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  • 51.
    Hagvall, Martin
    Högskolan i Skövde, Institutionen för informationsteknologi.
    RULES AND BEYOND: THE RESURGENCE OF PROCEDURAL RHETORIC: A Literature Review in Game Studies2015Independent thesis Advanced level (degree of Master (One Year)), 15 poäng / 22,5 hpOppgave
    Abstract [en]

    How do games express meaning and participate in societal development? A significant contribution to the scholarly efforts that seek to answer such questions takes the rule-based properties of games as its starting point. Termed Procedural Rhetoric, the theory is tightly interwoven with major research questions in Game Studies, yet is under-researched and lacks clarity in several respects. This paper conducts an exploratory, qualitative literature review of the theory to address the lack of information about accumulated knowledge. It discovers new perspectives that may help chart a future for the theory and for Game Studies more broadly. Three possible paths forward are also outlined. A New Agenda is suggested in which game rules and procedures are (re)instated at the core of the analysis but new perspectives are embraced concerning the role of players and of developers, the societal context, and the contributions of the researchers and the educators who study them.

  • 52.
    Hassnert, August
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Jarlow, William
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Hur spelarerfarenhet påverkar strategival vid impasse-drivna inlärningsmoment i ett actionplattformspel2019Independent thesis Basic level (degree of Bachelor), 20 poäng / 30 hpOppgave
    Abstract [sv]

    Syftet med denna studie är att besvara hur strategierna Repair och External Information Retrieval (EIR) används av spelare av varierande erfarenhetsnivå för att tackla impasse-drivna inlärningsmoment i actionplattformspel. En artefakt i form av en spelprototyp inom actionplattform-genren har skapats för att besvara frågeställningen.

    Studiens testgrupp bestod av tre mycket erfarna spelare, tre mellan-erfarna spelare och två icke-erfarna spelare. Testdeltagarna ombads att spela igenom spelprototypen och förklara hur de tänkte enligt think-aloud metoden. Intervjuer utfördes både innan och efter spelsessionerna för att avgöra deltagarnas erfarenhetsnivåer och tydliggöra varje deltagares bakgrund inom spel. Varje enskild spelsession spelades in med deltagarnas tillåtelse för att möjliggöra analys vid senare tillfällen.

    Studiens resultat var att de mer erfarna spelarna använde Repair oftare än mindre erfarna spelare, och att de presterade bättre när de gjorde det. Icke-erfarna spelare föredrog EIR, men det visades också att mindre erfarna spelare behövde mer detaljerad information för att utföra effektiv EIR.  

  • 53.
    Helmisaari, Minnamari
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Interaction in virtual restorative environments: How do different possibilities to interact affect the perceived restorativeness of a virtual environment?2016Independent thesis Advanced level (degree of Master (One Year)), 15 poäng / 22,5 hpOppgave
    Abstract [en]

    This thesis focuses on virtual restorative environments – specifically, the way that natural environments have been created in a virtual context to elicit beneficial effects on restoration and stress recovery. As the field of restorative environment research is mostly concerned with studying the environment itself, the interaction between participant and environment tends to consist of open exploration, and other ways to interact are often overlooked. The aim of this thesis was therefore to construct a virtual restorative environment with an additional possibility to interact, and to explore how the interaction is connected to a virtual environment’s perceived restorativeness. To gain deeper understanding about how different people perceived the virtual environments, the experiment was conducted using qualitative measures such as questionnaires, open questions and interviews. The results indicate that the perception of a virtual environment’s restorativeness is a very subjective matter, as the individual differences between the participants affected the way that they perceived the environments.

  • 54.
    Hemeren, Paul
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Signals for Active Safety Systems to Detect Cyclists and Their Intentions in Traffic2018Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Objectives: Human cognition is importantly predictive. This predictive ability can also be applied to predict the future actions of cyclists in traffic. Active safety systems in (semi-)autonomous vehicles will likely need to detect and predict human actions occurring in different traffic situations.

    Results from two experiments demonstrate the effect of different patterns of human movement on predicting the behavior of the cyclists and the distance it takes drivers to detect the cyclists in a city environment. This research was carried out by observing recorded sequences on a computer but also in a driving simulator in order to include more naturalistic conditions and to achieve a high level of experimental control. As a complement to our previous research (Hemeren et al., 2014), we aimed to determine the distance at which drivers would detect and predict cyclists’ behavior.

    Methods: Participants in both experiments (90 participants in experiment 1 and 24 in experiment 2) observed video-recorded cyclists wearing three different patterns of reflective clothing (Fig. 1): biomotion, vest and the legal minimum requirement (legal), in which no reflector material was worn by the cyclists. In experiment 1, participants were instructed to predict if an approaching cyclist would make a left-turn or continue straight on when approaching a crossing. This task was also performed during daylight, dusk and at night. In the second experiment, participants in a driving simulator indicated (as a secondary task) when they saw a cyclist riding along the side of the road.

    Results: The biomotion reflective clothing led to a prediction accuracy of 88% for cyclists’ intentions at 9 meters before a crossing for the nighttime condition. For the legal minimum, the result was 59% and for the vest 67%. Detection distance in the driving simulator was also significantly greater for the biomotion condition compared to the legal and vest conditions. Visual detection is almost twice the distance for biomotion compared to the other two reflective clothing conditions.

    Conclusions: The results point to the critical role that biological motion can play on predicting the intention and detection of cyclists in traffic. This information can be used to inform (semi-)autonomous systems of human intentions in traffic.

  • 55.
    Hemeren, Paul
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Hanley, Elizabeth
    University of Michigan.
    Veto, Peter
    University of Cambridge.
    The walker congruency effect and incidental processing of configural and local features in point-light walkers2018Konferansepaper (Annet vitenskapelig)
    Abstract [en]

    Two visual flanker experiments investigated the roles of configural and local opponent motion cues on the incidental processing of a point-light walker with diagonally configured limbs. Different flankers were used to determine the extent of interference on the visual processing of a central walker. Flankers (walkers) with diagonally configured limbs lacked the local opponent motion of the feet and hands, but contained configural information. Partially scrambled displays with intact opponent motion of the feet at the bottom of the display lacked configural information. These two conditions resulted in different effects of incidental processing. Configural information, without opponent motion, leads to changes in reaction time across flanker conditions, with no measurable congruency effect, while feet-based opponent motion causes a congruency effect without changes in reaction time across different flanker conditions. Life detection is a function of both sources of information.

  • 56.
    Hemeren, Paul
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Nair, Vipul
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Actions, intentions and environmental constraints in biological motion perception2018Inngår i: Spatial Cognition in a Multimedia and Intercultural World: Proceedings of the 7th International Conference on Spatial Cognition (ICSC 2018) / [ed] Thomas Hünefeldt, Marta Olivetti Belardinelli, Springer, 2018, Vol. 19 (Suppl 1), s. S8-S8Konferansepaper (Fagfellevurdert)
    Abstract [en]

    In many ways, human cognition is importantly predictive. We predict the sensory consequences of our own actions, but we also predict, and react to, the sensory consequences of how others experience their own actions. This ability extends to perceiving the intentions of other humans based on past and current actions. We present research results that show that social aspects and future movement patterns can be predicted from fairly simple kinematic patterns in biological motion sequences. The purpose of this presentation is to demonstrate and discuss the different environmental (gravity and perspective) and bodily constraints on understanding our social and movement-based interactions with others. In a series of experiments, we have used psychophysical methods and recordings from interactions with objects in natural settings. This includes experiments on the incidental processing of biological motion as well as driving simulator studies that examine the role of kinematic patterns of cyclists and driver’s accuracy to predict the cyclist’s intentions in traffic.  The results we present show both clear effects of “low-level” biological motion factors, such as opponent motion, on the incidental triggering of attention in basic perceptual tasks and “higher-lever” top-down guided perception in the intention prediction of cyclist behavior. We propose to use our results to stimulate discussion about the interplay between expectation mediated and stimulus driven effects of visual processing in spatial cognition the context of human interaction. Such discussion will include the role of context in gesture recognition and to what extent our visual system can handle visually complex environments.

