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  • 1.
    Alklind Taylor, Anna-Sofia
    et al.
    University of Skövde, School of Humanities and Informatics.
    Backlund, Per
    University of Skövde, School of Humanities and Informatics.
    Bergman, Maria Elena
    University of Skövde, School of Humanities and Informatics.
    Carlén, Urban
    University of Skövde, School of Humanities and Informatics.
    Engström, Henrik
    University of Skövde, School of Humanities and Informatics.
    Johannesson, Mikael
    University of Skövde, School of Humanities and Informatics.
    Lebram, Mikael
    University of Skövde, School of Humanities and Informatics.
    Toftedahl, Marcus
    University of Skövde, School of Humanities and Informatics.
    Spelbaserad simulering för insatsutbildning: Slutrapport2012Report (Other academic)
    Abstract [sv]

    Denna rapport är en avrapportering av projektet Spelbaserad simulering för insatsutbildning. Projektet syftar till att:

    • Studera hur serious games kan förstärka lärandemiljön i träning och utbildning
    • Praktiskt testa och analysera användningen av spelteknologi för att ta fram rekommendationer för konstruktion av träningssimulatorer
    • Skapa underlag för utveckling av Räddningsverkets utbildningsmetoder genom samarbete mellan forskare och praktiker

    Serious games och spelbaserad simulatorträning ses som en möjlighet att vidareutveckla undervisnings- och träningsmiljön inom räddningstjänst. Begreppet serious games definieras som att använda spel och spelteknik för att uppnå syften utöver ren underhållning. För att utnyttja områdets potential i största möjliga mån krävs en kombination av att utveckla och anpassa teknik så att den passar för ändamålet, detta kan till exempel innebära att utnyttja de möjligheter som modern spelteknik ger för att logga användarbeteende och resultat. Dessutom innefattar serious games en komponent av speldesign, det vill säga att utnyttja möjligheter som spel ger för att skapa en motiverande och engagerande lärandemiljö. Detta kan till exempel innebära att skapa tävlingsmoment och poängsystem som sporrar till upprepad användning. I projektet har vi utnyttjat såväl teknik- som speldesignskomponenten.

    Projektets syften har uppnåtts genom att producera och utvärdera ett prototypspel för insatsträning samt en modell för hur serious games kan användas i träning och utbildning. De huvudsakliga resultaten består av en spelprototyp av ett webbaserat spel för att träna beslutsfattande på taktisk nivå samt en pedagogisk modell för spelbaserad träning. Prototypen och modellen har testats på en distanskurs för Räddningsledarutbildning i regi av Myndigheten för samhällsskydd och beredskap (MSB). Utvärderingen visar på goda resultat vad gäller systemets användbarhet. Den pedagogiska potentialen har inte kunnat utvärderas fullt ut då prototypen inte blev en tillräckligt integrerad del i kursen där den utvärderades.

    Projektet visar att spelbaserad träning kan vara en möjlighet för pedagogisk utveckling med avseende på både teknik och pedagogisk kontext. I detta sammanhang är det viktigt att poängtera vikten av att genomföra och utvärdera pedagogiska anpassningar i samband med spelbaserad träning. Vidare har projektet har samarbetat med olika konstellationer av lärare och kursdeltagare vid MSB. En viktig lärdom är att tydliga resurser och organisatoriskt engagemang finns på plats i den här typen av samproducerande forskningsprojekt.

  • 2.
    Alklind Taylor, Anna-Sofia
    et al.
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Virtual Systems Research Centre.
    Backlund, Per
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Virtual Systems Research Centre.
    Engström, Henrik
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Virtual Systems Research Centre.
    Johannesson, Mikael
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Virtual Systems Research Centre.
    Krasniqi, Hanife
    Lebram, Mikael
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Virtual Systems Research Centre.
    Acceptance of Entertainment Systems in Stroke Rehabilitation2009In: Proceedings of IADIS Game and Entertainment Technologies 2009 (GET 2009), IADIS Press , 2009, p. 75-83Conference paper (Refereed)
    Abstract [en]

    Game-based tools for rehabilitation of different types of physical and cognitive impairments are becoming more and more popular. By introducing an element of fun, these systems aim at increasing patients' motivation to train and, from a further perspective, improve recovery rates. There is, however, a question whether such tools will be fully accepted by the intended target group. Earlier work on user acceptance has mainly focused on utility systems, i.e. systems used mainly in the work place. However, people use systems for different reasons and that makes it difficult to apply the same principles on systems with the main purpose to entertain. Serious games have characteristics from both utility and entertainment systems, which makes it interesting to study the acceptance of these kinds of systems. In this study, we have developed a home-based entertainment system for stroke rehabilitation, with focus on rehabilitation of motor impairments. By analysing the gaming behaviour and interview responses of five stroke patients, we investigate factors influencing user acceptance of this specific type of system. The results show that current models of acceptance are not sufficient to fully explain acceptance of serious games in general and serious games for rehabilitation in particular. Besides well-known factors, such as perceived usefulness, perceived ease-of-use and perceived enjoyment, other, more specific, factors also play a vital role in the acceptance of the system.

