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  • 151.
    Askling, Victor
    University of Skövde, School of Humanities and Informatics.
    Den Binaurala Upplevelsen: Manipulering av ljud2013Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Examensarbete om binaurala ljud och om manipulering av monoljud kan efterlikna binaurala ljud.

  • 152.
    Asklöf, Björn
    University of Skövde, School of Humanities and Informatics.
    Kommersiella spel som plattform för ledningssystem: En jämförande studie mellan klanledare och kompanichefers situationsmedvetenhet i form av riskbedömning.2007Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Denna rapport syftar till att undersöka i vilken utsträckning stridsvagnskompanichefer skiljer och/eller liknar ”commanders” (i spelet ”Battlefield 2”) i sitt sätt att skapa och upprätthålla situationsmedvetenhet med avseende på riskbedömning kopplat till fiendens position i slagfältet. Studien grundar sig på en tanke om att utnyttja positiva effekter från datorspelande, i morgondagens ledningssystem genom att bygga ledningssystem grundade på en kommersiell spelplattform. Resultaten pekar bland annat på skillnader mellan de båda aktörernas metoder för att uppnå full situationsmedvetenhet, men även på vissa likheter som till exempel att se på en situation med fiendens ögon för att bedöma hur denna kommer att agera.

  • 153.
    Asplund, Anna
    et al.
    University of Skövde, The Informatics Research Centre. University of Skövde, School of Technology and Society.
    Persson, Anne
    University of Skövde, The Informatics Research Centre. University of Skövde, School of Humanities and Informatics.
    Hilletofth, Per
    University of Skövde, The Virtual Systems Research Centre. University of Skövde, School of Technology and Society.
    E-procurement beyond the buyer cost perspective2010In: Proceedings of the 22nd NOFOMA Conference: Logistics and Supply Chain Management in a Globalised Economy / [ed] Jan Stentoft Arlbjørn, University of Southern Denmark , 2010, p. 483-498Conference paper (Refereed)
    Abstract [en]

    Purpose: The objective of this paper is to provide and argue for a comprehensive view of e-procurement that involves both the buyer and suppliers and that goes beyond looking at mere cost reductions on the buyer side. More specifically, the paper describes benefits and barriers of implementing e-procurement solutions for both buyers and suppliers.

    Design/methodology/approach: This paper reports on a literature review combined with a case study. The case is a public organization in Sweden, which prepares to implement an e-procurement solution. Interviews were also conducted with a selection of suppliers to the case organization.

    Findings: In e-procurement literature, drivers and barriers are often viewed only from the perspective of a buying organization. Benefits are mainly cost-related for the buying organization, while barriers often include suppliers. It is proposed that benefits and barriers should include both buyers and suppliers. The literature review and the case study findings form the basis for further investigation into this problem area.

    Research limitations/implications: This study focuses on a public organization in Sweden. Yet, it could have implications for many public or private organizations considering implementing e-procurement systems.

    Practical implications: This research suggest that organizations to a greater extent should take the supplier´s side into account when implementing e-procurement solutions.

    Originality/Value: The study highlights a full cycle view on e-procurement taking both buyer and supplier into account.

  • 154.
    Asplund, Anton
    University of Skövde, School of Humanities and Informatics.
    WEBBSERVRAR: En jämförelsestudie mellan proprietär och Open source webbservrar2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Nuförtiden är det mycket vanligt att människor och företag använder en hemsida för att synas. Hemsidor kan vara uppbyggda på olika sätt och av olika datorspråk, men de måste i grund och botten köras på en webbserver för att kunna fungera som en webbplats.Det här examenarbete undersöker prestandan för proprietär webbserver och webbserver som är av typen öppen källkod. Webbservrarna prestandatestades på hur väl de klarar av att distribuera olika sorters material som är vanligt förekommande i dagens webbsidor. Resultaten ifrån prestandamätningarna visar att webbservern av typen öppen källkod presterar i regel bättre än de proprietära webbservarna. En litteraturstudie genomfördes även för att se hur funktionaliteten för webbservern av typen öppen källkod kunde utvidgas. Studien visar att det finns någorlunda goda möjligheter att utvidga funktionaliteten. Endast ett fåtal webbservrar och språk testades i detta examensarbete, vilket lämnar plats för ytterligare framtida studier inom ämnet.

  • 155.
    Asthorsson, Axel
    University of Skövde, School of Humanities and Informatics.
    Simulation meta-modeling of complex industrial production systems using neural networks2006Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Simulations are widely used for analysis and design of complex systems. Real-world complex systems are often too complex to be expressed with tractable mathematical formulations. Therefore simulations are often used instead of mathematical formulations because of their flexibility and ability to model real-world complex systems in some detail. Simulation models can often be complex and slow which lead to the development of simulation meta-models that are simpler and faster models of complex simulation models. Artificial neural networks (ANNs) have been studied for use as simulation meta-models with different results. This final year project further studies the use of ANNs as simulation meta-models by comparing the predictability of five different neural network architectures: feed-forward-, generalized feed-forward-, modular-, radial basis- and Elman artificial neural networks where the underlying simulation is of complex production system. The results where that all architectures gave acceptable results even though it can be said that Elman- and feed-forward ANNs performed the best of the tests conducted here. The difference in accuracy and generalization was considerably small.