  • 57.
    Holloway-Attaway, Lissa
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Rouse, Rebecca
    Rensselaer Polytechnic Institute, Troy, NY, United States.
    Designing Postdigital Curators: Establishing an Interdisciplinary Games and Mixed Reality Cultural Heritage Network2018Inngår i: Advances in Digital Cultural Heritage: International Workshop, Funchal, Madeira, Portugal, June 28, 2017, Revised Selected Papers / [ed] Marinos Ioannides, João Martins, Roko Žarnić, Veranika Lim, Springer-Verlag New York, 2018, Vol. 10754, s. 162-173Kapittel i bok, del av antologi (Fagfellevurdert)
    Abstract [en]

    As digital technologies have become more integrated in museum and cultural heritage contexts over the past decade, digital museums enter a new phase of coming into their own. This opens up opportunities for the incorporation of cutting-edge multiplayer gaming technologies and immersive mixed reality (MR) systems. To support nuanced and original engagement with the newly pervasive nature of the digital in museums, an interdisciplinary group of international researchers, designers, and museum professionals have established a new network: the Designing Digital Heritage Network (DDHN). The network operates to support research, design production, interdisciplinary collaboration, and the development of innovative new pedagogies and programs to ‘design’ the postdigital curators of the future. This paper outlines the mission and vision of the DDHN, and suggests initial directions for future research in the postdigital heritage field focused on interdisciplinary, performative, and game design approaches to production and exhibition. © 2018, Springer International Publishing AG, part of Springer Nature.

  • 58.
    Jeppsson, Arvid
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Pudas Johansson, Max
    Högskolan i Skövde, Institutionen för informationsteknologi.
    VISUAL NOVELS OCH ORDKUNSKAP: Användares attityder till Visual Novels med ordinlärning som huvudsyfte.2019Independent thesis Basic level (degree of Bachelor), 20 poäng / 30 hpOppgave
    Abstract [sv]

    Vårt examensarbete handlar om vad användare har för attityder till en Visual Novel med ordinlärning som huvudsyfte. För att undersöka detta så framställde vi en Visual Novel med ett ordinlärningsmoment från svenska till engelska, där spelaren instrueras att skriva in understrukna ord. Därefter utförde vi en kvalitativ studie på deltagare i åldrarna 18 år och uppåt där de fick testa vår Visual Novel, och sedan intervjuades. Resultaten från vår undersökning tyder på att det finns ett intresse för Visual Novels med ordinlärning som huvudsyfte. Deltagarna tyckte att att kopplingen mellan det visuella och glosorna i vår Visual Novel inte var en viktig del i hur väl de lyckades med att klara glosorna, och att storyn kan anpassas för att användarna ska få bättre förutsättningar att komma ihåg glosorna.

  • 59.
    Järborg, Ellen
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Recognising the Movements of Other People: What role do the feet play?2015Independent thesis Basic level (degree of Bachelor), 20 poäng / 30 hpOppgave
    Abstract [en]

    The ability to recognise the movements made by humans and other animals, referred to as biological motion, is a specialised human ability that develops at an early age. This perceptual ability is strong even for the minimal amount of information contained in a point-light display, which has been used to study specific features of biological motion to find out what properties contribute to this ability. The perception of biological motion depends on visual perception, visual attention and motor cognition, and perception depends both on the global form, configural information and local information of a body in motion. Depending on the situation, either global or local motions will be more salient and processed to a greater extent by the perceptual system. Previous research has shown that the local and configural information contained in the feet play an important role for identification, direction discrimination and the inversion effect. The salience of the feet for perception has previously been studied when they are subjected to focused attention, but not reflexive attention. The goal of this study was to investigate if the local and configural information of the feet can trigger reflexive attention and be incidentally processed by the visual system in a direction discrimination task. To test this experimentally, a masking paradigm was used where the feet were placed in a mask consisting of scrambled walkers. The results show that the feet affect recognition of target direction when the target is upright, but not when inverted. An interesting and unexpected finding was that for upright targets, the feet aid recognition when they move in the opposite direction of the target. Due to the experimental setup, it is difficult to say with certainty what the results imply, and suggestions for a follow-up study are presented. 

  • 60.
    Karlberg, Christoffer
    Högskolan i Skövde, Institutionen för informationsteknologi. christoffer.karlberg94@gmail.com.
    Spatiala och Diegetiska Användargränssnitts Effekter på Känslan av Närvaro i VR-miljöer: En jämförande studie2019Independent thesis Basic level (degree of Bachelor), 20 poäng / 30 hpOppgave
    Abstract [sv]

    Denna studie har undersökt effekterna som spatiala och diegetiska användargränssnitt har på känslan av närvaro i VR-miljöer för att lokalisera fallgropar och bidra till att fastställa uppdaterade designkonventioner vid utveckling av VR-applikationer. Introduktionen ger en överblick över hur arbetet gått till och vad frågeställningen varit. I bakgrunden förklaras och definieras viktiga termer samt fokus för arbetet. Därefter beskrivs metoden som nyttjades under undersökningen. Två artefakter togs fram i samband med undersökningen. Utvecklingsprocessen av dessa artefakter beskrivs i kapitel 4: genomförande. Artefakterna kombinerades med semistrukturerade kvalitativa intervjuer och observationer för att samla in data till slutsatserna. Från datan som samlades in kunde det utläsas att det diegetiska användargränssnittet verkade ha en positiv inverkan på användarnas känsla av närvaro i VR-miljön samtidigt som det spatiala var lättare och effektivare att använda. Framtida forskning kan använda denna studie som stöd för att utforska användargränssnitt i fler genrer, användningsområden och applikationer inom VR.

  • 61.
    Kolbeinsson, Ari
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Visualising uncertainty in aircraft cockpits: Is icon degradation an appropriate visualisation form2013Independent thesis Advanced level (degree of Master (Two Years)), 30 poäng / 45 hpOppgave
    Abstract [en]

    Visualising uncertainty information has been a research area for the past decade or so, and this thesis contains the results of an experiment that examines whether prior research on icon degradation for showing uncertainty can be used in a simulated aircraft cockpit environment. Using icon degradation has been suggested as being effective to combat overconfidence bias, as well as to accurately convey information about uncertainty. Two icon sets using icon degradation were taken from prior research, and one new icon set using shape change and colour change was created for comparison. Subjects flew a flight simulator while reading icons to evaluate the uncertainty displayed, and also evaluating their own confidence in their reading. The results show that shape change leads to much higher accuracy in reading icons, and slightly higher levels of confidence. Furthermore, icon degradation results in a higher variance in reading icons and an increase in errors when no time-pressure or distraction is present. This suggests that the suitability of icon degradation for showing uncertainty is questionable in all situations, and that other design approaches such as shape change should be considered. Furthermore, problems were uncovered in the prior research that the old icons were taken from, and these problems call into question the general approach used in that research.

    Keywords: Uncertainty visualisation, Naturalistic decision-making, NDM, Aviation, Aircraft cockpit, Decision support, Situation assessment, Threat assessment. 

  • 62.
    Kolbeinsson, Ari
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Virtuella system.
    Falkman, Göran
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Lindblom, Jessica
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Showing uncertainty in aircraft cockpits using icons2015Inngår i: Procedia Manufacturing, ISSN 2351-9789, Vol. 3, s. 2905-2912Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    This paper examines an icon set designed for displaying uncertainty surrounding threat levels of an approaching object in anaircraft cockpit. This is done through an experiment that compares an icon set designed for this experiment with two icon setsfrom existing research that were tested in static laboratory conditions. The experiment used a flight simulator to simulate realisticflight conditions. The results showed that the icon set designed for this experiment was easier to read. Guidelines for the designof icons for displaying uncertainty are presented based on the results of the experiment.

  • 63.
    Kolbeinsson, Ari
    et al.
    Högskolan i Skövde, Institutionen för ingenjörsvetenskap. Högskolan i Skövde, Forskningscentrum för Virtuella system.
    Lagerstedt, Erik
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Lindblom, Jessica
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Foundation for a classification of collaboration levels for human-robot cooperation in manufacturing2019Inngår i: Production & Manufacturing Research, ISSN 2169-3277, Vol. 7, nr 1, s. 448-471Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Industry 4.0 aims to support the factory of the future, involving increased use of information systems and new ways of using automation, such as collaboration where a robot and a human share work on a single task. We propose a classification of collaboration levels for Human-Robot collaboration (HRC) in manufacturing that we call levels of collaboration (LoC), formed to provide a conceptual model conducive to the design of assembly lines incorporating HRC. This paper aims to provide a more theoretical foundation for such a tool based on relevant theories from cognitive science and other perspectives of human-technology interaction, strengthening the validity and scientific rigour of the envisioned LoC tool. The main contributions consist of a theoretical grounding to motivate the transition from automation to collaboration, which are intended to facilitate expanding the LoC classification to support HRC, as well as an initial visualization of the LoC approach. Future work includes fully defining the LoC classification as well as operationalizing functionally different cooperation types. We conclude that collaboration is a means to an end, so collaboration is not entered for its own sake, and that collaboration differs fundamentally from more commonly used views where automation is the focus.