  • 3.
    Alklind Taylor, Anna-Sofia
    et al.
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Virtual Systems Research Centre.
    Backlund, Per
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Virtual Systems Research Centre.
    Engström, Henrik
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Virtual Systems Research Centre.
    Johannesson, Mikael
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Virtual Systems Research Centre.
    Lebram, Mikael
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Virtual Systems Research Centre.
    Gamers against All Odds2009In: Learning by playing : game-based education system design and development : 4th International Conference on E-Learning and Games, Edutainment 2009, Banff, Canada, August 9-11, 2009 : proceedings / [ed] Maiga Chang, Rita Kuo, Kinshuk, Gwo-Dong Chen, Michitaka Hirose, Springer Berlin/Heidelberg, 2009, p. 1-12Conference paper (Refereed)
    Abstract [en]

    The goal of the project presented in this paper is to enable motor rehabilitation to stroke patients in their home environment and to utilise game enjoyment to achieve frequent training. Stroke patients have an average age above 70 years, which implies that they typically do not belong to a gaming generation. In addition, these patients suffer from motor, and many times cognitive impairments, which make traditional games extremely difficult to use. Nearly all work in this area has been conducted in a clinic environment where it is possible to overcome some of these difficulties by letting professionals assist and guide patients.

    In this paper, we present the challenges faced, the system itself and the result from a study where five patients were equipped with a game console in their homes for five weeks. The focus of this paper is on analysing the gaming behaviour of patients, which includes the amount of time they spent, the type of games they selected and their comments on the gaming experience. The conclusion from this analysis is that their behaviour resembles that of gamers. They spent significant voluntary time, and it has been possible for patients, with no prior experience of computer games, to enjoy gaming in their homes where they had no professional assistance.

  • 4.
    Alklind Taylor, Anna-Sofia
    et al.
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Virtual Systems Research Centre.
    Backlund, Per
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Virtual Systems Research Centre.
    Engström, Henrik
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Virtual Systems Research Centre.
    Johannesson, Mikael
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Virtual Systems Research Centre.
    Lebram, Mikael
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Virtual Systems Research Centre.
    The Birth of Elinor: A Collaborative Development of a Game Based System for Stroke Rehabilitation2009In: 2009 Second International Conference in Visualisation / [ed] Ebad Banissi, Muhammad Sarfraz, Farzad Khosrowshahi, John Counsell, Richard Laing, Chris Moore, Andrew J. Cowell, Ming Hou, Gui Yun Tian, Mohammad Dastbaz, Mark Bannatyne, Jian J. Zhang, Vittorio Scarano, Rosario De Chiara, Ugo Erra, Anna Ursyn and Haim Levkowitz, IEEE, 2009, p. 52-60, article id 5230709Conference paper (Refereed)
    Abstract [en]

    Elinor is a game based tool for rehabilitation of stroke patients to be used in their home environment. The application is the result of a creative and exploratory development project in which researchers in the serious games area and experts in stroke rehabilitation collaborated in order to develop a motivating, easy to use and relatively inexpensive tool for relearning functions lost due to a stroke. Elinor can be viewed as an integrated system for stroke rehabilitation in that it is both a system, controlled by movements, for training of its primary user group and a system for monitoring the training by medical expertise. In this paper, we will describe the Elinor application itself, the development process and the initial evaluation of it in order to identify implications for serious games.

     

  • 5.
    Backlund, Per
    et al.
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Alklind Taylor, Anna-Sofia
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Carlén, Urban
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Engström, Henrik
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Johannesson, Mikael
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Lebram, Mikael
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Toftedahl, Marcus
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Tactical Incident Commander - an Online Training Game for Incident Commander Training2011In: Proceedings of the 5th European Conference on Game Based Learning (ECGBL 2011) / [ed] D. Gouscos, M. Meimaris, Academic Conferences Limited, 2011, p. 9-17Conference paper (Refereed)
    Abstract [en]

