maurin Söderholm, H. (2016). The impact of contextualization on immersion in healthcare simulation. Advances in Simulation, 1, Article ID 8.
Open this publication in new window or tab >>The impact of contextualization on immersion in healthcare simulation
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2016 (English)In: Advances in Simulation, ISSN 2059-0628, Vol. 1, article id 8Article in journal (Refereed) Published
Abstract [en]

Background

The aim of this paper is to explore how contextualization of a healthcare simulation scenarios impacts immersion, by using a novel objective instrument, the Immersion Score Rating Instrument. This instrument consists of 10 triggers that indicate reduced or enhanced immersion among participants in a simulation scenario. Triggers refer to events such as jumps in time or space (sign of reduced immersion) and natural interaction with the manikin (sign of enhanced immersion) and can be used to calculate an immersion score.

Methods

An experiment using a randomized controlled crossover design was conducted to compare immersion between two simulation training conditions for prehospital care: one basic and one contextualized. The Immersion Score Rating Instrument was used to compare the total immersion score for the whole scenario, the immersion score for individual mission phases, and to analyze differences in trigger occurrences. A paired t test was used to test for significance.

Results

The comparison shows that the overall immersion score for the simulation was higher in the contextualized condition. The average immersion score was 2.17 (sd = 1.67) in the contextualized condition and −0.77 (sd = 2.01) in the basic condition (p < .001). The immersion score was significantly higher in the contextualized condition in five out of six mission phases. Events that might be disruptive for the simulation participants’ immersion, such as interventions of the instructor and illogical jumps in time or space, are present to a higher degree in the basic scenario condition; while events that signal enhanced immersion, such as natural interaction with the manikin, are more frequently observed in the contextualized condition.

ConclusionsThe results suggest that contextualization of simulation training with respect to increased equipment and environmental fidelity as well as functional task alignment might affect immersion positively and thus contribute to an improved training experience.

Place, publisher, year, edition, pages
BioMed Central, 2016
Keywords
Medical simulation, Immersion, Fidelity, Contextualized
National Category
Interaction Technologies
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-12024 (URN)10.1186/s41077-016-0009-y (DOI)29449977 (PubMedID)
Projects
TIKT (ambulans)
Note

CC BY 4.0

© 2016 Engström et al. Open Access This article is distributed under the terms of the Creative Commons Attribution 4.0International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, andreproduction in any medium, provided you give appropriate credit to the original author(s) and the source, provide a link tothe Creative Commons license, and indicate if changes were made. The Creative Commons Public Domain Dedication waiver(http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated.

Available from: 2016-03-09 Created: 2016-03-09 Last updated: 2021-09-28Bibliographically approved
Backlund, P., Engström, H., Johannesson, M., Lebram, M., Andersson Hagiwara, M. & Maurin Söderholm, H. (2015). Enhancing Immersion with Contextualized Scenarios: Role-playing in prehospital care training. In: Per Backlund, Henrik Engström & Fotis Liarokapis (Ed.), VS-Games 2015: 7th International Conference on Games and Virtual Worlds for Serious Applications. Paper presented at IEEE 7th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games), Skövde, September 16-18, 2015 (pp. 167-170). IEEE Computer Society
Open this publication in new window or tab >>Enhancing Immersion with Contextualized Scenarios: Role-playing in prehospital care training
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2015 (English)In: VS-Games 2015: 7th International Conference on Games and Virtual Worlds for Serious Applications / [ed] Per Backlund, Henrik Engström & Fotis Liarokapis, IEEE Computer Society, 2015, p. 167-170Conference paper, Published paper (Refereed)
Place, publisher, year, edition, pages
IEEE Computer Society, 2015
National Category
Electrical Engineering, Electronic Engineering, Information Engineering
Research subject
Technology; Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-11563 (URN)10.1109/VS-GAMES.2015.7295772 (DOI)000380426500015 ()2-s2.0-84954554458 (Scopus ID)978-1-4799-8102-1 (ISBN)978-1-4799-8101-4 (ISBN)
Conference
IEEE 7th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games), Skövde, September 16-18, 2015
Available from: 2015-09-25 Created: 2015-09-25 Last updated: 2018-08-01Bibliographically approved
Hemeren, P., Johannesson, M., Lebram, M., Eriksson, F., Ekman, K. & Veto, P. (2014). The Use of Visual Cues to Determine the Intent of Cyclists in Traffic. In: 2014 IEEE International Inter-Disciplinary Conference on Cognitive Methods in Situation Awareness and Decision Support (CogSIMA): . Paper presented at 2014 IEEE International Inter-Disciplinary Conference on Cognitive Methods in Situation Awareness and Decision Support (CogSIMA), March 3-6, 2014, San Antonio, TX, USA (pp. 47-51). IEEE Press
Open this publication in new window or tab >>The Use of Visual Cues to Determine the Intent of Cyclists in Traffic
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2014 (English)In: 2014 IEEE International Inter-Disciplinary Conference on Cognitive Methods in Situation Awareness and Decision Support (CogSIMA), IEEE Press, 2014, p. 47-51Conference paper, Published paper (Refereed)
Abstract [en]