  • 64.
    Kolbeinsson, Ari
    et al.
    Högskolan i Skövde, Institutionen för ingenjörsvetenskap. Högskolan i Skövde, Forskningscentrum för Virtuella system.
    Lindblom, Jessica
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Mind the body: How embodied cognition matters in manufacturing2015Inngår i: Procedia Manufacturing, ISSN 2351-9789, Vol. 3, s. 5184-5191Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Embodied cognition can provide human factors and applied ergonomics practitioners with better embodied cognition design principles. This paper investigates and analyzes observational video-recorded data from an experiment that simulated a manufacturing environment. The operator was interrupted during a primary assembly task via a handheld computing device which delivered different classes of notifications. The focus is on the embodied aspect of notifications in an active environment, and why one class of notifications called mediated notifications failed at a specific point previously thought to be suitable. Guidelines for analyzing tasks from an embodied cognition perspective that complements and expands traditional human factors and applied ergonomics approaches were developed and are included.

  • 65.
    Kolbeinsson, Ari
    et al.
    Högskolan i Skövde, Institutionen för ingenjörsvetenskap. Högskolan i Skövde, Forskningscentrum för Virtuella system.
    Lindblom, Jessica
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Thorvald, Peter
    Högskolan i Skövde, Institutionen för ingenjörsvetenskap. Högskolan i Skövde, Forskningscentrum för Virtuella system.
    Missing mediated interruptions in manual assembly: Critical aspects of breakpoint selection2017Inngår i: Applied Ergonomics, ISSN 0003-6870, E-ISSN 1872-9126, Vol. 61, s. 90-101Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    The factory of the future aims to make manufacturing more effective and easily customisable, using advanced sensors and communications to support information management. In this paper, we examine how breakpoint selection during interruption management can fail, even when using recommendations for interruption management from existing research. We present an experiment based on prior work where mediated interruptions (i.e. smart interruptions that should interrupt at opportune moments) were missed by participants when sent at one of two pre-defined breakpoints. These breakpoints were selected based on existing research to minimise the cost of interruption, which can involve longer times to complete tasks as well as making errors on tasks. Missing mediated interruptions in this way was unexpected, and the prior study was not configured to measure this effect, which has led to the experiment detailed here. We strive to explore whether there is a risk of missing notifications when mediated interruptions are used, and how this is affected by breakpoint selection. This was investigated through an experiment that uses tasks and environments that simulate a manufacturing assembly facility.

    The results indicate that the effect exists, i.e. that participants miss significantly more notifications when interrupted at fine breakpoints than when interrupted at coarse breakpoints. An embodied cognition perspective was used for analysis of the tasks to understand the cause of the effect. This analysis shows that an overlap between “action” and “anticipation of action” can account for why participants miss notifications at fine breakpoints. Based on these findings, recommendations were developed for designing interruption systems that minimise the costs (errors and time) imposed by interruptions during assembly tasks in manufacturing.

  • 66.
    Kolbeinsson, Ari
    et al.
    Högskolan i Skövde, Institutionen för ingenjörsvetenskap. Högskolan i Skövde, Forskningscentrum för Virtuella system.
    Thorvald, Peter
    Högskolan i Skövde, Institutionen för ingenjörsvetenskap. Högskolan i Skövde, Forskningscentrum för Virtuella system.
    Lindblom, Jessica
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Context aware interruptions: Existing research and required research2014Inngår i: Advances in Cognitive Engineering and Neuroergonomics / [ed] Kay Stanney & Kelly S. Hale, AHFE , 2014, s. 260-272Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Companies in various fields are developing information systems that are supposed to show information in a context sensitive manner. This involves modifying user interfaces based on the current activity and location of the user. The research that exists for context aware, task aware, and location aware systems come mostly from research in the office environment and using stationary work computers using standard mouse and keyboard-operated systems. Other environments, such as manufacturing environments, have not received the same research attention, and therefore research is required to see whether existing theories and frameworks apply to the manufacturing domain. Adding to this, context aware systems are now being created for new classes of devices such as mobile and wearable devices, to be used in multiple domains. All this requires an investigation and validation of older research, and shows how the research of the basic human factors surrounding new devices and domains has fallen behind the development of the devices themselves. This paper examines shortly how recent changes advances in technology affect what is required from the field of interruption research, as well as what is needed to support other domains than the office environment. 

  • 67.
    Lagerstedt, Erik
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Riveiro, Maria
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Thill, Serge
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi. Plymouth University, United Kingdom.
    Agent Autonomy and Locus of Responsibility for Team Situation Awareness2017Inngår i: HAI '17: Proceedings of the 5th International Conference on Human Agent Interaction, New York: Association for Computing Machinery (ACM), 2017, s. 261-269Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Rapid technical advancements have led to dramatically improved abilities for artificial agents, and thus opened up for new ways of cooperation between humans and them, from disembodied agents such as Siris to virtual avatars, robot companions, and autonomous vehicles. It is therefore relevant to study not only how to maintain appropriate cooperation, but also where the responsibility for this resides and/or may be affected. While there are previous organisations and categorisations of agents and HAI research into taxonomies, situations with highly responsible artificial agents are rarely covered. Here, we propose a way to categorise agents in terms of such responsibility and agent autonomy, which covers the range of cooperation from humans getting help from agents to humans providing help for the agents. In the resulting diagram presented in this paper, it is possible to relate different kinds of agents with other taxonomies and typical properties. A particular advantage of this taxonomy is that it highlights under what conditions certain effects known to modulate the relationship between agents (such as the protégé effect or the "we"-feeling) arise.

  • 68.
    Lindberg, Dennis
    Högskolan i Skövde, Institutionen för informationsteknologi.
    GAMIFIED SYSTEMS FOR SECURITY AWARENESS: A literature analysis2016Independent thesis Basic level (degree of Bachelor), 20 poäng / 30 hpOppgave
    Abstract [en]

    Users have a rather low security awareness, this has led to ideas about creating a security awareness system. By using gamification, it may be possible to motivate the user to change to a more secure behavior. The aim of this thesis is to study the relation between game elements, user and riskful behavior (context) in order to understand which game elements has a positive/negative effect on the users in which context. This was done by conducting a literature analysis, by collecting studies conducted with gamified system and compare and contrast their results. The literature analysis used four different databases and each of the databases was searched through by using four different search terms. The results shows that there seems to be lacking gamified system within security context, thus a conclusion could not be drawn from a literature analysis. 

  • 69.
    Lindblom, Jessica
    Högskolan i Skövde, Institutionen för kommunikation och information.
    Embodied action as a ‘helping‘ hand in social interaction2006Inngår i: Proceedings of the 28th Annual Conference of the Cognitive Science Society / [ed] R. Sun and N. Miyake (eds.), Mahwah, NJ: Cognitive Science Society, Inc., 2006, s. 477-482Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Although embodiment has become an important concept inmany areas of cognitive science during the past two decades,most research has focused on individual agents and theirinteractions with the environment. This paper focuses on thesocial dimension of embodiment, and offers a conceptualframework that addresses embodied actions in the socialrealm. The framework identifies some fundamental functionsof embodiment in social interaction, which are also illustratedby a case study in an everyday social setting. Generallyspeaking, embodied actions provide a helping hand in socialinteraction, both in a literal and practical sense.

  • 70.
    Lindblom, Jessica
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Embodied Social Cognition2015 (oppl. 1)Bok (Fagfellevurdert)
    Abstract [en]

    This book clarifies the role and relevance of the body in social interaction and cognition from an embodied cognitive science perspective. Theories of embodied cognition have during the last decades offered a radical shift in explanations of the human mind, from traditional computationalism, to emphasizing the way cognition is shaped by the body and its sensorimotor interaction with the surrounding social and material world.

    This book presents a theoretical framework for the relational nature of embodied social cognition, which is based on an interdisciplinary approach that ranges historically in time and across different disciplines. It includes work in cognitive science, artificial intelligence, phenomenology, ethology, developmental psychology, neuroscience, social psychology, linguistics, communication and gesture studies.

    The theoretical framework is illustrated by empirical work that provides some detailed observational fieldwork on embodied actions captured in three different episodes of spontaneous social interaction and cognition in situ.