    This paper presents an online training game for incident commanders to enact and create incident scenarios. The incident commander is the person in command on site when a rescue team is dispatched to a fire emergency. The challenge we are addressing in this work is to design a game and a game-based training process which can be used to support the change of work practice of fire fighters to become incident commanders (i.e. taking on a new professional role). The incident commander training game consists of two integrated parts: the IT artifact and the usage process. The two are integrated to provide necessary support for incident commander training via distance learning. The game is online and comprises three modules: The scenario player; the scenario creator, and; the log tool. The game and its pedagogical usage procedure are based on the theories of communities of practice and experiential learning. The novelty of this application lies in the combination of pedagogical theory and a specifically designed game. In comparison to other games for accident management training, the possibility for domain experts lacking of game design skills to create scenarios is an essential feature. Furthermore, the underlying fire simulation renders better "replayability" than a strictly branched scenario as the scenario creation is actually more of a process of setting conditions for the scenario than predicting each action of the player.

  • 6.
    Backlund, Per
    et al.
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Alklind Taylor, Anna-Sofia
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Engström, Henrik
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Johannesson, Mikael
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Lebram, Mikael
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Slijper, Angelique
    Department of Occupational Therapy and Physiotherapy, Skaraborg Hospital, Skövde, Sweden.
    Svensson, Karin
    Department of Occupational Therapy and Physiotherapy, Skaraborg Hospital, Skövde, Sweden.
    Poucette, Jesper
    Ågårdsskogens Primary Care Centre, Skaraborg Primary Care, Lidköping, Sweden.
    Stibrant Sunnerhagen, Katharina
    Institute of Neuroscience and Physiology, Section for Clinical Neuroscience and Rehabilitation, The Sahlgrenska Academy, Göteborg, Sweden.
    Evaluation of usefulness of the Elinor console for home-based stroke rehabilitation2011In: Proceedings of the 3rd International Conference in Games and Virtual Worlds for Serious Applications (VS-Games 2011) / [ed] Fotis Liarokapis, Anastasios Doulamis, Vassilios Vescoukis, IEEE Computer Society, 2011, p. 98-103Conference paper (Refereed)
    Abstract [en]

    Virtual rehabilitation has emerged as a promising tool over the last decade. However the field is diverse and there is no unified understanding of the concept and in which situations it should be used. The most common usage context is a rehabilitation clinic but there is an urge to offer motivating virtual rehabilitation to be used in the homes of patients. The main drive for using such systems is to enhance motivation by introducing an interesting challenge and an element of fun. This paper describes and evaluates the feasibility of Elinor, a gamebased system for stroke rehabilitation in the home.

    The Elinor prototype has been positively evaluated with respect to its usability, user acceptance and motivational factors. This paper reports on the initial findings concerning the rehabilitation effect of Elinor. No persons suffered any serious adverse effects from training. We had positive results with respect to the assessment of motor and process skills (AMPS). Even though these improvements were not significant they are still positive enough to motivate future work. The self-reported improvements in the motor activity logs (MAL) also motivate future work.

  • 7.
    Backlund, Per
    et al.
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Alklind Taylor, Anna-Sofia
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Engström, Henrik
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Johannesson, Mikael
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Lebram, Mikael
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Slijper, Angelique
    Skaraborg Hospital, Department of Occupational Therapy and Physiotherapy, Skövde, Sweden.
    Svensson, Karin
    Skaraborg Hospital, Department of Occupational Therapy and Physiotherapy, Skövde, Sweden.
    Poucette, Jesper
    Skaraborg Primary Care, Ågårdsskogens Primary Care Centre, Lidköping, Sweden.
    Stibrant Sunnerhagen, Katharina
    The Sahlgrenska Academy, Institute of Neuroscience and Physiology, Section for Clinical Neuroscience and Rehabilitation, Göteborg, Sweden.
    Games on prescription!: Evaluation of the Elinor console for home-based stroke rehabilitation2013In: Transactions on Edutainment IX / [ed] Zhigeng Pan, Adrian David Cheok, Wolfgang Müller, Fotis Liarokapis, Springer Berlin/Heidelberg, 2013, p. 49-64Chapter in book (Refereed)
    Abstract [en]

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

  • 8.
    Backlund, Per
    et al.
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Virtual Systems Research Centre.
    Engström, Henrik
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Virtual Systems Research Centre.
    Gustavsson, Martin
    University of Skövde.
    Johannesson, Mikael
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Virtual Systems Research Centre.
    Lebram, Mikael
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Virtual Systems Research Centre.
    Sjörs, Emmy
    University of Skövde.
    SIDH: A Game-Based Architecture for a Training Simulator2009In: International Journal of Computer Games Technology, ISSN 1687-7047, E-ISSN 1687-7055, article id 472672Article in journal (Refereed)
    Abstract [en]

