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  • 2701.
    Westin, Thomas
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Furöstam, Malin
    Yasasindhu, Roy
    Norberg, Lena
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Wiklund, Mats
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Mozelius, Peter
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Balancing Game Universes for Playing Without Sight or Hearing2015In: Assistive technology: Building bridges / [ed] Cecilia Sik-Lányi, Evert-Jan Hoogerwerf, Klaus Miesenberger, Peter Cudd, IOS Press, 2015, p. 372-377Conference paper (Refereed)
    Abstract [en]

    Equal access to cultural activities is important for inclusion and computer gaming is one of the most common activities in digital culture. However, many people with impairments are excluded from participating. While parallel game universes (PGUs) provide a method to achieve equal access, the question is: how can a balanced collaborative real-time game be designed with the help of PGU for playing without sight or hearing? Balance is a central concept in game design and is important to avoid perceived cheating or disadvantages due to individual or environmental differences. The question was examined with a design science approach, where a game prototype was created in two iterations with a structured design method and evaluated using interviews and observations. In this first step of a more long-term study, ten experienced gamers without impairments were selected with purposive sampling to provide relevant data through simulation of temporary impairments or environmental issues, which can affect many or all gamers. By sorting out these issues first, later testing with actual blind and deaf gamers can focus on more specific issues for each group. The ten participants played either without sight or hearing. The results confirm the use of PGUs for creating a balanced experience but also finds that while multiplayer feel is not optimal, it is a reasonable trade-off for universal access for blind and deaf being able to play together. The results also show that a help system and equal understanding of the game play between the blind and deaf players are important aspects to achieve game balance. Further research should be done involving actual blind and deaf gamers, and similar evaluations of game balance should be conducted with users having other types of impairments.

  • 2702.
    Westin, Thomas
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Lange, Göran
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Gamers versus the Index2012In: Creative Education, ISSN 2151-4755, E-ISSN 2151-4771, Vol. 3, no 8B, p. 25-30Article in journal (Refereed)
    Abstract [en]

    This paper presents an ethnographic study of pupils within a trial programme (P2), aimed at developing an upper secondary education for so-called ‘gamers’ who had ‘dropped out’ of school. It was done to fol-low up a previous trial programme (P1), since many young persons have problems with school. The main question examined here is: If we found situations where the learning worked, by means of social respon-sitivity, what components were active? How were meaningful affordances created? The trials may be un-derstood from a historical perspective on orality and literacy. Print enabled words to be embedded in space as indexes (tables, lists etc) rather than in time (as orality implies). The index is practiced at the core of traditional school today, with attendance lists and schedules (controlling time and space) and school-books (finalizing the word). Digital culture challenges these structures where the word is not as finalized, and literacy may include other modalities than writing. School is a culture conservative context, which fights back this transformation with more control, through the use of indexes and constraints on digital culture. As contrast, P2 replaced the schedule with full workdays. This enabled the use of commercial off-the-shelf (COTS) computer games, especially massively multiplayer online (MMO) games, as re-placement for schoolbooks (not all books). The study is based on interviews with the pupils as well as daily participatory observations for two years. Further, data about attendance over two years and grades at the start and end of P2 are presented. The results show that most of the pupils returned to school, became interested in learning again and got grades. They expressed a sense of freedom, which is closely related to the voluntary aspect of playing a game. In other words, to do things for the sake of the actitivity itself, ra-ther than some external learning goal. The paper concludes with a comparison between P2 and traditional school, based upon the study and suggests future research. A review of related research is also included.

  • 2703.
    Westin, Thomas
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Lange, Göran
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Wiklund, Mats
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Norberg, Lena
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Mozelius, Peter
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    System Design Requirements for Formal Education Based on COTS Entertainment Computer Games2015In: Proceedings of The 9th European Conference on Games-Based Learning: ECGBL 2015 / [ed] Robin Munkvold, Line Kolås, Academic Conferences and Publishing International Limited, 2015, p. 598-604Conference paper (Refereed)
    Abstract [en]

    Computer games can be designed as tools for school, but formal education can also be game-oriented based on dialogue enabling the use of commercial-off-the-shelf (COTS) entertainment games. The latter design was applied in two upper-secondary school trial educations, called the Digital Room. A problem is that teachers have to grade pupils based on assessment of the learning process through playing COTS games together with the pupils, while retaining compliance with the school regulations which can also change over time. The question is: what are the requirements for designing a system supporting teachers in bridging this gap? This paper describes and compares two trials of the Digital Room, enabling a long-term study between 2003-2013 with secondary school pupils and teachers. To answer the question in this paper, teachers from both trials were interviewed and situations were analysed based on a critical realist approach. Lack of time to manage and reflect on the documentation for assessment was a critical part of the results, and a teacher support system was explicitly asked for. Knowing what to document was crucial as games have many modes of expression, and understanding how to assess what has been documented was the hardest part. Conclusions are that a knowledge management system (KMS) could aid teachers in supporting each pupil to fulfil their goals and the requirements of the existing school system. Due to the expressed lack of time for management and assessment of documentation, the KMS should compile the data of each pupil’s actions in the game as basis for grading. Further, this KMS could be used for further learning by combining explicated knowledge from the socialisation process. Pupils could also add explicit information to the KMS about findings on the Internet and from oral dialogue with peers and teachers. Thus, the KMS must enable multimodal expressions to be as accessible as possible, including pupils with impairments. Information must be searchable and sortable which can be a challenge to achieve with other modes of expression than text. Further, the KMS design has to include both pupils and teachers in evaluations, and be easy to adapt when new regulations create new conditions. Future research includes implementing and evaluating the system in a similar game-oriented formal education context outside of traditional school.

  • 2704.
    Westin, Thomas
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Männikkö Barbutiu, Sirkku
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Perera, Harsha
    Anuradha, Upul
    Game Based Learning of Programming in Underprivileged Communities of Sri Lanka2016In: Proceedings of the 10th European Conference on Games Based Learning: The University of the West of Scotland, Paisley, Scotland, 6-7 October 2016 / [ed] Thomas Connolly, Liz Boyle, Academic Conferences Publishing, 2016, p. 773-780Conference paper (Refereed)
    Abstract [en]

    Game based learning (GBL) has emerged during the last decade in so-called high-income countries with good access to computers, while many low and middle-income countries are starting to explore GBL and its potential in education. For instance, the increased use of smartphones in Sri Lanka provides better opportunities to play games. Furthermore, a first GBL course at the University of Colombo was organised in 2015. In this study, an effort to raise awareness of the various possibilities of ICTs within underprivileged communities of Sri Lanka was made. A free, web-based game for learning programming was used at two different telecentres during three workshops, with three different age groups: 1) 14 students aged 10-18; 2) 19 students aged 8-16; and 3) 18 school leavers aged 15-20. Telecentres are places providing access to computers, Internet and various services. The progress of participants through the game was observed and notes were taken during the workshops, followed up by group interviews, and a survey of all participants. Our findings show that the participants found the game to be fun and of medium difficulty level. They also expressed that they need to learn English better and improve their computer skills to be able to learn more programming. Despite the limited Internet access, limited number of computers, and language barriers, most students and school leavers completed between 10 to 15 puzzles, including programming concepts of commands, conditions and events. The youngest participants (8 years old) completed at least 5 puzzles. From our results we conclude that without prior programming experience, all the participants became motivated to learn more about programming within the 1.5 hours of the workshop with this GBL approach. This indicates that the learning curve of the GBL approach to learn programming is considerably low whereas the motivation to learn through GBL is high. Furthermore, the GBL approach has good potential to raise awareness of learning opportunities at telecentres. Skills in programming games and related ICT skills can be beneficial for the whole community; it may enable further development of services and designs addressing the local needs. In our future work we aim to follow-up through online communication with the participants regarding how they can continue to learn more about programming and other ICT skills.