    Furthermore, the theoretical contributions and implications of the study of embodied social cognition are discussed and summed up. Finally, the issue what it would take for an artificial system to be socially embodied is addressed and discussed, as well as the practical relevance for applications to artificial intelligence (AI) and socially interactive technology.

  • 71.
    Lindblom, Jessica
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Meaning-making as a Socially Distributed and Embodied Practice2015Inngår i: Aesthetics and the Embodied Mind: Beyond Art Theory and the Cartesian Mind-Body Dichotomy / [ed] Alfonsina Scarinzi, Springer Netherlands, 2015, s. 3-19Kapittel i bok, del av antologi (Fagfellevurdert)
    Abstract [en]

    This chapter briefly contrasts the ongoing debate concerning the nature and kinds of meaning-making within cognitive science and related disciplines. Based on the shortcomings of traditional approaches of meaning making activity it integrates the theoretical framework of Distributed Cognition (DC) with more recent, embodied approaches of social interaction and cognition. The focus is mostly on radically” embodiment theories, but also clarifies different notions of embodiment and its role in cognition and social interaction. Integrating a broad range of theoretical perspectives and empirical evidence from mainly social neuroscience, phenomenology, embodied linguistics and gesture studies, four fundamental functions of the body in social interaction are identified. (1) the body  as a social resonance mechanism, (2) the body as a means and end in communication and social interaction, (3) embodied  action and gesture as a helping hand in shaping, expressing and sharing thoughts, and (4) the body as a representational device.  The theoretical discussions are illustrated with an example from a case study of embodied social interaction “in the wild”, with a focus on the importance of crossmodal interaction in the process of meaning-making activity. The DC perspective functions as an appropriate approach of illustrating how bodily interaction and meaning is enacted when embodied agents are co-operatively engaged in meaning-making activity. It is concluded that the body is of crucial importance in understanding social interaction and cognition in general, and in particular the relational and distributed nature of meaning making activity in joint actions.

  • 72.
    Lindblom, Jessica
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Alenljung, Beatrice
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Socially Embodied Human-Robot Interaction: Addressing human Emotions with Theories of Embodied Cognition2015Inngår i: Handbook of Research on Synthesizing Human Emotion in Intelligent Systems and Robotics / [ed] Jordi Vallverdú, Hershey, Pennsylvania, USA: IGI Global, 2015, s. 169-190Kapittel i bok, del av antologi (Fagfellevurdert)
    Abstract [en]

    A fundamental challenge of human interaction with socially interactive robots, compared to other interactive products, comes from them being embodied. The embodied nature of social robots questions to what degree humans can interact ‘naturally' with robots, and what impact the interaction quality has on the user experience (UX). UX is fundamentally about emotions that arise and form in humans through the use of technology in a particular situation. This chapter aims to contribute to the field of human-robot interaction (HRI) by addressing, in further detail, the role and relevance of embodied cognition for human social interaction, and consequently what role embodiment can play in HRI, especially for socially interactive robots. Furthermore, some challenges for socially embodied interaction between humans and socially interactive robots are outlined and possible directions for future research are presented. It is concluded that the body is of crucial importance in understanding emotion and cognition in general, and, in particular, for a positive user experience to emerge when interacting with socially interactive robots.

  • 73.
    Lindblom, Jessica
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Andreasson, Rebecca
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi. Numera vid Uppsala universitet.
    Current Challenges for UX Evaluation of Human-Robot Interaction2016Inngår i: Advances in Ergonomics of Manufacturing: Managing the Enterprise of the Future: Proceedings of the AHFE 2016 International Conference on Human Aspects of Advanced Manufacturing, July 27-31, 2016, Walt Disney World®, Florida, USA / [ed] Christopher Schlick and Stefan Trzcieliński, Switzerland: Springer, 2016, s. 267-277Kapittel i bok, del av antologi (Fagfellevurdert)
    Abstract [en]

    The development of socially interactive robots is expected to have anincreasing importance in everyday life for a growing number of people. For social robots to provide long-term added value to people’s lives, it is of major importanceto stress the need for developing a positive user experience (UX). The human-centered view emphasizes various aspects including acceptance, usability,and credibility, as they emerge in the interaction between humans and robots. In current human-robot interaction (HRI) research, UX is reckoned to be important,but is often taken for granted. However, a positive user experience does not appearby itself but has to be systematically designed and evaluated. In this paper, we focus on the role and relevance of UX in HRI and present three challenges related to the evaluation of UX in interaction with robots, addressing the need for interdisciplinary research in order to achieve long-term success of socially interactive robots.

  • 74.
    Lindblom, Jessica
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Gündert, Jonna
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Managing Mediated Interruptions in Manufacturing: Selected Strategies Used for Coping with Cognitive Load2017Inngår i: Advances in Neuroergonomics and Cognitive Engineering: Proceedings of the AHFE 2016 International Conference on Neuroergonomics and Cognitive Engineering, July 27-31, 2016, Walt Disney World®, Florida, USA / [ed] Kelly S. Hale, Kay M. Stanney, Springer, 2017, s. 389-403Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Interruption research can provide human factors and applied ergonomics with an enhanced understanding of how to notify assembly workers in manufacturing. The paper investigates and analyzes what happens in the transition phase when resuming to the primary task; to understand what kind of support assembly workers may need during this critical and cognitively demanding phase—so that the interval between the interrupted and the primary tasks can be shortened to increase efficiency, during mediated interruptions. Subjects were interrupted during primary assembly tasks via a mobile device which delivered various notifications. We focused on the selected cognitive strategies applied when decreasing the subjects’ experienced cognitive load as they resumed to their primary task. Based on the obtained results, some recommendations from a distributed cognition perspective are provided when analyzing “cognitive workscapes”.

  • 75.
    Lindblom, Jessica
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Lundström, Christina
    Department of Urban and Rural development, Swedish University of Agricultural Sciences, Skara, Sweden.
    Ljung, Magnus
    National Competence Centre for Advisory Services, Swedish University of Agricultural Sciences, Skara, Sweden.
    Jonsson, Anders
    Department of Soil and Environment, Swedish University of Agricultural Sciences, Skara, Sweden.
    Promoting sustainable intensification in precision agriculture: review of decision support systems development and strategies2017Inngår i: Precision Agriculture, ISSN 1385-2256, E-ISSN 1573-1618, Vol. 18, nr 3, s. 309-331Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Precision agriculture provides important issues toward a more sustainable agriculture. Many farmers have the necessary technology to operate site-specifically, but they do not use it in practice, and thus available information and communications technology(ICT) systems are not used to their full potential. This paper addresses how to reduce the so-called ‘‘problem of implementation’’, based on the knowledge that participatory approaches during the design and development process is one of the most important factors to frame technology adoption. The development of sustainable ICT systems through theories and methodologies from the fields of human computer interaction and user-centered design (UCD) is presented and an ongoing Swedish project for development of an agricultural decision support system (AgriDSS) for nitrogen fertilization is used as an example to frame the issue. The overreaching aim is to develop AgriDSSs that are sustainable in design as well as through design by stressing the importance of participatory approaches for the successful development of AgriDSSs. The Swedish project has the intention to apply a UCD approach, and some pitfalls on starting to use this way of working is identified as well as some suggestions on how to reduce them through co-learning processes. Despite the challenges presented in this paper, ICT can contribute significantly to long-term sustainable development. Thus, several competences and scientific disciplines need to act in concert to help develop a sustainable development of agriculture via a transdisciplinary approach that can make an impact on society at many levels.

  • 76.
    Lindblom, Jessica
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Svensson, Henrik
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Vikten av pedagogiskt utveckling i kvalitetssarbete: CDIO som metod och inspiration2014Inngår i: Nu2014: Umeå 8-10 oktober Abstracts, Umeå Universitet, 2014, s. 136-Konferansepaper (Fagfellevurdert)
    Abstract [sv]

    Det ställs i dagens samhälle en mängd krav på den högre utbildningen utifrån flera olika perspektiv som t.ex. utbildningens vetenskapliga grund, integrering av teoretiska kunskaper och praktiska färdigheter, bildning samt studenternas förberedelse inför yrkeslivet och anställningsbarhet. Detta medför krav på den högre utbildningens organisation att utgöra stöd för de undervisande lärarnas egna utvecklings- och lärandeprocesser för att möta dessa utmaningar. Ett sätt att realisera en lärande organisation är att erbjuda olika former av pedagogiska och didaktiska utvecklingsprojekt för lärarkollegiet. Vi har på vårt lärosäte haft möjligheten att under två år arbeta aktivt och strukturerat med dessa frågor inom ramverket ”Conceiving - Designing - Implementing – Operating”, eller CDIO-initiativet vilket det är mer känt som (Crawley m.fl., 2010). CDIO-initiativet är ursprungligen avsett för ingenjörsutbildningar och baseras på olika pedagogiska forskningsresultat som utgår från en konstruktivistisk grundsyn (Bron & Wilhelmson, 2004). Vi har överfört CDIO-ramverket till ämnesområden utanför ingenjörsvetenskap med goda resultat. Vi har erfarit att många pedagogiska angreppssätt, didaktiska metoder och tekniker inom CDIO-initiativet fungerar väl och menar att det utgör ett ändamålsenligt och effektivt ramverk för hantera de utmaningar som ställts inom dagens högre utbildning.