    Game-based simulators, sometimes referred to as "lightweight" simulators, have benefits such as flexible technology and economic feasibility. In this article, we extend the notion of a game-based simulator by introducing multiple screen view and physical interaction. These features are expected to enhance immersion and fidelity. By utilizing these concepts we have constructed a training simulator for breathing apparatus entry. Game hardware and software have been used to produce the application. More important, the application itself is deliberately designed to be a game. Indeed, one important design goal is to create an entertaining and motivating experience combined with learning goals in order to create a serious game. The system has been evaluated in cooperation with the Swedish Rescue Services Agency to see which architectural features contribute to perceived fidelity. The modes of visualization and interaction as well as level design contribute to the usefulness of the system.

  • 9.
    Backlund, Per
    et al.
    University of Skövde, School of Humanities and Informatics.
    Engström, Henrik
    University of Skövde, School of Humanities and Informatics.
    Hammar, Cecilia
    University of Skövde.
    Johannesson, Mikael
    University of Skövde, School of Humanities and Informatics.
    Lebram, Mikael
    University of Skövde, School of Humanities and Informatics.
    Sidh: a Game Based Firefighter Training Simulation2007In: Proceedings of the 11th International Conference Information Visualization (IV '07) / [ed] Ebad Banissi, Remo Aslak Burkhard, Georges Grinstein, Liz Stuart, Theodor G. Wyeld, Gennady Andrienko, Jason Dykes, Mikael Jern, Anthony Faiola, Dennis Groth, Anna Ursyn, Andrew J. Cowell, and Ming Hou, IEEE Computer Society, 2007, p. 899-907Conference paper (Refereed)
    Abstract [en]

    This paper presents Sidh - a game based firefighter training simulator developed in cooperation between the University of Sk¨ovde and the Swedish Rescue Services Agency. Sidh is based on computer game hardware and software solutions but adds a novel interaction model and gameplay specifically developed for the purpose of training firefighters. The simulator environment is a Cave where the player is interacting with the game through a set of sensors. Players move in the virtual world by movements in the physical world and a substantial physical effort is required to accomplish game tasks. Sidh has been used in a feasibility study where 31 firefighter students have been playing the game and the performance of these students as well as their reflections from using the game have been analyzed. Results from this study show that Sidh is a useful complement to traditional training methods and that the subjects give very high grades on the entertainment value of the game which indicate that this form of training may be self-motivating which is an important issue for voluntary, after-hours training.

  • 10.
    Backlund, Per
    et al.
    University of Skövde, School of Humanities and Informatics.
    Engström, Henrik
    University of Skövde, School of Humanities and Informatics.
    Johannesson, Mikael
    University of Skövde, School of Humanities and Informatics.
    Computer Gaming and Driving Education2006In: Proceedings of the 14th International Conference on Computers in Education, ICCE 2006: Pedagogical Design of Educational Games, 2006, p. 9-16Conference paper (Refereed)
    Abstract [en]

    This study investigates the learning effects of playing racing, action, and sports computer games. In particular we focus on traffic school students’ driving behavior. A survey conducted at three driving schools, questioned driving students about their gaming habits. The driving instructors evaluated their students’ driving skills and traffic safety attitudes. The results indicate that experience in computer games can have a positive effect on driving performance. Experienced gamers were ranked significantly higher by their instructors regarding their overall driving skills compared to students with low experience in computer games. However, no evidence was found to indicate that experienced gamers have a worse attitude towards fellow road-users or traffic safety. Experiments conducted in a driving simulator, using a game developed purposely to enhance certain traffic safety variables, reveals that it is possible to provide an entertaining game with serious content. Preliminary results, however, indicate that the version of the game where the explicit game goals are hidden was found to be the most entertaining one. The results of the investigation warrant further review into the development and utilization of computer games for traffic safety and education purposes.

  • 11.
    Backlund, Per
    et al.
    University of Skövde, School of Humanities and Informatics.
    Engström, Henrik
    University of Skövde, School of Humanities and Informatics.
    Johannesson, Mikael
    University of Skövde, School of Humanities and Informatics.
    Lebram, Mikael
    University of Skövde, School of Humanities and Informatics.
    Games and Traffic Safety: an Experimental Study in a Game-Based Simulation Environment2007In: 11th International Conference Information Visualization / [ed] Ebad Banissi, Remo Aslak Burkhard, Georges Grinstein, Liz Stuart, Theodor G Wyeld, Gennady Andrienko, Jason Dykes, Mikael Jern, Anthony Faiola, Dennis Groth, Anna Ursyn, Andrew J. Cowell & Ming Hou, IEEE Computer Society, 2007, p. 908-914, article id 4272086Conference paper (Refereed)
    Abstract [en]

    In this paper we report results from an experimental study of games and traffic safety performed in an advanced gaming environment. During car simulator-sessions we collected data over different traffic safety variables, such as speed, headway distance and lane change behavior, from 70 subjects. The data was analyzed in order to investigate possible individual learning effects and differences between groupings of subjects. The experiment shows clear positive individual learning effects for all traffic safety variables analyzed. Hence we conclude that game based simulations can be used to enhance learning in driving education.