  • 2705.
    Westin, Thomas
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Söderström, David
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Karlsson, Olov
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Peiris, Ranill
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Inclusive Competitive Game Play Through Balanced Sensory Feedback2017In: Harnessing the Power of Technology to Improve Lives / [ed] Peter Cudd, Luc de Witte, IOS Press, 2017, p. 961-968Conference paper (Refereed)
    Abstract [en]

    While game accessibility has improved significantly the last few years, there are still barriers for equal participation and multiplayer issues have been less researched. Game balance is here about making the game fair in a player versus player competitive game. One difficult design task is to balance the game to be fair regardless of visual or hearing capabilities, with clearly different requirements. This paper explores a tentative design method for enabling inclusive competitive game-play without individual adaptations of game rules that could spoil the game. The method involved applying a unified design method to design an unbalanced game, then modifying visual feedback as a hypothetical balanced design, and testing the game with totally 52 people with and without visual or hearing disabilities in three workshops. Game balance was evaluated based on score differences and less structured qualitative data, and a redesign of the game was made. Conclusions are a tentative method for balancing a multiplayer, competitive game without changing game rules and how the method can be applied.

  • 2706.
    Westin, Thomas
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Wiklund, Mats
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Return on Investment in Game Accessibility for Cognition Impairments2013In: Assistive Technology: From Research to Practice / [ed] Pedro Encarnação, Luís Azevedo, Gert Jan Gelderblom, Alan Newell, Niels-Erik Mathiassen, IOS Press, 2013, p. 577-582Conference paper (Refereed)
    Abstract [en]

    The computer game industry sales are counted in billions of dollars, and gamers with disabilities play more casual games than non-disabled gamers. Yet many potential gamers are excluded and gamers with cognition impairments have not been in focus for research and development. With recently published game accessibility guidelines as a framework, professional game producers were surveyed about the number of man-hours needed to implement basic guidelines for cognition. The survey data was compared with a previous survey on the number of people with cognition impairments constituting barriers to gaming, showing that return on investment may be achieved.

  • 2707.
    Westin, Thomas
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Wiklund, Mats
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Mozelius, Peter
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Norberg, Lena
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Regression from game-oriented to traditional school2015In: Journal of Educational Technology Systems, ISSN 0047-2395, E-ISSN 1541-3810, Vol. 43, no 4, p. 349-370Article in journal (Refereed)
    Abstract [en]

    Pupils in Sweden are socialized in commercial off-the-shelf games, and, therefore, game-oriented formal education can constitute a foundation for further socialization of pupils excluded in school. However, digital illiteracy and traditional views among school staff forced a regression from the game-oriented formal trial education in this study back to the traditional education form. Research questions were as follows: How did the pupils act upon the consequences of the regression? How can these acts inform the design of education in digital culture? These questions were addressed using ethnography over 3 years. The pupils' acts differed depending on their socialization in school and in games. While the game-oriented formal education included all in the socialization process, the regression caused half of the pupils to drop out. The pupils' acts are discussed with a conceptual framework. Conclusions show the need for digital literacy and understanding pupils' perspectives on education among school staff.

  • 2708.
    Wettergren, Gunnar
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Kjellin, Harald
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Using video in online education - evaluation of formats2010Conference paper (Other academic)
  • 2709.
    Wettergren, Gunnar
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Boström, Henrik
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Hansen, Preben
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Nenzén, Stefan
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Perjons, Erik
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Framework for implementation of learning analytics projects in higher education2014In: DSV writers hut 2014: proceedings, August 21-22, Åkersberga, Sweden, Department of Computer and Systems Sciences, Stockholm University , 2014Conference paper (Other academic)
  • 2710.
    Wettergren, Gunnar
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Hansson, Henrik
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Making campus education flexible: Adapting to student needs2011In: Society for Information Technology & Teacher Education International Conference (SITE) 2011 Nashville, Tennessee, USA March 7, 2011, Chesapeake, VA: AACE , 2011Conference paper (Refereed)
    Abstract [en]

    The number of students that attend higher education is increasing (10.6% increase in Sweden), students are getting older, and have a different social situation than before. This changes the way universities should deliver education to its students. We currently use a very university centered approach that ignores the needs of the students, this must change to a more student centered delivery model. We believe that we must move into a form of flexible learning that allows students to be in control of their lives. In this article we explain such a model, the rational, how we rebuilt our lectures halls to handle flexible learning, and we concluded by presenting the lessons we learned along the way. We aim at presenting an example of how flexible learning can be incorporated into campus education by offering students three ways of taking part in lectures and other activities. (1) On campus in the lecture hall, (2) At home watching live streaming, or (3) Watching the recorded video after the fact.

  • 2711.
    Wettergren, Gunnar
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Hansson, Henrik
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Larsson, Ken
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Näckros, Kjell
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Glimbert, Lars
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Designing the physical learning space with digital resources The best of two worlds?2010Conference paper (Refereed)
  • 2712.
    Wettergren, Gunnar
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Leontaridis, Lefteris
    Prentza, Andriana
    D3.4 – Piloting Handbook2017Report (Other academic)
  • 2713.
    Wettergren, Gunnar
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Åkerlund, Kent
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Aligning pedagogy with economics: An empirical study of the economical value of lowering the teacher-student ratio2013Conference paper (Refereed)
    Abstract [en]

    This paper presents an empirical study and trial conducted at the department of Computer and Systems Sciences (DSV) at Stockholm University. The study was conducted during the spring term of 2012. The overall goal of the paper is to evaluate the economical feasibility in decreasing the student teacher ratio in an online course in project management. The context for this study is the Swedish university system where universities are 100% state funded based on registration and performance. This study only accounts for cost and revenue connected to the course, i.e. for delivering the course itself not the cost for overhead. The rational for this is that 50% of the total financing for a student is given at registration and used within the department to cover overhead and indirect costs. The remaining 50% of the total financing is given upon completion of course credits and is in this study used as the basis for revenue calculations.

  • 2714.
    Wijermans, Nanda
    et al.
    Stockholm University, Faculty of Science, Stockholm Resilience Centre.
    Conrado, Claudine
    van Steen, Maarten
    Martella, Claudio
    Li, Jie
    A landscape of crowd-management support: An integrative approach2016In: Safety Science, ISSN 0925-7535, E-ISSN 1879-1042, Vol. 86, p. 142-164Article, review/survey (Refereed)
    Abstract [en]

    Of the many crowd behavior models, very few have been used in assisting crowd management practice. This lack of usage is partly due to crowd management involving a diversity of situations that require competencies in observing, sense-making, anticipating and acting. Crowd research is similarly scattered across disciplines and needs integration to advance the field towards supporting practice. To address these needs, we present INCROWD, an integrated framework detailing a high-level architecture of a decision-support system for crowd management and model development. It also offers a lens for categorizing crowd literature, allowing us to present a structured literature review.