    Syftet med detta bidrag är att inspirera och informera andra universitetslärare som arbetar med kvalitetsfrågor och pedagogiskt utvecklingsarbete inom högre utbildning, genom att delge våra kunskaper och erfarenheter att tillämpa CDIO utanför ingenjörsvetenskap generellt, med ett fokus på kvalitetsfrågor gällande programutveckling. Främst fokuserar vi på den så kallade black box-metoden (Crawley m fl., 2010) som vi förutom att använda som ett utvärderingsverktyg av existerande utbildningsprogram även framgångsrikt modifierat och använt proaktivt i utvecklingsarbetet av nya utbildningsprogram.

    För att aktivt och framgångsrikt arbeta med att utveckla utbildningskvaliteten i högre utbildningen behöver pedagogiskt utvecklingsarbete vara integrerade i kvalitetsprocesserna. Kvalitetsarbete kan inte bara fokusera på de ämnes- och färdighetskunskaper studenten ska uppnå i sig utan även på att lärarna också har ett fokus på i vilka sammanhang studenten ska och kan applicera dessa kunskaper givet t.ex. var i utbildningen studenten befinner sig. I högre utbildning betonas ofta den enskilde lärarens pedagogiska och didaktiska kompetens, men det är inte tillräckligt. En bra lärare, enligt oss, är en lärare som kan se sin egen undervisning i ett större sammanhang, t.ex. hur en kurs hänger ihop med andra kurser inom utbildningen eller hur den kopplar till ett framtida yrkesliv. CDIO-ramverket innefattar verktyg som möjliggör en integrerad syn på utbildningen, vilket i sin tur gynnar utbildningskvaliteten.

  • 77.
    Lindblom, Jessica
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Thorvald, Peter
    Högskolan i Skövde, Institutionen för ingenjörsvetenskap. Högskolan i Skövde, Forskningscentrum för Virtuella system.
    Manufacturing in the wild: viewing human-based assembly through the lens of distributed cognition2017Inngår i: Production & Manufacturing Research, ISSN 2169-3277, Vol. 5, nr 1, s. 57-80Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    The interdisciplinary field of cognitive science has been and isbecoming increasingly central within human factors and ergonomics(HF&E) and, since at the same time, there has long been a call for a more systems perspective in the area with a somewhat wider unit of analysis. This paper argues that the theoretical framework of distributed cognition would greatly benefit the application of HF&E to manufacturing and would offer a more holistic understanding of the interactions between different entities within a greater context,including the social, cultural and materialistic. We aim to characterize and analyse manufacturing as a complex socio-technical system from a distributed cognition perspective; focusing on the use, mediation and integration of different forms of representations, tools and artefacts in this domain. We present illustrative examples fromauthentic manual assembly, showing the cognitively distributed nature of the work, ranging from scaffolding strategies of the individual worker to the emergent properties of a whole assembly line. The paper further proposes and provides benefits of using a distributed cognition framework as a novel approach in the toolboxfor the HF&E discipline, where it may have been found before, but the application to manufacturing has been absent.

  • 78.
    Lindblom, Jessica
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Thorvald, Peter
    Högskolan i Skövde, Institutionen för ingenjörsvetenskap. Högskolan i Skövde, Forskningscentrum för Virtuella system.
    Towards a framework for reducing cognitive load in manufacturing personnel2014Inngår i: Advances in Cognitive Engineering and Neuroergonomics / [ed] Kay Stanney & Kelly S. Hale, AHFE , 2014, s. 233-244Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The interest in cognitive aspects of human performance has dramatically increased in recent years in manufacturing, complementing the area of physical ergonomics, and the expanded focus on cognitive aspects may offer significant insights and contributions to industrial domains. A considerably increased interest has been directed at the role and effects cognitive load has on human performance, and ultimately on production outcome. The main question addressed is: How can an understanding of cognitive load in manufacturing lead us to design better workplaces for the personnel at the shop floor? To answer this question, we have to consider how technology interacts with work environment and with human cognition from a systems perspective. Technology should be considered a resource in the design of a better working environment, aid those activities for which we are poorly suited cognitively, and enhance those cognitive skills for which we are ideally suited. This has resulted in a potential framework of factors that might have impact on high cognitive load, consisting of three levels; internal factors, external factors, and activity space. The initial framework focuses primarily on the former factors, identifying risks where a high cognitive load might lead to difficulty of work, negatively affecting production outcome.

  • 79.
    Lodahl, Mikkel
    et al.
    Institute for Danish Game Development at Erhvervsakademi Dania.
    Kjæhr, Emil
    Funday Factory.
    Berg Marklund, Björn
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    The Business of Making Games: Guidelines and questions to get you thinking about your game studio's business strategy.2014Annet (Annet (populærvitenskap, debatt, mm))
    Abstract [en]

    This report is the result of the Scandinavian Game Developers (SGD) project and a distillation of experience acquired from working with the several involved incubation environments, such as the Ranch in Grenaa, the Arsenal in Viborg and Gothia Science Park in Skövde. While most other publications from the SGD project have been academic in nature, this material has been written to be more practically oriented and directly applicable in game development studios.

    It is the hope of the authors that this report will allow young start-up companies within the game business of Scandinavia to structure their thoughts and business plans more thoroughly. While there are precious few answers to give to the question of how you succeed in the games business, there are a series of productive questions to be asked. We hope that this report will help you ask the right questions in the right combination.

  • 80.
    Lowe, Robert
    et al.
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Ziemke, Tom
    Högskolan i Skövde, Institutionen för kommunikation och information. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Exploring the relationship of reward and Punishment in reinforcement learning: Evolving action meta-learning functions in goal navigation2013Inngår i: Proceedings of the 2013 IEEE Symposium on Adaptive Dynamic Programming and Reinforcement Learning (ADPRL), IEEE conference proceedings, 2013, s. 140-147Konferansepaper (Fagfellevurdert)
  • 81.
    Lundström, Christina
    et al.
    Department of Urban and Rural development, Swedish University of Agricultural Sciences.
    Lindblom, Jessica
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Considering farmers’ situated expertise in using AgriDSS to fostering sustainable farming practices in precision agriculture2016Inngår i: Proceedings of the 13th International Conference on Precision Agriculture (unpaginated, online). Monticello, IL: International Society of Precision Agriculture, 2016Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Agriculture is facing immense challenges and ecological intensification has been presented as a way forward where precision agriculture (PA) plays an important role. A more sustainable agriculture needs farmers that embrace situated expertise and who can handle changing farming systems. Many agricultural decision support systems (AgriDSS) have been developed to support farm management, but the traditional approach to AgriDSS development is mostly based on the knowledge transfer perspective. This has resulted in technology being considered as an isolated phenomenon and thus not adapted to farmers’ actual needs or their decision-making in practice. The aim of this study was to improve the understanding of farmers’ use of AgriDSS in relation to their situated expertise and how they cared for their fields. The theoretical framework of distributed cognition (DCog) was used as a lense when investigating and analyzing farmers' use of a software tool called CopSAT developed for calculation of variable rate application (VRA) files for nitrogen (N) fertilization from satellite images. The results revealed that CropSAT could function as a tool which supported decision making and the development of situated expertise, highlighting the care perspective.

