his.sePublications
Change search
Refine search result
1 - 15 of 15
CiteExportLink to result list
Permanent link
Cite
Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Rows per page
  • 5
  • 10
  • 20
  • 50
  • 100
  • 250
Sort
  • Standard (Relevance)
  • Author A-Ö
  • Author Ö-A
  • Title A-Ö
  • Title Ö-A
  • Publication type A-Ö
  • Publication type Ö-A
  • Issued (Oldest first)
  • Issued (Newest first)
  • Created (Oldest first)
  • Created (Newest first)
  • Last updated (Oldest first)
  • Last updated (Newest first)
  • Disputation date (earliest first)
  • Disputation date (latest first)
  • Standard (Relevance)
  • Author A-Ö
  • Author Ö-A
  • Title A-Ö
  • Title Ö-A
  • Publication type A-Ö
  • Publication type Ö-A
  • Issued (Oldest first)
  • Issued (Newest first)
  • Created (Oldest first)
  • Created (Newest first)
  • Last updated (Oldest first)
  • Last updated (Newest first)
  • Disputation date (earliest first)
  • Disputation date (latest first)
Select
The maximal number of hits you can export is 250. When you want to export more records please use the Create feeds function.
  • 1.
    Agaeus, Catharina
    University of Skövde, School of Humanities and Informatics.
    Sociala kognitiva arbetsmiljöproblem (SKAMP) inom datorstött samarbete2012Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Delar av dagens samhälle fortsätter att datoriseras och nya möjligheter för interaktion med datoriserade produkter som stödjer social interaktion introduceras i ökad takt. Själva grunden för hur organisationer ser ut förändras och pekar mot ett allt mer distribuerat sätt där människor kan interagera med varandra utan att vara på samma plats, vid samma tidpunkt. Samtidigt visar forskning att det finns brister i användbarhet hos gruppverktyg. Kognitiva arbetsmiljöproblem (KAMP) kan uppstå när användbarhet brister men har hittills främst studerats ur ett enanvändarperspektiv. Syftet med den här rapporten är att identifiera samt klassificera socio-kognitiva arbetsmiljöproblem (SKAMP) inom datorstött samarbete för att bidra med kunskap som i förlängningen kan leda till en tydligare förståelse kring SKAMP. En arbetsplatsstudie utfördes där distribuerad kognition användes som analysverktyg. Studien genomfördes på en avdelning inom en organisation där förutsättningarna för att finna SKAMP ansågs som gynnsamma. Genom att anta ett distribuerat synsätt där observationer av avbrott och ”mismatches” i informationsflödet beaktats samt hur kognitiva processer implementeras i en grupp mynnade det analyserade materialet ut i fem kategorier av SKAMP: Problem med informationskoordinering, ”Bristande kommunikation”, ”gemensam lägesbildsaknas”, ”Brister i medierad kommunikation”, ”Otillräcklig kontroll och överblick”och ”Oklar holistisk helhetsmodell”. Dessa skall ses som komplement till de redan idag identifierade KAMP.

  • 2.
    Alklind Taylor, Anna-Sofia
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    The active instructor: Benefits and barriers to instructor-led serious gaming2015In: VS-Games 2015: 7th International Conference on Games and Virtual Worlds for Serious Applications, IEEE conference proceedings, 2015, p. 8-15Conference paper (Refereed)
    Abstract [en]

    While there is a wealth of studies on the subject of serious games, the same cannot be said on the issue of teaching with games, especially in game-based learning settings with adult learners. Over the years, most research in this area has been focused on the ‘active substance(s)’ of games for learning, focusing mainly on characteristics of games, but often failing to take the whole context of game-based learning into consideration, such as the role(s) of the teacher. However, the past two or three years has seen a shift in focus from merely the game as an isolated artefact, to also include more discussions on how games can successfully be integrated into an educational setting, as well as challenges as pitfalls of which instructors need to be aware. This paper aims to outline the contemporary research on instructor-led serious gaming and its implications for the design of serious gaming environments.