  • 156.
    Auer, Jens
    University of Skövde, School of Humanities and Informatics.
    Metaheuristic Multiple Sequence Alignment Optimisation2004Independent thesis Advanced level (degree of Master (One Year))Student thesis
    Abstract [sv]

    The ability to tackle NP-hard problems has been greatly extended by the introduction of Metaheuristics (see Blum & Roli (2003)) for a summary of most Metaheuristics, general problem-independent optimisation algorithms extending the hill-climbing local search approach to escape local minima. One of these algorithms is Iterated Local Search (ILS) (Lourenco et al., 2002; Stützle, 1999a, p. 25ff), a recent easy to implement but powerful algorithm with results comparable or superior to other state-of-the-art methods for many combinatorial optimisation problems, among them the Traveling Salesman (TSP) and Quadratic Assignment Problem (QAP). ILS iteratively samples local minima by modifying the current local minimum and restarting

    a local search porcedure on this modified solution. This thesis will show how ILS can be implemented for MSA. After that, ILS will be evaluated and compared to other MSA algorithms by BAliBASE (Thomson et al., 1999), a set of manually refined alignments used in most recent publications of algorithms and in at least two MSA algorithm surveys. The runtime-behaviour will be evaluated using runtime-distributions.

    The quality of alignments produced by ILS is at least as good as the best algorithms available and significantly superiour to previously published Metaheuristics for MSA, Tabu Search and Genetic Algorithm (SAGA). On the average, ILS performed best in five out of eight test cases, second for one test set and third for the remaining two. A drawback of all iterative methods for MSA is the long runtime needed to produce good alignments. ILS needs considerably less runtime than Tabu Search and SAGA, but can not compete with progressive or consistency based methods, e. g. ClustalW or T-COFFEE.

  • 157.
    Augustsson, Martin
    University of Skövde, School of Humanities and Informatics.
    Argumentera för den agila metoden: Att stärka argumentationen till beställaren i förespråkandet av agil projektmetodik2011Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Syftet med arbetet är att identifiera svårigheter med att argumentera för den agila projektmetodiken till en beställare. Arbetet har även till syfte att ge rekommendationer på hur en organisation kan stärka sin argumentation för den agila metoden ut mot beställaren. För att uppnå arbetets syfte har den kvalitativ forskningsintervju och en litteraturgenomgång tillämpats. Resultatet visade att svårigheterna är att alla yrkesroller internt inom organisationen inte har en och samma definition över vad den agila metoden innebär. Den nuvarande agila modellen ansågs också av flertalet respondenter inte vara tillräckligt utarbetad. Det behövs utbildning, engagemang och en skräddarsydd prissättningsmodell som är anpassad efter den agila metoden för att stärka argumentationen om val av den agila projektmetodiken.

  • 158.
    Aulenius, Göran
    University of Skövde, School of Humanities and Informatics.
    Användandet av IT-strategi, för- och nackdelar.2004Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Informationsteknik (IT) är en marknad som förändras snabbt. Att investera i IT kan därför vara kritiskt. Att ha en strategi för hur satsningar på IT ska göras kan minska risken för felinvesteringar på IT men strategin kan även ge andra fördelar. Att ha en IT-strategi innebär dock inte automatiskt att den ger fördelar. IT-strategin bör även användas. Det finns nämligen organisationer som har en IT-strategi men som inte använder den. Det viktiga är inte att ha en IT-strategi utan snarare hur den används.

    Syftet med studien är att berika kunskapen om hur en IT-strategi bör användas samt att ge en bild av vilka för- och nackdelar användandet av en IT-strategi kan ge. För att kunna erhålla kunskap om detta har intervjuer med organisationer som har en IT-strategi genomförts. Resultatet visar på att en IT-strategi bör användas som underlag vid diskussion för att bidra med hjälp till problemlösning. IT-strategin bör inte ses som en problemlösare i sig. Vidare visar resultatet att användandet av en IT-strategi kan ge nackdelar, men att det inte gör det för de intervjuade organisationerna. Däremot visar resultatet att användandet av en IT-strategi ger en del fördelar. Fördelar i form av att det blir ett stöd i arbetet, det ger en tydlighet, det underlättar beslutsprocessen samt att det skapar säkrare investeringar på IT.

