SwePub
Sök i SwePub databas

  Utökad sökning

Träfflista för sökning "WFRF:(Gustafsson Friberger Marie) "

Sökning: WFRF:(Gustafsson Friberger Marie)

  • Resultat 1-10 av 13
Sortera/gruppera träfflistan
   
NumreringReferensOmslagsbildHitta
1.
  • Andersson, Jacob, et al. (författare)
  • Gamification of publication metadata : to playfully explore our data
  • 2015
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • This report describes a project that aimed to create game concepts and games based on a set of data about research publications. This was done using linked open data, procedural content generation of game content, and iterative game development, with the aim of creating useful games and game concepts.
  •  
2.
  • Björgvinsson, Erling, et al. (författare)
  • Prototyping Futures
  • 2012
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • Prototyping Futures gives you a glimpse of what collaborating with academia might look like. Medea and its co-partners share their stories about activities happening at the research centre – projects, methods, tools, and approaches – what challenges lie ahead, and how these can be tackled. Examples of highlighted topics include: What is a living lab and how does it work? What are the visions behind the Connectivity Lab at Medea? And, how can prototyping-methods be used when sketching scenarios for sustainable futures? Other topics are: What is the role of the body when designing technology? What is collaborative media and how can this concept help us understand contemporary media practices? Prototyping Futures also discusses the open-hardware platform Arduino, and the concepts of open data and the Internet of Things, raising questions on how digital media and connected devices can contribute to more sustainable lifestyles, and a better world.
  •  
3.
  • Cardona, Andrew Borg, et al. (författare)
  • Open Trumps, a Data Game
  • 2014
  • Ingår i: FDG 2014 Proceedings. - : Society for the Advancement of the Science of Digital Games.
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • We present Open Trumps, a version of the popular card game Top Trumps with decks that are procedurally generated based on open data. The game is played among multiple players through drawing cards and selecting the feature that is most likely to trump the same feature on the other players’ cards. Players can generate their own decks through choosing a suitable dataset and setting certain attributes; the generator then generates a balanced and playable deck using evolutionary computation. In the example dataset, each card represents a country and the features represent such entities as GDP per capita, mortality rate or tomato production, but in principle any dataset organised as instances with numerical features could be used. We also report the results of an evaluation intended to investigate both player experience and the hypothesis that players learn about the data underlying the deck they play with, since understanding the data is key to playing well. The results show that players enjoy playing the game, are enthusiastic about its potential and answer questions related to decks they have played significantly better than questions related to decks they have not played.
  •  
4.
  • Davidsson, Paul, et al. (författare)
  • Agreement Technologies for Supporting the Planning and Execution of Transports
  • 2013
  • Ingår i: Agreement Technologies, Law, Governance and Technology Series. - Dordrecht : Springer Netherlands. - 9789400755833 ; , s. 533-547
  • Bokkapitel (refereegranskat)abstract
    • The use of agreement technologies in the planning and execution of goods transports is analyzed. We have previously suggested an approach called Plug and Play Transport Chain Management (PnP TCM) that provides agent-based support for key tasks, such as, finding the best sequence of transport services for a particular goods transport, monitoring the execution of the transport, and managing the interaction between the involved actors. In this paper we analyze five agreement technologies in the context of PnP TCM, i.e., semantics, norms, organizations, argumentation and negotiation, and trust. We conclude that all five technologies play a critical role in the realization of PnP TCM.
  •  
5.
  • Davidsson, Paul, et al. (författare)
  • Agreement technologies for supporting the planning and execution of transports
  • 2013
  • Ingår i: Agreement Technologies. - Dordrecht : Springer. - 9789400755826 - 9789400755833 ; , s. 533-547
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • The use of agreement technologies in the planning and execution of goods transports is analyzed. We have previously suggested an approach called Plug and Play Transport Chain Management (PnP TCM) that provides agent-based support for key tasks, such as, finding the best sequence of transport services for a particular goods transport, monitoring the execution of the transport, and managing the interaction between the involved actors. In this paper we analyze five agreement technologies in the context of PnP TCM, i.e., semantics, norms, organizations, argumentation and negotiation, and trust. We conclude that all five technologies play a critical role in the realization of PnP TCM.
  •  
6.
  • Davidsson, Paul, et al. (författare)
  • Towards a prediction model for people movements in urban areas
  • 2013
  • Ingår i: First International Workshop on Multiagent-based Societal Systems. - Saint Paul, Minnesota, USA : Association for Computing Machinery (ACM).
  • Konferensbidrag (refereegranskat)abstract