  • 2715.
    Wijermans, Nanda
    et al.
    Stockholm University, Faculty of Science, Stockholm Resilience Centre.
    Jorna, Rene
    Jager, Wander
    van Vliet, Tony
    Adang, Otto
    CROSS: Modelling Crowd Behaviour with Social-Cognitive Agents2013In: JASSS: Journal of Artificial Societies and Social Simulation, ISSN 1460-7425, E-ISSN 1460-7425, Vol. 16, no 4, article id 1Article in journal (Refereed)
    Abstract [en]

    The use of computer simulations in crowd research is a powerful tool to describe and analyse complex social systems. This paper presents CROSS, a generic framework to model crowd simulations as a social scientific tool for understanding crowd behaviour. In CROSS, individuals are represented by social-cognitive agents that are affected by their social and physical surroundings and produce cognition-based behaviour and behaviour patterns. Understanding is sought by relating intra- and inter-individual levels of behaviour generation with behaviour pattern emergence at group level. By specifying the CROSS framework for a festival context we demonstrate how CROSS meets the need for a theory that reflects the dynamic interplay between individuals and their environment as well as the need for a method that allows for testing.

  • 2716.
    Wijkman, Per
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Contributions to Evolutionary Computation1997Doctoral thesis, monograph (Other academic)
    Abstract [en]

    We present in this thesis (1) an alternative model in the field of evolutionary computation, and (2) an experimental platform that can be used to evaluate and compare many different models in evolutionary computation.

    The presented model is, like other models in evolutionary computation, based on the principle of natural selection. The difference between the presented model and the other models is a difference in the interpretation of the principle of natural selection. Traditional models in evolutionary computation provide only a partial interpretation of the principle of natural selection, while the presented model is based on a more complete interpretation. As a consequence, the presented model can deal with the problem of local optima in a novel way.

    We have built an experimental platform in such a way that a large number of different evolutionary models can be simulated and tested in parallel. We present the result of a number of such simulations. In the construction of this platform, we divided the platform into different modules so that new evolutionary mechanisms and new problem modules easily can be added.

  • 2717.
    Wiklander, Levi
    Stockholm University, Faculty of Social Sciences, Stockholm Business School.
    Intertextuella strövtåg i Akademia: måhända som en galaktisk reseskildring anno 19981998Doctoral thesis, monograph (Other academic)
    Abstract [en]

    This dissertation is a thematic presentation of the academic world, of Academia. The work on it has neither been directed by any specific research problem and research plan, nor structured by any established research method. It is, on the contrary, an attempt to reach beyond the type of paradox that may appear when a researcher who is part of the academic world is studying exactly that. It has been an intertextual journey among texts about various phenomena in Academia. The result is a so-called demi-text, which contains a number of disparate themes: fuzzy, incomplete and intertextually contaminated verbal pictures that carry no pretensions of depicting actual conditions, states or events, but that have the ambition of not making Academia a research object that becomes a victim of its own favoured methods. These texts may give form (Gestalt) to complexity, paradoxes, chaos, dilemmas, various possibilities, threats and obstacles within Academia. They may (as a research object) encourage reflective reactions, associations, preliminary thoughts, and controversial questions, as well as expose some quiet assumptions about Academia, and give further reasons for exploring talks or conversations among professors, researchers, students, teachers and others at universities and colleges in Sweden.

    This dissertation is produced in two different forms: one static and paper-bound, and one electronic and loose. The latter offers a network of possible electronic browsing paths. It is also open for reader comments and complementary or contrasting contributions. It is accessible through the author's home page at http://www.fek.su.se/home/lew/. It is submitted with an extended copyright for the reader. 

  • 2718.
    Wiklund, Mats
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Behavioural Changes in Students Participating in an Upper Secondary Education Program Using Unmodified Computer Games as the Primary Teaching Tool2005In: Proceedings of CGAMES 2005, 7:th International Conference on Computer Games, 28-30 November 2005 / [ed] Mehdi, Q., Gough, N., and Natkin S., Wolverhampton: University of Wolverhampton, School of Computing and Information Technologies , 2005, p. 66-73Conference paper (Refereed)
    Abstract [en]

    The extensive use of computer games have been suggested to induce behavioural differences in the players as a result of neuroplasticity. Such changes, if present, suggests that computer games may be ideally suited as teaching tools for students having grown up with this technology. Using computer games extensively in the education system would in turn increase the gaming exposure significantly, even further accentuating any such neuroplastically mediated behavioural changes. To obtain information on possible changes in student behaviour patterns in key areas, an empirical study was conducted. Students participating in a test project extensively using computer games as teaching tools, were interviewed about both games related and other key behaviours. Results show some changed behaviours in the studied areas, such as decreased television watching habits and a shift from FPS to MMORPG as favourite game genre. While being consistent with computer games being able to induce behavioural changes through neuroplasticity, other factors may also have contributed in the studied case, and more research is needed.

  • 2719.
    Wiklund, Mats
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Computer game use and communication habit changes2007In: Proceedings of CGAMES 2007. 10:th International Conference on Computer Games: AI, Animation, Mobile, Educational and Serious Games / [ed] Mehdi,Q. and Elmaghraby, A., Wolverhampton: The University of Wolverhampton, School of Computing and Information Technology , 2007, p. 31-38Conference paper (Refereed)
    Abstract [en]

    Extensive use of computer games have been suggested to induce behavioural differences in the players, either as a result of neuroplasticity or through social mechanisms. The usage patterns of computer mediated communication channels, such as internet chat rooms and web based forums, as well as other communication channels enabled by recent technological advances, such as voice and SMS text messages through mobile phones, are of interest in this game related context. Also, any potential changes in the usage patterns of traditional media such as books an television are of interest when linked to computer game use. To obtain information on possible changes in student communication patterns, an empirical study was conducted. Students participating in a test project extensively using computer games as teaching tools, were interviewed about both games related and communication related behaviours. The acquired data was then compared to previously obtained data regarding the corresponding communication behaviours prior to joining the game-intensive project. Results show that communication through web based chat and dedicated chat programs showed only minor changes, while web based forums, email, and SMS text messages showed various degrees of increased use. Television viewing habits continued the decreasing trend seen in previous papers in this series, particularly regarding entertainment related television programs that are now down to only 53.9% of the viewing time prior to entering the game project. A dramatic difference is seen between fans of MMORPG and FPS games, the former viewing only 17.5% as much television as the latter group.

  • 2720.
    Wiklund, Mats
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Game Mediated Communication: Multiplayer Games as the Medium for Computer Based Communication2005In: Proceedings of DIGRA 2005, Changing Views: Worlds in Play, 2:nd International Digital Games Research Association Conference, June 16:th-20:th, 2005, Vanvouver, Canada.: Digital Games Research Organisation , 2005Conference paper (Refereed)
    Abstract [en]

    As multiplayer games evolve in functionality and with respect to the number of participants, ingame communication between players is increasing. As in-game communication increases, games may be considered the natural medium for computer based communication in general. Special issues may arise due to the real-time nature of many games, as intraplayer communication must not interfere with other parts of the gameplay. To obtain information on the extent to which computer based chat is spontaneously associated with multiplayer games, an empirical study was conducted. Children from age 10 to age 15 were interviewed about their computer based communications. To ensure unbiased results, game related issues were never brought up by the interviewer. Results show that multiplayer games were spontaneously pinpointed by 16.83% of the interview subjects being asked about their computer chat habits. Positive remarks dominated, but some negative aspects were also mentioned, such as difficulty chatting and playing simultaneously.

