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  • Resultat 5841-5850 av 8646
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5841.
  • Ljungblad, Sara, 1977- (författare)
  • Beyond Users : Grounding Technology in Experience
  • 2008
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This thesis goes beyond a user-centred design approach to explore potential future applications and modes of interaction. With several design cases, we investigate how early technology ideas can be matched with a specific practice to inspire novel design. This involves learning about existing experiences, interests and activities that can be relevant for a potential application, but which are not necessarily found among the intended users. Starting with early technology ideas and then finding a suitable practice to learn from is an alternative perspective of design activities. This can be useful for researchers and designers in Human Computer Interaction (HCI) who are interested in complementing approaches compared to user-centred design. Our approach is also relevant for researchers that face technology-driven starting points, and want to investigate future applications by grounding the design in existing practices.A set of design cases show how the overall research goes from a usability-oriented perspective towards a more experience-oriented one, in order to accommodate technology-driven design situations. The design cases have involved different technical starting points, including information display technologies, surface-based networking, digital photography, and robot technology for everyday settings. The overall design process evolves towards matching the technology with a practice, and to investigate applications by developing one or more research prototypes. This has resulted knowledge of novel applications and interaction for the technology in question, as well as knowledge on how to employ empirical data to inspire novel design. Finally, we provide an overall reflection of the research process and show how a design approach that goes beyond users can benefit the design process.
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5842.
  • Ljungkvist, Peter, et al. (författare)
  • Educational Games for Self Learning in Introductory Programming Courses - a Straightforward Design Approach with Progression Mechanisms
  • 2012
  • Ingår i: PROCEEDINGS OF THE 6TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING. - Reading, UK : Academic Publishing International Limited. - 9781908272690 ; , s. 285-293
  • Konferensbidrag (refereegranskat)abstract
    • During the relatively short history of Computer science and programming education the pass rate has been low in most introductory programming courses at university level. Students taking courses have had severe problems in the understanding of how to construct algorithms and also with the implementation of more basic programming techniques. There are identified bottlenecks in theoretical concepts but there have also been problems with the solving of assignments and more practical parts of programming courses. Educational games aimed at teaching programming has been frequently discussed in academic research during the last years. Many of them feature studies of developed games and some point to good results in learning. The developed games range from puzzle games to Massive Multiplayer Online Role-playing Games (MMORPG) and with all from per purpose built games to embedding learning content in existing games. Although per purpose built games have proven to be most efficient an objection has been that they are too expensive. What features are really needed to engage students in a programming game? Do we need to make games that resemble the gaming industry’s AAA games to a cost of 20 to 30 million euros per title in order to motivate students? This study evaluates an approach using different progression mechanisms to attempt to motivate the players along with a straight forward narrative that situates the learning of various programming concepts for the player. Players get various programming missions on different levels to solve in different Swedish cities. After a completed mission players get points related to the quality of their code solutions in the Python programming language. If they have enough points they get access to a higher level where more advanced programming techniques are required. A game prototype has been developed in the Flash environment using the ActionScript programming language. A quantative approached with semi-structured interviews has been used in the evaluation of the prototype. Findings show that the game could help students to improve their programming skills and our recommendation is that educational games should be used for self learning in introductory programming courses if they can be designed in a way that attracts the students.
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5843.
  • Lo Piparo, Teo, et al. (författare)
  • Service Level Agreement Negotiation in Cloud Computing Buying Organizations
  • 2021
  • Ingår i: International Journal of Innovation in the Digital Economy. - 1947-8305 .- 1947-8313. ; 12:3, s. 1-16
  • Tidskriftsartikel (refereegranskat)abstract
    • The cloud archetype is fundamentally dynamic for both service customer and service provider. From the provider's perspective, resources are removed and/or added irregularly and urgently together with updating of service level agreements (SLAs). However, this dynamical behavior makes contracting sophisticated. Yet, there is a lack of knowledge on how to handle these dynamics contractually. To address this knowledge gap, the authors have investigated “how to improve SLA management with dynamic SLA iterations.” For this reason, a model for cloud computing SLA negotiation is proposed to facilitate the buying organization in determining uncertainty by analyzing attributes of asset specificity and risks associated with them. Survey research has been used for testing the model. The respondents rationalized the SLA negotiation with a better cognitive understanding in all phases within the model. The study's findings could support cloud service buying organizations to minimize the risks with ever-changing requirements.
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5844.
  • Lohiya, Aparna, et al. (författare)
  • Omnichannel Transition : A Panacea for Retail?
  • 2021
  • Ingår i: Proceedings of the 12th Scandinavian Conferenceon Information Systems. - : Association for Information Systems. - 9788230350546
  • Konferensbidrag (refereegranskat)abstract
    • Digitalization has affected the status quo of every industry and retail is no exception. Omnichannel isthe new norm in today’s retailing. The days of managing and highlighting ecommerce and digitalchannels are over, now the time is for omnichannel retailing. The shoppers are already omnichanneland this puts pressure on retailers to be omnichannel as soon as possible. In the last few years, academicians as well as practitioners have proposed omnichannel management as the future of retailing.However, the reality looks different; the knowledge about omnichannel management and the omnichannel transition is fragmented in the current literature. This research sheds light on the extant knowledge on omnichannel retail drivers and transition journey. The purpose of this study is to illuminate how the omnichannel concept is used and propose a model for outlining the transition from singlechannel to omnichannel. Moreover, contemporary research on omnichannel drivers and challenges are provided, as well as areas needed for further research.
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5845.
  • Longo, Luca, et al. (författare)
  • Argumentation Theory in Health Care
  • 2012
  • Ingår i: 2012 25th IEEE International Symposium on Computer-Based Medical Systems (CBMS). - New York, NY, USA : IEEE. - 9781467320498 - 9781467320511 ; , s. 1-6
  • Konferensbidrag (refereegranskat)abstract
    • Argumentation theory (AT) has been gaining momentum in the health care arena thanks to its intuitive and modular way of aggregating clinical evidence and taking rational decisions. The basic principles of argumentation theory are described and demonstrated in the breast cancer recurrence problem. It is shown how to represent available clinical evidence in arguments, how to define defeat relations among them and how to create a formal argumentation framework. Argumentation semantics are then applied over the built framework to compute arguments justification status. It is demonstrated how this process can enhance the clinician decision-making process. A encouraging predictive capacity is compared against the accuracy rate of well-established machine learning techniques confirming the potential of argumentation theory in health care. 
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5846.
  • López Poveda, Anayanci, 1984-, et al. (författare)
  • A Maturity Model for Analyzing Strategic IT Management from a service perspective
  • 2011
  • Ingår i: 17th Americas Conference on Information Systems 2011, AMCIS 2011. - : AIS/ICIS Administrative Office.
  • Konferensbidrag (refereegranskat)abstract
    • This paper presents the construction of a maturity model for analyzing the strategic IT service management process of internal IT service provider's in early growth stages. This model is presented as an alternative tool for improving the understanding, from an IT service management perspective, of: (i) the strategic IT processes/practices situation in an IT organization, and (ii) facilitate the improvement task of such IT organization. The model construction is done using a combination of best practices of IT service management and IT governance together with characteristics specific to the object under analysis, e.g. internal IT service providers, municipal governments standards. The model uses a wider scope for strategic ITSM, which facilitates its applicability in IT organizations in early growth stages, giving a practical value to the model.
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