The purpose of this research was to answer the following central questions: 1) How accurate are human observers at predicting the behavior of cyclists as the cyclists approached a crossing? 2) If the accuracy is reliably better than chance, what cues were used to make the predictions? 3) At what distance from the crossing did the most critical cues occur? 4) Can the cues be used in a model that can reliably predict cyclist intent? We present results that show a number of indicators that can be used in to predict the intention of a cyclist, i.e., future actions of a cyclist, e.g., “left turn” or “continue forward” etc.

Results of empirical studies show that humans are reasonably good at this type of prediction for a majority of the situations studied. However, some situations seem to contain conflicting information. The results also suggested that human prediction of intention is to a large extent relying on a single “strong” indicator, e.g., that the cyclist makes a clear “head movement”. Several “weaker" indicators that together could be a strong “combined indicator”, or equivalently strong evidence, is likely to be missed or too complex to be handled by humans in real-time. We suggest this line of research can be used to create decision support systems that predict the behavior of cyclists in traffic.

Place, publisher, year, edition, pages
IEEE Press, 2014
Series
IEEE International Inter-Disciplinary Conference on Cognitive Methods in Situation Awareness and Decision Support (CogSIMA), ISSN 2379-1667, E-ISSN 2379-1675
Keywords
cyclist, intention, vulnerable road user, traffic safety, attention, visual cue
National Category
Applied Psychology
Research subject
Technology; Interaction Lab (ILAB); Consciousness and Cognitive Neuroscience
Identifiers
urn:nbn:se:his:diva-9357 (URN)10.1109/CogSIMA.2014.6816539 (DOI)000341577900008 ()2-s2.0-84902105488 (Scopus ID)978-1-4799-3563-5 (ISBN)978-1-4799-3564-2 (ISBN)
Conference
2014 IEEE International Inter-Disciplinary Conference on Cognitive Methods in Situation Awareness and Decision Support (CogSIMA), March 3-6, 2014, San Antonio, TX, USA
Note

Financed by Länsförsäkringsbolagens forskningsfond AB

Available from: 2014-06-02 Created: 2014-06-02 Last updated: 2023-02-01Bibliographically approved
Berg Marklund, B., Backlund, P. & Johannesson, M. (2013). Children's collaboration in emergent game environments. In: Proceedings of the 8th International Conference on the Foundations of Digital Games (FDG 2013): . Paper presented at Foundations of Digital Games (pp. 306-313). Society for the Advancement of the Science of Digital Games
Open this publication in new window or tab >>Children's collaboration in emergent game environments
2013 (English)In: Proceedings of the 8th International Conference on the Foundations of Digital Games (FDG 2013), Society for the Advancement of the Science of Digital Games , 2013, p. 306-313Conference paper, Published paper (Refereed)
Abstract [en]

The research presented in this paper examines how collaborative learning manifests in different environments of emergent play. Emergent games are interesting objects of study from a serious games perspective as their non-linear and open-endednature canalleviate issues caused by impersonal and inflexible content. But, in order for them to be useful in learning contexts, methods for assessment of player actions and participation in emergent games need to be improved. Our approach to this issue was to device a methodology to track individual group members’ work contributions during different types of group exercises. Groups of middle-school children, ages 6-9,were tasked to build structures out of LEGOs and in the game Minecraft and, through the devised tracking method, data from the different exercises were compared in order to determine how the collaborative patterns within the groups varied depending on what type of exercise they were performing. The results of the study indicate that the computer based emergent system was experienced as more engaging and immersive than the face-to-face one, and that it fostered continuous discovery, experimentation and problem solving throughout the game session.The devised methodology resulted in some good indicators regarding collaborative behavior, but more parameters need to be added for it to be usable for effective and meaningful player assessments.

Place, publisher, year, edition, pages
Society for the Advancement of the Science of Digital Games, 2013
Keywords
Emergent games, serious games, learning games, collaborative patterns, technology-mediated interaction
National Category
Interaction Technologies Human Aspects of ICT Learning
Research subject
Technology
Identifiers
urn:nbn:se:his:diva-8905 (URN)978-0-9913982-0-1 (ISBN)
Conference
Foundations of Digital Games
Available from: 2014-02-26 Created: 2014-02-26 Last updated: 2023-04-14Bibliographically approved
Backlund, P., Heldal, I., Engström, H., Johannesson, M. & Lebram, M. (2013). Collaboration Patterns in Mixed Reality Environments for a New Emergency Training Center. In: Proceedings UKSim-AMSS Seventh European Modelling Symposium on Computer Modelling and Simulation EMS2013: . Paper presented at UKSim-AMSS Seventh European Modelling Symposium on Computer Modelling and Simulation EMS2013, 20-22 November 2013, Manchester, United Kingdom (pp. 483-488). IEEE Computer Society
Open this publication in new window or tab >>Collaboration Patterns in Mixed Reality Environments for a New Emergency Training Center
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2013 (English)In: Proceedings UKSim-AMSS Seventh European Modelling Symposium on Computer Modelling and Simulation EMS2013, IEEE Computer Society, 2013, p. 483-488Conference paper, Published paper (Refereed)
Abstract [en]

Training actors from public safety agencies (PSA), e.g. emergency medical services, fire departments, police departments involves different technologies and communication and collaboration activities. New technologies promise better support, not only for training, but also for logging relevant information for future analysis and learning. However, choosing the right technologies, defining proper set-ups for the training activities, and identifying premises for long-term use of technical facilities is both difficult and time consuming. Applying earlier lessons from evaluating work in Virtual Environments (VEs) [1], our aim is to develop a better understanding of the impact of new technologies by identifying collaboration patterns influencing training. Collaboration is examined via social, technical, and task related interaction, distinguishable in the different phases of training, from starting an alarm to ending the emergency activities. Our main results illustrate the benefits of (1) building scenarios, and training whole activity chains for certain rescue or other emergency activities, (2) using simulations for better understanding physical places, the task, and (3) distinguishing technical, social and task focused characteristics for factors influencing emergency focused collaboration. Moreover, the results also contribute to understanding the benefits of considering specific simulation technologies when training for emergency and rescue activities.

Place, publisher, year, edition, pages
IEEE Computer Society, 2013
Series
European Modelling Symposium (EMS), E-ISSN 2473-3539
Keywords
mixed reality environments; shared virtual environments; simulations; collaboration; long-term; patterns; training; emergency
National Category
Information Systems
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-14738 (URN)10.1109/EMS.2013.81 (DOI)000350449700080 ()2-s2.0-84899518844 (Scopus ID)978-1-4799-2578-0 (ISBN)978-1-4799-2577-3 (ISBN)
Conference
UKSim-AMSS Seventh European Modelling Symposium on Computer Modelling and Simulation EMS2013, 20-22 November 2013, Manchester, United Kingdom
Available from: 2018-02-14 Created: 2018-02-14 Last updated: 2019-05-21Bibliographically approved
Backlund, P., Alklind Taylor, A.-S., Engström, H., Johannesson, M., Lebram, M., Slijper, A., . . . Stibrant Sunnerhagen, K. (2013). Games on prescription!: Evaluation of the Elinor console for home-based stroke rehabilitation. In: Zhigeng Pan, Adrian David Cheok, Wolfgang Müller, Fotis Liarokapis (Ed.), Zhigeng Pan, Adrian David Cheok, Wolfgang Müller, Fotis Liarokapis (Ed.), Transactions on Edutainment IX: (pp. 49-64). Springer Berlin/Heidelberg
Open this publication in new window or tab >>Games on prescription!: Evaluation of the Elinor console for home-based stroke rehabilitation
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2013 (English)In: Transactions on Edutainment IX / [ed] Zhigeng Pan, Adrian David Cheok, Wolfgang Müller, Fotis Liarokapis, Springer Berlin/Heidelberg, 2013, p. 49-64Chapter in book (Refereed)
Abstract [en]

This paper reports the feasibility of Elinor, a game-based system for stroke rehabilitation in the home. The Elinor prototype has been positively evaluated with respect to its usability, user acceptance and motivational factors as well as its rehabilitation effect. This paper reports the findings from the whole project. To summarize the results, we find that game factors can be used to enhance motivation for rehabilitation. We had positive results with respect to many of the rehabilitation measurements employed. For example, the assessment of motor and process skills was positive as were also the self-reported improvements in daily activities. Furthermore, it seems that an increased self-efficacy with respect to the belief that the treatment can have an effect is positive and expected to increase motivation to undergo necessary rehabilitation. The usability and perceived usefulness of the system were also positively evaluated and the subjects expressed a positive attitude towards the system as well as a belief in its usefulness. © 2013 Springer-Verlag Berlin Heidelberg.

Place, publisher, year, edition, pages
Springer Berlin/Heidelberg, 2013
Series
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 7544
Keywords
games for health, home-based rehabilitation, serious games, Stroke rehabilitation, Daily activity, Home-based, Perceived usefulness, Positive attitude, Rehabilitation effects, User acceptance, Motivation, Neuromuscular rehabilitation
National Category
Computer and Information Sciences
Research subject
Technology
Identifiers
urn:nbn:se:his:diva-8361 (URN)10.1007/978-3-642-37042-7_3 (DOI)2-s2.0-84875955268 (Scopus ID)978-3-642-37041-0 (ISBN)978-3-642-37042-7 (ISBN)
Note

[revised paper from:] VS-Games 2011 conference. "Journal subline" LNCS Transactions on Edutainment ISSN: 1867-7207

Available from: 2013-08-07 Created: 2013-08-07 Last updated: 2018-02-22Bibliographically approved
Hemeren, P., Johannesson, M., Lebram, M., Eriksson, F., Ekman, K. & Veto, P. (2013). The Use of Perceptual Cues to Determine the Intent of Cyclists in Traffic. In: : . Paper presented at The Eye, The Brain and The Auto, 6th Biennial World Research Congress on The Relationship Between Vision and the Safe Operation of a Motorized Vehicle, Dearborn, Michigan, September 16-18, 2013.
Open this publication in new window or tab >>The Use of Perceptual Cues to Determine the Intent of Cyclists in Traffic
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2013 (English)Conference paper, Oral presentation with published abstract (Refereed)
Keywords
cycling, social signal, intention, attention, visual cues, perception, biologicl motion
National Category
Applied Psychology
Research subject
Technology
Identifiers
urn:nbn:se:his:diva-9365 (URN)
Conference
The Eye, The Brain and The Auto, 6th Biennial World Research Congress on The Relationship Between Vision and the Safe Operation of a Motorized Vehicle, Dearborn, Michigan, September 16-18, 2013
Note

Project financing: Länsförsäkringsbolagens forskningsfond AB

Available from: 2014-06-04 Created: 2014-06-04 Last updated: 2017-11-27Bibliographically approved
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