  • 2721.
    Wiklund, Mats
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Games and Peer-to-Peer File Sharing: Attitudes Towards Illegal Distribution of Computer Games2004In: Proceedings of CGAIDE 2004, 5:th International Conference on Computer Games, Artificial Intelligence, Design and Education / [ed] Mehdi, Q., and Gough, N., Wolverhampton: The University of Wolverhampton, School of Computing and Information Technology , 2004Conference paper (Refereed)
    Abstract [en]

    As peer-to-peer file sharing is a widespread and user friendly technique ideally suited to distribute illegally produced copies of computer games, the users attitudes towards acquiring games through this medium is of great interest. To obtain information on the extent to which peer-to-peer file sharing is associated with computer games distribution, and the nature of these associations, an empirical study was conducted. Children from age 10 to age 15 were interviewed about their computer based communication habits and attitudes. To ensure unbiased results, games and games related issues were never brought up by the interviewer. Results show that the distribution of computer games were spontaneously pinpointed by 15.58% of the interview subjects being asked about their peer-to-peer file sharing habits. Younger students showed a significantly more positive attitude towards this activity, while a majority of the older students pointed out negative aspects of acquiring computer games this way. Through the negative quotes given, the concept of empathy with game designers is identified as having potential as a possible counterfactor.

  • 2722.
    Wiklund, Mats
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Perception of Computer Games in Non-Gaming Contexts2010Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    As computer games have evolved from single-player entities to complex, highly communicative on-line game worlds, their potential to fill different roles in society has grown. One aspect of this change is that various forms of computer mediated communication may become increasingly associated with games in various ways. Another issue is that of extensive exposure to computer games possibly leading to behavioural change through the mechanism of neuroplasticity, as argued by some researchers. Finally, since experiences from using game-like software designed explicitly for teaching purposes, edutainment, have been reported to be somewhat disappointing, the alternative to use unmodified straight-from-the-shelf computer games as learning environments in school is an interesting option.

    To investigate these issues a series of empirical studies were conducted, the first of which were dual interview studies with students of various ages in schools in two different regions, mapping their communication habits and associations of these with games. Secondly, a series of longitudal studies were performed during the course of a four-year experimental school project, where a class of upper secondary education students used regular computer games as their main didactic environment in school.

    Results show that computer mediated chat, as well as peer-to-peer file sharing, is in various ways spontaneously associated with computer games to a substantial degree. Empathy with game developers’ efforts is identified as a possible countermeasure against software piracy of games, as opposed to legislation. The theory of neuroplasticity induced behavioural change as a result of extensive exposure to computer games is corroborated by empirical observations, but not proven since other possible mechanisms are also present. The longitudal data indicates a high didactic potential in regular computer games used as learning tools in school. The teacher’s role is not marginalized but is perceived as essential by participating students, and a systematic model for evaluating the didactic potential of multimodal media such as computer games is needed.

  • 2723.
    Wiklund, Mats
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Mozelius, Peter
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Learning Games or Learning Stimulating Games: An Indirect Approach to Learning Stimulating Effects from Off-the-Shelf Games2013In: International Journal of Digital Information and Wireless Communications, ISSN 2225-685X, Vol. 3, no 3, p. 85-95Article in journal (Refereed)
    Abstract [en]

    Playing games to support learning is a classic concept that is seeing a revival today in the widespread use of computer games. Inserting educational content into various types of computer games is a strong trend that some researchers have described as a mad rush. The aim of this article is to discuss possible learning stimulating effects of commercial off-the-shelf (COTS) games in a long-term perspective. We argue that COTS game players’ attitudes towards learning may change in a positive direction even in cases where direct learning outcomes are not aimed for. This may be the case when in-game skills are described in terms of real life skills commonly associated with higher education. When a high enough skill level is achieved, then and only then is the player rewarded with pleasant in-game experiences. The causality of the perceived experience is ideally that with high enough skills, positive stimulation follows. The contribution of the gaming lies not in the short-term learning outcome, but rather in the long-term effects it may have on future educational choices. Even if such a game do not fulfil the criteria for learning games it may still be seen as a learning stimulating game.

  • 2724.
    Wiklund, Mats
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Mozelius, Peter
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Learning Stimulating Effects of Commercial Off-the-Shelf Games2013In: Proceedings of the fourth international conference on e-learning (ICEL2013), The Society of Digital Information and Wireless Communications (SDIWC) , 2013, p. 38-44Conference paper (Refereed)
    Abstract [en]

    Playing games to support learning is an old conceptthat has got a revival today in the widespread use ofcomputer games. To insert educational content intovarious types of computer games is a strong trendthat some researchers have described as a mad rush.Game based learning has become a wide andheterogeneous field with large variations in designbetween serious games that has been developed for adistinct educational purpose, and Commercial Off-The-Shelf (COTS) games designed for playabilityand entertainment.The aim of this article is to discuss the possiblelearning stimulating effects of COTS games in along-term perspective. We argue that COTS gameplayers’ attitudes towards learning may change in apositive direction even in cases where the directlearning outcomes are not that high. This may be thecase when in-game skills are described in terms ofreal life skills commonly associated with highereducation, such as engineering, electronics orgeology. A common game design is that when a highenough skill level is achieved, then and only then isthe player rewarded with access to better equipment,access to interesting areas and similar pleasantexperiences. The game then has a potential to triggeran important psychological reward mechanism in theplayer’s mind.COTS games could like educational games havemore than just in-game goals and the meta goals in agame are the ones that remain in the player’s mindafter the game has ended. The causality of theperceived experience is ideally that with high enoughskills, the player receives positive stimulation. Withthis approach it would not matter that the actuallearning will have to take place elsewhere, and mostlikely later when the player makes decisions abouthis or her higher education. The contribution of thegaming lies not in the short-term learning outcome,but rather in the long-term effects it may have onpersonal development and future educational choices.Even if such a game do not fulfill the criteria forlearning games it may still be seen as a learningstimulating game. Future research should include alarge scale study investigating the relationshipbetween playing COTS games and students’ choicesand results in higher education.

  • 2725.
    Wiklund, Mats
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Mozelius, Peter
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Norberg, Lena
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Westin, Thomas
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Inclusion of Disaffected Youth and Avoidance of Stigmatising Remedial Education Groups Through Game-based Learning2014In: Proceedings of the 8th European Conference on Games Based Learning / [ed] Busch, C., Reading: Academic Conferences Publishing, 2014, p. 128-Conference paper (Refereed)
    Abstract [en]

    Well-designed games can support intrinsic as well as extrinsic motivation, but to what degree the use of computer games stimulates learning has been widely discussed during the last decade. Some researchers claim that it is the underlying architecture in digital games that provides the learning potential. The use of computer games as a tool for social inclusion in remedial education has also been investigated and presented as a promising idea. Less has been written on how groups should be formed to support school drop-outs and scaffold their inclusion and create a way towards a second chance to education for disaffected youth. The aim of this study is to describe and discuss how game based learning might facilitate the integration of disaffected youth through the avoidance of stigmatising remedial education groups. Empirical data has been collected from a secondary education initiative called The Digital Room. This was a project where all participants had a strong interest in computer games but different educational background. The two main groups can briefly be described as students with grades in core subjects in a traditional secondary school curriculum, and school drop-outs without a complete set of core subject grades. Interviews were conducted with participants from both groups in a longitudinal study between 2005 and 2010, including a retrospective follow-up. Findings show that the initial group division that still was present after two years of the project later had dissolved when new interviews were carried out towards the end of the project. From a teacher’s perspective this game-based setup facilitated individual student support in a heterogeneous group with large variations in study techniques and learning tempo.

