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Sökning: WFRF:(Heldal Ilona 1964)

  • Resultat 1-10 av 48
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1.
  • Suneson, Kaj, 1964, et al. (författare)
  • Using Naturalistic Decision Making to Understand Knowledge Barriers in Launching Telecommunication for Public Safety
  • 2011
  • Ingår i: 12th European Conference on Knowledge Management, ECKM 2011, Passau, 1 - 2 September 2011. - 2048-8963. - 9781908272096 ; 2, s. 967-975
  • Konferensbidrag (refereegranskat)abstract
    • Based on an empirical study of the launch of an information and communication technology [ICT] system for the main Public Safety Agencies [PSA] in Sweden, this paper combines concepts from knowledge management [KM] with naturalistic decision-making [NDM] to gain a greater understanding of problems in the implementation and adoption phase of the new system. The launch has been experienced as being much slower than was originally envisaged by all the organizations involved and the system will not cover its own costs in the near future. Implementation and adoption also required extra, unplanned, resources to develop processes for collaboration and joint work by and between the organizations. In the public safety and emergency response sector, the need for communication and co-operation between the organizations involved is regarded mostly as self-evident by both the organizations involved and external organizations. To make co-operation within and between the different organizations more efficient, a new radio communication system is being introduced in Sweden. Adoption and use are presented as being the prerogative of the user organizations. In an earlier paper we identified several problems, i.e. 'knowledge barriers' that prevented or slowed down adoption and thus the launch process (Sunesson and Heldal, 2010). This paper takes a further step to gain a deeper understanding of what these knowledge barriers mean by using terms from knowledge management [KM] combined with concepts and frameworks from NDM. NDM provides a promising framework to understand these situations, since the situation in which the system will be used can be related to understanding technologies in complex environments, i.e. solving ill-defined problems under time pressure and with high stakes combined with uncertain outcomes. By analysing a set of five categories of knowledge barriers through concepts from the NDM framework, such as 'sensemaking', 'situation awareness', and 'mental models', this paper strives to increase understanding of the obstacles that need to be overcome when launching large-scale ICT systems for parties with specific needs and requirements. The main benefit of using knowledge management models is to provide a good overview of the launch process, emphasizing relevant problem areas. The advantage of examining these problem areas more deeply by means of concepts and frameworks from NDM can be found in the possibility of acquiring a deeper understanding and providing suggestions to overcome the identified problems for users, launchers and influencers. This paper makes both practical and theoretical contributions. Practical contributions exemplify how important mutual understanding is to co-operation and in doing so a more coherent mental model on which to build co-operation. The theoretical contribution takes the form of suggestions to improve our understanding of the benefits of combining KM models with frameworks and concepts from NDM.
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2.
  • Suneson, Kaj, 1964, et al. (författare)
  • Virtual Reality As a New Tool in the City Planning Process
  • 2008
  • Ingår i: Tsinghua Science and Technology. - 1007-0214. ; 13:S1, s. 255-260
  • Tidskriftsartikel (refereegranskat)abstract
    • The introduction of virtual reality (VR)-models in the city planning process will cause changes in the traditional roles of the involved parties. In order to better understand some of these changes, the events involving the use of VR-models in an architectural competition concerning rebuilding-proposals for the city library in a Swedish city were analyzed. The study shows that VR was introduced into the competition as an extra add-on and that the VR-presentation was experienced as useful by the jury. The transformation of the architects’ contributions into VR was experienced as problematic by the architects, partly because they lost full control over the presentation. In the future architects are likely to have to produce the VR-models for their proposals themselves. This may make it more difficult for smaller architectural firms to enter the market but their proposals will be more accessible to a wider group of stakeholders.
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  • Suneson, Kaj, 1964, et al. (författare)
  • Virtual Reality Supporting Environmental Planning Processes: A Case Study of the City Library in Gothenburg.
  • 2008
  • Ingår i: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). - Berlin, Heidelberg : Springer Berlin Heidelberg. - 1611-3349 .- 0302-9743. - 9783540855668 ; 5179 LNAI:PART 3, s. 481-490
  • Konferensbidrag (refereegranskat)abstract
    • The introduction of Virtual Reality (VR) models in the environmental planning process can change the traditional roles of the parties involved. This paper examines the influence of VR-models on the role of professionals in an architectural competition concerning proposals for rebuilding the city library in Gothenburg. The study shows that VR was experienced as useful by the jury, while troublesome by the architects. In the future architects are likely to have to produce the VR-models for their proposals by themselves. Therefore smaller firms may experience it as difficult to enter the market or to have full control over their VR contributions. Further results show how VR can be more efficiently used in the evaluation process by improving communication between different stakeholders.
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  • 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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  • Billger, Monica, 1961, et al. (författare)
  • Perception of Colour and Space in Virtual Reality: a comparison between a real room and virtual reality models
  • 2004
  • Ingår i: Proceedings of SPIE - The International Society for Optical Engineering. - : SPIE. - 0277-786X .- 1996-756X. ; 5292, s. 90-98
  • Konferensbidrag (refereegranskat)abstract
    • Virtual Reality has great potential to become a usable design tool for the planning of light and colour in buildings. The technical development has provided us with better computer graphics and faster rendering techniques. However, the reliability and usability is delimited by lack of knowledge about how humans perceive spatial colour phenomena. The setting up of parameters for material properties in light calculation software is done arbitrarily. We present a comparison between a real room and a digital model evaluated on a desktop PC and in an Immersive Projection Technology (IPT) type system. Data were collected from video recorded interviews and questionnaires. The participants assessed the appearance of light, colours and space. They also evaluated their involvement in solving this task, and their presence in each environment. Our results highlight the benefits and disadvantages of the real and virtual models. The participants had difficulties in estimating the size of both the desktop room and the room in the ITP system. The comparison of real and virtual rooms revealed unsatisfying differences in shadowing and colour appearance. We defined the magnitude of perceived colour reflections in the real room, and elaborated with some of the parameters in Lightscape/3dsmax6.
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  • Resultat 1-10 av 48

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