  • 12.
    Backlund, Per
    et al.
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Virtual Systems Research Centre.
    Engström, Henrik
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Virtual Systems Research Centre.
    Johannesson, Mikael
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Virtual Systems Research Centre.
    Lebram, Mikael
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Virtual Systems Research Centre.
    Games for traffic education: An experimental study of a game-based driving simulator2010In: Journal Simulation & Gaming, ISSN 1046-8781, E-ISSN 1552-826X, Vol. 41, no 2, p. 145-169Article in journal (Refereed)
    Abstract [en]

    In this article, the authors report on the construction and evaluation of a game-based driving simulator using a real car as a joystick. The simulator is constructed from off-the-shelf hardware and the simulation runs on open-source software. The feasibility of the simulator as a learning tool has been experimentally evaluated. Results are reported from an experimental study of games and traffic safety performed in an advanced gaming environment. During car simulator sessions, the authors collected data about different traffic safety variables, such as speed, headway distance, and lane change behavior, from 70 participants. The data were analyzed to investigate possible individual learning effects and differences between groupings of participants. The experiment shows clear, positive, individual learning effects for all traffic safety variables analyzed. The authors also made a qualitative analysis of the participants’ perception of the simulator as a learning tool. From the results, it is concluded that a game-based simulation can be used to enhance learning in driving education.

  • 13.
    Backlund, Per
    et al.
    University of Skövde, School of Humanities and Informatics.
    Engström, Henrik
    University of Skövde, School of Humanities and Informatics.
    Johannesson, Mikael
    University of Skövde, School of Humanities and Informatics.
    Lebram, Mikael
    University of Skövde, School of Humanities and Informatics.
    Spel och Trafiksäkerhet (Sp&Ts)2006Report (Other academic)
    Abstract [en]

    Denna delrapport presenterar Sp&Ts-projektets aktiviteter och resultat. Projektet har tre huvuddelar: ett spelutvecklingsprojekt, en spelvaneundersökning bland elever på ett antal trafikskolor och experiment i Högskolan i Skövdes körsimulator. Projektet har delredovisats i två lägesrapporter (hösten 2005 och våren 2006). Denna rapport sammanfattar hela projektet och de resultat som föreligger vid projektavslutet. Samtidigt utgör slutrapporten startskottet för Sp&Ts2 som kommer att bli en fortsättning på detta arbete. I Sp&Ts utvecklas ett bilspel med fokus på säker bilköring, realistiska situationer och en rolig spelupplevelse där spelaren, i en "cave-miljö” och med ett fullt realistiskt gränssnitt, får köra bil i ett antal olika scenarier. Scenarierna är tänkta att testa olika aspekter av bilkörning och på olika sätt utmana spelaren. Under utvecklingsprojektet har vi fört diskussioner med Länsförsäkringar Skaraborg, trafikskolor och Statens Väg och Transportforskningsinstitut (VTI) för att få in trafiksäkerhetsaspekter i arbetet. Under projektet har en enkätundersökning bland elever och lärare på tre trafikskolor (Thorells i Falköping; Anderssons i Mariestad; PO:s i Skövde) genomförts, detta för att undersöka sambandet mellan spelvanor och bedömd körskicklighet. Resultaten från analysen av enkätsvaren redovisades även i lägesrapport 2, våren 2006. I projektets avslutande fas har vi knutit ihop spelutvecklingsprojektet med enkätundersökningen i ett experiment som genomförts i den körsimulator som byggts i samband med projektet. I denna rapport redogörs för genomförandet av dessa experiment. Vi ger även en inledande dataanalys som ligger till grund för det publiceringsarbete som kommer att fortgå.

    Rapporten beskriver projektets genomförande (Kapitel 2), genomförande av experiment och initial dataanalys (Kapitel 3) samt exponering av arbete och resultat (Kapitel 4).