  • 159.
    Axelsson, Emelie
    University of Skövde, School of Humanities and Informatics.
    Attackanimationer i datorspel: Spelarfrustration över för långa attacker2011Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Målet med denna rapport är att ta reda på hur lång en attackanimation i ett spel kan vara innan spelaren blir frustrerad över att den tar lång tid. Forskningen inom dataspelsutveckling är fortfarande begränsad, men det finns mycket att hämta från området Human-Computer Interaction. Undersökningen genomfördes på 22 personer med spelvana. De fick spela en av två versioner av ett fightingspel som utvecklats speciellt för undersökningen, sedan fick de svara på en enkät om hur de upplevde spelet och attackerna. Deras knapptryckningar under spelandet loggades. Resultatet av undersökningen visade inte på att det fanns någon specifik längd på animationerna som testpersonerna tyckte var för lång, utan de såg istället till hur attackernas längd var i förhållande till andra faktorer i spelet. Av detta drogs slutsatsen att undersökningen borde ha utformats annorlunda för att uppnå målet, men också att spelare accepterar långa attackanimationer bara det finns andra fördelar som kompenserar för längden.

  • 160.
    Axelsson, Karin
    University of Skövde, School of Humanities and Informatics.
    A cross-linguistic study of grammatically-dependent question tags Data and theoretical implications2011In: Studies in Language, ISSN 0378-4177, E-ISSN 1569-9978, Vol. 35, no 4, p. 793-851Article in journal (Refereed)
    Abstract [en]

    This article proposes a new categorization of confirmation-seeking question tags, based on how the use of such tags is restricted in relation to the preceding clause, the anchor. The focus is on a category labelled grammatically-dependent question tags (GDQTs). Earlier research has claimed that almost only English has such question tags, but this article presents and compares data on GDQTs from more than ten languages, and suggests a hierarchy for features of grammatical dependence in question tags: polarity < tense < number/person < (semantic) gender (possibly also < verb substitution). The GDQT structures vary in different ways: all GDQT languages have negative GDQTs, but not all have positive GDQTs; verb substitution is not always applied and constant polarity instead of reversed polarity is also found.

  • 161.
    Axelsson, Maria
    et al.
    University of Skövde, School of Humanities and Informatics.
    Melani, Monica
    University of Skövde, School of Humanities and Informatics.
    Datorn som komplement i undervisningen: En studie om datorer som ett led i läs- och skrivinlärningen2008Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The school is a place of work where teachers, with different tools, are supposed to teach their students for the future. In the study the teachers’ opinions will be lifted when it comes to use of computers as a tool to teach the students how to read and write. The interpretation is that the use of computers is reflecting the development of society and the intention is to find out if computers will be used in a didactic purpose in teaching. We focused on getting knowledge about which different opinions there are among teachers in grade 1-3 when it comes to the use of computers as a tool in teaching how to read and write. The study is qualitative and is built on five interviews done at four different schools. The result presents how teachers consider how they use computers as a tool in a didactic purpose in teaching how to read and write in the students´ young years. Furthermore which ideas the teachers have about how they would like to use computers in a didactic purpose in teaching how to read and write. In the result there also will be lifted which elements according to the teachers make this computer using possible. Finally, the result is discussed in relation to the literature and our own reflections.

  • 162.
    Axelsson, Peter
    University of Skövde, School of Humanities and Informatics.
    Emotioner i spel: Hur emotioner påverkar spelupplevelsen2010Independent thesis Basic level (degree of Bachelor), 30 credits / 45 HE creditsStudent thesis
    Abstract [sv]

    Gör emotioner en spelupplevelse bättre? Jämfört med äldre narrativa medier såsom film och skönlitteratur är spelbranschen ung och anses på många sätt vara mindre sofistikerad ifråga om emotionellt djup. Spel har, till skillnad från film där emotioner väcks genom empati med karaktärer, ofta ett förstapersonsperspektiv vilket gör det lättare att förbättra spelupplevelsen genom att väcka emotioner hos spelaren direkt. I detta arbete syftar emotioner på de av djupare slag som traditionellt sett varit sällsynta inom spel då dessa ofta är primärt gameplaydrivna. Verktyg för att förändra ett spel till att bättre väcka emotioner existerar i form av sätt att skriva vilket gör karaktärer, handling och dialograder djupare och mer intressanta. För att testa om detta verkligen gör en spelupplevelse bättre framställs två versioner av ett spel, en version med grundläggande dialog och en där dessa verktyg applicerats. I övrigt är spelen identiska. Därefter testas spelen på en försöksgrupp och spelupplevelsen mäts. En analys av mätningarna visar att försökspersonerna över lag hade en bättre spelupplevelse av spelet som hade bearbetats med hjälp av verktygen jämfört med gruppen som fick spela den enkla versionen.