  • 82.
    Lundström, Christina
    et al.
    Swedish University of Agricultural Sciences, Skara, Sweden.
    Lindblom, Jessica
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Considering farmers' situated knowledge of using agricultural decision support systems (AgriDSS) to Foster farming practices: The case of CropSAT2018Inngår i: Agricultural Systems, ISSN 0308-521X, E-ISSN 1873-2267, Vol. 159, s. 9-20Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Precision agriculture is an important part of the sustainable intensification of agriculture, where information and communications technology and other technologies are necessary, but not sufficient for sustainable farming systems. The technology must fit into farmers' practice and be handled by their experienced-based, situated knowledge in order to contribute to increased sustainability in their farming. This study analysed the relationship between farmers' experience-based situated knowledge and the use of agricultural decision support systems in order to develop care by farmers in their practice. The theoretical framework of distributed cognition was used as a lens when investigating and analysing farmers' use of an agricultural decision support system called CropSAT developed for calculation of variable rate application files for nitrogen fertilisation from satellite images. In the case study, the unit of analysis was broadened to the whole socio-technical system of farmers' decision-making and learning, including other people and different kinds of tools and artefacts. The results revealed that social contexts could support farmers' development of cognitive strategies for use of agricultural decision support systems, e.g. CropSAT, and could thus facilitate decision-making and learning through development of enhanced professional vision that hopefully may increase farmers' situated knowledge and care in PA.

  • 83.
    Lundström, Christina
    et al.
    Swedish University of Agricultural Sciences.
    Lindblom, Jessica
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Ljung, Magnus
    Swedish University of Agricultural Sciences.
    Jonsson, Anders
    Swedish Institute of Agricultural and Environmental Engineering.
    Sustainability as a governing principle in the use of agricultural decision support systems: The case of CropSAT2016Inngår i: 12th European IFSA Symposium Programme and Book of Abstracts: Social and technological transformation of farming systems: Diverging and converging pathways / [ed] Andrew Wilcox & Samantha Vinall, Harper Adams University, UK: IFSA consortium , 2016, s. 93-94Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Precision agriculture (PA) is an important part of sustainable intensification, where information and communications technology (ICT) and other technologies are necessary but not sufficient for sustainable farming systems. Many agricultural decision support systems (AgriDSS) have been developed to support farmers to manage an increased amount of gathered data. However, the traditional approach to AgriDSS development is based on the knowledge transfer perspective, which has resulted in technology being considered as an isolated phenomenon and thus not adapted to farmers’ actual needs or their decision making in practice. The aim of this study was to improve understanding of farmers’ use of AgriDSS. The theoretical framework of distributed cognition (DCog) was used as a lense when investigating and analysing farmers' use of a software tool developed for calculation of variable rate application (VRA) files for nitrogen (N) fertilisation from satellite images called CropSAT. In a case study, the unit of analysis was broadened to the whole socio-technical system of farmer’s decision-making, including other people and different kinds of tools and artefacts. The results reveal that CropSAT functions as a tool to support decision making and promotes social learning through the use of enhanced professional vision.

  • 84.
    Maurin Söderholm, Hanna
    et al.
    PreHospen - Centre for Prehospital Research, Faculty of Librarianship, Information, Education and IT, University of Borås.
    Andersson, Henrik
    PreHospen - Centre for Prehospital Research, Faculty of Caring Science, Work Life and Social Welfare, University of Borås.
    Andersson Hagiwara, Magnus
    PreHospen - Centre for Prehospital Research, Faculty of Caring Science, Work Life and Social Welfare, University of Borås.
    Backlund, Per
    Högskolan i Skövde, Forskningscentrum för Informationsteknologi. Högskolan i Skövde, Institutionen för informationsteknologi.
    Bergman, Johanna
    PICTA - Prehospital ICT Arena, Göteborg.
    Lundberg, Lars
    PreHospen - Centre for Prehospital Research, Faculty of Caring Science, Work Life and Social Welfare, University of Borås.
    Sjöqvist, Bengt Arne
    Biomedical Signals and Systems, Department of Electrical Engineering, Chalmers University of Technology, Gothenburg.
    Research challenges in prehospital care: the need for a simulation-based prehospital research laboratory2019Inngår i: Advances in Simulation, ISSN 2059-0628, Vol. 4, nr 3, s. 1-6Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    There is a need for improved research in the field of prehospital care. At the same time, there are many barriers in prehospital research due to the complex context, posing unique challenges for research, development, and evaluation. The present paper argues for the potential of simulation for prehospital research, e.g., through the development of an advanced simulation-based prehospital research laboratory. However, the prehospital context is different from other healthcare areas, which implies special requirements for the design of this type of laboratory, in terms of simulation width (including the entire prehospital work process) and depth (level of scenario detail). A set of features pertaining to simulation width, scenario depth, equipment, and personnel and competence are proposed. Close tailoring between these features and the prehospital research problems and context presents great potential to improve and further prehospital research.

  • 85.
    Montebelli, Alberto
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Billing, Erik A.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Lindblom, Jessica
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Messina Dahlberg, Giulia
    Department of Educational Research and Development, University of Borås.
    Reframing HRI Education: A Dialogic Reformulation of HRI Education to Promote Diverse Thinking and Scientific Progress2017Inngår i: Journal of Human-Robot Interaction, E-ISSN 2163-0364, Vol. 6, nr 2, s. 3-26Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Over the last few years, technological developments in semi-autonomous machines have raised awareness about the strategic importance of human-robot interaction (HRI) and its technical and social implications. At the same time, HRI still lacks an established pedagogic tradition in the coordination of its intrinsically interdisciplinary nature. This scenario presents steep and urgent challenges for HRI education. Our contribution presents a normative interdisciplinary dialogic framework for HRI education, denoted InDia wheel, aimed toward seamless and coherent integration of the variety of disciplines that contribute to HRI. Our framework deemphasizes technical mastery, reducing it to a necessary yet not sufficient condition for HRI design, thus modifying the stereotypical narration of HRI-relevant disciplines and creating favorable conditions for a more diverse participation of students. Prospectively, we argue, the design of an educational 'space of interaction’ that focuses on a variety of voices, without giving supremacy to one over the other, will be key to successful HRI education and practice.

  • 86.
    Nilsson, Morgan
    Högskolan i Skövde, Institutionen för informationsteknologi. morgannilsson81@gmail.com.
    Morgondagens handel: Smartmobilen länken till en sömlös upplevelse2018Independent thesis Basic level (degree of Bachelor), 20 poäng / 30 hpOppgave
    Abstract [sv]

    Konkurrensen inom detaljhandeln har blivit allt tuffare sedan internets uppkomst vilket har lett till att kunders beteende har börjat förändrats, samtidigt som upplevelsen både på internet och iden fysiska butiken har hamnat alltmer i fokus. En bra användarupplevelse och kundupplevelseär idag en av de viktigaste konkurrensfördelarna ett företag kan ha inom detaljhandeln. Forskning inom detaljhandeln har visat att kunder idag efterfrågar bättre personliga upplevelser vid rätt tidpunkt och plats, vilket smartmobilen potentiellt skulle kunna uppfylla i den fysiskabutiken. Studiens syfte är således att undersöka om upplevelsen i den fysiska butiken potentiellt skulle kunna förbättras av dagens smartmobiler, studien har avgränsats till kläd- och skobutiker. Genom att besvara problemformuleringen kan studien inte endast förhoppningsvis hjälpa dagens fysiska butiker att potentiellt förbättra upplevelsen för sin kunder utan även ge forskningen nya insikter om hur den digital och fysiska världen kan sammanföras i ett. Resultatet av examensarbetet indikerar att smartmobilen kan förbättra upplevelsen för kunden genom attsammanväva den personliga informationen från internet med den fysiska butikens sortiment och layout.