  • 14.
    Backlund, Per
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Engström, Henrik
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Johannesson, Mikael
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Lebram, Mikael
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Andersson Hagiwara, Magnus
    University of Borås, Sweden.
    Maurin Söderholm, Hanna
    University of Borås, Sweden.
    Enhancing Immersion with Contextualized Scenarios: Role-playing in prehospital care training2015In: VS-Games 2015: 7th International Conference on Games and Virtual Worlds for Serious Applications / [ed] Per Backlund, Henrik Engström & Fotis Liarokapis, IEEE Computer Society, 2015, p. 167-170Conference paper (Refereed)
  • 15.
    Backlund, Per
    et al.
    University of Skövde, The Informatics Research Centre. University of Skövde, School of Informatics.
    Engström, Henrik
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Johannesson, Mikael
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Lebram, Mikael
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Danielsson, Magnus
    Västra Götalandsregionen.
    Andersson Hagiwara, Magnus
    Högskolan i Borås.
    Lundberg, Lars
    Högskolan i Borås.
    Maurin Söderholm, Hanna
    Högskolan i Borås.
    The S.A.R.E.K Simulation Environment: Technical description of a flexible training environment for prehospital care.2017Report (Other academic)
    Abstract [en]

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

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

  • 16.
    Backlund, Per
    et al.
    University of Skövde, School of Humanities and Informatics.
    Engström, Henrik
    University of Skövde, School of Humanities and Informatics.
    Johannesson, Mikael
    University of Skövde, School of Humanities and Informatics.
    Lebram, Mikael
    University of Skövde, School of Humanities and Informatics.
    Sjödén, Björn
    Lund University.
    Designing for self-efficacy in a game based simulator: An experimental study and its implications for serious games design2008In: Proceedings International Conference Visualisation VIS 2008: Visualisation in Built and Rural Environments / [ed] Mark Bannatyne, John Counsell, Andrew J. Cowell, Mohamad Dastbaz, Ming Hou, Farzad Khosrowshahi, Richard Laing, Vittorio Scarano, Gui Yun Tian, Anna Ursyn & Jian J. Zhang, IEEE Computer Society, 2008, p. 106-113Conference paper (Refereed)
    Abstract [en]

    This paper presents the results of an experimental study on designing for self-efficacy in a game based driving simulator. Self-efficacy refers to how people´s beliefs in their capabilities affect their actions. The results show that the design of the feedback system can be used to increae self-efficacy measures thus affecting performance in a driving simulator environment. Self-efficacy has consequences not only for the performance of the particular task, but also for what activities he/she chooses to engage in and the persistence invested in them. Hence we find the results from this study relevant to various aspects of serious games design.

  • 17.
    Backlund, Per
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Heldal, Ilona
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Engström, Henrik
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Johannesson, Mikael
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Lebram, Mikael
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Collaboration Patterns in Mixed Reality Environments for a New Emergency Training Center2013In: Proceedings UKSim-AMSS Seventh European Modelling Symposium on Computer Modelling and Simulation EMS2013, IEEE Computer Society, 2013, p. 483-488Conference paper (Refereed)
    Abstract [en]

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

  • 18.
    Berg Marklund, Björn
    et al.
    University of Skövde, The Informatics Research Centre. University of Skövde, School of Humanities and Informatics.
    Backlund, Per
    University of Skövde, The Informatics Research Centre. University of Skövde, School of Humanities and Informatics.
    Johannesson, Mikael
    University of Skövde, The Informatics Research Centre. University of Skövde, School of Humanities and Informatics.
    Children's collaboration in emergent game environments2013In: Proceedings of the 8th International Conference on the Foundations of Digital Games (FDG 2013), Society for the Advancement of the Science of Digital Games , 2013, p. 306-313Conference paper (Refereed)
  • 19.
    Engström, Henrik
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Andersson Hagiwara, Magnus
    Centre for Prehospital Research, Faculty of Caring Science, Work Life and Social Welfare, University of Borås, Borås, Sweden.
    Backlund, Per
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Lebram, Mikael
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Lundberg, Lars
    Centre for Prehospital Research, Faculty of Caring Science, Work Life and Social Welfare, University of Borås, Borås, Sweden / Swedish Armed Forces Centre for Defence Medicine, Västra Frölunda, Sweden.
    Johannesson, Mikael
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Sterner, Anders
    Centre for Prehospital Research, Faculty of Caring Science, Work Life and Social Welfare, University of Borås, Borås, Sweden.
    Maurin Söderholm, Hanna
    Centre for Prehospital Research, Swedish School of Library and Information Science, Faculty of Librarianship, Information, Education and IT, University of Borås, Borås, Sweden.
    The impact of contextualization on immersion in healthcare simulation2016In: Advances in Simulation, ISSN 2059-0628, Vol. 1, article id 8Article in journal (Refereed)
    Abstract [en]