  • 2726.
    Wiklund, Mats
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Mozelius, Peter
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Westin, Thomas
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Norberg, Lena
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Biometric Belt and Braces for Authentication in Distance Education2016In: 15th European Conference on e-Learning (ECEL 2016): Proceedings / [ed] Jarmila Novotna, Antonin Jancarik, Academic Conferences Limited, 2016, p. 702-708Conference paper (Refereed)
    Abstract [en]

    Assessment of students in traditional higher education has always had mechanisms to prevent cheating and plagiarism, and the same need exists today for online assessment in virtual learning platforms. The number of students that are suspended from courses in tertiary education has increased in the last decade and there is a need for new techniques to handle the problem in online environments. To achieve zero cheating is hard (or impossible) without repelling not only cheaters but also those students who do not cheat, where a zero-tolerance emphasis also would risk inhibiting students' intrinsic motivation. Several studies indicate that existing virtual learning environments do not provide the features needed to control that the intended student is the one taking the online exam. New technology opens up opportunities for online authentication through biometrics, but raises new ethical issues in the fields of integrity and data protection. The aim of this study is to explore and discuss how a reliable model for online authentication in distance education could be constructed with the use of biometrics without the risk of unnecessary integrity violation. Data has been collected in a literature study and discussed in the light of existing technology applied to the field. Findings show that promising digital techniques exist which could be combined to assure authentication in online exams without violating students' privacy or storing sensitive data. A suggestion is to develop a biometric belt and braces model with a combination of scanned facial coordinates and voice recognition, where only a minimum of biometric data is stored. Conclusions are that online examination becomes feasible when the associated cheat risks are not zero but as low as in traditional examination, and that students' integrity have to be considered in all learning modalities.

  • 2727.
    Wiklund, Mats
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Rudenmalm, William
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Norberg, Lena
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Westin, Thomas
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Mozelius, Peter
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Evaluating Educational Games Using Facial Expression Recognition Software: Measurement of Gaming Emotion2015In: Proceedings of the 9th European conference on game-based learning / [ed] Robin Munkvold, Dr Line Kolås, Reading: Academic Conferences Publishing, 2015Conference paper (Refereed)
    Abstract [en]

    The issue of using educational games versus entertainment games as the base for learning environments is complex, and various data to base the decision on is needed. While participants’ verbal accounts of their situation is important, also other modes of expression would be meaningful as data sources. The availability of valid and reliable methods for evaluating games is central to building ones that are successful, and should preferably include outside measurements that are less affected by the participants’ choice of what to share. The present study considers a method using software for analysing facial expressions during gameplay, testing its ability to reveal inherent differences between educational and entertainment games. Participants (N=11) played two games, an entertainment game and an educational game, while facial expressions were measured continuously. The main finding was significantly higher degrees of expressions associated with negative emotions (anger [p < 0.001], fear [p < 0.001] and disgust [p < 0.001]) while playing the educational game, indicating that participants were more negative towards this game type. The combination of cognitive load inherent in learning and negative emotions found in the educational game may explain why educational games sometimes have been less successful. The results suggest that the method used in the present study might be useful as part of the evaluation of educational games.

  • 2728.
    Wiklund, Mats
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Westin, Thomas
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Norberg, Lena
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Mozelius, Peter
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Mapping of cheat preventing mechanisms between traditional and on-line examination2014In: DSV writers hut 2014: proceedings / [ed] Gustaf Juell-Skielse, Department of Computer and Systems Sciences, Stockholm University , 2014Conference paper (Other academic)
    Abstract [en]

    Preventing cheating in online as well as more traditional examination is important, but achieving zero cheating is hard or impossible without repelling not only cheaters but also those who would not cheat. A zero-tolerance emphasis on cheating shifts the focus from what is being learned to test scores, destroying the intrinsic motivation of learning. Test scores are only meaningful within the education, while the actual learning is what creates meaning outside of the education. What forms of cheat prevention in online examinations are reasonable in relation to traditional examination, without ruining the students' intrinsic motivation? A literature study was conducted. From the discussion of previous research it can be concluded that zero tolerance of cheating in online examination is unrealistic, unnecessary and not required compared to traditional examination. Further, zero tolerance could also ruin the intrinsic motivation of learning. This enables forms of examination such as web camera observation but also dialogue based interaction for examination.

  • 2729. Wilson, Max L.
    et al.
    Larsen, Birger
    Hansen, Preben
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Norling, Kristian
    Russell-Rose, Tony
    EuroHCIR2013 - the 3rd European Workshop on Human- Computer Interaction and Information Retrieval2013In: Proceedings of the 36th international ACM SIGIR conference on Research and development in information retrieval, New York: Association for Computing Machinery (ACM), 2013, p. 1139-1139Conference paper (Refereed)
    Abstract [en]

    The purpose of EuroHCIR is to push the agenda of understanding the role that HCI has with IR systems, beyond Interactive IR. Alongside the popular American HCIR series, EuroHCIR aims to stimulate this focus in the large European community. While the previous two workshops have taken place at more HCI focused conferences (BCS-HCI and IIiX2012), the particular purpose of running EuroHCIR2013 at SIGIR2013 is to better engage with the core IR community, on extended search scenarios like holiday planning, entertainment, and casual browsing.

  • 2730. Wilson, Max L.
    et al.
    Russell-Rose, TonyLarsen, BirgerHansen, PrebenStockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.Norling, Kristian
    Proceedings of the 3rd European Workshop on Human-Computer Interaction and Information Retrieval2013Conference proceedings (editor) (Refereed)
    Abstract [en]

    EuroHCIR 2013 was organised with the specific goal of better engaging the IR community, who have been underrepresented at previous EuroHCIR conferences. Thus we proposed to have the workshop at the ACM SIGIR conference in Dublin. Research, Industry, and Position papers were invited, and although very few industry submissions were received, we received a number of research and position papers focusing on the intersection of IR and HCI evaluations, several focusing on adapting the TREC paradigm. Many interesting system and demonstrator papers were also accepted.

  • 2731. Wilson, Max L.
    et al.
    Russell-Rose, TonyLarsen, BirgerHansen, PrebenStockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.Norling, Kristian
    Proceedings of the 3rd European Workshop on Human-Computer Interaction and Information Retrieval: A workshop at ACM SIGIR 20132013Conference proceedings (editor) (Refereed)
  • 2732.
    Winge, Monica
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Collaboration and Coordination Challenges in Patient-Centered Care: Models and Informaion Services2016Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    This thesis reports on research focuses on how to deal with the fact that the organization and processesof today’s health and social care are becoming ever more complex as a consequence of societal trends, including an aging population and an increased reliance on care at home. The overall research goal is to suggest ways in which IT-based solutions can enable and leverage collaboration and coordination insituations where a co-morbid patient is subject to care delivered simultaneously by several different professionals and organizations.

    Patient-centered care is defined as quality health and social care achieved through a partnership between informed and respected patients, their families, and coordinated health and social care teams who conduct care activities according to jointly determined care plans.