  • 163.
    Axelsson, Thomas
    University of Skövde, School of Humanities and Informatics.
    Långa skuggor med shadow maps2011Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Skuggor i 3D-miljöer är ett mycket efterforskat område, och detta arbete koncentrerar sig på shadow map-algoritmen. Det finns ett problem med denna algoritm, för då en shadow map projiceras på en yta som är större än sig själv så bildas stora trappstegseffekter, vilket kallas aliasing. Problemet som har undersökts är hur olika shadow map-algoritmer i en miljö med långa skuggor beter sig, där ett minimerat antal artefakter så som brus och aliasing är synligt. För detta undersöktes Percentage-Closer Filtering (PCF), som är en variant av shadow map, med olika samplingstekniker – och även en vidarebyggnad med Percentage-Closer Soft Shadow (PCSS) implementerades. Mätningar av realism och brusmängd genomfördes med en användarstudie. Prestandan mättes i klockcykler. Resultatet visade att PCF med samplingstekniken Edge Tap Smoothing kan vara den algoritm som lämpar sig bäst i situationer med långa skuggor i en 3D-miljö; detta för att den interpolerar mellan de projicerade texlarna.

  • 164.
    Axelsson, Tord
    University of Skövde, School of Humanities and Informatics.
    Realtidssimulering av vätskor i datorspel mha partikelsystem2007Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Vätskor känns självklara och naturliga i vår vardag men de kan vara ganska komplexa och svår att simulera i exempelvis ett datorspel. Ett verklighetstroget vattenstänk i ett spel kan absolut ge en ökad realism i spelet och ge en förhöjd spelupplevelse.

    Detta arbete undersöker en teknik för att få en mer verklighetstrogen rörelse/beteende hos en vätska. Metoden bygger på att lösa Navier-Stokes algoritm som beskriver vätskors beteende på molekylär nivå, och beräkna en interaktion mellan partiklarna som representerar vätskan.

    Resultaten visar att en mer realistisk rörelse går att få fram jämfört med vad man kan få med ett enklare partikelsystem, men att antalet partiklar blir mycket begränsade. Prestanda hos datorer ökar ständigt och inom en snar framtid genom en utveckling av teknikern och närliggande metoder så kan den bli helt klart aktuell i nästa generations datorspel.

  • 165.
    Aziz, Tariq
    University of Skövde, School of Humanities and Informatics.
    Impact of information fusion in complex decision making2011Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In military battlefield domain, decision making plays a very important part because safety and protection depends upon the accurate decisions made by the commanders in complex situations. In military and defense applications, there is a need of such technology that helps leaders to take good decisions in the critical situations with information overload. With the help of multi-sensor information fusion, the amount of information can be reduced as well as uncertainties in the information in the decision making of identifying and tracking targets in the military area.

     

    Information fusion refers to the process of getting information from different sources and fusing this information, to supply an enhanced decision support. Decision making is the very core and a vital part in the field of information fusion and better decisions can be obtained by understanding how situation awareness can be enhanced. Situation awareness is about understanding the elements of the situation i.e. circumstances of the surrounding environment, their relations and their future impacts, for better decision making. Efficient situation awareness can be achieved with the effective use of the sensors. Sensors play a very useful role in the multi-sensor fusion technology to collect the data about, for instance, the enemy regarding their movements across the border and finding relationships between different objects in the battlefield that helps the decision makers to enhance situation awareness.

     

    The purpose of this thesis is to understand and analyze the critical issue of uncertainties that results information in overload in military battlefield domain and benefits of using multi-sensor information fusion technology to reduce uncertainties by comparing uncertainty management methods of Bayesian and Dempster Shafer theories to enhance decision making and situation awareness for identifying the targets in battlefield domain.

  • 166.
    Babar, Muhammad Ali
    et al.
    University of Limerick, Ireland.
    Fitzgerald, Brian
    Lero, University of Limerick, Ireland.
    Ågerfalk, Pär J.
    Lero, University of Limerick, Ireland / Uppsala University.
    Lundell, Björn
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Thiel, Steffen
    Lero, University of Limerick, Ireland.
    On the Importance of Sound Architectural Practices in the Use of OSS in Software Product Lines2007In: Proceedings of the 2nd International Workshop on Open Source Software and Product Lines (OSSPL 2007), collocated with the 11th International Software Product Line Conference (SPLC 2007), Kyoto, Japan, September 10-14, 2007 / [ed] Frank van der Linden, Björn Lundell, Cosi , 2007, p. 25-32Conference paper (Refereed)
    Abstract [en]

    Software Product Line (SPL) and Open Source Software (OSS) haveemerged as successful modes of developing software. Although they appear todiffer in terms of development principles and processes, researchers andpractitioners have been increasingly emphasising the need to achieve synergiesby exploiting the ever growing repositories of OSS components for developingSPLs. While there have been calls for the SPL community to accelerate thewidespread use of OSS in SPL, less attention has been paid to how OSScommunities could increase the use of OSS components in SPL. Sincearchitectural issues are considered critical in the SPL community, we proposethat an increased attention on architectural aspects of OSS components mayprovide the confidence that organizations need in order for them to choose anduse OSS components in SPL. We identify a number of architectural practiceswhich are followed by the SPL community and discuss the possibilities for andpotential benefits of incorporating those practices in OSS developmentprocesses.

