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  • 1.
    Agaeus, Catharina
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Sociala kognitiva arbetsmiljöproblem (SKAMP) inom datorstött samarbete2012Independent thesis Basic level (degree of Bachelor), 20 poäng / 30 hpOppgave
    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.

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  • 2.
    Alklind Taylor, Anna-Sofia
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    The active instructor: Benefits and barriers to instructor-led serious gaming2015Inngår i: VS-Games 2015: 7th International Conference on Games and Virtual Worlds for Serious Applications, IEEE conference proceedings, 2015, s. 8-15Konferansepaper (Fagfellevurdert)
    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.

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  • 3.
    Anderberg, Peter
    Centrum för rehabiliteringsteknik vid Lunds tekniska högskola, Lunds universitet.
    Funktionshinder och IT1999Rapport (Annet vitenskapelig)
  • 4.
    Anderberg, Peter
    Certec, Centrum för rehabiliteringsteknisk forskning, Institutionen för designvetenskap, Lunds tekniska högskola, Lunds universitet.
    Internetlärande för alla: Om insatser för de första fullvärdiga studiemöjligheterna förfunktionshindrade människor1999Licentiatavhandling, monografi (Annet vitenskapelig)
  • 5.
    Anderberg, Peter
    Lunds tekniska högskola, Sveirge.
    Makt & Maskiner2005Inngår i: Människonära design / [ed] Bodil Jönsson, Lund: Studentlitteratur AB, 2005, 1, s. 107-114Kapittel i bok, del av antologi (Annet vitenskapelig)
  • 6.
    Anderberg, Peter
    Lunds universitet.
    Makt & maskiner2005Inngår i: Människonära design / [ed] Bodil Jönsson, Lund: Studentlitteratur AB, 2005, 1, s. 107-114Kapittel i bok, del av antologi (Annet vitenskapelig)
  • 7.
    Anderberg, Peter
    Lund University, Sweden.
    Might and machines2006Inngår i: Design Side by Side / [ed] Bodil Jönsson, Lund: Studentlitteratur AB, 2006, 1, s. 109-117Kapittel i bok, del av antologi (Annet vitenskapelig)
  • 8.
    Beauxis-Aussalet, Emma
    et al.
    Vrije Universiteit Amsterdam, The Netherlands.
    Behrisch, Michael
    Utrecht University, The Netherlands.
    Borgo, Rita
    King’s College London, United Kingdom.
    Chau, Duen Horng
    Georgia Tech, Atlanta, GA, USA.
    Collins, Christopher
    Ontario Tech University, Canada.
    Ebert, David
    University of Oklahoma, Norman, OK, USA.
    El-Assady, Mennatallah
    University of Konstanz, Germany.
    Endert, Alex
    Georgia Tech, Atlanta, GA, USA.
    Keim, Daniel A.
    University of Konstanz, Germany.
    Kohlhammer, Jörn
    Fraunhofer IGD, Darmstadt, Germany.
    Oelke, Daniela
    Offenburg University, Germany.
    Peltonen, Jaakko
    Tampere University, Finland.
    Riveiro, Maria
    Jönköping University, Jönköping AI Lab (JAIL), Sweden.
    Schreck, Tobias
    Graz University of Technology, Austria.
    Strobelt, Hendrik
    IBM Research, Cambridge, MA, USA.
    van Wijk, Jarke J.
    Eindhoven University of Technology, The Netherlands.
    The Role of Interactive Visualization in Fostering Trust in AI2021Inngår i: IEEE Computer Graphics and Applications, ISSN 0272-1716, E-ISSN 1558-1756, Vol. 41, nr 6, s. 7-12Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    The increasing use of artificial intelligence (AI) technologies across application domains has prompted our society to pay closer attention to AI's trustworthiness, fairness, interpretability, and accountability. In order to foster trust in AI, it is important to consider the potential of interactive visualization, and how such visualizations help build trust in AI systems. This manifesto discusses the relevance of interactive visualizations and makes the following four claims: i) trust is not a technical problem, ii) trust is dynamic, iii) visualization cannot address all aspects of trust, and iv) visualization is crucial for human agency in AI.

  • 9.
    Berg Marklund, Björn
    et al.
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Backlund, Per
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Johannesson, Mikael
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Children's collaboration in emergent game environments2013Inngår i: 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, s. 306-313Konferansepaper (Fagfellevurdert)
    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.

  • 10.
    Berg Marklund, Björn
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningsmiljön Informationsteknologi.
    Rouse, Rebecca
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningsmiljön Informationsteknologi.
    Holloway-Attaway, Lissa
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningsmiljön Informationsteknologi.
    Contextualizing Game Literacy: A transhistorical approach to understanding Game-Based Learning environments2020Inngår i: Proceedings of the 15th International Conference on the Foundations of Digital Games: FDG 2020 / [ed] Georgios N. Yannakakis, Antonios Liapis, Penny Kyburz, Vanessa Volz, Foaad Khosmood, Phil Lopes, New York: Association for Computing Machinery (ACM), 2020, artikkel-id 108Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The nature of ‘reading’ different types of texts, across all media, is fundamentally beholden to the concept of ‘literacy’. The concept of literacy is well established in media studies – from books, to film, and visual, performing and interactive arts – and as such it has a wide range of applicability. All forms of media constitute a semiotic milieu in which signifiers and codes mean different things depending on the form’s unique language and the contexts and manner in which individual participants, or “readers”, approach them. In the field of digital games research, literacy is commonly defined as a narrower concept that refers to the ability to identify affordances and interact with game components with a high degree of confidence. This focus on capability is understandable to a degree: the unique aspect of games as a medium is often considered to specifically be its interactability, and thus being able to interact becomes synonymous with being ‘game literate’. In this paper, however, we will both describe how literacy in games would benefit from a more nuanced, transhistorical view of interactability, as well as provide examples from many kinds of media beyond games to demonstrate that interaction literacy is neither novel nor unique to the medium of games. Understanding this rich history would provide a broader foundation of referential literature for game scholars to use when discussing the concept of game literacy and the interactability of media in general.

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  • 11.
    Berglund, Linda
    Högskolan i Skövde, Institutionen för kommunikation och information.
    KOGNITIVA ARBETSMILJÖPROBLEM OCH TEKNIKSTRESS I EN KOMPLEX VÅRDMILJÖ2012Independent thesis Basic level (degree of Bachelor), 20 poäng / 30 hpOppgave
    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.