  • 87.
    Nordqvist, Malin
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Operatörens upplevelse av tillit vid samarbete med en kollaborativ robot2018Independent thesis Basic level (degree of Bachelor), 20 poäng / 30 hpOppgave
    Abstract [sv]

    Syftet med arbetet är att undersöka omfattningen av tillit som en operatör upplever vid samarbete med en kollaborativ robot. Tidigare forskning inom människa-robotinteraktion och människa-robotkollaboration visar på att det inte är tillräckligt att utvärdera säkerhet för att förbigå olycksfall mellan operatörer och robotar. När den fjärde industrirevolutionen inkorporeras i tillverkningsindustrin och kollaborativa robotar och operatörer ska arbeta i symbios med varandra utan säkerhetsgrindar och galler, kommer aspekten av säkerhet och tillit inom människa-robotkollaboration vara än viktigare att utvärdera. Genom litteraturstudien i detta arbete identifierades att det inte fanns en strukturerad utvärderingsmetod eller teknik för att utvärdera en operatörs upplevelse av tillit. Insikten resulterade i en vidareutveckling av ramverket USUS-goals till USUS-Tillit. Genom att använda ramverket USUS-Tillit som utvärderingsmetod har omfattningen av tillit kunnat utvärderas genom dels en heuristiks utvärdering och UX-testning där flera testdeltagare har genomfört ett scenario med en röststyrd kollaborativ robot. Scenariot handlade om att tillsammans med roboten bygga ihop en enklare leksaksbil där testdeltagaren och roboten genomförde arbetsmoment var och en för sig, men även tillsammans. Resultatet av testningen visade på att testdeltagarna upplevde begränsad tillit under samarbetet med roboten, något som bland annat kunde kopplas ihop med osäkerhet till sin egen förmåga, där osäkerheten var starkt sammankopplad till robotens avancerade interaktionsparadigm. Industrin är en viktig motor för Sveriges välfärd och eftersom industri 4.0 kommer innebära nära samarbete mellan robotar och operatörer, kommer operatörens upplevelse av interaktionen med roboten bli viktigare. Att utvärdera operatörers upplevelse av tillit kan vara en pusselbit som saknats när det kommer till att kunna garantera säkerheten för operatörerna i industrin. UX kompetensen kommer därför vara starkt efterfrågad i industridomänen i framtiden då UX uteslutande fokuserar på en användares (operatörens) upplevelse.

  • 88.
    Nordqvist, Malin
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Lindblom, Jessica
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Operators' Experience of Trust in Manual Assembly with a Collaborative Robot2018Inngår i: HAI '18 Proceedings of the 6th International Conference on Human-Agent Interaction / [ed] Michita Imai, Tim Norman, Elizabeth Sklar, Takanori Komatsu, New York, NY, USA: ACM Digital Library, 2018, s. 341-343Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Advancements in human-robot collaboration (HRC) are major aspects of the future Industry 4.0. HRC entails humans that cooperatively work with fenceless robots in dynamic, changing, and rather unpredictable settings where they should assist and learn from each other and automatically respond to changes [1]. The envisioning of smart factories of the future results in new and additional challenges for how to evaluate various aspects of the collaboration between the human operator and the robot. The common practice in HRC is to focus on safety and performance-related issues, which are highly influenced by human factors (HF). Because of the prevailing orientation towards HF, HRC runs the risk of not considering the modern understandings of human cognition and technology-mediated activity in a socio-material context [2]. Previous research reveals that safety is a necessary but not sufficient condition for avoiding accidents between humans and robots.

  • 89.
    Nyman Gomez, Christian
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Berg Marklund, Björn
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    A Game-Based Tool for Cross-Cultural Discussion: Encouraging Cultural Awareness with Board Games2018Inngår i: INTERNATIONAL JOURNAL OF SERIOUS GAMES, E-ISSN 2384-8766, Vol. 5, nr 4, s. 81-98Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    This paper studies whether a board game can effectively raise awareness of cultural differences and their impacts on everyday life. Furthermore, the paper compares whether a board game might achieve this goal more efficiently, or differently, than more traditional ‘open discussion’ exercises. To conduct this study, a board game that present players with cultural dilemmas was designed and developed based on a comparative model of individualistic and collectivistic cultures. The game’s ability to generate discussion and engagement with cross-cultural topics was evaluated and compared with traditional discussion exercises in a series of experimental studies conducted in SFI (Swedish For Immigrants) classrooms. A follow-up survey was also conducted to compare long-term effects between the board game and the traditional discussion exercise. Results indicate that the game benefited participants’ discussions and reflections regarding cultural awareness directly after the game session, and that they retained their attitudes and perceptions of cultural awareness better than participants of the non-game exercise.

  • 90.
    Ohlander, Ulrika
    et al.
    Saab Aeronautics, Saab AB, Linköping, Sweden.
    Alfredson, Jens
    Saab Aeronautics, Saab AB, Linköping, Sweden.
    Singer, Gideon
    Saab Aeronautics, Saab AB, Linköping, Sweden.
    Enhancing Situation Awareness with a Large Area Display2013Inngår i: Book of Abstracts of the 4:th CEAS Conference, Linköping 2013 / [ed] Tomas Melin, Petter Krus, Emil Vinterhav, Knut Övrebö, Linköping: Linköping University Electronic Press, 2013, s. 125-125, artikkel-id 068Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The long term vision of presenting the "Big picture" to the pilot as Eugene Adams envisaged in the 80´s is about to become true. Today we have the technical solutions to be able to collect and present the information on one large display in a structured and beneficial way. Saab Aeronautics has studied possibilities for a large area display (LAD) and its potential use in a future manned fighter aircraft context. This paper addresses what could be gained by introducing a large area display and why this is a desirable way forward. A LAD is essential for helping the pilot to achieve an improved Situation Awareness. Collected information from different sensors is fused together and presented in one view. A LAD offers the possibility to have one overview of the situation and one zoomed-in detailed picture at the same time on the same display. The pilot can easily pan the view and select interesting areas to zoom in to. The area on a LAD has the benefit of providing a homogeneous display area. Also, information that is dynamically presented to various places, such as dynamic symbols or cursors etcetera is easier to follow, and has a continuous motion, in the homogeneous display area of a LAD. By arranging information in close proximity in a LAD pair-wise comparisons can be made better than when the perceptual task is divided between displays.The tactical overview is often complex and requires many layers and icons to provide a clear and dynamic visual presentation to the aircrew. A LAD makes it easier to visualize the different zones to fly in and to give a good overview of the whole mission. With a LAD it will also be possible to expand and enlarge pictures and video inputs using a pilot selectable display section. Pictures and video can be displayed in the most optimal format for the situation and managed in a flexible manner. Using new cuing solutions such as touch control and innovative command options will enable the designer to utilize new display feedback capabilities more intuitive to the future user. A LAD will offer flexibility in the layout of display. Display modes can be tailored to the optimal size depending on content and mission phase and not constrained to a limited display area. Also, the use of a LAD opens up for synergies with other display techniques including multi-modal interaction and advanced visual display design. For instance, the use of perspective representations is potentially aided by a large display area. Use of peripheral vision (eg. visual flow) increase drastically with a LAD that can make use of a larger field of view.

  • 91.
    Oscarsson, Jacob
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Exploring the Brain: Interactivity and Learning2016Independent thesis Basic level (degree of Bachelor), 20 poäng / 30 hpOppgave
    Abstract [en]

    This study has examined whether the use of an interactive 3D model of the human brain would be a more effective way of teaching it's anatomy in comparison to traditional book and paper-based techniques. The artefact created for the project was a three dimensional model of the brain made up of several anatomical structures that could be dissected to provide the user with a more accurate sense of the spatial relationships between each structure. 

    The study conducted did not give sufficient information to accurately answer the research question, but interviews conducted during the experiment show interest in the technology. If developed, there could be potential for the use of this type of technology in the future.

  • 92.
    Rapp, Amon
    et al.
    Computer Science Department, University of Turin, Italy / ICxT - ICT and Innovation for Society and Territory, University of Turin, Italy.
    Tirassa, Maurizio
    Psychology Department, University of Turin, Italy.
    Ziemke, Tom
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi. Cognition and Interaction Lab, Department of Computer and Information Science, Linköping University, Sweden.
    Cognitive aspects of interactive technology use: From computers to smart objects and autonomous agents2019Inngår i: Frontiers in Psychology, ISSN 1664-1078, E-ISSN 1664-1078, Vol. 10, nr May, artikkel-id 1078Artikkel i tidsskrift (Fagfellevurdert)
  • 93.
    Rosén, Julia
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Towards Understanding Social Robots2019Rapport (Annet vitenskapelig)
    Abstract [en]

    The emerging research field of human-robot interaction (HRI) has grown increasingly popular as social robots are being introduced to the general public with applications such as elderly care, companionship, or therapy. With researchers with multidisciplinary backgrounds from e.g. psychology, cognitive science, computer science, how HRI is chosen to be framed is still discussed. My research aims to gain a deeper knowledge of how humans interpret and understand social robots. When interacting with social robots, humans tend to prescribe more intelligence than what the robot is actually capable of. Due to this expectation from the humans, one may fill in a gap between what humans prescribe in social robots and what they actually can do. People’s expectations of robots and other agents has been previously addressed in different ways, e.g. in research on anthropomorphism, intentional stance, and autonomy. My aim is to address this in social robots and look at the different levels when this occurs. My first approach involves how humans respond to robots on a low level cognitive function, namely anticipatory gaze. Previous research has shown that humans have anticipatory gaze when observing another human move objects with their hands. This ties into the direct-matching hypothesis: human’s understand another human’s action by mapping it to their own motor representation of that action. Preliminary research has shown that this is also possible if the hand performing the action is a social robot. Although the social robot has no agency, humans tend to fill in this intelligence in the robot and thus eliciting anticipatory gaze. Another more explicit way of deepening the knowledge of this topic, is how human’s describe and react to an interaction with social robots. Because social robots are such a new artefact, most humans are not used to interacting with them and yet they tend to have preconceived notions of what they are capable of. I ask, how are humans actually interacting with robots and how are they influenced by these preconceived notions? Furthermore, what responsibility to we have a researchers towards participants when exposing them to social robots? Are we deceiving participants when we are not transparent with what the robot is actually capable of? There is a need to understand this further in HRI in order to continue with the important research that is being done in this field.