  • 167.
    Babar, Muhammad Ali
    et al.
    Lero, Ireland.
    Lundell, Björn
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    van der Linden, Frank
    Philips Healthcare, Netherlands.
    A Joint Workshop of QACOS and OSSPL2009In: Open source ecosystems: Diverse communities interacting / [ed] Cornelia Boldyreff, Kevin Crowston, Björn Lundell, Anthony I. Wasserman, Springer, 2009, p. 357-358Conference paper (Refereed)
  • 168. Babar, Muhammad Ali
    et al.
    Lundell, BjörnUniversity of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.van der Linden, Frank
    QACOS-OSSPL 2009: Proceedings of the Joint Workshop on Quality and Architectural Concerns in Open Source Software (QACOS) and Open Source Software and Product Lines (OSSPL)2009Conference proceedings (editor) (Other academic)
  • 169. Babar, Muhammad Ali
    et al.
    Matinlassi, MariLundell, BjörnUniversity of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Proceedings of the First International Workshop on Quality and Architectural Concerns in Open Source Software (QACOS 2008)2008Conference proceedings (editor) (Other academic)
  • 170.
    Backlund, Per
    University of Skövde, School of Humanities and Informatics.
    Adopting the Knowledge Embedded in New Methods: the Challenge of Aligning Old and New Practices2004In: the 12th European Conference on Information Systems, Turkku School of Economics and Business Administration , 2004Conference paper (Refereed)
    Abstract [en]

    There are many reports on how Information Systems Development (ISD) methods are adapted before they are used. The need to customise methods is explained by the variety of systems that are developed and the various situations in which information systems can be developed. This means that the development process knowledge embedded in an ISD method can be used in different ways in different situations. The study presented in this paper is a follow up of a study of how a widespread ISD method was adapted and introduced in an organisation. In this paper we focus on how the development method was actually used in a project. The paper extends an earlier model of analysis for characterising information systems development in terms of knowledge work. The model recognises four classes of knowledge work: routine, craft-like, professional, and creative knowledge work. We use that particular model to elaborate on how the various kinds of knowledge work presented interact in an actual development situation. The main contributions of the paper are the application of the analysis model on an empirical case and the extension of the analysis model to comprise the interactions between the different types of knowledge work.

  • 171.
    Backlund, Per
    University of Skövde, School of Humanities and Informatics.
    Adopting the knowledge embedded in new methods: the challenge of aligning old and new practices2004In: 12th European Conference on Information Systems, 2004Conference paper (Other academic)
    Abstract [en]

    There are many reports on how Information Systems Development ISD) methods are adapted before they are used. The need to customise methods is explained by the variety of systems that are developed and the various situations in which information systems can be developed. This means that the development process knowledge embedded in an ISD method can be used in different ways in different situations. The study presented in this paper is a follow up of a study of how a widespread ISD method was adapted and introduced in an organisation. In this paper we focus on how the development method was actually used in a project. The paper extends an earlier model of analysis for characterising information systems development in terms of knowledge work. The model recognises four classes of knowledge work: routine, craft-like, professional, and creative knowledge work. We use that particular model to elaborate on how the various kinds of knowledge work presented interact in an actual development situation. The main contributions of the paper are the application of the analysis model on an empirical case and the extension of the analysis model to comprise the interactions between the different types of knowledge work.

  • 172.
    Backlund, Per
    University of Skövde, The Informatics Research Centre. University of Skövde, School of Humanities and Informatics.
    Ambulansträningscenter: Förstudie prehospitalt tränings- och simuleringscenter för Västra Götaland2013Report (Other academic)
    Abstract [sv]

    Denna förstudie presenterar förutsättningar och vision för ett ambulansträningscenter i Skövde. Förstudien är genomförd i samarbete mellan Högskolan i Skövde (Institutionen för kommunikation och information och Institutionen för vård och natur) och Ambulanssjukvårdens stabsenhet vid Skaraborgs sjukhus. Visionen för Ambulansträningscenter Skövde är ett simulatorträningscenter med inriktning mot prehospital sjukvård. Träningskonceptet integrerar vårdkedjan från omhändertagande på olycksplats till avlämning på akutmottagning så att hela processen tränas. Dessutom integreras flera aspekter av insatsen så att utryckningskörning, kommunikation, medicinskt omhändertagande, omvårdnad och teamsamarbete tränas samtidigt.

  • 173.
    Backlund, Per
    University of Skövde, School of Humanities and Informatics.
    Development Process Knowledge Transfer through Method Adaptation, Implementation, and Use2004Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    Information Systems Engineering (ISE) is an interdisciplinary approach to enable the realisation of successful information systems in a broad sense. ISE comprises a number of areas of expertise that must be integrated and managed in order to build information systems. Since ISE is becoming progressively more complex there is an increasing need to codify and manage knowledge within and about the ISE process.