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  • 12.
    Berner, Jessica
    et al.
    Vrije Universiteit Amsterdam, the Netherlands.
    Aartsen, Marja
    Vrije Universiteit Amsterdam, the Netherlands ; NOVA Social research, Oslo, Norway.
    Wahlberg, Maria
    Aging Research Centre, Karolinska Institute and Stockholm University, Stockholm, Sweden.
    Elmståhl, Sölve
    Lund University Sweden & Skåne University Hospital, Lund, Sweden.
    Berglund, Johan
    Department of Health, Blekinge Institute of technology, Karlskrona, Sweden.
    Anderberg, Peter
    Department of Health, Blekinge Institute of technology, Karlskrona, Sweden.
    Deeg, Dorly
    Vrije Universiteit Amsterdam, the Netherlands.
    A cross-national and longitudinal study on predictors in starting and stopping Internet use (2001-2013) by Swedish and Dutch older adults 66 years and above2016Inngår i: Gerontechnology, ISSN 1569-1101, E-ISSN 1569-111X, Vol. 14, nr 3, s. 157-168Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Background The Internet and information com-munication technology is today considered as a means to sustain active and healthy ag-ing, and to provide better care for the aging population. There is an increase in prevalence in older adults using the Internet, however many are still not using the Internet. This study therefore, investigated predictors in starting and stopping Internet use by older adults between 2001-2013 in Sweden and the Netherlands. These represent currently two of the highest older adult Internet users in Europe. The aim of this study was to examine, first, if there was a different starting and stopping rate in Sweden and the Netherlands; second, if the predictors age, gender, education, rural/urban living, living alone/not, cognition and functional limitations have different effects in either country.

    Methods A cross-national and longitudinal design was chosen. Data was used from the Longitudinal Aging study Amsterdam (LASA) and the Swedish National Study on Aging and Care (SNAC). Cox regression analyses were done to test the predictors over time with starting or stop-ping Internet use. An interaction term ‘variable*country’ was then considered for each variable, if significant, leading to a stratification into a multivariate model per country.

    Results More older adults started use in the Netherlands (19%); lower in age, normal cognitive functioning, living alone, fewer functional limitations and lower education were predictive of starting. In Sweden fewer started (10.3%), where being female was the only significant predictor of starting use. Both countries did not have many people stopping use; in the Netherlands (3%) they were younger in age and living urban, whereas in Sweden (1.7%), they had lower cognitive functioning.

    Conclusion Results indicate that there are differences between countries in starting use. These differences can possibly be explained by the early adoption of the Internet in Sweden. The new findings that the older adults living alone and lower educated are now going online, are positive regarding the theme of active aging. For those stopping use, the differences are more country-specific. More research is needed in order to understand better what an older adult was using the Internet for and why they stop.

  • 13.
    Berner, Jessica
    et al.
    Department of Health, Blekinge Institute of Technology, Karlskrona, Sweden.
    Dallora, Ana Luiza
    Department of Health, Blekinge Institute of Technology, Karlskrona, Sweden.
    Palm, Bruna
    Department of Mathematics, Blekinge Institute of Technology, Karlskrona, Sweden.
    Sanmartin Berglund, Johan
    Department of Health, Blekinge Institute of Technology, Karlskrona, Sweden.
    Anderberg, Peter
    Högskolan i Skövde, Institutionen för hälsovetenskaper. Högskolan i Skövde, Forskningsmiljön hälsa, hållbarhet och digitalisering. Department of Health, Blekinge Institute of Technology, Karlskrona, Sweden.
    Five-factor model, technology enthusiasm and technology anxiety2023Inngår i: Digital Health, E-ISSN 2055-2076, Vol. 9Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Older adults need to participate in the digital society, as societal and personal changes and what they do with the remaining time that they have in their older years has an undeniable effect on motivation, cognition and emotion. Changes in personality traits were investigated in older adults over the period 2019–2021. Technology enthusiasm and technology anxiety are attitudes that affect the relationship to the technology used. The changes in the score of technology enthusiasm and technology anxiety were the dependent variables. They were investigated with personality traits, age, gender, education, whether someone lives alone, cognitive function, digital social participation (DSP) and health literacy as predictors of the outcome. The Edwards-Nunnally index and logistic regression were used. The results indicated that DSP, lower age, lower neuroticism and higher education were indicative of less technology anxiety. High DSP and high extraversion are indicative of technology enthusiasm. DSP and attitude towards technology seem to be key in getting older adults to stay active online. 

    Fulltekst (pdf)
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  • 14.
    Brusk, Jenny
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Kristine Jørgensen: Gameworld Interfaces2014Inngår i: Nordicom Information, ISSN 0349-5949, Vol. 36, nr 4, s. 70-71Artikkel, omtale (Fagfellevurdert)
  • 15.
    Bäckström, Caroline
    et al.
    Högskolan i Skövde, Institutionen för hälsovetenskaper. Högskolan i Skövde, Forskningsmiljön hälsa, hållbarhet och digitalisering.
    Rolfson, Tanja
    Regionhälsan Midwifery Unit, Västra Götalandsregionen, Sweden.
    Engström, Henrik
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningsmiljön Informationsteknologi.
    Knez, Rajna
    Högskolan i Skövde, Institutionen för hälsovetenskaper. Högskolan i Skövde, Forskningsmiljön hälsa, hållbarhet och digitalisering. Skaraborgs Hospital, Skövde, Sweden.
    Larsson, Margaretha
    Högskolan i Skövde, Institutionen för hälsovetenskaper. Högskolan i Skövde, Forskningsmiljön hälsa, hållbarhet och digitalisering.
    Expecting parents' perceptions of the digital parental support "childbirth journey" constructed as a serious game: an intervention study2022Inngår i: Digital Health, E-ISSN 2055-2076, Vol. 8, artikkel-id 20552076221097776Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Objective: The aim of this study was to explore expecting parents’ perceptions of the Childbirth Journey as an intervention that includes medical information for parental support, constructed as a serious game.

    Methods: In this qualitative study, semi-structured interviews were held with expecting parents in Sweden who were able to talk about specific parts of the Childbirth Journey they appreciated or found difficult to understand. A phenomenographic methodology was employed for data analysis.

    Results: Participants perceived the Childbirth Journey to be easily accessible and customized with reliable information. The design and features of the intervention were perceived by the expecting parents to enhance the intervention’s usability, appeal, and trustworthiness. When parental couples used the Childbirth Journey together, it gave them an opportunity to discuss and better understand each other’s situation. The participants proposed several changes to the existing version of the game, mostly related to extending practical information and illustrated scenarios but also to the further development of the game’s design and animations. The participants found the Knowledge portal to be the most appealing part of the Childbirth Journey.

    Conclusions: The Childbirth Journey intervention was concluded to be a valuable digital complement to in-person profes- sional support, especially given the current COVID-19 pandemic restrictions in place in Sweden, which do not allow antenatal visits by partners. However, in its current form, the Childbirth Journey has some deficiencies and would therefore benefit from further development and exploration.