    Against a background of several years of research on patient-centered collaborative care using adesign science approach, using techniques such as focus groups, interviews, and document studies, the author of the thesis has further pursued the work in a project named CoCare. Results show that the care required in aging societies is both a social and a technical challenge. Meeting this challenge will require a redesign of today's health and social care processes in order to focus more clearly on patient needs and values, and poses demands on information services allowing to share knowledge of the patient’s health and social situation among involved care providers. An important aspect of the increased complexity is that a single patient may need care from several autonomous care providers in parallel, particularly patients with co-morbidities. This clearly requires effective coordination of care activities, which poses further demands on information services to support this task.

    A set of issues involving patient-centered collaborative care is identified and analyzed. The thesis introduces the notions of the Patient-Centered Care Process (PCCP) and a conglomeration of suchprocesses. A conglomeration comprises a set of PCCPs that concern the same patient, that are overlapping in time, and that share the overall goal of improving and maintaining the health and socialwell-being of the patient. The PCCP is inspired by the well-known PDCA cycle and comprises the four phases of assessing the patient situation (ASSESS), planning care activities (PLAN), performingcare activities (DO) and following up care (CHECK) for the patient. Based on a number of key standards, such as HL7, HISA and CONTsys, the thesis introduces a Patient-Centered Information Model (PCIM). A set of information services, together constituting a Coordination Hub, is proposed. The information services aim to help formal as well as informal carers (including the patient) inconducting care according to the PCCP

    The thesis contributes to a deeper understanding of care processes and suggests ways to achieve patient-centered collaborative care that better contributes to creating value for the patient as an individual.

  • 2733.
    Winge, Monica
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Drougge, Ulrika
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Juell-Skielse, Gustaf
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Implications of Single Point of Contact: municipal case studies2014In: DSV Writers Hut: proceedings, August 21-22, Åkersberga, Sweden / [ed] Gustaf Juell-Skielse, Stockholm: Department of Computer and Systems Sciences, Stockholm University , 2014Conference paper (Other academic)
    Abstract [en]

    As more public organizations aim to move to the stage of transformational Government, the need for ‘single point of contact” increases dramatically on local, regional and national government levels. This paper contributes to literature by reporting the findings from three case studies of Swedish local government who has reached, or intend to reach, the transformational stage of e-Government. Using a grounded theory approach, information about the municipalities was collected and analyzed from the perspective of goals, implications and change management. The paper reports on the opportunities aimed for and experienced by the municipalities as well as the organization-al, technical and legal challenges faced by them. Finally we make five prop-ositions, based on the learning from the case studies, on how to manage changes related to implementing single point of contact in local government.

  • 2734.
    Winge, Monica
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Johannesson, Paul
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Perjons, Erik
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Wangler, Benkt
    Managing the Process Conglomeration in Health and Social Care2013In: HEALTHINF 2013 - Proceedings of the International Conference on Health Informatics / [ed] Deborah Stacey, Jordi Solé-Casals, Ana L. N. Fred, Hugo Gamboa, SciTePress, 2013, p. 374-381Conference paper (Refereed)
    Abstract [en]

    The organisation and processes of today’s health and social care are becoming ever more complex as a consequence of societal trends, including an ageing population and an increased reliance on care at home. One aspect of the increased complexity is that a single patient may receive care from several separate care providers, which easily results in situations with potentially incoherent, uncoordinated and interfering care processes. In order to describe and analyse such situations, the paper introduces the notion of a process conglomeration. This is defined as a set of patient care processes that all influence the same patient, which are overlapping in time, and that all have the goal of improving or maintaining the health and social wellbeing of the patient. Problems and challenges of process conglomerations are investigated using coordination theory and speech act theory. In order to address the challenges, a number of information services are proposed.

  • 2735.
    Winge, Monica
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Johannesson, Paul
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Perjons, Erik
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Wangler, Benkt
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    The coordination hub: Toward patient-centered and collaborative care processes2015In: Health Informatics Journal, ISSN 1460-4582, E-ISSN 1741-2811, Vol. 21, no 4, p. 284-305Article in journal (Refereed)
    Abstract [en]

    The organization and processes of today's health and social care are becoming ever more complex as a consequence of societal trends, including an aging population and an increased reliance on care at home. One aspect of the increased complexity is that a single patient may receive care from several care providers, which easily results in situations with potentially incoherent, uncoordinated, and interfering care processes. In order to describe and analyze such situations, the article introduces the notion of a process conglomeration. This is defined as a set of patient-care processes that all concern the same patient, that are overlapping in time, and that all are sharing the overall goal of improving or maintaining the health and social well-being of the patient. Problems and challenges of process conglomerations are investigated using coordination theory and models for continuous process improvement. In order to address the challenges, a solution is proposed in the form of a Coordination Hub, being an integrated software service that offers a number of information services for coordinating the activities of the processes in a process conglomeration.

  • 2736.
    Winge, Monica
    et al.
    Karolinska Institutet, Sweden.
    Johansson, Lars-Åke
    Alkit Communications, Sweden.
    Nyström, Monica
    Karolinska Institutet, Sweden.
    Lindh-Waterworth, Eva
    Umeå University, Sweden.
    Wangler, Benkt
    University of Skövde, Sweden.
    Need for a New Care Model - Getting to Grips with Collaborative Home Care2010In: MEDINFO 2010: Proceedings of the 13th World Congress on Medical Informatics / [ed] C. Safran et al., IOS Press, 2010, p. 8-12Conference paper (Refereed)
    Abstract [en]

    In this paper we discuss the fact that more and more patients are treated in their homes by a set of organizations, sometimes with different ownership, and how this fact places new and severe demands on health care and home service staff to communicate and collaborate. We point to the need for managers in different organizations to agree on ways of communicating and collaborating on the operational level and how this aspect needs to be considered during procurement of home care services. Most importantly, by reasoning around a set of problematic areas, we derive a set of related problems and suggest solutions for dealing with them. The solutions are a mix of organizational/administrative measures and IT support for communication and coordination.

  • 2737.
    Winge, Monica
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Lindh-Waterworth, Eva
    Scenario for a patient at home in health and social care2014In: Journal of Healthcare Leadership, ISSN 1179-3201, E-ISSN 1179-3201, no 6, p. 51-66Article in journal (Refereed)
    Abstract [en]

    This paper describes and discusses the situation for a typical patient with multiple illnesses and how his case would benefit from improved coordination, communication, and collaboration among all involved care providers. The paper is built around a patient case presented in a current scenario. The authors identified that for a single patient with several problems and diagnoses and the involvement of several care actors, the common issues concern lack of collaboration, lack of coordination, and awareness of what others have done to assess, plan, perform, and evaluate care. This presumably leads to a lack of care quality and a lack of effective use of care resources. The scenario and the findings are based on a patient-oriented perspective, on an analysis expressed in focus groups, and on interviews with key actors in health and social care. The paper also discusses the fact that an increasing number of patients are treated in their homes by a variety of organizations, and how this fact raises new and more intense demands on the various stakeholders forming the care staff to collaborate and coordinate care. We point to the need for managers in and between organizations to agree on the ways of collaborating at the operational level. Most importantly, by taking a basic set of issues as the starting point for reasoning, we derived a set of related problems and suggest solutions to deal with these. The literature currently lacks scenario descriptions that put the patient's situation into focus with respect to collaboration between health and social care. Finally, the paper presents a future case for collaboration including support by new e-services.