  • 3.
    Berglund, Linda
    University of Skövde, School of Humanities and Informatics.
    KOGNITIVA ARBETSMILJÖPROBLEM OCH TEKNIKSTRESS I EN KOMPLEX VÅRDMILJÖ2012Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    En god arbetsmiljö kan anses vara nyckeln till en välfungerande verksamhet. Arbetsmiljö som begrepp är dock oerhört komplext där många olika problemaspekter samverkar och påverkar arbetsplatsens miljö. Vissa arbetsmiljörelaterade problem kan härröras till egenskaper som inte tillåter individen att utnyttja sina kognitiva förmågor och benämns därmed som kognitiva arbetsmiljöproblem. Andra faktorer som tekniska arbetsverktyg som skall vara de anställda behjälpliga, kan i de fall de brister, också påverka och störa tankeprocesserna hos individen. Den här rapportens syfte är att utveckla en förståelse om hur komplexa arbetsmiljöer samt interaktion med teknik kan skapa en stress som i förlängningen kan leda till kognitiva arbetsmiljöproblem och teknikstress. En kvalitativ fallstudie utfördes för att få en holistisk överblick över arbetsflödet. Studien genomfördes på en avdelning på ett äldreboende med hjälp av datainsamlingsteknikerna observation och intervju. Resultatet tyder på att kognitiva arbetsmiljöproblem och teknikstress är nära sammanlänkande och förutom tidigare identifierade kognitiva arbetsmiljöproblem, framträdde även en ny dimension.

  • 4.
    Engström, Henrik
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Brusk, Jenny
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Östblad, Per Anders
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    A comparison of immersion between players playing the same game with and without graphics2015In: Proceedings of the International Conferences on Interfaces and Human Computer Interaction 2015, Game and Entertainment Technologies 2015 and Computer Graphics, Visualization, Computer Vision and Image Processing / [ed] Katherine Blashki & Yingcai Xiao, IADIS Press, 2015, p. 84-92Conference paper (Refereed)
    Abstract [en]

    The aim of the project presented in this paper is that visually impaired and sighted players should be able to play the same game and share a gaming experience. The goal is that the game should be accessible to visually impaired players without any additional tools, such as text-to-speech, that may reduce the immersion. At the same time, sighted players should perceive the game as a regular game. This paper presents an evaluation of the game where the player immersion has been evaluated through a post test immersion questionnaire. The study was conducted with three independent groups: sighted players using graphics (n=10), blindfolded sighted players (n=10) and visually impaired players (n=9). Although progress in the game and the reported sense of control differed between groups, player immersion was very high in all groups. There were differences between the three groups only in one out of five immersion factors. The result shows that it has been possible to provide an immersive experience irrespective of whether the players are playing the game with graphics or using audio only. 

  • 5.
    Freitas, Clayton
    University of Skövde, School of Informatics. Scania IT.
    LEAN-BASED ENTERPRISE GAMIFICATION: Realization of effective gamification in an enterprise context2015Independent thesis Advanced level (degree of Master (One Year)), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [en]

    This thesis uses two frameworks for effective gamification and makes a realization of part of them, with the aim of proposing a stage before gamification itself: the enterprise anticipation of gamification, which can be either of optimism or apathy. It can reveal to an enterprise willing to foster people’s motivation which gamification elements are more likely to succeed due to the uncertainties that the concept still carries. A survey was used as an instrument to measure people’s expectations towards game elements to increase the psychological satisfaction according to the Self Determination Theory, and shaped by an instrument to measure maturity in lean. The result of the survey in a company showed that there is an overall interest in gamification elements to increase autonomy and competence, but not relatedness, and also that even if people are aware of a gamification project their expectations are not significantly different from those who are not. Future studies should compare if the anticipation towards game elements are correspondent with the actual feelings when using a gamified solution.

  • 6.
    González Díaz, Carlos
    University of Skövde, School of Informatics.
    ATTITUDE GAME: A study in the increase of bullying awareness in 9-12 years old children2015Independent thesis Advanced level (degree of Master (One Year)), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [en]

    This thesis analyses how an increase in bullying awareness can be produced in children aged 9-12 years old playing an iPad serious game called Attitude Game. The project is conducted in collaboration with the company IUS Innovation, where two prototypes were developed by the author of the study, one with mechanics empowering not to bully and the other with mirror mechanics empowering to bully other children.

    The experiment was conducted with 29 children from a sports club in Göteborg.  A pre-measurement of empathy and a pre-test-post-test measurement of attitude towards bullied children were used to gather data, together with a post-interview during the experiment. Students were assigned to 3 groups, based on a random selection and previous knowledge about the game.