    Fulltekst (pdf)
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  • 16.
    Ekelin, Annelie
    et al.
    Blekinge Institute of Technology, School of Computing, School of Health, Karlskrona, Sweden.
    Anderberg, Peter
    Blekinge Institute of Technology, School of Computing, School of Health, Karlskrona, Sweden.
    Reddy, Kishore
    Dept.of Computer Science, Indian Institute of Technology in Madras (IIT-M), India.
    The AUGMENT Project: Co-constructive Mapping and Support of Accessibility and Participation2010Inngår i: Electronic Participation: Second IFIP WG 8.5 International Conference, ePart 2010, Lausanne, Switzerland, August 29 – September 2, 2010. Proceedings / [ed] Efthimios Tambouris; Ann Macintosh; Olivier Glassey, Springer, 2010, s. 95-103Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper presents an ongoing multi-disciplinary research-and development project in which we are exploring emerging methods and practices for participatory design of tools and content of accessibility information in India and Sweden, based on user created content. The initial development of the AUGMENT-Project also includes the production of a prototype for sharing information. The joint set up and unfolding of public digital spaces and cooperative creation of processes and infrastructure for user-driven accessibility information is making use of existing handheld mobile phones which offer the possibility to upload pictures and comments via an application with a map-based interface. The research initiative is exploring and comparing cross-cultural participatory methods for cultivation of shared transformational spaces. The paper discusses both the notion of user-driven content and co-creation of tools and methods, drawing upon the tradition of Scandinavian Systems Design, explicitly arguing for direct user-representation in systems development.

  • 17.
    Engström, Henrik
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Brusk, Jenny
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Östblad, Per Anders
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    A comparison of immersion between players playing the same game with and without graphics2015Inngår i: 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, s. 84-92Konferansepaper (Fagfellevurdert)
    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. 

  • 18.
    Freitas, Clayton
    Högskolan i Skövde, Institutionen för informationsteknologi. Scania IT.
    LEAN-BASED ENTERPRISE GAMIFICATION: Realization of effective gamification in an enterprise context2015Independent thesis Advanced level (degree of Master (One Year)), 15 poäng / 22,5 hpOppgave
    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.

    Fulltekst (pdf)
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  • 19.
    Friberg, Anneli
    Linköping University Library, Sweden.
    Continuous Usability Testing: The importance of Being Iterative When it Comes to Assessment and Development of the Library’s Digital Services2017Inngår i: Proceedings of Library Assessment Conference Building Effective, Sustainable, Practical Assessment, October 31–November 2, Arlington, Virginia, USA, 2016 / [ed] Sue Baughman; Steve Hiller; Katie Monroe; Angela Pappalardo, Washington, DC: Association of Research Libraries , 2017, s. 188-194Konferansepaper (Annet vitenskapelig)
    Abstract [en]

    The interest for user experience (UX) and usability in libraries has grown rapidly over the past years and has now become an essential tool for developing and assessing a library’s digital services and physical spaces. It is necessary, though, to recognize that UX incorporates much more than just usability. Norman and Nielsen summarize user experience as something that “encompasses all aspects of the end-user’s interaction with the company, its services, and its products” and continues:

    “The first requirement for an exemplary user experience is to meet the exact needs of the customer, without fuss or bother. Next comes simplicity and elegance that produce products that are a joy to own, a joy to use. True user experience goes far beyond giving customers what they say they want, or providing checklist features. In order to achieve high-quality user experience in a company’s offerings there must be a seamless merging of the services of multiple disciplines, including engineering, marketing, graphical and industrial design, and interface design.

    Furthermore, they state that it is important to separate the overall user experience from usability, since the latter “is a quality attribute of the UI [user interface], covering whether the system is easy to learn, efficient to use, pleasant, and so forth.”

    At Linköping University Library (LiUB) we are slowly moving towards a “culture of usability” where users are being observed interacting with both physical and virtual spaces, the way Godfrey advocates, but this paper will only focus on the library’s online presence. The main objective with this paper is to argue for continuous usability testing, as a part of regular library activity.

    Usability testing within the library sector is nothing new per se, but it is usually done in the process of launching a new or redesigned website/UI or implementing a new library system. Most often it has a distinct focus on web development, and is not so much used to develop other services or physical spaces. This is confirmed in numerous articles and UX-blog posts and articles by e.g. Gasparini, Godfrey, Broadwater, and Dominguez, Hamill and Brillat. Sometimes the tests are not conducted by library staff, but by external consultants. Our approach, however, is to use an in-house, continuous process which is applied not only to the library’s website structure, but also to other digital services such as the search box on the library start page and link resolver user interface and the link resolver icon in the discovery tool.

    Rettig asks whether such a thing as “grassroots UX” exists in libraries. She wonders if “the UX hopeful, [who] do not have the mandate or team or job title”, can find “ways to apply UX methods to smaller-scale, day-to-day work in the library?” I am inclined to say that it is possible. A UX perspective can and should be integrated in any development project, big or small. The UX philosophy does not have to be initiated as a top-down initiative, and in a sense LiUB’s systematic way of doing usability testing started out as a grassroots initiative.

    Fulltekst (pdf)
    FULLTEXT01
  • 20.
    González Díaz, Carlos
    Högskolan i Skövde, Institutionen för informationsteknologi.
    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 poäng / 22,5 hpOppgave
    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

    Fulltekst (pdf)
    Carlos_Gonzalez_Diaz_SERIOUS_GAMES_MSc_THESIS
    Download (zip)
    Attitude_Game_Prototype_Windows
  • 21.
    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
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Scandurra, Isabella
    Örebro University, Sweden.
    Using Critical Incidents in Workshops to Inform eHealth Design2017Inngår i: 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, s. 364-373Konferansepaper (Fagfellevurdert)
    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.

  • 22.
    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
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    "why do they need to check me?" patient participation through ehealth and the doctor-patient relationship: Qualitative study2018Inngår i: Journal of Medical Internet Research, E-ISSN 1438-8871, Vol. 20, nr 1, artikkel-id e11Artikkel i tidsskrift (Fagfellevurdert)
    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.

    Fulltekst (pdf)
    fulltext
  • 23.
    Holgersson, Jesper
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningsmiljön Informationsteknologi.
    Ellgren, Max
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningsmiljön Informationsteknologi.
    Reducing digital exclusion of seniors - Exploring the lasting effects of collaborative training sessions2020Inngår i: Proceedings of Ongoing Research, Practitioners, Posters, Workshops, and Projects at EGOV-CeDEM-ePart 2020 co-located with the IFIP WG 8.5 International Conference EGOV-CeDEM-ePart 2020: Linköping University, Sweden (Online), 31 August-2 September 2020 / [ed] Shefali Virkar, Marijn Janssen, Ida Lindgren, Ulf Melin, Francesco Mureddu, Peter Parycek, Efthimios Tambouris, Gerhard Schwabe, Hans Jochen Scholl, CEUR-WS.org , 2020, s. 117-125Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Today's digital society is developing rapidly and the number of smart and innovative digital services is increasing every day. However, the rapid digitalization may also lead to the exclusion of some groups. Senior citizens are one of these groups at risk. The most common way of combating digital exclusion among seniors is to offer education and hands-on training. The short term effects of such education initiatives have shown positive results but the long term lasting effects of digital training have not been explored to any greater extent. Data was collected via semi structured interviews with seniors who had previously participated in training sessions targeting Swedish seniors with a desire to become more digital. The results show that although the immediate effect of participating in training is positive, more individualized training is needed to achieve a lasting effect.