  • 94.
    Rothberg, Nicole
    Högskolan i Skövde, Institutionen för informationsteknologi.
    A less monstrous mirror: Creating empathetic, likeable, and accurate mentally ill characters in computer games2018Independent thesis Advanced level (degree of Master (One Year)), 20 poäng / 30 hpOppgave
    Abstract [en]

    This study is about possibilities for improving representation of mentally ill characters in roleplaying computer games. The areas of improvement are empathy for the characters by the players, enjoyment of the game by players, and more accurate depictions of mental illness in computer games. The qualitative study created three unique character concepts, each with two backstories/game concepts, and interviewed respondents on the three aforementioned areas. The research focused on common stereotypes held in modern society and the history of these embedded beliefs, as well as what mental illness really looks like and how negative stereotypes affect an audience. The research also covers current representation of mental illness in video games and analyses their depictions. The study concludes that stereotypes about mentally ill people are harmful, and that accurate and empathetic representations of mentally ill characters in video games should begin with detailed research and respect for the issue at hand.

  • 95.
    Said, Alan
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Bae, Juhee
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Parra, Denis
    Pontifical Catholic University of Chile, Santiago, Chile.
    Pashami, Sepideh
    Halmstad University, Sweden.
    IDM-WSDM 2019: Workshop on interactive data mining2019Inngår i: WSDM 2019 - Proceedings of the 12th ACM International Conference on Web Search and Data Mining, Association for Computing Machinery (ACM), 2019, s. 846-847Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The first Workshop on Interactive Data Mining is held in Melbourne, Australia, on February 15, 2019 and is co-located with 12th ACM International Conference on Web Search and Data Mining (WSDM 2019). The goal of this workshop is to share and discuss research and projects that focus on interaction with and interactivity of data mining systems. The program includes invited speaker, presentation of research papers, and a discussion session. © 2019 held by the owner/author(s).

  • 96.
    Seitzberg, Linda
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Design av CSCW-system för att stimulera till ökad social interaktion och samarbete inom lantbruket: Från passiva läsare till aktiva bidragare av innehåll i användarportaler2015Independent thesis Basic level (degree of Bachelor), 20 poäng / 30 hpOppgave
    Abstract [en]

    Farming is considered as an important area for a sustainable society, and the need for proper information and knowledge exchange among farmers through various forms of social learning processes has been addressed. Beside learning from each other face to face and sharing personal experiences of farming practices, Information and Communication Technology (ICT) in the form of Computer Supported Collaborative Work (CSCW) systems provides another possibility to share and exchange information and knowledge with other farmers. This work demonstrates the necessary functions needed for a future CSCW system for farmers, as a tool for social interaction and communication in agriculture, through which social learning is fostered. The purpose is to stimulate social learning among farmers so they will develop from passive readers to active contributors of information content in the proposed CSCW system, which in the long run may have a positive impact on the overall purpose of farming – increasing harvests. The main aim of this work is to stimulate social learning in agriculture, where farmers’ social online learning processes is stimulated via a CSCW system that has been developed and designed as a high-fi prototype, providing various functions that make it possible to communicate among farmers and other stakeholders. In order to o stimulate so-called reading farmers into actively contributing farmers in the proposed CSCW-system this work also provides some identified lessons learned. These lessons learned provide both design guidelines as well as suggested behavioral changes of farmers and farming organisations in order to foster the use of CSW systems a social interaction and social learning tools in farming practices.

    Keywords; Agriculture, social learning, communication, CSCL, CSCW, ICT, contribute to content.

  • 97.
    Siri, Åhman
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Wait, I'm him now?: Identification and choice in games with more than one protagonist2018Independent thesis Basic level (degree of Bachelor), 20 poäng / 30 hpOppgave
    Abstract [en]

    This study examines correlations between player choice and identification in a multiple protagonist video game, seeking to determine whether a player’s identification with one or more player characters affects the way they make choices while playing. It discusses various definitions and types of identification as well as ways to create a successful narrative with multiple protagonists. The artefact created for the study is a text-based game with a branching narrative, where the player is required to make choices for three different characters, and a qualitative research method based on interviews with a small group of participants. The results show that players seek to identify with the player character even when there are more than one, and often use this as a basis for the choices they make, either by imagining themselves in the situation of the main character or by imagining that they are the main character. They do not usually base their choices while playing as a character on their identification or lack thereof with another, and regardless of how they made choices, most players made more or less the same ones. However, it did show that lack of identification made making choices more difficult for that character, which lessened their enjoyment of that storyline.

  • 98.
    Susi, Tarja
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Lindblom, Jessica
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Alenljung, Beatrice
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Promoting sustainability: Learning new practices through ICT2015Inngår i: Exploring the Material Conditions of Learning: Computer Supported Collaborative Learning (CSCL) Conference 201: Volume 2 / [ed] Oskar Lundwall, Päivi Häkkinen, Timothy Koschmann, Pierre Tchounikine & Sten Ludvigsen, Gothenburg, Sweden: Intenational Society of the Learning Sciences , 2015, Vol. 2, s. 743-744Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The purpose of this paper is to promote sustainability as an important research topic within the computer-supported collaborative learning (CSCL) community. CSCL can play a crucial role in the achievement of sustainability, which is paramount for the well-being of current and future generations. While CSCL brings formal educational settings to mind, computers and cooperative learning should be considered in a wider perspective since learning also takes place in and through people’s everyday practices. This paper considers two on-going research projects outside mainstream CSCL research, to illustrate ways that technology can lead to changed practices for the benefit of increased environmental and social sustainability. The projects concern children’s online practices and social sustainability, and information and communication technology (ICT) and practices in sustainable agriculture, respectively.

  • 99.
    Susi, Tarja
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Torstensson, Niklas
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    “Who’s Texting?” – Playful Game Experiences for Learning to Cope with Online Risks2019Inngår i: HCI in Games: First International Conference, HCI-Games 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings / [ed] Xiaowen Fang, Cham: Springer, 2019, Vol. 11595, s. 427-441Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper describes the development and evaluation of the innovative computer game Hidden in the Park, for 8–10 year old children. It is a mixed media game that includes classic game elements and Augmented Reality technology. It is a non-profit game designed for a playful game experience. But, it is also a serious game intended to raise young childrens’ risk awareness in online interactions, to decrease the risk of becoming the subject of online sexual grooming. The game is intended to evoke thoughts and reflections related to players’ decisions and their consequences. Furthermore, the game is based on research on true online grooming processes, which provides the basis for some central game mechanics. Game evaluations were carried out with 70 children in school settings. The results show that the participants perceived the game as fun and engaging, but that it also raised questions and reactions, as intended. Hidden in the Park will be released during 2019 and it will be available for free download. 

  • 100.
    Susi, Tarja
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Torstensson, Niklas
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    Wilhelmsson, Ulf
    Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi.
    "Can you send me a photo?": A Game-Based Approach for Increasing Young Children’s Risk Awareness to Prevent Online Sexual Grooming2019Inngår i: DiGRA '19 - Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix / [ed] Akinori Nakamura, Digital Games Research Association (DiGRA) , 2019Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper presents a game-based approach for raising young children's online risk awareness, to decrease the risk of becoming the subject of sexual grooming. Hidden in the Park is an adventure game, including a classic game board and a tablet with Augmented Reality-technology. The game mechanics are based on data from true grooming processes. The game's target group is children aged 8-10 years. This paper describes the game development, from a prototype to an approved release version that will be released as a non-profit product during 2019. We describe the creation of the game mechanics, the iterative development process, and game evaluation. 25 pupils in the target group participated, but the ages 7-12 (n=70) were included to evaluate whether the game would suit the intended target group. Results show that the game is fun and engaging but that it also raise questions concerning online activities.

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