    The result of the experiment displayed that there was no statistical difference between the change in attitude towards bullied children regarding the empathy level and the prototype tested. The post-interviews displayed that all the participants understood the serious purpose of the game

  • 7.
    Gruenloh, Christiane
    et al.
    KTH Royal Institute of Technology, Stockholm, Sweden / TH Köln, Gummersbach, Germany.
    Haslwanter, Jean D. Hallewell
    FH Oberösterreich, Wels, Austria / TU Wien, Vienna, Austria.
    Kane, Bridget
    Karlstad University Business School, Karlstad, Sweden.
    Lee, Eunji
    SINTEF ICT, Oslo, Norway.
    Lind, Thomas
    Uppsala University, Sweden.
    Moll, Jonas
    Uppsala University, Sweden.
    Rexhepi, Hanife
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Scandurra, Isabella
    Örebro University, Sweden.
    Using Critical Incidents in Workshops to Inform eHealth Design2017In: Human-Computer Interaction – INTERACT 2017: 16th IFIP TC 13 International Conference Mumbai, India, September 25–29, 2017 Proceedings, Part I / [ed] Regina Bernhaupt, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O'Neill, Marco Winckler, Cham: Springer, 2017, p. 364-373Conference paper (Refereed)
    Abstract [en]

    Demands for technological solutions to address the variety of problems in healthcare have increased. The design of eHealth is challenging due to e.g. the complexity of the domain and the multitude of stakeholders involved. We describe a workshop method based on Critical Incidents that can be used to reflect on, and critically analyze, different experiences and practices in healthcare. We propose the workshop format, which was used during a conference and found very helpful by the participants to identify possible implications for eHealth design, that can be applied in future projects. This new format shows promise to evaluate eHealth designs, to learn from patients' real stories and case studies through retrospective meta-analyses, and to inform design through joint reflection of understandings about users' needs and issues for designers.

  • 8.
    Grünloh, Christiane
    et al.
    School of Computer Science and Communication, KTH Royal Institute of Technology, Stockholm, Sweden / Institute of Informatics, Technische Hochschule Köln, University of Applied Sciences, Gummersbach, Germany.
    Myreteg, Gunilla
    Department of Business Studies, Uppsala University, Uppsala, Sweden.
    Cajander, Åsa
    Department of Information Technology, Uppsala University, Uppsala, Sweden.
    Rexhepi, Hanife
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    "why do they need to check me?" patient participation through ehealth and the doctor-patient relationship: Qualitative study2018In: Journal of Medical Internet Research, ISSN 1438-8871, E-ISSN 1438-8871, Vol. 20, no 1, article id e11Article in journal (Refereed)
    Abstract [en]

    Background: Roles in the doctor-patient relationship are changing and patient participation in health care is increasingly emphasized. Electronic health (eHealth) services such as patient accessible electronic health records (PAEHRs) have been implemented to support patient participation. Little is known about practical use of PAEHR and its effect on roles of doctors and patients. Objective: This qualitative study aimed to investigate how physicians view the idea of patient participation, in particular in relation to the PAEHR system. Hereby, the paper aims to contribute to a deeper understanding of physicians' constructions of PAEHR, roles in the doctor-patient relationship, and levels and limits of involvement. Methods: A total of 12 semistructured interviews were conducted with physicians in different fields. Interviews were transcribed, translated, and a theoretically informed thematic analysis was performed. Results: Two important aspects were identified that are related to the doctor-patient relationship: roles and involvement. The physicians viewed their role as being the ones to take on the responsibility, determining treatment options, and to be someone who should be trusted. In relation to the patient's role, lack of skills (technical or regarding medical jargon), motives to read, and patients' characteristics were aspects identified in the interviews. Patients were often referred to as static entities disregarding their potential to develop skills and knowledge over time. Involvement captures aspects that support or hinder patients to take an active role in their care. Conclusions: Literature of at least two decades suggests an overall agreement that the paternalistic approach in health care is inappropriate, and a collaborative process with patients should be adopted. Although the physicians in this study stated that they, in principle, were in favor of patient participation, the analysis found little support in their descriptions of their daily practice that participation is actualized. As seen from the results, paternalistic practices are still present, even if professionals might not be aware of this. This can create a conflict between patients who strive to become more informed and their questions being interpreted as signs of critique and mistrust toward the physician. We thus believe that the full potential of PAEHRs is not reached yet and argue that the concept of patient empowerment is problematic as it triggers an interpretation of "power" in health care as a zero-sum, which is not helpful for the maintenance of the relationship between the actors. Patient involvement is often discussed merely in relation to decision making; however, this study emphasizes the need to include also sensemaking and learning activities. This would provide an alternative understanding of patients asking questions, not in terms of "monitoring the doctor" but to make sense of the situation.