    Fulltekst (pdf)
    fulltext
  • 24.
    Holloway-Attaway, Lissa
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningsmiljön Informationsteknologi.
    Berg Marklund, Björn
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningsmiljön Informationsteknologi.
    Performing Heritage and Creating Community Through Digital Games, Narrative Agency and Critical Play2020Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Interactive digital media, and in particular digital games, are an increasingly prevalent component of museums and other public cultural spaces to help engage visitors. However, despite their growing presence, they remain under-explored in the ways they mediate a wide variety of cultural expressions and interactions through their differing and unique narrative affordances. Such storytelling differences must be accounted for in order to understand how they may be facilitated and curated with visitors/players in mind. The medium is defined by diminished authorial control in favor of free play and individual agency of expression for players. As such games for heritage present interesting challenges for those who may want to develop, facilitate, and curate them in cultural contexts and with historically accurate content. In fact, the lack of control over content once it becomes interactive and playful can present significant challenges to museum curators, pedagogues and guides. As facilitators of cultural knowledge, they often need to strike a balance between informing visitors/players about cultural heritage and history through deliberately crafted narratives - something museums are well equipped to do - while also providing players with more agency to individually express themselves and to re-write cultural heritage stories and histories through narrative play. In this paper, we present three case studies that exemplify how digital games can be used to give children a less restrictive narrative framework in which they can perform and express history and cultural heritage, rather than by merely re-enacting it. Through these three cases, we describe the processes involved in using digital games as a collaborative stage, or performative platform, on which participants can craft their own narratives to experience and express their own histories and build connections to others in a shared community of play.

    Fulltekst (pdf)
    fulltext
  • 25.
    Holloway-Attaway, Lissa
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningsmiljön Informationsteknologi.
    Fawcus, Jamie
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningsmiljön Informationsteknologi.
    Making COVID dis-connections: designing intra-active and transdisciplinary sound-based narratives for phenomenal new material worlds2022Inngår i: New Review of Hypermedia and Multimedia, ISSN 1361-4568, E-ISSN 1740-7842, Vol. 28, nr 3-4, s. 112-142Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    In this article, we reflect on the design and implementation of an interactive transhistorical and transmedial web-based digital narrative audio experience, PATTER(n)INGS: Apt 3B, 2020 that we developed in 2020. This work is an immersive audio-only application, and it focuses on the complex, material living conditions during the COVID-19 pandemic. Drawing inspiration from PATTER(n)INGS and its complex, material audio and narrative design, we propose a model for creating the content and delivery for similar sound-based interactive digital narratives. Our proposed model focuses primarily on the creative process for designing such sound-based work. To construct our analytical model, the New Material/Spectral Morphology Design Model (or NM/SM Design Model), we draw on theoretical influences from critical posthumanism, feminist new materialism and non-human narrative that critique notions of stable subjectivity as sites for power and authority over semiotic meaning-making. We combine these views with foundational theoretical research in electroacoustic musical composition notation, and audio experimentation that complicate notions of sound, sound making, spatial perception, psychoacoustic phenomena, and listening practices. Together, this theoretical/compositional framework provides a unique method to consider how one can sustain and maximize sonic agents as core phenomena to create anti-cognitive worlds and stories.

    Fulltekst (pdf)
    fulltext
  • 26.
    Howell, Marcia
    et al.
    Institute of Health and Education, Jönköping University, Sweden / Alaska Injury Prevention Center, USA.
    Stark Ekman, Diana
    Högskolan i Skövde, Institutionen för hälsovetenskaper. Högskolan i Skövde, Forskningsmiljön hälsa, hållbarhet och digitalisering.
    Almond, Anthony
    Department of Communication, University of Missouri, USA / Media Science, Austin, TX, USA.
    Bolls, Paul
    Department of Communication, University of Missouri, USA / College of Media & Communication, Texas Tech University, Lubbock, TX, USA.
    Switched On: How the Timing of Aversive Content in Traffic Safety Videos Impact Psychophysiological Indicators of Message Processing2019Inngår i: Health Communication, ISSN 1041-0236, E-ISSN 1532-7027, Vol. 34, nr 13, s. 1663-1672Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    This study investigates how timing of the introduction of unpleasant emotional tone in a traffic safety video impacts the intensity of the viewer?s emotional experience. Traffic safety advertising is a multi-million-dollar business in the United States. In many instances, 30?60?s ads are produced to raise awareness of the consequences of unsafe behaviors with the expectation that simply providing information will motivate safer behaviors. Producing videos intended to generate behavior change requires a complex understanding of what motivates behavior. Behavior change theory, neuroscience, and psychophysiology all provide guidance to improve the persuasive power of traffic safety videos. This study consisted of a 3 (message tone)???3 (video)???4 (order) repeated measures within subjects designed experiment. Participants (N?=?75) were 20?30-year-old men who were shown nine traffic safety videos. Arousal intensity, attention, and negative emotion were tracked with the psychophysiological measures of skin conductance (measuring intensity of arousal), heart rate (measuring attention paid during the video), and corrugator muscle activation (measuring the negative emotional experience). Videos with three different aversive tones were used, low, high, and videos in which the tone switched from low to high aversive. Aversive tone is defined as stimuli that motivate a desire to escape or avoid something like death or pain. All videos were designed to prevent motor vehicle crashes. The results obtained from this study indicate that when attempting to persuade males aged 20?30 to practice safer driving behaviors, switched message tone appears to be the most effective message design in terms the intensity of emotional arousal and maintenance of attention.

  • 27.
    Johansson Cristvall, Angelika
    et al.
    Institution of Health, Blekinge Institute of Technology BTH, Karlskrona, Sweden.
    Larsson, Margaretha
    Högskolan i Skövde, Institutionen för hälsovetenskaper. Högskolan i Skövde, Forskningsmiljön hälsa, hållbarhet och digitalisering.
    Tell, Johanna
    Institution of Health, Blekinge Institute of Technology BTH, Karlskrona, Sweden.
    Skär, Lisa
    Faculty of Health Science, Kristianstad University HKR, Kristianstad, Sweden.
    School Health Services’ Use of Information and Communication Technologies in Interorganizational Collaboration Regarding Students With Mental Illness: A Scoping Review2024Inngår i: Journal of School Nursing, ISSN 1059-8405, E-ISSN 1546-8364Artikkel, forskningsoversikt (Fagfellevurdert)
    Abstract [en]

    School health services (SHSs) and school nurses play a crucial role in identifying and supporting students with mental illness. The integration of information and communication technology (ICT) can facilitate interorganizational collaboration in this context. Due to the limited research in this area, a scoping review was conducted to explore SHSs’ use of ICT in interorganization collaboration regarding students with mental illness. Six articles were reviewed, revealing three key themes: “types of ICT employed by SHSs in interorganizational collaboration,” “constellation of SHSs in interorganizational collaboration,” and “opportunities and challenges for SHSs using ICT in interorganizational collaboration.” Notably, two of the six articles highlighted the absence of school nurses in interorganizational collaboration. Even though ICT plays a crucial role in interorganizational collaboration, no comprehensive solution was found. This scoping review confirms that there are challenges with operability and regulations that govern the exchange of private information between organizations.