    From a knowledge perspective the different model types created in an ISE project are examples of codified knowledge about the future system. The descriptions of how work should proceed are examples of codified knowledge of the process of creating the system. In summary, one of the main concerns in the ISE process is to manage the substantial amount of knowledge associated with the process as such as well as with the target domain of the actual development project and the developed software.

    In the thesis I recognise three areas of knowledge in ISE: development process knowledge, target domain knowledge, and software knowledge. Furthermore, I use a set of knowledge perspectives in order to describe and analyse ISE from a knowledge perspective. Finally, I introduce three aspects: organisation, artefact, and individual in order to be able to discuss and analyse how methods are actually used in organisations and how they affect the work situation.

    The results are presented in the form of a framework for knowledge transfer in ISE that comprises the knowledge perspective, the knowledge area, and the aspect of knowledge transfer. The framework is thus used to analyse the results from the six papers enclosed in the thesis. The results also comprise an empirical characterisation of a method in use which is based on data collected during an ethnographical study. Finally the results are made concrete in the form of a pattern collection for method introduction and method use.

  • 174.
    Backlund, Per
    University of Skövde, School of Humanities and Informatics.
    Identifying Situational Factors for IS development Processes: Applying the Method-in-Action Framework2002In: AMCIS 2002 Proceedings, AISeL , 2002, p. 1370-1380Conference paper (Refereed)
    Abstract [en]

    There are a large number of Information Systems Engineering methods available. The aim of these methods is to support the development process. In doing so, they become subject to the forces, which have an impact on the development process. The paper applies the method-in-action framework on four different cases in order to describe the adaptations, which are made when utilising a method. The situational factors and methodological issues identified in this project show that the method-in-action framework may be used in order to extend the area of use for situational factors. We have also identified some factors, which supplement the characteristics of the sets of factors in the method-in-action framework.

  • 175.
    Backlund, Per
    University of Skövde, School of Humanities and Informatics.
    Introducing New IT Project Management Practices: a Case Study2004In: AMCIS 2004 Proceedings, 2004, p. 784-792Conference paper (Refereed)
    Abstract [en]

    The increasing complexity of information systems development (ISD) projects calls for improved project management practices. This, together with an endeavor to improve the success rate of ISD projects, has served as drivers for various efforts in process improvement such as the introduction of new development methods. An ISD method may be perceived as a means for managing projects. Commercial development methods are typically combined with in-house methods for managing parts of the development process. In this paper we investigate in what way in-house methods and commercial methods are combined and used in an ISD project. In order to get a better understanding for how these issues are actually dealt with in the daily work, we have followed a project with a focus on how the group and the individuals implement the managerial decision to introduce a new development method.

  • 176.
    Backlund, Per
    University of Skövde, School of Humanities and Informatics.
    ISD as Knowledge Work: An Analysis of How a Development Method is Used in Practice2005In: Information Systems Development: Advances in Theory, Practice,and Education / [ed] Olegas Vasilecas, Wita Wojtkowski, Jože Zupančič, Albertas Caplinskas, W. Gregory Wojtkowski, Stanisław Wrycza, New York: Springer Science+Business Media B.V., 2005, p. 125-136Conference paper (Refereed)
  • 177.
    Backlund, Per
    University of Skövde, School of Humanities and Informatics.
    On the research approaches employed at recent european conferences on information systems (ecis 2002 - ECIS 2004)2005In: Information systems in a rapidly changing economy: ECIS 2005, 13th European Conference on Information Systems, Regensburg, May 26-28, 2005; proceedings / [ed] Dieter Bartmann, Association for Information Systems, 2005Conference paper (Refereed)
    Abstract [en]

    European Information Systems research is reflected in the papers presented at the European Conference for Information Systems (ECIS). It seems that we employ a number of different approaches for research in the IS community. There has been a debate on methodological appropriateness and choice of research approach over the years. This paper adds to that debate by presenting a snapshot of what research approaches have been employed at recent ECIS. This paper presents a classification scheme for discussing research approaches and applies that scheme to analyse the papers presented at the three most recent ECIS. The results show that the proportion of studies employing qualitative interviews in combination with document studies has increased. The proportion of studies employing prolonged organisational engagement is relatively stable, while experimental studies where artefacts are constructed and/or tested are decreasing.

  • 178.
    Backlund, Per
    University of Skövde, School of Humanities and Informatics.
    Serious games research at InGaMe Lab, University of Skövde, Sweden2008In: ISSBD Bulletin, ISSN 2040-5243, no 2, p. 19-21Article in journal (Other (popular science, discussion, etc.))
  • 179.
    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.

  • 180.
    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.

  • 181.
    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.

