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1.
  • Alklind Taylor, Anna-Sofia, et al. (författare)
  • Acceptance of Entertainment Systems in Stroke Rehabilitation
  • 2009
  • Ingår i: Proceedings of IADIS Game and Entertainment Technologies 2009 (GET 2009). - : IADIS Press. - 9789728924850 ; , s. 75-83
  • Konferensbidrag (refereegranskat)abstract
    • Game-based tools for rehabilitation of different types of physical and cognitive impairments are becoming more and more popular. By introducing an element of fun, these systems aim at increasing patients' motivation to train and, from a further perspective, improve recovery rates. There is, however, a question whether such tools will be fully accepted by the intended target group. Earlier work on user acceptance has mainly focused on utility systems, i.e. systems used mainly in the work place. However, people use systems for different reasons and that makes it difficult to apply the same principles on systems with the main purpose to entertain. Serious games have characteristics from both utility and entertainment systems, which makes it interesting to study the acceptance of these kinds of systems. In this study, we have developed a home-based entertainment system for stroke rehabilitation, with focus on rehabilitation of motor impairments. By analysing the gaming behaviour and interview responses of five stroke patients, we investigate factors influencing user acceptance of this specific type of system. The results show that current models of acceptance are not sufficient to fully explain acceptance of serious games in general and serious games for rehabilitation in particular. Besides well-known factors, such as perceived usefulness, perceived ease-of-use and perceived enjoyment, other, more specific, factors also play a vital role in the acceptance of the system.
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2.
  • Alklind Taylor, Anna-Sofia, et al. (författare)
  • Gamers against All Odds
  • 2009
  • Ingår i: Learning by playing: game-based education system design and development. - Berlin, Heidelberg : Springer Berlin/Heidelberg. - 9783642033636 - 9783642033643 ; , s. 1-12
  • Konferensbidrag (refereegranskat)abstract
    • The goal of the project presented in this paper is to enable motor rehabilitation to stroke patients in their home environment and to utilise game enjoyment to achieve frequent training. Stroke patients have an average age above 70 years, which implies that they typically do not belong to a gaming generation. In addition, these patients suffer from motor, and many times cognitive impairments, which make traditional games extremely difficult to use. Nearly all work in this area has been conducted in a clinic environment where it is possible to overcome some of these difficulties by letting professionals assist and guide patients.In this paper, we present the challenges faced, the system itself and the result from a study where five patients were equipped with a game console in their homes for five weeks. The focus of this paper is on analysing the gaming behaviour of patients, which includes the amount of time they spent, the type of games they selected and their comments on the gaming experience. The conclusion from this analysis is that their behaviour resembles that of gamers. They spent significant voluntary time, and it has been possible for patients, with no prior experience of computer games, to enjoy gaming in their homes where they had no professional assistance.
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3.
  • Alklind Taylor, Anna-Sofia, et al. (författare)
  • Spelbaserad simulering för insatsutbildning : Slutrapport
  • 2012
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • Denna rapport är en avrapportering av projektet Spelbaserad simulering för insatsutbildning. Projektet syftar till att:Studera hur serious games kan förstärka lärandemiljön i träning och utbildningPraktiskt testa och analysera användningen av spelteknologi för att ta fram rekommendationer för konstruktion av träningssimulatorerSkapa underlag för utveckling av Räddningsverkets utbildningsmetoder genom samarbete mellan forskare och praktikerSerious games och spelbaserad simulatorträning ses som en möjlighet att vidareutveckla undervisnings- och träningsmiljön inom räddningstjänst. Begreppet serious games definieras som att använda spel och spelteknik för att uppnå syften utöver ren underhållning. För att utnyttja områdets potential i största möjliga mån krävs en kombination av att utveckla och anpassa teknik så att den passar för ändamålet, detta kan till exempel innebära att utnyttja de möjligheter som modern spelteknik ger för att logga användarbeteende och resultat. Dessutom innefattar serious games en komponent av speldesign, det vill säga att utnyttja möjligheter som spel ger för att skapa en motiverande och engagerande lärandemiljö. Detta kan till exempel innebära att skapa tävlingsmoment och poängsystem som sporrar till upprepad användning. I projektet har vi utnyttjat såväl teknik- som speldesignskomponenten.Projektets syften har uppnåtts genom att producera och utvärdera ett prototypspel för insatsträning samt en modell för hur serious games kan användas i träning och utbildning. De huvudsakliga resultaten består av en spelprototyp av ett webbaserat spel för att träna beslutsfattande på taktisk nivå samt en pedagogisk modell för spelbaserad träning. Prototypen och modellen har testats på en distanskurs för Räddningsledarutbildning i regi av Myndigheten för samhällsskydd och beredskap (MSB). Utvärderingen visar på goda resultat vad gäller systemets användbarhet. Den pedagogiska potentialen har inte kunnat utvärderas fullt ut då prototypen inte blev en tillräckligt integrerad del i kursen där den utvärderades.Projektet visar att spelbaserad träning kan vara en möjlighet för pedagogisk utveckling med avseende på både teknik och pedagogisk kontext. I detta sammanhang är det viktigt att poängtera vikten av att genomföra och utvärdera pedagogiska anpassningar i samband med spelbaserad träning. Vidare har projektet har samarbetat med olika konstellationer av lärare och kursdeltagare vid MSB. En viktig lärdom är att tydliga resurser och organisatoriskt engagemang finns på plats i den här typen av samproducerande forskningsprojekt.
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4.
  • Alklind Taylor, Anna-Sofia, et al. (författare)
  • The Birth of Elinor : A Collaborative Development of a Game Based System for Stroke Rehabilitation
  • 2009
  • Ingår i: 2009 Second International Conference in Visualisation. - : IEEE. - 9780769537344 ; , s. 52-60
  • Konferensbidrag (refereegranskat)abstract
    • Elinor is a game based tool for rehabilitation of stroke patients to be used in their home environment. The application is the result of a creative and exploratory development project in which researchers in the serious games area and experts in stroke rehabilitation collaborated in order to develop a motivating, easy to use and relatively inexpensive tool for relearning functions lost due to a stroke. Elinor can be viewed as an integrated system for stroke rehabilitation in that it is both a system, controlled by movements, for training of its primary user group and a system for monitoring the training by medical expertise. In this paper, we will describe the Elinor application itself, the development process and the initial evaluation of it in order to identify implications for serious games. 
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5.
  • Ambring, Erik, et al. (författare)
  • Developing the Game Testament : Multiple Perspectives in Serious Game Development
  • 2010
  • Ingår i: Proceedings of the IADIS International Conference on Game and Entertainment Technologies. - : IADIS Press. - 9789728939182 ; , s. 35-44
  • Konferensbidrag (refereegranskat)abstract
    • This article presents the process of creating the game Testament; an action role-playing game for PC which uses the Old Testament as its setting. The game is primarily designed for confirmation education in the Church of Sweden, with the purpose to create interest in the Old Testament. In this paper we describe our experiences with the process of creating a game  where  the  work  has  been  guided  by  three,  in  some  cases,  contradictory  goals:  the  educational  value,  the  source authenticity and the gaming entertainment.  Our  conclusion  is  that  clear  requirements  for  the  entertainment  must  be  created  as  a  counterweight  to  the  practical aspects' requirements, e.g. education and authenticity. To create requirements  for game experience, it can be useful to identify a game genre and find a game that can serve as a template. One consequence of the fact that a specific goal for entertainment and a very clear requirement on content existed was that a number of fundamental contradictions could be identified  (e.g.  narrative,  game  mechanics,  adaptation).  When  these  inconsistencies  were  encountered,  a  suitable approach could be chosen in order to reach a compromise. If an existing game used as a reference wasn't available, it is likely that the entertainment would have suffered for the benefit of the educational aspects and biblical authenticity.
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6.
  • Andersson Hagiwara, Magnus, et al. (författare)
  • Measuring participants’ immersion in healthcare simulation : the development of an instrument
  • 2016
  • Ingår i: Advances in Simulation. - : BioMed Central. - 2059-0628. ; 2016:1
  • Tidskriftsartikel (refereegranskat)abstract
    • BackgroundImmersion is important for simulation-based education; however, questionnaire-based instruments to measure immersion have some limitations. The aim of the present work is to develop a new instrument to measure immersion among participants in healthcare simulation scenarios.MethodsThe instrument was developed in four phases: trigger identification, content validity scores, inter-rater reliability analysis and comparison with an existing immersion measure instrument. A modified Delphi process was used to develop the instrument and to establish validity and reliability. The expert panel consisted of 10 researchers. All the researchers in the team had previous experience of simulation in the health and/or fire and rescue services as researchers and/or educators and simulation designers. To identify triggers, the panel members independently screened video recordings from simulation scenarios. Here, a trigger is an event in a simulation that is considered a sign of reduced or enhanced immersion among simulation participants.ResultsThe result consists of the Immersion Score Rating Instrument (ISRI). It contains 10 triggers, of which seven indicate reduced and three enhanced immersion. When using ISRI, a rater identifies trigger occurrences and assigns them strength between 1 and 3. The content validity analysis shows that all the 10 triggers meet an acceptable content validity index for items (I-CVI) standard. The inter-rater reliability (IRR) among raters was assessed using a two-way mixed, consistency, average-measures intra-class correlation (ICC). The ICC for the difference between weighted positive and negative triggers was 0.92, which indicates that the raters are in agreement. Comparison with results from an immersion questionnaire mirrors the ISRI results.ConclusionsIn conclusion, we present a novel and non-intrusive instrument for identifying and rating the level of immersion among participants in healthcare simulation scenarios.
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7.
  • Areizaga Blanco, Ander, et al. (författare)
  • Patterns in Mainstream Programming Games
  • 2020
  • Ingår i: INTERNATIONAL JOURNAL OF SERIOUS GAMES. - : Serious Games Society. - 2384-8766. ; 7:1, s. 97-126
  • Tidskriftsartikel (refereegranskat)abstract
    • Studies have found serious games to be good tools for programming education. As anoutcome from such research, several game solutions for learning computer programming have appeared. Most of these games are only used in the research field where only a few are published and made available for the public. There are however numerous examples of programming games in commercial stores that have reached a large audience.This article presents a systematic review of publicly available and popular programming games. It analyses which fundamental software development concepts, as defined by theACM/IEEE Computer Science Curricula, are represented in these games and identifies game design patterns used to represent these concepts.This study shows that fundamental programming concepts and programming methods have a good representation in mainstream games. There is however a lack of games addressing data structures, algorithms and design. There is a strong domination of puzzle games. Only two of the 20 studied games belong to a different genre. The eleven game design patterns identified in this study have potential to contribute to future efforts in creating engaging serious games for programming education.
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8.
  • Backlund, Per, 1964-, et al. (författare)
  • Breaking Out of the Bubble Putting Simulation Into Context to Increase Immersion and Performance
  • 2018
  • Ingår i: Journal Simulation & Gaming. - : Sage Publications. - 1046-8781 .- 1552-826X. ; 49:6, s. 642-660
  • Tidskriftsartikel (refereegranskat)abstract
    • Objective. Simulation based training with full-size mannequins is a prominent means of training within the healthcare sector. Prehospital missions include all parts of the healthcare process which take place before a patient is handed over to the receiving hospital. This implies that the context for prehospital care is varied and potentially challenging or dangerous in several ways. In this article we present a study which explores immersion and performance by emergency medical services (EMS) professionals in in a training situation which takes the specifics of prehospital interventions into account.Methods. The study was carried out as a field experiment at an ambulance unit. The experiment was designed to compare the differences between two types of medical scenarios: basic and contextualized. We analyzed the levels of immersion throughout the scenarios and then team performance was evaluated by independent experts. Both analyses were made by observing video recordings from multiple camera angles with a custom made analysis tool.Results. Our results show that the contextualization of a medical scenario increases both immersion as measured by the Immersion Score Rating Instrument (ISRI) and team performance as measured by the Global Rating Scale (GRS). The overall ISRI score was higher in the contextualized condition as compared to the basic condition, with an average team wise difference of 2.94 (sd = 1.45). This difference is significant using a paired, two-tailed t-test (p<.001). The GRS score was higher for overall clinical performance in the contextualized scenario with an average team wise difference of 0.83 (sd = 0.83, p=.005).Conclusions. Full-size mannequin simulation based training for EMS professionals may be enhanced by contextualizing the medical scenarios. The main benefits are that the contextualized scenarios better take prehospital medical challenges into account and allow participants to perform better.
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9.
  • Backlund, Per, 1964-, et al. (författare)
  • Collaboration Patterns in Mixed Reality Environments for a New Emergency Training Center
  • 2013
  • Ingår i: Proceedings UKSim-AMSS Seventh European Modelling Symposium on Computer Modelling and Simulation EMS2013. - : IEEE Computer Society. - 9781479925780 - 9781479925773 ; , s. 483-488
  • Konferensbidrag (refereegranskat)abstract
    • Training actors from public safety agencies (PSA), e.g. emergency medical services, fire departments, police departments involves different technologies and communication and collaboration activities. New technologies promise better support, not only for training, but also for logging relevant information for future analysis and learning. However, choosing the right technologies, defining proper set-ups for the training activities, and identifying premises for long-term use of technical facilities is both difficult and time consuming. Applying earlier lessons from evaluating work in Virtual Environments (VEs) [1], our aim is to develop a better understanding of the impact of new technologies by identifying collaboration patterns influencing training. Collaboration is examined via social, technical, and task related interaction, distinguishable in the different phases of training, from starting an alarm to ending the emergency activities. Our main results illustrate the benefits of (1) building scenarios, and training whole activity chains for certain rescue or other emergency activities, (2) using simulations for better understanding physical places, the task, and (3) distinguishing technical, social and task focused characteristics for factors influencing emergency focused collaboration. Moreover, the results also contribute to understanding the benefits of considering specific simulation technologies when training for emergency and rescue activities.
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10.
  • Backlund, Per, et al. (författare)
  • Computer Gaming and Driving Education
  • 2006
  • Ingår i: Proceedings of the 14th International Conference on Computers in Education, ICCE 2006. ; , s. 9-16
  • Konferensbidrag (refereegranskat)abstract
    • This study investigates the learning effects of playing racing, action, and sports computer games. In particular we focus on traffic school students’ driving behavior. A survey conducted at three driving schools, questioned driving students about their gaming habits. The driving instructors evaluated their students’ driving skills and traffic safety attitudes. The results indicate that experience in computer games can have a positive effect on driving performance. Experienced gamers were ranked significantly higher by their instructors regarding their overall driving skills compared to students with low experience in computer games. However, no evidence was found to indicate that experienced gamers have a worse attitude towards fellow road-users or traffic safety. Experiments conducted in a driving simulator, using a game developed purposely to enhance certain traffic safety variables, reveals that it is possible to provide an entertaining game with serious content. Preliminary results, however, indicate that the version of the game where the explicit game goals are hidden was found to be the most entertaining one. The results of the investigation warrant further review into the development and utilization of computer games for traffic safety and education purposes.
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