    Fulltekst (pdf)
    fulltext
  • 28.
    Kolbeinsson, Ari
    Högskolan i Skövde, Institutionen för ingenjörsvetenskap. Högskolan i Skövde, Forskningscentrum för Virtuella system.
    Situating interruptions in manufacturing assembly2019Doktoravhandling, med artikler (Annet vitenskapelig)
    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.

    Fulltekst (pdf)
    fulltext
  • 29.
    Kävrestad, Joakim
    et al.
    Tekniska Högskolan i Jönköping, Jönköping University.
    Nohlberg, Marcus
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningsmiljön Informationsteknologi.
    Ett fundament i den svenska högre utbildningsmodellen är att kombinera forskning och undervisning2024Inngår i: Aktuell säkerhet, nr 8 januariArtikkel i tidsskrift (Annet (populærvitenskap, debatt, mm))
    Abstract [sv]

    Joakim Kävrestad, lektor i datavetenskap, Tekniska Högskolan i Jönköping och Marcus Nohlberg, docent i informationsteknologi, Högskolan i Skövde, håller inte med Jan Kallberg om att svensk cybersäkerhetsforskning borde kraftsamlas till några få platser.

  • 30.
    Lagerstedt, Erik
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningsmiljön Informationsteknologi.
    Perceiving agents: Pluralism, interaction, and existence2024Doktoravhandling, monografi (Annet vitenskapelig)
    Abstract [en]

    Perception is a vast subject to study. One way to approach and study it might therefore be to break down the concept into smaller pieces. Specific modes of sensation, mechanisms, phenomena, or contexts might be selected as the proxy or starting point for addressing perception as a whole. Another approach would be to widen the concept, and attempt to study perception through the larger context of which it is a part. I have, in this thesis, attempted the latter strategy, by emphasising an existential perspective, and examine the role and nature of perception through that lens.

    The larger perspective of broadening the scope does not specifically allow for better answers, but rather different kinds of answers, providing complementary ways of exploring what it means to be an artificial or natural agent, and what consequences that can have for the access to, as well as representation, processing, and communication of information. A broader stance can also facilitate exploration of questions regarding larger perspectives, such as the relation between individual agents, as well as their place in larger structures such as societies and cyber-physical systems.

    In this thesis I use existential phenomenology to frame the concept of perception, while drawing from theories in biology and psychology. My work has a particular focus on human-robot interaction, a field of study at a fascinating intersection of humans designing, using, and communicating with something human-made, partially human-like, yet distinctly non-human. The work is also applied to some aspects of the traffic domain which, given the increasing interest in self-driving vehicles, is partially another instance of complex and naturalistic human-robot interaction.

    Ultimately, I argue for a pluralistic and pragmatic approach to the understanding of perception, and its related concepts. To understand a system of agents as they interact, it is not only necessary to acknowledge their respective circumstances, but take serious the idea that none of the agents’ constructed worlds are more or less real, they might only be more or less relevant in relation to specific contexts, perspectives, or needs. Such an approach is particularly relevant when addressing the complexities of the increasingly urgent sustainability challenges.

    Fulltekst (pdf)
    fulltext
  • 31.
    Lagerstedt, Erik
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningsmiljön Informationsteknologi.
    Svensson, Henrik
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningsmiljön Informationsteknologi.
    Do Tourists Dream of Electric Bikes?: Electric Bikes as a Mean to Improve Sustainability of Tourism in Rural Sweden2022Inngår i: Academic Mindtrek 2022: 25th International Academic Mindtrek conference, Association for Computing Machinery (ACM), 2022, s. 167-178Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The paper investigates the potential of electric bikes as a sustainable alternative for local transportation during vacations in rural areas, replacing mainly transportation by car. Our starting point is that a key to behaviour change in the context of tourism and leisure travels is to make the sustainable travel option the most desirable option for the traveller. We study this by exploring three different electric bike offers in the area of Skaraborg, Sweden, and analysing the experience of the cyclists. 15 participants were invited to rent electric bicycles as mode of transportation for tourism in and around the small towns Lidköping and Skara for one day. Individual semi structured interviews were performed with the participants. Our main result is that there are aspects of electric bikes that make them particularly appropriate as a sustainable mode of transportation for local tourist destinations, and could also lower the threshold for more sustainable behaviours. Travelling by electric bike was experienced as beneficial in several ways; it automatically and effortlessly gives the cyclist access to nature, it constitutes a plausible option for more sustainable transportation at medium distances, and it allows the entire group of travellers, such as a families, to feel as being part of shaping the journey which contributes to engagement and motivation. Although intended for tourists, it also facilitate local people to access and reflect on their local flora and fauna. We also found that digital tools such as maps, information sources, and booking systems have a key part in the deployment when appropriately integrated. In addition, we found that it was important to lower the threshold of trying electric bikes, and an important key for this was personal service from proficient people who could provide a sense of security by giving instructions, answering questions, and support in adjusting the equipment.

    Fulltekst (pdf)
    fulltext
  • 32.
    Lagerstedt, Erik
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningsmiljön Informationsteknologi.
    Thill, Serge
    Donders Institute for Brain, Cognition, and Behaviour, Radboud University, The Netherlands.
    Multiple Roles of Multimodality Among Interacting Agents2023Inngår i: ACM Transactions on Human-Robot Interaction, E-ISSN 2573-9522, Vol. 12, nr 2, artikkel-id 17Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    The term ‘multimodality’ has come to take on several somewhat different meanings depending on the underlying theoretical paradigms and traditions, and the purpose and context of use. The term is closely related to embodiment, which in turn is also used in several different ways. In this paper, we elaborate on this connection and propose that a pragmatic and pluralistic stance is appropriate for multimodality. We further propose a distinction between first and second order effects of multimodality; what is achieved by multiple modalities in isolation and the opportunities that emerge when several modalities are entangled. This highlights questions regarding ways to cluster or interchange different modalities, for example through redundancy or degeneracy. Apart from discussing multimodality with respect to an individual agent, we further look to more distributed agents and situations where social aspects become relevant.

    In robotics, understanding the various uses and interpretations of these terms can prevent miscommunication when designing robots, as well as increase awareness of the underlying theoretical concepts. Given the complexity of the different ways in which multimodality is relevant in social robotics, this can provide the basis for negotiating appropriate meanings of the term at a case by case basis.