    Background

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

    Methods

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

    Results

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

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

  • 20.
    Franzén, Markus
    et al.
    Lund Univ, Dept Anim Ecol, S-22362 Lund, Sweden .
    Johannesson, Mikael
    University of Skövde, School of Humanities and Informatics.
    Predicting extinction risk of butterflies and moths (Macrolepidoptera) from distribution patterns and species characteristics2007In: Journal of Insect Conservation, ISSN 1366-638X, E-ISSN 1572-9753, Vol. 11, no 4, p. 367-390Article in journal (Refereed)
    Abstract [en]

    An extensive follow-up study of day- and night-active Macrolepidoptera was performed during 2004 at the Kullaberg Nature Reserve located in the south-western part of Sweden. Butterflies were surveyed in an area of 100 km2 and night-active moths were trapped in the core area of the reserve. Macrolepidopteran species resident in the area in the 1950s were compared with species resident in the area in 2004. As much as 159 of 597 species (27%) resident in the area in 1950s were not found at all in 2004 and 22 species (4%) had colonised the area. Butterflies exhibited a disastrous decline with a loss of 45% of the fauna, and day-active species had declined more than night-active species had. Species distribution pattern and species characteristics were used to predict the probability that a species had become extinct or colonised the area. Species limited to one or a few food plants, with a short flight-period or restricted to non-forest habitats were all associated with a high extinction risk. Species occurring in fewer European countries and recorded from few provinces in Sweden were all associated with a higher extinction risk compared with ubiquitous species. For expanding species (colonisers), the best predictor was their distribution area in Sweden and colonising species were more likely to be limited to a few provinces in the southernmost part of Sweden. Species extinct from Kullaberg also have decreased in Finland and species that had colonised Kullaberg also have increased in Finland, while the species with no change in Kullaberg are also relatively constant in Finland. Indeed, the macrolepidopteran fauna was severely reduced in the last 50 years and almost 70% of the habitat specialists were lost. For red-listed species the situation was found to be alarming. Almost 70% of red-listed species, resident in the area in the 1950s, was not found in 2004. This study highlights that species composition changes rapidly even in protected nature reserves and that similar changes in the macrolepidopteran fauna seem to occur over large areas.

  • 21.
    Hemeren, Paul E.
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Johannesson, Mikael
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Lebram, Mikael
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Eriksson, Fredrik
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Detecting Cyclists at Night: visibility effects of reflector placement and different lighting conditions2017In: Proceedings of the 6th Annual International Cycling Safety Conference, 2017Conference paper (Refereed)
  • 22.
    Hemeren, Paul
    et al.
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Johannesson, Mikael
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Lebram, Mikael
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Eriksson, Fredrik
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Ekman, Kristoffer
    University of Skövde, School of Humanities and Informatics.
    Veto, Peter
    University of Skövde, School of Humanities and Informatics.
    The Use of Perceptual Cues to Determine the Intent of Cyclists in Traffic2013Conference paper (Refereed)
  • 23.
    Hemeren, Paul
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Johannesson, Mikael
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Lebram, Mikael
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Eriksson, Fredrik
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Ekman, Kristoffer
    University of Skövde, School of Bioscience. University of Skövde, The Systems Biology Research Centre.
    Veto, Peter
    University of Skövde, The Informatics Research Centre. University of Skövde, School of Informatics.
    The Use of Visual Cues to Determine the Intent of Cyclists in Traffic2014In: 2014 IEEE International Inter-Disciplinary Conference on Cognitive Methods in Situation Awareness and Decision Support (CogSIMA), IEEE Press, 2014, p. 47-51Conference paper (Refereed)
    Abstract [en]

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

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

  • 24.
    Hemeren, Paul
    et al.
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Johannesson, Mikael
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Lebram, Mikael
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Eriksson, Fredrik
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Ekman, Kristoffer
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Systems Biology Research Centre.
    Veto, Peter
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    URBANIST: Signaler som används för att avläsa cyklisters intentioner i trafiken2013Report (Other academic)
    Abstract [sv]

    Genom att titta på ett fåtal bestämda signaler kan man med god träffsäkerhet förutsäga cyklisters beteende, vilket tyder på att de identifierade signalerna är betydelsefulla. Vetskapen om dessa kan, bland annat, praktiskt användas för att utveckla enkla hjälpmedel – såsom medveten placering av fluorescerande eller reflekterande material på leder och/eller införande av olikfärgade hjälmsidor. Dylika kan förväntas förstärka kommunikationen av viktiga signaler. Vetskapen kan även användas för att utbilda oerfarna bilförare. Båda fallen kan i förlängningen ge en säkrare trafikmiljö för oskyddade trafikanter.