  • 9.
    Kolbeinsson, Ari
    University of Skövde, School of Engineering Science. University of Skövde, The Virtual Systems Research Centre.
    Situating interruptions in manufacturing assembly2019Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    Interruptions have been studied extensively, with interruptions experiments where tasks performed on computers are interrupted by another task received on the same computer having receiving much of the focus. Additionally, many of the tasks used in existing research have been designed specifically to test the effect of interruptions on humans by making both the interrupting task and the task being interrupted quite difficult. The studies introduced here show that these commonly used tasks do not accurately represent some aspects of the manual tasks commonly performed by humans outside of laboratory experiments, with the experiments in this thesis focusing on manual tasks in assembly. A notable difference identified here is that interruptions in manual assembly tasks were seen to always contain a negotiation element, meaning that the person being interrupted could always modify to some extent when to respond to interruptions. Another central finding is that breakpoints for smart interruption systems need to be chosen using even more care than suggested by existing research because of an effect that can cause a notification to be completely missed when sent at a point that seemed opportune. This is due to apparent lulls in the activity containing preparation for the next action, or anticipation of action, using the Activity Theory (AT) terms used in the analysis of this effect. AT was identified as a useful tool for the analysis of manual assembly as it supports a hierarchical analysis of the activity and takes into account operator skill (task familiarity) in an easy to understand manner.AT was further used in an observational study where current approaches to interruption management were observed and explored. A surprising conclusion was that classical interruptions, as commonly defined, where one task is interrupted and another task must be completed before resuming the main (primary) task were exceedingly uncommon. This was found to be due to the high task familiarity (skill level) of the workers, the assembly activities being designed to minimise the risk of interruptions, and workers being trained to always finish the current operation before switching to another task. Workers did however engage in conversation and an interesting style of communication, dubbed ebb-and-flow style of negotiation, was identified. The differences between the results found in literature and the results of the studies were synthesised into a theoretical framework, or a collection of theories that work together to support the analysis of interruptions, and a visual support tool for the theoretical framework was created. This visual support tool, called an activity board both binds together the theories in a way that should make the theoretical framework easier to understand, and provides the beginnings of an analysis tool for interruption using the framework.

  • 10.
    Messina Dahlberg, Giulia
    et al.
    University of Gothenburg, Sweden.
    Lindblom, Jessica
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Montebelli, Alberto
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Billing, Erik
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Negotiating epistemic spaces for dialogue across disciplines in higher education: The case of the Pepper experiment2018In: EARLI, Joint SIG10-21 Conference, 2018, Luxembourg, 2018, Luxembourg, 2018Conference paper (Refereed)
  • 11.
    Rambusch, Jana
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Alklind Taylor, Anna-Sofia
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Susi, Tarja
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    A pre-study on spectatorship in eSports2017Conference paper (Refereed)
    Abstract [en]

    A pre-study of spectators' perspectives on eSports was conducted in collaboration with two Swedish game development companies. The main goal was to identify factors that contribute to qualitative spectator experiences and how they can influence game design. A qualitative approach was chosen to explore spectators' perspectives on eSports through observations and focus-group interviews of 28 participants in total. Results indicate that spectatorship is a complex issue that goes beyond the mere watching of a game. We identified four themes that are important for qualitative spectator experiences: the need for an overview of game events; highlighting and exposing hidden objects and events; viewer- and commentator-friendly game pacing; the importance of professional commentators and casters. Based on the results, we present design guidelines and recommendations for the development of games in eSports.