    Fulltekst (pdf)
    fulltext
  • 33.
    Lamb, Maurice
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningsmiljön Informationsteknologi. Högskolan i Skövde, Institutionen för ingenjörsvetenskap. Högskolan i Skövde, Forskningsmiljön Virtuell produkt- och produktionsutveckling.
    Players' Embodied Cognitive Interactions in VR Environments2022Inngår i: What Happens When We Play: A Critical Approach to Games User Experience Design & Education / [ed] Rebecca Rouse; Björn Berg Marklund; Anna-Sofia Alklind Taylor, ETC Press, 2022, s. 119-125Kapittel i bok, del av antologi (Fagfellevurdert)
  • 34.
    Lamb, Maurice
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningsmiljön Informationsteknologi. Högskolan i Skövde, Institutionen för ingenjörsvetenskap. Högskolan i Skövde, Forskningsmiljön Virtuell produkt- och produktionsutveckling.
    Pérez Luque, Estela
    Högskolan i Skövde, Institutionen för ingenjörsvetenskap. Högskolan i Skövde, Forskningsmiljön Virtuell produkt- och produktionsutveckling.
    Billing, Erik
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningsmiljön Informationsteknologi.
    Understanding Eye-Tracking in Virtual Reality2022Inngår i: AIC 2022 Artificial Intelligence and Cognition 2022: Proceedings of the 8th International Workshop on Artificial Intelligence and Cognition, Örebro, Sweden, 15-17 June, 2022 / [ed] Hadi Banaee; Amy Loutfi; Alessandro Saffiotti; Antonio Lieto, CEUR-WS.org , 2022, s. 180-181Konferansepaper (Fagfellevurdert)
    Fulltekst (pdf)
    fulltext
  • 35.
    Leonardsen, Ann-Chatrin Linqvist
    et al.
    Faculty of Health, Welfare and Organization, Østfold University College, Halden, Norway ; Department of Anesthesia, Østfold Hospital Trust, Grålum, Norway.
    Hardeland, Camilla
    Faculty of Health, Welfare and Organization, Østfold University College, Halden, Norway.
    Hallgren, Jenny
    Högskolan i Skövde, Institutionen för hälsovetenskaper. Högskolan i Skövde, Forskningsmiljön hälsa, hållbarhet och digitalisering.
    Femdal, Ingrid
    Faculty of Health, Welfare and Organization, Østfold University College, Halden, Norway.
    Thapa, Dip Raj
    Högskolan i Skövde, Institutionen för hälsovetenskaper. Högskolan i Skövde, Forskningsmiljön hälsa, hållbarhet och digitalisering.
    Helgesen, Ann Karin
    Faculty of Health, Welfare and Organization, Østfold University College, Halden, Norway.
    Bååth, Carina
    Faculty of Health, Welfare and Organization, Østfold University College, Halden, Norway ; Faculty of Health, Science, and Technology, Department of Health Sciences, Karlstad University, Sweden.
    Halvorsrud, Liv
    Faculty of Health, Welfare and Organization, Østfold University College, Halden, Norway ; Faculty of Health Sciences, Department of Nursing and Health Promotion, Oslo Metropolitan University, Norway.
    Grøndahl, Vigdis Abrahamsen
    Faculty of Health, Welfare and Organization, Østfold University College, Halden, Norway.
    Gillsjö, Catharina
    Högskolan i Skövde, Institutionen för hälsovetenskaper. Högskolan i Skövde, Forskningsmiljön hälsa, hållbarhet och digitalisering. College of Nursing, University of Rhode Island, Kingston, RI, USA.
    Nursing students’ attitudes towards the use of digital technology in the healthcare of older adults- a cross-sectional study in Norway and Sweden2023Inngår i: BMC Nursing, E-ISSN 1472-6955, Vol. 22, nr 1, artikkel-id 428Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Background

    Implementation of digital technology has been suggested as a potential solution to future healthcare challenges. Healthcare personnel’s attitudes are important in the acceptance and implementation of digital technologies.

    Aim

    The aims of this study were to (1) translate and validate two different questionnaires to Norwegian and Swedish respectively, and then (2) use these to examine nursing students’ attitudes towards digital technology in healthcare, as well as their attitudes towards older adults’ abilities to use digital technology.

    Design

    Cross-sectional.

    Methods

    A web-based questionnaire was distributed in first year nursing students in a Norwegian and a Swedish university college, respectively. The questionnaire consisted of the short form of the ‘Information Technology Attitude Scales for Health (ITASH)’ and the ‘Attitudes Towards Older Adults Using Digital technology (ATOAUT-11)’ questionnaire. The questionnaires were translated and validated in both countries. Frequencies, Student’s t-test, and one-way ANOVA were used to analyze the data.

    Results

    In total 236 students responded to the questionnaire in the period September 2022 to April 2023. Students mainly reported positive attitudes towards digital technology use in general. They most agreed with the items ‘Using digital technology devices makes my communication with other health professionals faster’, ‘The sort of information I can get from the digital technology devices helps me give better care to patient’, and ‘Digital technology skills are becoming more and more necessary for healthcare professionals’. However, they reported more negative attitudes towards older adults using digital technology. They most agreed with the items ‘One needs a lot of patience to explain to an older adult how to use digital technologies’, ‘It’s hard to explain to older adults how to use digital technology’, ‘Using digital technology is harder for most older adults’, and ‘Most older adults fear using digital technology because they fear of being scammed or cheated’.

    Conclusion

    The ITASH and the ATOAUT-11 is appropriate for use in a Norwegian and Swedish setting. Even if nursing students are positive to digital technology in healthcare in general, they are sceptical to older adults using digital technology. This may impact on their attitudes to using digital technology in the healthcare of older adults. These aspects need emphasis when revising nursing education curricula focusing on developing technological competencies in nursing, and gaining knowledge regarding older adults’ use of digital technology.

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  • 36.
    Linderoth, Jonas
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningsmiljön Informationsteknologi. Swedish Defence University, Wargaming Section.
    Sjöblom, Björn
    Stockholm University, Sweden.
    Being an Educator and Game Developer: The Role of Pedagogical Content Knowledge in Non-Commercial Serious Games Production2019Inngår i: Journal Simulation & Gaming, ISSN 1046-8781, E-ISSN 1552-826X, Vol. 50, nr 6, s. 771-788Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Background and aim. Previous literature has discussed tensions between the field of game design and the field of education. It has been emphasized that it is important to address this tension when developing game based learning (GBL). In order to find potential ways of approaching this problem, we investigate the development of GBL when performed by those who have both pedagogical content knowledge (PCK) and experience in game development. Method. Two case studies about serious games production were conducted, a game section at a national defense college and a university course in educational game design. The cases, as well as individual development projects within the settings, were analyzed with a focus on the role of PCK during serious games development. Results. While the developers and instructors at the defence college, who designed games for their in-house needs, had both PCK and knowledge about game development, these competencies varied a lot among the participants at the university course. The results show that educational goals added complexity to the design process. By comparison, some studied game projects at the university course avoided this complexity. These projects legitimized their games as educational by suggesting unproven far transfer. In other cases, where the developers did have PCK, the instructional goals where taken as a starting point that guided the whole development process. This lead to games that were designed to match highly specific educational contexts. The developers, instructors and teachers in both of the settings who used their PCK tended to break a number of established game design heuristics that would have been counter productive in relation to the learning objectives of the games. Conclusions. The paper suggests that there is a need for people with pedagogical content knowledge AND knowledge about game development. Enhancing these dual competencies in game workers could forward the field of GBL.