  • 2738.
    Winge, Monica
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Perjons, Erik
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Wangler, Benkt
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Understanding Care Work and the Coordination of Care Process Conglomerations2015In: Advances in Conceptual Modeling: ER 2015 Workshops AHA, CMS, EMoV, MoBID, MORE-BI, MReBA, QMMQ, and SCME, Stockholm, Sweden, October 19-22, 2015, Proceedings / [ed] Manfred A. Jeusfeld, Kamalakar Karlapalem, Springer, 2015, p. 26-37Conference paper (Refereed)
    Abstract [en]

    Health and social care is becoming ever more complex as a consequence of societal trends, including an aging population and increased reliance on care at home. One aspect of the increased complexity is that a single patient may receive care from several care providers, which easily results in situations with potentially incoherent, uncoordinated, and interfering care processes. In order to describe and analyze such situations, the article introduces the notions of patient-centered care process and a conglomeration of such. The latter is defined as a set of patient care processes that all concern the same patient, are overlapping in time, and are all sharing the overall goal of improving or maintaining the health and social well-being of the patient. The processes are based on a PDCA-cycle comprising phases for assessing, planning, performing and following up the care for the patient independently of health and social care organizations.

  • 2739.
    Winge, Monica
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Wangler, Benkt
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Needs, Requirements, and e-Services for Collaborative and Patient-Centered Care2013In: BIR 2012. Emerging Topics in Business Informatics Research 2012: Proceedings of the 11th International Conference on perspectives in business informatics research / [ed] Natalia Aseeva, Eduard Babkin, Oleg Kozyrev, 2013, p. 75-91Conference paper (Refereed)
    Abstract [en]

    This paper discusses the fact that more and more patients are treated in their homes by a whole set of organizations, and how this fact places new and more intense demands on health and social care staff to communicate and collaborate. The aim of the paper is to further explore the detailed needs for collaboration between different care units, individuals and professions, and to outline organizational and/or IT-based solutions. The suggested solutions are based on a patient and process oriented perspective and on an analysis of needs and issues expressed in interviews with key actors in a number of research projects focused on collaboration in care. We point to the need for managers in different organizations to agree on ways of communicating and collaborating on the operational level over sectors and units and how this aspect has to be taken into account already during procurement of care services. Most importantly, by reasoning from a basic set of issues, we derive a set of related problems and suggest solutions for how to deal with these. The solutions include suggestions for various e-services aimed at improving coordination and collaboration among care personnel.

  • 2740.
    Winge, Monica
    et al.
    Karolinska Institute, Sweden.
    Wangler, Benkt
    University of Skövde, Sweden.
    Johansson, Lars-Åke
    Alkit Communications, Sweden.
    Nyström, Monica
    Karolinska Institute, Sweden.
    Lindh-Waterworth, Eva
    Umeå University, Sweden.
    CO-CARE - Collaborative Health and Social Care2008In: Proceedings of 13th International Symposium for Health Information Management Research / [ed] P. S. Bath, K. Day, T. Norris, Massey University, New Zealand , 2008, p. 113-124Conference paper (Refereed)
    Abstract [en]

    In this paper we discuss the fact that more and more patients are treated in their homes by a set of organizations, sometimes with different ownership. We explore how this poses new and stronger demands on health care and home service staff, as well as on different managerial and operational levels, to improve their communication and collaboration. We emphasize the need for managers in different organizations to agree on ways and forms of communication and collaboration between the operational levels, and the particular importance of this during procurement of home care services. As a result a number of methodological measures, strategies and IT solutions to support organizational development, coordination and collaboration are suggested.

  • 2741.
    Wirén, Mats
    et al.
    TeliaSonera (R & D).
    Eklund, Robert
    TeliaSonera (R & D).
    Engberg, Fredrik
    TeliaSonera (CID).
    Westermark, Johan
    TeliaSonera (CID).
    Experiences of an In-Service Wizard-of-Oz Data Collection for the Deployment of a Call-Routing Application2007In: Bridging the Gap: Academic and Industrial Research in Dialog Technologies Workshop Proceedings, Madison, WI: Omnipress , 2007, p. 56-63Conference paper (Other academic)
    Abstract [en]

    This paper describes our experiences of collecting a corpus of 42,000 dialogues for a call-routing application using a Wizard-of-Oz approach. Contrary to common practice in the industry, we did not use the kind of automated application that elicits some speech from the customers and then sends all of them to the same destination, such as the existing touch-tone menu, without paying attention to what they have said. Contrary to the traditional Wizard-of-Oz paradigm,our data-collection application was fully integrated within an existing service, replacing the existing touch-tonenavigation system with a simulated callroutingsystem. Thus, the subjects were real customers calling about real tasks,and the wizards were service agents from our customer care. We provide a detailed exposition of the data collection as such and the application used, and compare our approach to methods previously used.

  • 2742.
    Wirén, Mats
    et al.
    Stockholm University, Faculty of Humanities, Department of Linguistics, Computational Linguistics.
    Nilsson Björkenstam, Kristina
    Stockholm University, Faculty of Humanities, Department of Linguistics, Computational Linguistics.
    Grigonytė, Gintarė
    Stockholm University, Faculty of Humanities, Department of Linguistics, Computational Linguistics.
    Cortes, Elisabet Eir
    Stockholm University, Faculty of Humanities, Department of Linguistics, Phonetics.
    Longitudinal Studies of Variation Sets in Child-directed Speech2016In: The 54th Annual Meeting of the Association for Computational Linguistics: Proceedings of the 7th Workshop on Cognitive Aspects of Computational Language Learning, Stroudsburg, PA, USA: Association for Computational Linguistics, 2016, p. 44-52Conference paper (Refereed)
    Abstract [en]

    One of the characteristics of child-directed speech is its high degree of repetitiousness. Sequences of repetitious utterances with a constant intention, variation sets, have been shown to be correlated with children’s language acquisition. To obtain a baseline for the occurrences of variation sets in Swedish, we annotate 18 parent–child dyads using a generalised definition according to which the varying form may pertain not just to the wording but also to prosody and/or non-verbal cues. To facilitate further empirical investigation, we introduce a surface algorithm for automatic extraction of variation sets which is easily replicable and language-independent. We evaluate the algorithm on the Swedish gold standard, and use it for extracting variation sets in Croatian, English and Russian. We show that the proportion of variation sets in child-directed speech decreases consistently as a function of children's age across Swedish, Croatian, English and Russian.

  • 2743.
    Wirén, Mats
    et al.
    Stockholm University, Faculty of Humanities, Department of Linguistics, Computational Linguistics.
    Nilsson Björkenstam, Kristina
    Stockholm University, Faculty of Humanities, Department of Linguistics, Computational Linguistics.
    Östling, Robert
    Stockholm University, Faculty of Humanities, Department of Linguistics, Computational Linguistics.
    Modelling the Informativeness of Non-Verbal Cues in Parent–Child Interaction2017In: Proceedings of the 18th Annual Conference of the International Speech Communication Association (INTERSPEECH 2017), Stockholm: The International Speech Communication Association (ISCA), 2017, p. 2203-2207, article id 1143Conference paper (Refereed)
    Abstract [en]

    Non-verbal cues from speakers, such as eye gaze and hand positions, play an important role in word learning. This is consistent with the notion that for meaning to be reconstructed, acoustic patterns need to be linked to time-synchronous patterns from at least one other modality. In previous studies of a multimodally annotated corpus of parent–child interaction, we have shown that parents interacting with infants at the early word-learning stage (7–9 months) display a large amount of time-synchronous patterns, but that this behaviour tails off with increasing age of the children. Furthermore, we have attempted to quantify the informativeness of the different nonverbal cues, that is, to what extent they actually help to discriminate between different possible referents, and how critical the timing of the cues is. The purpose of this paper is to generalise our earlier model by quantifying informativeness resulting from non-verbal cues occurring both before and after their associated verbal references.