  • 182.
    Backlund, Per
    et al.
    University of Skövde, School of Humanities and Informatics.
    Carlsson, SvenUniversity of Skövde, School of Humanities and Informatics.Söderström, EvaUniversity of Skövde, School of Humanities and Informatics.
    BIR 2005: Proceedings of the 4th International Conference on Business Informatics Research2005Conference proceedings (editor) (Other academic)
  • 183.
    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.

  • 184.
    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.

  • 185.
    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.

  • 186.
    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.

  • 187.
    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.

  • 188.
    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).

  • 189.
    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.

  • 190.
    Backlund, Per
    et al.
    University of Skövde, School of Humanities and Informatics.
    Hallenborg, Christina
    Ericsson AB, Centre for Radio Network Control, Datalinjen 3, SE-583 30 Linköping, SWEDEN.
    Hallgrimsson, Guðmundur
    Radar Agency, ISSF, Building 131, Keflavíkurflugvöllur, 108 Reykjavik, ICELAND.
    Transfer of Development Process Knowledge through Method Adaptation and Implementation2003In: Proceedings of the 11th European Conference on Information Systems (ECIS 2003), Association for Information Systems, 2003Conference paper (Refereed)
    Abstract [en]

    Knowledge transfer is one of the key problem areas in knowledge management. This paper focuses on the transfer of knowledge about the software development process. There is an aim to improve process knowledge and one way of doing it is to introduce commercial development methods. However, doing this is not an easy task. We present a study of how such an introduction of a widespread method was carried out in two large software development organisations. We conclude that a new method has to be adapted and implemented in the organisation in order to make it a part of the organisation specific knowledge base. The new method has to become an integrated part of the existing development process knowledge of the organisation, meaning that it has to be adapted to fit with other organisation specific processes. The ability to do so is the absorptive capacity: the capability to identify and recognise the value of new external knowledge, assimilate it, and apply it.

  • 191.
    Backlund, Per
    et al.
    University of Skövde, The Informatics Research Centre. University of Skövde, School of Humanities and Informatics.
    Heldal, Ilona
    University of Skövde, The Informatics Research Centre. University of Skövde, School of Humanities and Informatics.
    Engström, Henrik
    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.
    Lebram, Mikael
    University of Skövde, The Informatics Research Centre. University of Skövde, School of Humanities and Informatics.
    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.

  • 192.
    Backlund, Per
    et al.
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Hendrix, Maurice
    Serious Games Institute, Coventry University, UK.
    Educational Games: Are They Worth the Effort?2013In: Proceedings of the 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games 2013), IEEE conference proceedings, 2013, p. CFP1338G-ART-Conference paper (Refereed)
    Abstract [en]

    Over the last decade educational games have become more and more popular. There are many games specifically designed as educational games, as well as a number of entertainment games that have been successfully used for educational purposes. The EduGameLab project aims to stimulate the use of games in the classroom. This paper presents a meta-analysis of the effectiveness of game-based learning and focuses specifically on empirical evidence on the effectiveness of using games in education in the last decade. Moreover, the study focuses on usage in formalized school contexts, i.e. pre-school, elementary school, secondary school, high school and higher education. As secondary aims we also assess whether there are any clear methodological trends and whether a link could be found between the outcome of empirical studies and the evaluator being a stakeholder in the game development.

  • 193.
    Backlund, Per
    et al.
    University of Skövde, School of Humanities and Informatics.
    Jonasson, Ingi
    University of Skövde, School of Humanities and Informatics.
    Patterns as a means for managing knowledge in the information systems engineering process2002In: Proceedings of the Baltic Conference, BalticDB&IS 2002, Institute of Cybernetics at Tallin Technical University , 2002, p. 15-26Conference paper (Refereed)
  • 194.
    Backlund, Per
    et al.
    University of Skövde, School of Humanities and Informatics.
    Lundell, Björn
    University of Skövde, School of Humanities and Informatics.
    Combining Project Management Methods: a Case Study of Distributed Work Practices2006In: Advances in Information Systems Development: Bridging the Gap between Academia and Industry / [ed] Anders G. Nilsson, Remigijus Gustas, Wita Wojtkowski, W. Gregory Wojtkowski, Stanisław Wrycza, Jože Zupančič, Springer, 2006, p. 253-264Conference paper (Refereed)
    Abstract [en]

    Distribution is a multifaceted concept and one aspect concerns the adoption of ideas from a combination of methods for project management. Such distribution imposes new demands on project management and coordination since the project management aspect is an integral part of information systems development methods. This paper reports from a case study of coordinating project management practices in a commercial development method and an in-house method for project management. In order to conduct the study of how methods are combined and utilized, one of the researchers followed a development project for six months. The general aim of the project under study is to replace the numerous system registers in use with one general register, which will aid in making system maintenance more efficient. The project also has two organisational goals: to give the team members an opportunity to use RUP in a real project setting; and to introduce new technology and a new development tool. The study highlights the importance of taking a start in current work practice as opposed to focusing on the new method as such. In summary, we stress the importance of taking a start in the work practice in terms of a method in use as opposed to method proponents’ push for new methods. Any long term change in work practices has to be internalised by the stakeholders in the practical context of method use. Hence, the case study presented here adds to the body of knowledge which distinguishes between the method as used and the method as prescribed by its proponents.

