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1.
  • Alklind Taylor, Anna-Sofia, et al. (author)
  • Acceptance of Entertainment Systems in Stroke Rehabilitation
  • 2009
  • In: Proceedings of IADIS Game and Entertainment Technologies 2009 (GET 2009). - : IADIS Press. - 9789728924850 ; , s. 75-83
  • Conference paper (peer-reviewed)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. (author)
  • Gamers against All Odds
  • 2009
  • In: Learning by playing: game-based education system design and development. - Berlin, Heidelberg : Springer Berlin/Heidelberg. - 9783642033636 - 9783642033643 ; , s. 1-12
  • Conference paper (peer-reviewed)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. (author)
  • Spelbaserad simulering för insatsutbildning : Slutrapport
  • 2012
  • Reports (other academic/artistic)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. (author)
  • The Birth of Elinor : A Collaborative Development of a Game Based System for Stroke Rehabilitation
  • 2009
  • In: 2009 Second International Conference in Visualisation. - : IEEE. - 9780769537344 ; , s. 52-60
  • Conference paper (peer-reviewed)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.
  • Backlund, Per, 1964-, et al. (author)
  • Collaboration Patterns in Mixed Reality Environments for a New Emergency Training Center
  • 2013
  • In: Proceedings UKSim-AMSS Seventh European Modelling Symposium on Computer Modelling and Simulation EMS2013. - : IEEE Computer Society. - 9781479925780 - 9781479925773 ; , s. 483-488
  • Conference paper (peer-reviewed)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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6.
  • Backlund, Per, et al. (author)
  • Designing for self-efficacy in a game based simulator : An experimental study and its implications for serious games design
  • 2008
  • In: Proceedings International Conference Visualisation VIS 2008. - : IEEE Computer Society. - 9780769532714 ; , s. 106-113
  • Conference paper (peer-reviewed)abstract
    • This paper presents the results of an experimental study on designing for self-efficacy in a game based driving simulator. Self-efficacy refers to how people´s beliefs in their capabilities affect their actions. The results show that the design of the feedback system can be used to increae self-efficacy measures thus affecting performance in a driving simulator environment. Self-efficacy has consequences not only for the performance of the particular task, but also for what activities he/she chooses to engage in and the persistence invested in them. Hence we find the results from this study relevant to various aspects of serious games design.
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7.
  • Backlund, Per, 1964-, et al. (author)
  • Enhancing Immersion with Contextualized Scenarios: Role-Playing in Prehospital Care Training
  • 2015
  • In: 2015 7th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games). - Skövde : IEEE Computer Society. ; , s. 167-170
  • Conference paper (peer-reviewed)abstract
    • This paper reports on a field experiment with 12 paramedic teams (n=24) exploring how they perceive a novel training approach. The feeling of being engaged in training (i.e. being immersed) is often held forward as a major benefit of roleplaying exercises. Engagement is expected to raise the quality of training as well as improving learning and retention. However, much simulation-based training in prehospital care is decontextualized, meaning that medical care is trained without taking other characteristics of prehospital care into account. In this paper we investigate how a richer setting (contextualization), which includes more of the complicating aspects of prehospital care, affects the perceived immersion of the participants. The results show that contextualization has a significant positive impact on perceived immersion. These results are important for further studies on how to organize and design role-playing exercises.
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8.
  • Backlund, Per, et al. (author)
  • Evaluation of usefulness of the Elinor console for home-based stroke rehabilitation
  • 2011
  • In: Proceedings of the 3rd International Conference in Games and Virtual Worlds for Serious Applications (VS-Games 2011). - : IEEE Computer Society. - 9780769544199 - 9781457703164 ; 978-1-4577-0316-4., s. Page(s): 98 - 103
  • Conference paper (peer-reviewed)abstract
    • Virtual rehabilitation has emerged as a promising tool over the last decade. However the field is diverse and there is no unified understanding of the concept and in which situations it should be used. The most common usage context is a rehabilitation clinic but there is an urge to offer motivating virtual rehabilitation to be used in the homes of patients. The main drive for using such systems is to enhance motivation by introducing an interesting challenge and an element of fun. This paper describes and evaluates the feasibility of Elinor, a gamebased system for stroke rehabilitation in the home.The Elinor prototype has been positively evaluated with respect to its usability, user acceptance and motivational factors. This paper reports on the initial findings concerning the rehabilitation effect of Elinor. No persons suffered any serious adverse effects from training. We had positive results with respect to the assessment of motor and process skills (AMPS). Even though these improvements were not significant they are still positive enough to motivate future work. The self-reported improvements in the motor activity logs (MAL) also motivate future work.
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9.
  • Backlund, Per, et al. (author)
  • Games and Traffic Safety : an Experimental Study in a Game-Based Simulation Environment
  • 2007
  • In: 11th International Conference Information Visualization. - : IEEE Computer Society. - 0769529003 - 9780769529004 ; , s. 908-914
  • Conference paper (peer-reviewed)abstract
    • In this paper we report results from an experimental study of games and traffic safety performed in an advanced gaming environment. During car simulator-sessions we collected data over different traffic safety variables, such as speed, headway distance and lane change behavior, from 70 subjects. The data was analyzed in order to investigate possible individual learning effects and differences between groupings of subjects. The experiment shows clear positive individual learning effects for all traffic safety variables analyzed. Hence we conclude that game based simulations can be used to enhance learning in driving education.
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10.