  • 37.
    Lyszczarz, Nina
    Högskolan i Skövde, Institutionen för informationsteknologi.
    #Pluggar: designprinciper för att stävja akademisk prokrastinering via sociala nätverkssidor2020Independent thesis Basic level (degree of Bachelor), 20 poäng / 30 hpOppgave
    Abstract [sv]

    Personer som prokrastinerar på akademiska uppgifter tenderar att göra detta via sociala nätverkssidor, främst i en smartphone. Grunden i att förändra ett beteende är att vara medveten om det och förstå vad som behöver förändras, vilket är möjligt med hjälp av självmonitorering. Att därefter förändra beteendet kräver engagemang från individen för att skapa nya rutiner, detta med hjälp av övningar som ofta används inom kognitiv beteendeterapi. Denna studie syftar till att identifiera vilka designprinciper som bör vägleda utformningen av en mobilapplikation med syfte att stävja akademisk prokrastinering via sociala nätverkssidor. I denna studie har en designbaserad forskningsansats tillämpats där målgruppens tankar och behov har identifierats. Studien genomfördes med välkända metoder för User Experience Design där fokus genomsyras av att designa för en god användarupplevelse. Arbetsprocessen bestod av litteraturgenomgång, enkät, intervju, digital lo-fi prototyp, konceptutforskning, framtagning av designprinciper samt en digital hi-fi prototyp. Arbetets främsta bidrag är de itererade designprinciperna: 1. Stöd till uppsättning av mål och aktiviteter, 2. Motivera till slutförandet av mål, 3. Låt användare hjälpa varandra, 4. Ge belöningar för framsteg mot mål, 5. Låt användaren samla in data dagligen, 6. Presentera insamlad data på ett intuitivt sätt, 7. Främja för ett bättre studiefokus, 8. Använd restriktioner och minska den sociala pressen, 9. Ge värdefulla påminnelser och förslag, 10. Skapa en förståelse och trygghet samt 11. Anpassa applikationen till individen. Dessa designprinciper är ämnade att användas vid design av mobilapplikationer för stävjande av akademisk prokrastinering via sociala nätverkssidor där en god användarupplevelse upprätthålls.

    Fulltekst (pdf)
    fulltext
  • 38.
    Messina Dahlberg, Giulia
    et al.
    University of Gothenburg, Sweden.
    Lindblom, Jessica
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Montebelli, Alberto
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Billing, Erik
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Negotiating epistemic spaces for dialogue across disciplines in higher education: The case of the Pepper experiment2018Inngår i: EARLI, Joint SIG10-21 Conference, 2018, Luxembourg, 2018, Luxembourg, 2018Konferansepaper (Fagfellevurdert)
  • 39.
    Olsson, Adam
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Digital Elements in the TRPG: Using a digital medium to add gameplay to the character sheet2022Independent thesis Advanced level (degree of Master (One Year)), 20 poäng / 30 hpOppgave
    Abstract [en]

    The TRPG is an incredibly varied genre. Not only are there a lot of different games in it, the way these games are played varies from player to player and even moment to moment within the game itself. Digital adaptations of TRPGs usually sacrifice this capability to bend the rules. A digital character sheet is developed specifically to gain the benefits of digital media without losing this rule flexibility. The artifact is tested in a session of DND and found to have expressive benefits over a traditional character sheet. However, the artifact fundamentally clashes with some aspects of DND, and it is concluded that for further development a game designed to utilize the artifact is needed.

    Fulltekst (pdf)
    fulltext
  • 40.
    Palmquist, Adam
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningsmiljön Informationsteknologi.
    The First Rule of Gamification Is “Don’t Talk About Gamification”: Discussions about gamified workforce retraining in the age of digitalization2020Inngår i: Proceedings of the 4th International GamiFIN Conference / [ed] Jonna Koivisto, Mila Bujić, Juho Hamari, CEUR , 2020Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Accelerating workplace digitalization and increasing automation in society calls for swift retraining of the existing workforce. Existing research on gamification has investigated how to improve the outcomes of different learning contexts. However, the field of gamified employee training has been sparsely investigated. By participating in different gamification design workshops with a gamification studio and its clients, this study takes into perspective the challenges of designing a gamified solution for adult retraining situations. The findings of the study propose that designing gamified employee training involves complexities relating to the client’s preconceived notion of gamification.

    Fulltekst (pdf)
    fulltext
  • 41.
    Parthemore, Joel
    Högskolan i Skövde, Institutionen för biovetenskap. Högskolan i Skövde, Forskningsmiljön Systembiologi.
    Intelligence, super-intelligence, superintelligence++, and ChatGPT: Searching for Substance amidst the Hype2023Inngår i: Proceedings of the AISB Convention 2023: Swansea University 13/14 April 2023 / [ed] Berndt Müller, The Society for the Study of Artificial Intelligence and Simulation of Behaviour , 2023, s. 15-22Konferansepaper (Fagfellevurdert)
    Abstract [en]

    ChatGPT has been ubiquitous in the news lately: university lecturers bemoaning their inability ever to mark essays again, journalists gushing about how ChatGPT has "soared past" the Turing test in its pursuit of greater challenges. At a time when world-renowned philosophers are sounding alarms about super-intelligent AI, it's a good time to look at the reality in contrast to the hype. Tho position taken by this paper is that, for all the wonders of what ChatGPT can do, it is more like Joseph Weizenbaum's simple-minded Eliza than it is different. A careful discussion of what ChatGPT can and cannot do leads into a fruitful discussion of the nature of intelligence itself and what, if anything, is meant by talk of super-intelligence and super-intelligence++. 

  • 42.
    Rambusch, Jana
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Alklind Taylor, Anna-Sofia
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Susi, Tarja
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    A pre-study on spectatorship in eSports2017Konferansepaper (Fagfellevurdert)
    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.

    Fulltekst (pdf)
    fulltext
  • 43.
    Ramírez Martínez, Natalia
    Högskolan i Skövde, Institutionen för informationsteknologi.
    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 poäng / 30 hpOppgave
    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.