  • 195.
    Backlund, Per
    et al.
    University of Skövde, School of Humanities and Informatics.
    Lundell, Björn
    University of Skövde, School of Humanities and Informatics.
    Lings, Brian
    University of Skövde, School of Humanities and Informatics.
    Emerging work Practices in a Systems Development Project: Observations On a Distributed Development Project2006In: Proceedings of AIS SIGSAND European Symposium on Systems Analysis and Design: Practice and Research / [ed] Michael Lang, Briony J. Oates, Keng Siau, Galway: Centre for Innovation and Structural Change (CISC), J. E. Cairnes Graduate School of Business & Public Policy, National University of Ireland , 2006, p. 15-27Conference paper (Refereed)
  • 196.
    Backlund, Per
    et al.
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Lundell, Björn
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Scacchi, Walt
    Workshop – Open Source Software for Computer Games and Virtual Worlds: Practice and Future2010In: Open Source Software: New Horizons, Springer Berlin/Heidelberg, 2010, p. 419-420Conference paper (Refereed)
  • 197.
    Backlund, Per
    et al.
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Lundell, Björn
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Scacchi, Walt
    Workshop – Serious Games and Open Source: Practice and Futures2009In: Open Source Ecosystems: Diverse Communities Interacting, Springer, 2009, p. 361-362Conference paper (Refereed)
  • 198.
    Backlund, Per
    et al.
    University of Skövde, School of Humanities and Informatics.
    Ralyté, Jolita
    Jeusfeld, Manfred A
    Kühn, Harald
    Arni-Bloch, Nicolas
    Goossenaerts, Jan B M
    Lillehagen, Frank
    An Interoperability Classification Framework for Method Chunk Repositories2007In: Advances in Information Systems Development, Springer, 2007, p. 153-166Conference paper (Refereed)
    Abstract [en]

    The competitiveness and efficiency of an enterprise is dependent on its ability to interact with other enterprises and organisations. In this context interoperability is defined as the ability of business processes as well as enterprise software and applications to interact. Interoperability remains a problem and there are numerous issues to be resolved in different situations. We propose method engineering as an approach to organise interoperability knowledge in a method chunk repository. In order to organise the knowledge repository we need an interoperability classification framework associated to it. In this paper we propose a generic architecture for a method chunk repository, elaborate on a classification framework and associate it to some existing bodies of knowledge. We also show how the proposed framework can be applied in a working example.

  • 199.
    Backlund, Per
    et al.
    University of Skövde, School of Humanities and Informatics.
    Wangler, Benkt
    University of Skövde, School of Humanities and Informatics.
    Söderström, Eva
    University of Skövde, School of Humanities and Informatics.
    Toms, Anders
    University of Skövde, School of Humanities and Informatics.
    Åhlfeldt, Rose-Mharie
    University of Skövde, School of Humanities and Informatics.
    Persson, Anne
    University of Skövde, School of Humanities and Informatics.
    Ontology driven business processes integration – a position paper2004In: Proceedings of the CAiSE*04 workshops: Enterprise Modelling and Ontologies for Interoperability, 2004, p. 280-283Conference paper (Other academic)
  • 200.
    Badylak, Sebastian
    University of Skövde, School of Humanities and Informatics.
    Independent Game Developers' Initiative: Utvecklingen av användarprofilen till en webbaserad mötesplats för dataspelsutvecklare2007Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Arbetet behandlar utvecklingen av ett grundläggande element till en framtida webbaserad community för dataspelsutvecklare. Grundelementet är en användarprofil som inom communityn kommer att åskådliggöras i ett grafiskt webbgränssnitt för alla registrerade användare. Användarprofilens syfte är att presentera användaren på ett attraktivt sätt för såväl spelindustrin som andra spelutvecklare som söker samarbete och bekantskap. Gränssnittet utvecklas ur ett användarcentrerat perspektiv genom den metodologi som McCracken och Wolfe (2004) presenterar. Utvecklingsprocessen inleds med att kartlägga marknaden, de tänkta slutanvändarna och deras behov samt den svenska spelindustrins intresse av en sådan community. Därefter utvecklas en tidig prototyp som genomgår tester där dataspelsstudenter från Högskolan i Skövde får tillfälle att påverka såväl utformning som innehåll. Processen leder till en uppdaterad version av prototypen men kan betraktas som en första iteration av utvecklingen och det ligger i framtida arbete att genom fler liknande iterationer färdigställa produkten.

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