  • 2744.
    Wohed, Petia
    Stockholm University.
    Schema quality, schema enrichment, and reuse in information systems analysis2000Doctoral thesis, comprehensive summary (Other academic)
  • 2745.
    Wohed, Petia
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Andersson, Birger
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Johannesson, Paul
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Open source workflow systems2010In: Modern business process automation: YAWL and its support environment / [ed] Arthur H. M. Hofstede, Wil M. P. Aalst, Michael Adams, Nick Russell., Berlin: Springer Berlin/Heidelberg, 2010, p. 401-434Chapter in book (Other academic)
  • 2746.
    Wohed, Petia
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Russell, Nick
    ter Hofstede, Arthur
    Andersson, Birger
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    van der Aalst, Wil
    Patterns-based Evaluation of Open Source BPM Systems: The Cases of jBPM, OpenWFE, and Enhydra Shark2009In: Information and Software Technology, ISSN 0950-5849, E-ISSN 1873-6025, Vol. 51, no 8, p. 1187-1216Article in journal (Refereed)
    Abstract [en]

    In keeping with the proliferation of free software development initiatives and the increased interest in the business process management domain, many open source workflow and business process management systems have appeared during the last few years and are now under active development. This upsurge gives rise to two important questions: What are the capabilities of these systems? and How do they compare to each other and to their closed source counterparts? In other words: What is the state-of-the-art in the area?. To gain an insight into these questions, we have conducted an in-depth analysis of three of the major open source workflow management systems – jBPM, OpenWFE, and Enhydra Shark, the results of which are reported here. This analysis is based on the workflow patterns framework and provides a continuation of the series of evaluations performed using the same framework on closed source systems, business process modelling languages, and web-service composition standards. The results from evaluations of the three open source systems are compared with each other and also with the results from evaluations of three representative closed source systems: Staffware, WebSphere MQ, and Oracle BPEL PM. The overall conclusion is that open source systems are targeted more toward developers rather than business analysts. They generally provide less support for the patterns than closed source systems, particularly with respect to the resource perspective, i.e. the various ways in which work is distributed amongst business users and managed through to completion.

  • 2747.
    Wohed, Petia
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Truffet, David
    Juell-Skielse, Gustaf
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Business Process Management for Open E-Services in Local Government Experience Report2011In: Enterprise, Business-Process and Information Systems Modeling: 12th International Conference, BPMDS 2011, and 16th International Conference, EMMSAD 2011, held at CAiSE 2011, London, UK, June 20-21, 2011. Proceedings / [ed] Terry Halpin, Selmin Nurcan, John Krogstie, Pnina Soffer, Erik Proper, Rainer Schmidt, Ilia Bider, 2011Conference paper (Refereed)
    Abstract [en]

    E-government has become one of the most prominent means to reform the public sector. Building e-government embraces a variety of efforts both at a centralised level, (e.g. the integration of and communication between systems across different agencies, domains and geographies), and at local levels such as the development of e-services for the provision of 24/7 public sector agencies. In this paper, we report on the results of a project aimed to develop e-services as a part of the e-government initiative in Sweden. The project was carried out at the elderly and handicapped unit at one municipality. The e-services considered in the project were also intended to open up the underlying social services and are, therefore, referred to as open e-services. We discuss the results of the development of one such e-service as a proof-of concept solution for which a business process management system is used. We present the solution and explain the features of using a business process management system as a back-end system.

  • 2748.
    Wu, Desheng
    et al.
    Stockholm University, Faculty of Social Sciences, Stockholm Business School. University of Chinese Academy of Sciences, China.
    Cui, Yiwen
    Disaster early warning and damage assessment analysis using social media data and geo-location information2018In: Decision Support Systems, ISSN 0167-9236, E-ISSN 1873-5797, Vol. 111, p. 48-59Article in journal (Refereed)
    Abstract [en]

    Societies are confronted with destructive natural disasters of increasing frequency. Social networks are playing an increasingly important role as early warning systems, aiding with rapid disaster assessment and post-disaster recovery. There is a need for both the public and disaster-relief agencies to better understand how social media can be utilized to assess and respond to natural disasters. However, existing research on the role of social media in society's response to natural disasters is neither holistic nor systematic. In this study, we conduct a hierarchical multiscale analysis based on multiple data resources, combining social media data, economic losses, and geo-information. We verify the role played by social media before, during, and after a natural disaster. We investigate whether the combination of social media and geo-location information can contribute to a more efficient early warning system and help with disaster assessment. This paper draws attention to the fact that during a disaster, citizens turn to social media and the majority of tweets contain information about the hurricane and/or its impact with negative sentiment. We demonstrate that the severity of damage in one area is positively correlated with the intensity of disaster-related activity. Meanwhile, the coastal areas and areas with close proximity to Hurricane center tend to suffer from higher losses during a disaster. Our findings explore the role played by social media from individuals in affected populations and how they respond to unfolding natural disasters. Results hold significance with regard to providing timely assistance for both official institutions and netizens.

  • 2749.
    Wu, Desheng Dash
    Stockholm University, Faculty of Social Sciences, Stockholm Business School. University of Chinese Academy of Sciences, China.
    Selling to the Socially Interactive Consumer: Order More or Less?2015In: ieee transactions on systems man cybernetics systems, ISSN 2168-2216, Vol. 45, no 3, p. 399-410Article in journal (Refereed)
    Abstract [en]

    This paper studies the newsvendor problem in the presence of consumer behavior, specifically, social interaction. We show that deterministic consumer valuation on products derived from social interaction can be an advantage for firms. This paper examines the implications of random consumer product valuation and a lower threshold number of subscribers to the proposed deal. Several implications have been yielded.

  • 2750.
    Wu, Dexiang
    Stockholm University, Faculty of Social Sciences, Stockholm Business School.
    Robust Decision Support System for Asset Assessment and Management2017In: IEEE Systems Journal, ISSN 1932-8184, E-ISSN 1937-9234, Vol. 11, no 3, p. 1486-1491Article in journal (Refereed)
    Abstract [en]

    We address asset classification and portfolio selection in this paper. Surprisingly, money managers find that the market volatility becomes more frequent as more advanced innovations are applied in the financial system. For example, the high-frequency trading may amplify the deviation on U.S. stock market [1], [2]. Therefore, a reliable method to appraise the asset performance is extremely important to portfolio managers, regulators, and individual investors. One alternative approach to achieve this goal is data envelopment analysis (DEA). Asset performance was ranked from both self-and peer-evaluation perspectives. Specifically, we extended the cross-efficiency analysis in DEA that uses row and column means to portfolio selection and identify different types of asset set. This classification process can help investors to construct a more robust portfolio. Numerical experiments based on S&P500 showed that the portfolio with cross-efficiency analysis can generate better Sharpe ratios during the period of financial crisis in 2008.

52535455565758 2701 - 2750 of 2866
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