  • 25.
    Johannesson, Mikael
    University of Skövde, School of Humanities and Informatics.
    Obtaining Psychologically Motivated Spaces with MDS1996Report (Other academic)
    Abstract [en]

    The main purpose with this paper is to describe how a psychologically motivated conceptual space can be obtained with MDS (multidimensional scaling) and how it can be expressed in terms of a more primitive "physical" (or mathematical) one. The idea is demonstrated practically with the aid of two experimental pilot studies. The paper is concluded by a critical discussion of the method used.

  • 26.
    Johannesson, Mikael
    University of Skövde, School of Humanities and Informatics.
    The Problem of Combining Integral and Separable Dimensions2001Report (Other academic)
    Abstract [en]

    For geometrical models of cognition, the notion of distance rules - or metrics - is fundamental. Within psychology, it is well established that pairs of dimensions that are processed holistically - integral dimensions - normally combine so as they are best described with a Euclidean metric, whereas pairs of dimensions that are processed analytically - separable dimensions - most often combine with a city-block metric. The experimental tradition studying information integration has typically been limited to two-dimensional stimuli. A next step is to study information integration when dealing with more complex stimuli. This step give rise to several interesting questions regarding information integration behaviour, especially when both integral and separable pairs are included. For example: How do we integrate information when both integral and separable pairs are involved? This paper extends earlier research regarding information integration in that it deals with stimuli with more than two dimensions, and with complex stimuli consisting of both dimensional pairs previously identified as holistic, and dimensional pairs previously identified as analytical. The general pattern identified is that information integration can be more accurately described with a rule taking aspects of stimuli into consideration compared to a traditional rule. For example, it appears that combinations of analytical and holistic stimuli, are better described by treating the different subspaces individually and then combining these with addition, compared to any single Minkowskian rule, and much better compared to any of the Minkowskian rules traditionally used (i.e. the city-block-, the Euclidean or the dominance-metrics).

  • 27.
    Lebram, Mikael
    et al.
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Virtual Systems Research Centre.
    Backlund, Per
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Virtual Systems Research Centre.
    Engström, Henrik
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Virtual Systems Research Centre.
    Johannesson, Mikael
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Virtual Systems Research Centre.
    Design and Architecture of Sidh - a Cave Based Firefighter Training Game2009In: Design and Use of Serious Games / [ed] Marja Kankaanranta, Pekka Neittaanmäki, Springer Netherlands, 2009, p. 19-31Chapter in book (Refereed)
    Abstract [en]

    This paper presents the architecture of a game-based training simulator environment developed in collaboration with the Swedish Rescue Services Agency (SRSA). The learning objectives for the game relates to training of firefighters for Breathing Apparatus Entry, and in particular to develop systematic search strategies. The hardware and software system is based on off-the-shelf computer components in combination with tailor made units. The game has been developed as a Half-Life 2 mod - extended to be played in a cave using 5 standard gaming PCs in a local area network. The game environment is a cave where the player is surrounded by four 80" screens giving a 360 degree view of a virtual world. Each screen is projecting a fixed-angle view of the virtual world and the player's orientation in the virtual world corresponds to her orientation in the real world. A novel interaction model has been developed for the game in order for it to be played in the cave. The player navigates and performs game actions using course body movements which are captured through a set of sensors.

  • 28.
    Susi, Tarja
    et al.
    University of Skövde, School of Humanities and Informatics.
    Johannesson, Mikael
    University of Skövde, School of Humanities and Informatics.
    Backlund, Per
    University of Skövde, School of Humanities and Informatics.
    Serious Games: An Overview2007Report (Other academic)
    Abstract [en]

    This report discusses some issues concerning serious games, that is, (digital) games used for purposes other than mere entertainment. The starting point is the serious games concept itself, and what the actually means. Further, serious games allow learners to experience situations that are impossible in the real world for reasons of safety, cost, time, etc., but they are also claimed to have positive impacts on the players’ development of a number of different skills. Subsequently, some possible positive (and negative) impacts of serious games are discussed. Further, some of the markets such games are used in are considered here, including, military games, government games, educational games, corporate games, and healthcare games. This report also identifies some (mainly academic) actors in the North American and the European serious games market. This report is part of the DISTRICT (Developing Industrial Strategies Through Innovative Cluster and Technologies) project: Serious Games Cluster and Business Network (SER3VG), which is part of the Interreg IIIC Programme.

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