    • The aim of this work is to develop a new type of service for predicting and communicating urban activity. This service provides short-term predictions (hours to days), which can be used as a basis for different types of resource allocation and planning, e.g. concerning public transport, personnel, or marketing. The core of the service consists of a forecasting engine that based on a prediction model processes data on different levels of detail and from various providers. This paper explores the requirements and features of the forecast engine. We conclude that agent-based modeling seems as the most promising approach to meet these requirements. Finally, some examples of potential applications are described along with analyses of scientific and engineering issues that need to be addressed.
  •  
7.
  • Gustafsson Friberger, Marie, 1980-, et al. (författare)
  • Collaboration processes, outcomes, challenges and enablers of distributed clinical communities of practice
  • 2011
  • Ingår i: Behavior and Information Technology. - : Taylor & Francis. - 0144-929X .- 1362-3001. ; 32:6, s. 519-531
  • Tidskriftsartikel (refereegranskat)abstract
    • Modern healthcare's need for knowledge sharing and bridging the research–practice gap requires new forms of collaboration, in which clinicians of varying clinical and research expertise work together over geographical and organisational borders. To support such distributed communities of practice (CoPs), an understanding of their collaboration processes, outcomes, challenges and enablers is needed. The article examines these issues through a case study of a long-running CoP, the Swedish Oral Medicine Network (SOMNet). SOMNet's main form of collaboration is monthly telephone conference meetings centred on case consultations. Cases are submitted by the clinicians via a Web-based system. The methods used were interviews, observations, and a questionnaire. The work adds to previous research by studying a distributed CoP explicitly focused on supporting the transfer of scientific results from researchers to practitioners. We found that the regular meetings give a rhythm to the community. The centrality of cases means an immediate benefit for the submitter while the community is provided an authentic context for learning. SOMNet yields opportunities for help and learning for diverse expertise levels; the type of benefits is affected by the participant's degree of oral medicine knowledge and collaboration involvement. There are challenges in accommodating varying levels of expertise and encouraging those less experienced to participate. Enablers of the collaboration include the participation of experts, meeting facilitators and well-adapted ITs.
  •  
8.
  • Gustafsson Friberger, Marie, et al. (författare)
  • Data Games
  • 2013
  • Ingår i: Proceedings of the The Fourth workshop on Procedural Content Generation in Games. ; , s. 1-8
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • We define data games as games where gameplay and/or game content is based on real-world data external to the game, and where gameplay supports the exploration of and learning from this data. This concept is discussed in rela- tion to open data, procedural content generation and serious games, and research challenges are outlined. To illustrate the concept, we present six prototype games and content generators of our own making. We also present a tentative taxonomy of actual and potential data games, and situate the described games within this taxonomy.
  •  
9.
  • Gustafsson Friberger, Marie, et al. (författare)
  • Generating game content from open data
  • 2012
  • Ingår i: Proceedings of the International Conference on the Foundations of Digital Games. - New York, NY, USA : ACM Digital Library. ; , s. 290-291
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • We propose, discuss and exemplify data games. A data game is a game that allows the player(s) to explore data that is derived from outside the game, by transforming the data into something that can be played with. The transformation takes the form of procedural content generation based on real-world data. As an example of a data game, we briefly describe Open Data Monopoly.
  •  
10.
  • Gustafsson Friberger, Marie, et al. (författare)
  • Generating Interesting Monopoly Boards from Open Data
  • 2012
  • Ingår i: 2012 IEEE Conference on Computational Intelligence and Games (CIG). - : IEEE. ; , s. 288-295
  • Konferensbidrag (refereegranskat)abstract
    • With increasing amounts of open data, especially where data can be connected with various additional information resources, new ways of visualizing and making sense of this data become possible and necessary. This paper proposes, discusses and exemplifies the concept of data games, games that allow the player(s) to explore data that is derived from outside the game, by transforming the data into something that can be played with. The transformation takes the form of procedural content generation based on real-world data. As an example of a data game, we describe Open Data Monopoly, a game board generator that uses economic and social indicator data for local governments in the UK. Game boards are generated by first collecting user input on which indicators to use and how to weigh them, as well as what criteria should be used for street selection. Sets of streets are then evolved that maximize the selected criteria, and ordered according to “prosperity” as defined subjectively by the user. Chance and community cards are created based on auxiliary data about the local political entities.
  •  
Skapa referenser, mejla, bekava och länka
  • Resultat 1-10 av 13

Kungliga biblioteket hanterar dina personuppgifter i enlighet med EU:s dataskyddsförordning (2018), GDPR. Läs mer om hur det funkar här.
Så här hanterar KB dina uppgifter vid användning av denna tjänst.

 
pil uppåt Stäng

Kopiera och spara länken för att återkomma till aktuell vy