    Fulltekst (pdf)
    fulltext
  • 44.
    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
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi. 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 agents2019Inngår i: Frontiers in Psychology, E-ISSN 1664-1078, Vol. 10, nr May, artikkel-id 1078Artikkel i tidsskrift (Fagfellevurdert)
    Fulltekst (pdf)
    fulltext
  • 45.
    Rawshani, Araz
    et al.
    Department of Molecular and Clinical Medicine, University of Gothenburg, Gothenburg, Sweden.
    Rawshani, Nina
    Department of Molecular and Clinical Medicine, University of Gothenburg, Gothenburg, Sweden.
    Gelang, Carita
    The Sahlgrenska University Hospital, Gothenburg, Sweden.
    Andersson, Jan-Otto
    The Sahlgrenska University Hospital, Gothenburg, Sweden.
    Larsson, Anna
    Department of Molecular and Clinical Medicine, University of Gothenburg, Gothenburg, Sweden.
    Bång, Angela
    The Pre-hospital Research Centre of Western Sweden, Prehospen, University College of Borås, Sweden.
    Herlitz, Johan
    Department of Molecular and Clinical Medicine, University of Gothenburg, Gothenburg, Sweden ; The Pre-hospital Research Centre of Western Sweden, Prehospen, University College of Borås, Sweden.
    Gellerstedt, Martin
    University West, School of Business, Economics and IT, Trollhättan, Sweden.
    Emergency medical dispatch priority in chest pain patients due to life threatening conditions: A cohort study examining circadian variations and impact of the education2017Inngår i: International Journal of Cardiology, ISSN 0167-5273, E-ISSN 1874-1754, Vol. 236, nr I June, s. 43-48Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

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

  • 46.
    Rodin, Lika
    Högskolan i Skövde, Institutionen för hälsovetenskaper. Högskolan i Skövde, Forskningsmiljön hälsa, hållbarhet och digitalisering.
    Technological determinism goes aloft: Notes on the human-machine issue in outer space exploration2019Inngår i: Logos et Praxis, ISSN 2587-9715, Vol. 18, nr 4, s. 16-25Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    The future of space exploration is unimaginable without broadening the role of technology. Already, the necessity of manned space expeditions is becoming increasingly problematized. This study looks at the role of technology and human – machine relationships unfolding within national space programs through the lens of the ‘soft’ version of technological determinism suggested by Albert Borgmann. This theoretical tradition recognizes, without neglecting human agency, the shaping effect of technology on human organization, prosperity and actions as well as on individuals’ relationships with the self and other. The commodification of technology – economic and ethical – is viewed to be the effects of technological expansion. Ethical commodification is characterized by disattachment of the individual from the natural surrounding and from the self. In the field of space exploration, ethical commodification is associated with the process of automation that developed differently in distinctive national contexts. Thus, if the history of American spaceflight is characterized by the initial struggle against automation, seen to be a means of disempowering astronauts as a professional group, the Russian space program favoured automation from the very beginning. In both contexts, however, automation eventually established itself and continues to shape contemporary perceptions on spaceflight. The accumulated experiences of man-machine interactions are useful for understanding ethical commodification as a social phenomenon. Drawing on the autobiographical narratives of Soviet / Russian cosmonauts, I specify the ways in which ethical commodification of hardware and software manifested itself in spaceflight and how it could be diverted. In conclusion, a perspective that resists alienation is suggested for the enterprise of space exploration at large.

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    fulltext
  • 47.
    Rose, Jeremy
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningsmiljön Informationsteknologi.
    Holgersson, Jesper
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningsmiljön Informationsteknologi.
    Söderström, Eva
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningsmiljön Informationsteknologi.
    Digital Inclusion Competences for Senior Citizens: The Survival Basics2020Inngår i: Electronic Government: 19th IFIP WG 8.5 International Conference, EGOV 2020, Linköping, Sweden, August 31 – September 2, 2020, Proceedings / [ed] Gabriela Viale Pereira, Marijn Janssen, Habin Lee, Ida Lindgren, Manuel Pedro Rodríguez Bolívar, Hans Jochen Scholl, Anneke Zuiderwijk, Cham: Springer, 2020, s. 151-163Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The rapid pace of digitalisation provides many smarter and more efficient ways of interacting with the world, but may also lead to the exclusion of some groups. Senior citizens are one of these groups at risk. Taking the European Digital Competence Framework for Citizens as a starting point, we investigate digital survival skills for the elderly. Data was collected from digital education workshops for senior citizens organized jointly between Telia, Swedish municipalities, and the researchers. We use content analysis to understand seniors’ perceptions of which competences they need to survive in an increasingly digital environment and provide a version of the Competence Framework targeted at senior citizen inclusion. Lessons for inclusion initiatives are drawn from the results.

  • 48.
    Rose, Jeremy
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningsmiljön Informationsteknologi.
    MacGregor, Oskar
    Högskolan i Skövde, Institutionen för biovetenskap. Högskolan i Skövde, Forskningsmiljön Systembiologi.
    The Architecture Of Algorithm-Driven Persuasion2021Inngår i: Journal of Information Architecture, E-ISSN 1903-7260, Vol. 6, nr 1, s. 7-40Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Persuasion is a process that aims to utilize (true or false) information to change people’s attitudes in relation to something, usually as a precursor to behavioural change. Its use is prevalent in democratic societies, which do not, in principle, permit censorship of information or the use of force to enact power. The transition of information to the internet, particularly with the rise of social media, together with the capacity to capture, store and process big data, and advances in machine learning, have transformed the way modern persuasion is conducted. This has led to new opportunities for persuaders, but also to well-documented instances of abuse: fake news, Cambridge Analytica, foreign interference in elections, etc. We investigate large-scale technology-based persuasion, with the help of three case studies derived from secondary sources, in order to identify and describe the underlying technology architecture and propose issues for future research, including a number of ethical concerns.

    Fulltekst (pdf)
    fulltext
  • 49.
    Rosén, Julia
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningsmiljön Informationsteknologi.
    Lagerstedt, Erik
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningsmiljön Informationsteknologi.
    Lamb, Maurice
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningsmiljön Informationsteknologi. Högskolan i Skövde, Institutionen för ingenjörsvetenskap. Högskolan i Skövde, Forskningsmiljön Virtuell produkt- och produktionsutveckling.
    Investigating NARS: Inconsistent Practice of Application and Reporting2023Inngår i: Proceedings of the 2023 32nd IEEE International Conference on Robot and Human Interactive Communication (RO-MAN), IEEE, 2023, s. 922-927Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The Negative Attitude toward Robots Scale (NARS) is one of the most common questionnaires used in the studies of human-robot interaction (HRI). It was established in 2004, and has since then been used in several domains to measure attitudes, both as main results and as a potential confounding factor. To better understand this important tool of HRI research, we reviewed the HRI literature with a specific focus on practice and reporting related to NARS. We found that the use of NARS is being increasingly reported, and that there is a large variation in how NARS is applied. The reporting is, however, often not done in sufficient detail, meaning that NARS results are often difficult to interpret, and comparing between studies or performing meta-analyses are even more difficult. After providing an overview of the current state of NARS in HRI, we conclude with reflections and recommendations on the practices and reporting of NARS.

  • 50.
    Rouse, Rebecca
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningsmiljön Informationsteknologi.
    Transmissions: Critical Tactics for Making and Communicating Research, edited by Kat Jungnickel (MIT Press, 2020)2021Inngår i: Catalyst: Feminism, Theory, Technoscience, ISSN 2380-3312, Vol. 7, nr 2, s. 1-4Artikkel, omtale (Fagfellevurdert)
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