  • 12.
    Ramírez Martínez, Natalia
    University of Skövde, School of Informatics.
    The interactive museum lab: Design of a mobile room that includes people with disabilities in a culture house setting2016Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This study has been carried out from two points of view: how museums have changed to adapt to new technologies and the inclusion of people with different disabilities as a target group when developing a new product. This study is done through a series of qualitative interviews made to museum staff and personnel related to the target group, belonging to working directly any of the groups in which the disabilities are divided. Through the study and the application of their answers and contributions as well as the data collected in previous studies, the development of an interactive-multimedia Lab was accomplished, which is installed in the museum Kulturfabriken in Skövde. In order to execute a product development process properly, an adequate methodology was developed, which combines working methods, focused directly on the elaboration of the product from the most practical point of view and analysis methods, which helped analyze the process in an appropriate way through the different interviews and meetings held with the focus groups, to make a customized product with the needs of the museum, but also to combine the needs of the groups with disabilities and special features such as: surround sound system and immersive space, in order to create a suitable multimedia space.

  • 13.
    Rapp, Amon
    et al.
    Computer Science Department, University of Turin, Italy / ICxT - ICT and Innovation for Society and Territory, University of Turin, Italy.
    Tirassa, Maurizio
    Psychology Department, University of Turin, Italy.
    Ziemke, Tom
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre. Cognition and Interaction Lab, Department of Computer and Information Science, Linköping University, Sweden.
    Cognitive aspects of interactive technology use: From computers to smart objects and autonomous agents2019In: Frontiers in Psychology, ISSN 1664-1078, E-ISSN 1664-1078, Vol. 10, no May, article id 1078Article in journal (Refereed)
  • 14.
    Susi, Tarja
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Embodied interaction, coordination and reasoning in computer gameplay2014In: The Routledge Handbook of Embodied Cognition / [ed] Lawrence Shapiro, New York: Routledge, 2014, p. 184-193Chapter in book (Refereed)
    Abstract [en]

    Embodied cognition has received increasing interest, as seen in research on the many subjects ranging from sensorimotor processes to cultural aspects (e.g., Clark 2011; Gibbs 2005; Robbins & Aydede 2009/Eds.; Shapiro 2011). There is no one unified conception of the mind, but a general claim is that cognition is grounded in bodily experiences and is distributed across brain, body and environment (e.g., Clark 1997; 2011). Cognition is a complex phenomenon, and as stated by Gibbs (2005: 9), it is “what occurs when the body engages the physical, cultural world and [it] must be studied in terms of the dynamical interactions between people and the environment”. This chapter will discuss embodied interaction, coordination and reasoning in computer gameplay, and the construction of a cooperative two player computer game to accord with the embodied nature of cognition and action. The computer game discussed here, “The search for the gold reserve”, was developed specifically to be installed as an integral part of an adventure tour in a military fortress. The game was constructed so that players’ whole bodies would be engaged in the gameplay, thereby enhancing the gameplay experience. Playing the game is an “embodied practical activity” (O’Connor & Glenberg 2003) comprising a mesh of interrelations between the player’s own body, co-players, the players’ cognitions, game devices and the physical context of game play, virtual environment and socio-cultural aspects. […] The discussion will bring out sensori-motoric, contextual and socio-cultural aspects of embodiment, as embodiment concurrently cuts across the different aspects. Sensori-motoric aspects are mainly discussed in relation to the game’s input/output devices, and the intercoupling between players and the game. Contextual aspects are brought forth by the game environment and the game’s relation to the whole adventure tour, and socio-cultural aspects come to the fore through players cooperative problem solving.

  • 15.
    Vingéus, Kevin
    University of Skövde, School of Informatics.
    AN INVESTIGATION ON MIMICKING WITH BREATH FOR IMMERSION: A case study on immersion comparing the differences between input-feedback and queued guidance during a breathing exercisein a VR experience using common hardware2018Independent thesis Advanced level (degree of Master (One Year)), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [en]

    Practicing breathing exercises isn’t very engaging thou it is seen as great for well-being. Applications can utilize breath as a controller mechanism for interactions. With virtual reality (VR) being an effective tool for inducing the sense of immersion and presence, a breathing exercise was paired up with three alternative sessions in an application that was developed to examine the differences between mimicking and controlling input during an experience in VR, with the baseline of interaction being that of no other controllers but head-orientation-tracking of the VR device. Two pilot tests were performed to evaluate functionality and procedure. The main tests investigated the case of research. It was possible to identify mimicking as an immersive experience that promoted the breathing exercise, while input was more immersive but less beneficial towards performing the breathing exercise. The study was also conducted with- and addresses some design limitations of commonly accessible hardware.

1 - 15 of 15
CiteExportLink to result list
Permanent link
Cite
Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf