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Sökning: hsv:(NATURVETENSKAP) hsv:(Data och informationsvetenskap) hsv:(Medieteknik) > Högskolan i Skövde

  • Resultat 1-10 av 45
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1.
  • Lind, Andreas, 1985-, et al. (författare)
  • Extending and demonstrating an engineering communication framework utilising the digital twin concept in a context of factory layouts
  • 2023
  • Ingår i: International Journal of Services Operations and Informatics. - : InderScience Publishers. - 1741-539X .- 1741-5403. ; 12:3, s. 201-224
  • Tidskriftsartikel (refereegranskat)abstract
    • The factory layout is frequently planned in virtual environments, based on the experience of software tool users. This planning process is cumbersome and iterative to collect the necessary information, with a high risk of faulty inputs and updates. The digital twin concept has been introduced in order to speed up information sharing within a company; it relies on connectivity. However, the concept is often misunderstood as just a 3D model of a virtual object, not including connectivity. The aim of this paper is to present an extended virtual and physical engineering communication framework including four concepts: digital model, digital pre-runner, digital shadow, and digital twin. The four concepts are demonstrated and described in order to facilitate understanding how data exchange between virtual and physical objects can work in the future and having up-to date virtual environments enables simulating, analysing, and improving on more realistic and accurate datasets.
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2.
  • Interactive Storytelling : 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, Kobe, Japan, November 11–15, 2023, Proceedings, Part I
  • 2023
  • Proceedings (redaktörskap) (refereegranskat)abstract
    • This two-volume set LNCS 14383 and LNCS 14384 constitutes the refereed proceedings of the 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, held in Kobe, Japan, during November 11–15, 2023.The 30 full papers presented in this book together with 11 short papers were carefully reviewed and selected from 101 submissions. Additionally, the proceedings includes 22 Late Breaking Works. The papers focus on topics such as: theory, history and foundations; social and cultural contexts; tools and systems; interactive narrative design; virtual worlds, performance, games and play; applications and case studies; and late breaking works.
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3.
  • Interactive Storytelling : 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, Kobe, Japan, November 11–15, 2023, Proceedings, Part II
  • 2023
  • Proceedings (redaktörskap) (refereegranskat)abstract
    • This two-volume set LNCS 14383 and LNCS 14384 constitutes the refereed proceedings of the 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, held in Kobe, Japan, during November 11–15, 2023.The 30 full papers presented in this book together with 11 short papers were carefully reviewed and selected from 101 submissions. Additionally, the proceedings includes 22 Late Breaking Works. The papers focus on topics such as: theory, history and foundations; social and cultural contexts; tools and systems; interactive narrative design; virtual worlds, performance, games and play; applications and case studies; and late breaking works.
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4.
  • Svensson, Torbjörn, Adjunkt, 1969- (författare)
  • From games to news : Creating an engagement model for digital local news
  • 2024
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • The transition of local news from the analog, printed format to a digital format, fit for our increasingly digitized media technology society, has not been as straight-forward as was imagined at the dawning of the World Wide Web. Newspapers, in particular local newspapers, were quite fast in trying to adapt to the new technology platform and put their content on the web. User experiences of reading news have certainly evolved since 1995, with the introduction, for example, of the smartphone and proprietary news apps. However, there has been no deep or consistent commitment to understanding more specifically how the digital format can provide a means of interactivity for users and support a range of content and means to engage it. The digital news format does enable interaction between readers and news staff, and, not least, between users in real-time. However, many features for engagement are currently under-explored. Other media, for example computer games, have developed new ways to engage their audience of players both in terms of how the media is distributed and also how the content is personally adaptive, for example, to the unique skill level of players, or by offering them freedom of action to explore content, and/or by enabling increasing communication among player groups.The main knowledge contribution of this research is a novel model for reader engagement in digital local news. The model is constructed by transferring features for user needs satisfaction and engagement in digital games to the realm of digital local news. Self Determination Theory, which establishes ways of describing user engagement in general, and when applied to computer games specifically, forms the basis of the research. Additionally detailed knowledge about user types counters a traditional ‘one to many’ broadcast logic and supports greater understanding of heterogeneity within reader groups. The model also defines the digital maturity of the different features across a spectrum, from substitution via modification to disruption (Su-Mo-Di). For example, some digital features replicate those from the analog printed version II of the newspaper (substitution), while some are impossible to implement in a paper format (disruption).The aim of the research is to outline a unique model of engagement and illustrate how to apply the varied and detailed features when applied to digital local news. This usage of game engagement transferred to digital news contexts also allows alternative ways to interpret the term gamification. Classically gamification has been defined as using game design elements in non-game contexts, where typical game features like points, leaderboards, and badges have been introduced into a significant variation of media and forms, often to increase effectiveness or output from processes. This research contests that view and suggests that gamification can be used to engage mechanisms from games on a higher or more abstract level than actual game mechanics.The method for transferring this form of game engagement to digital local news engagement is built on a process where the more detailed strategies for making computer games engaging are abstracted and re-applied to the field of digital local news. These strategies form the basis for the unique engagement model illustrated within the thesis. These engagement aspects drawn from the model are further elaborated and used to examine specific examples and two prototypes focused on digital local news. The conclusions demonstrate that a focus on engagement through many varied applications can offer a rich method to increase and to analyze user experiences and to design novel features specific to enhancing digital local news.
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5.
  • Rambusch, Jana, et al. (författare)
  • Exploring E-sports : A case study of game play in Counter-strike
  • 2007
  • Ingår i: Situated play. - Tokyo : Digital Games Research Association (DiGRA). ; , s. 157-164, s. 157-164, s. 157-164, s. 157-164
  • Konferensbidrag (refereegranskat)abstract
    • In this paper, a case study of Counter-strike is presented in which cognitive, cultural, economical, and technologicalaspects of people’s gameplay activities are discussed. Most attention is given to Counter-strike as an e-sport – competitive gameplay which borrows forms from traditional sports. Also, methodological and theoretical issues related to the study are discussed, including issues of player-centered approaches and issues related to the crossdisciplinarily of the study, which borrows perspectives from cognitive science as well as cultural studies
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6.
  • Karlsson, Tobias, et al. (författare)
  • Investigating the Elusive Role of Level Design
  • 2020
  • Ingår i: 2020 IEEE Conference on Games. - : IEEE. - 9781728145334 - 9781728145341 ; , s. 584-587
  • Konferensbidrag (refereegranskat)abstract
    • While level design is a concept commonly used in western game companies, it is veiled in a lack of clear conceptualization. Many research papers on the subject describe the role of level designer as elusive, and there is a great variation in the descriptions used in job listings for the role. This paper aims to identify a set of characteristics for the field of level design, by reviewing literature and analyzing responsibilities and requirements in job listings. To obtain more inclusive and cross-cultural results, interviews were also conducted with Japanese game developers to explain the concept of level design in their industry. By combining the qualitative data from interviews and literature analysis, with the quantitative data from job listings (n=33), the research highlights common denominators for the role of level design, but also demonstrate cultural differences and discrepancies between academia and industry. Thus suggesting gaps in current research as well as culturally. The findings aim to elucidate directions for future research, and promote focus towards the needs of the industry.
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7.
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8.
  • Goethe, Ole, et al. (författare)
  • Broader Understanding of Gamification by Addressing Ethics and Diversity
  • 2020
  • Ingår i: HCI International 2020 – Late Breaking Papers: Cognition, Learning and Games. - Cham : Springer. - 9783030601270 - 9783030601287 ; , s. 688-699
  • Konferensbidrag (refereegranskat)abstract
    • The engagement achieved from gamification is a phenomenon, as gamification is being seen nowadays in a lot of industries. One reason for the massive popularity of gamification is that the use can provide easy access to a sense of engagement and self-efficacy which otherwise may not deliver. By its nature, gamification present users with challenges to overcome and use narrative structure, visuals, strategic elements, and game rules to motivate the users. Gamification is widely applied to increase user engagement, but many empirical studies on effectiveness are inconclusive, and often limited to the integration of tangible game elements such as points, leaderboards or badges. In this article, we will discuss two different perspectives: (i) Ethics: Exploitation, Manipulation, Harms, and Character (ii) Diversity: Culture, Gender and Age. The discussion will lead to opportunities for professionals and researchers to acquire relevant knowledge, assess the mechanisms for the integration of gamification in the context of meaningful engagement, and outline challenges and opportunities for further research. 
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9.
  • Jedel, Izabella, et al. (författare)
  • Don’t be boring : The case of a gamified google classroom
  • 2020
  • Ingår i: GSGS'20. - 9782940387267 ; , s. 85-
  • Konferensbidrag (refereegranskat)abstract
    • Gamification has shown varied effects on student performance. In this study we examine the implementation of an agnostic gamification platform, Gamify the World ENgin (GWEN), in Google Classroom (hereafter GC) and focus on the scalability indication as well as gamification’s influence on the students and teachers perception of the course and their interaction with it. The results show an overall positive view of gamification and offer guidance to further implementations.
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10.
  • Palmquist, Adam, et al. (författare)
  • “Gamification Does Not Belong at a University”
  • 2020
  • Ingår i: DiGRA ’20 – Proceedings of the 2020 DiGRA International Conference. - Tampere : Digital Games Research Association (DiGRA).
  • Konferensbidrag (refereegranskat)abstract
    • This paper reports a case study in which some students in a large-scale gamification implementation project wrote a script that automated their progression. The incident was followed with multi-sited ethnography and analysed through the lens ofGoffman’s frame analysis. Based on chat logs, mail correspondence, data on user behaviour in the learning management system, informal conversations and student interviews, the study shows that different actors have somewhat different perceptions of gamification, as they framed the incident with the script in different ways. The students saw their actions as a form of resistance and activism towards problematic game design and had a desire to uphold specific tech-student identities. The gamification designers treated the incident as an act of playfulness and display of technological skills. The university, on the other hand, framed the incident as cheating. The study highlights the need for educational institutions to be knowledgeable about games and gaming behaviour if they want to implement gamification. 
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