  • Backlund, Per, et al. (author)
  • Games for traffic education : An experimental study of a game-based driving simulator
  • 2010
  • In: Journal Simulation & Gaming. - : Sage Publications. - 1046-8781 .- 1552-826X. ; 41:2, s. 145-169
  • Journal article (peer-reviewed)abstract
    • In this article, the authors report on the construction and evaluation of a game-based driving simulator using a real car as a joystick. The simulator is constructed from off-the-shelf hardware and the simulation runs on open-source software. The feasibility of the simulator as a learning tool has been experimentally evaluated. Results are reported from an experimental study of games and traffic safety performed in an advanced gaming environment. During car simulator sessions, the authors collected data about different traffic safety variables, such as speed, headway distance, and lane change behavior, from 70 participants. The data were analyzed to investigate possible individual learning effects and differences between groupings of participants. The experiment shows clear, positive, individual learning effects for all traffic safety variables analyzed. The authors also made a qualitative analysis of the participants’ perception of the simulator as a learning tool. From the results, it is concluded that a game-based simulation can be used to enhance learning in driving education.
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11.
  • Backlund, Per, et al. (author)
  • Games on prescription! : Evaluation of the Elinor console for home-based stroke rehabilitation
  • 2013
  • In: Transactions on Edutainment IX. - Berlin, Heidelberg : Springer Berlin/Heidelberg. - 9783642370410 - 9783642370427 ; 7544, s. 49-64
  • Book chapter (peer-reviewed)abstract
    • This paper reports the feasibility of Elinor, a game-based system for stroke rehabilitation in the home. The Elinor prototype has been positively evaluated with respect to its usability, user acceptance and motivational factors as well as its rehabilitation effect. This paper reports the findings from the whole project. To summarize the results, we find that game factors can be used to enhance motivation for rehabilitation. We had positive results with respect to many of the rehabilitation measurements employed. For example, the assessment of motor and process skills was positive as were also the self-reported improvements in daily activities. Furthermore, it seems that an increased self-efficacy with respect to the belief that the treatment can have an effect is positive and expected to increase motivation to undergo necessary rehabilitation. The usability and perceived usefulness of the system were also positively evaluated and the subjects expressed a positive attitude towards the system as well as a belief in its usefulness. © 2013 Springer-Verlag Berlin Heidelberg.
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12.
  • Backlund, Per, et al. (author)
  • SIDH : A Game-Based Architecture for a Training Simulator
  • 2009
  • In: International Journal of Computer Games Technology. - : Hindawi Publishing Corporation. - 1687-7047 .- 1687-7055.
  • Journal article (peer-reviewed)abstract
    • Game-based simulators, sometimes referred to as "lightweight" simulators, have benefits such as flexible technology and economic feasibility. In this article, we extend the notion of a game-based simulator by introducing multiple screen view and physical interaction. These features are expected to enhance immersion and fidelity. By utilizing these concepts we have constructed a training simulator for breathing apparatus entry. Game hardware and software have been used to produce the application. More important, the application itself is deliberately designed to be a game. Indeed, one important design goal is to create an entertaining and motivating experience combined with learning goals in order to create a serious game. The system has been evaluated in cooperation with the Swedish Rescue Services Agency to see which architectural features contribute to perceived fidelity. The modes of visualization and interaction as well as level design contribute to the usefulness of the system.
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13.
  • Backlund, Per, et al. (author)
  • Sidh : a Game Based Firefighter Training Simulation
  • 2007
  • In: Proceedings of the 11th International Conference Information Visualization (IV '07). - : IEEE Computer Society. - 0769529003 ; , s. 899-907
  • Conference paper (peer-reviewed)abstract
    • This paper presents Sidh - a game based firefighter training simulator developed in cooperation between the University of Sk¨ovde and the Swedish Rescue Services Agency. Sidh is based on computer game hardware and software solutions but adds a novel interaction model and gameplay specifically developed for the purpose of training firefighters. The simulator environment is a Cave where the player is interacting with the game through a set of sensors. Players move in the virtual world by movements in the physical world and a substantial physical effort is required to accomplish game tasks. Sidh has been used in a feasibility study where 31 firefighter students have been playing the game and the performance of these students as well as their reflections from using the game have been analyzed. Results from this study show that Sidh is a useful complement to traditional training methods and that the subjects give very high grades on the entertainment value of the game which indicate that this form of training may be self-motivating which is an important issue for voluntary, after-hours training.
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14.
  • Backlund, Per, et al. (author)
  • Tactical Incident Commander - an Online Training Game for Incident Commander Training
  • 2011
  • In: Proceedings of the 5th European Conference on Game Based Learning (ECGBL 2011). - : Academic Conferences Limited. - 9781908272195 - 9781908272188 ; , s. 9-17
  • Conference paper (peer-reviewed)abstract
    • This paper presents an online training game for incident commanders to enact and create incident scenarios. The incident commander is the person in command on site when a rescue team is dispatched to a fire emergency. The challenge we are addressing in this work is to design a game and a game-based training process which can be used to support the change of work practice of fire fighters to become incident commanders (i.e. taking on a new professional role). The incident commander training game consists of two integrated parts: the IT artifact and the usage process. The two are integrated to provide necessary support for incident commander training via distance learning. The game is online and comprises three modules: The scenario player; the scenario creator, and; the log tool. The game and its pedagogical usage procedure are based on the theories of communities of practice and experiential learning. The novelty of this application lies in the combination of pedagogical theory and a specifically designed game. In comparison to other games for accident management training, the possibility for domain experts lacking of game design skills to create scenarios is an essential feature. Furthermore, the underlying fire simulation renders better "replayability" than a strictly branched scenario as the scenario creation is actually more of a process of setting conditions for the scenario than predicting each action of the player.
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15.
  • Backlund, Per, 1964-, et al. (author)
  • The S.A.R.E.K Simulation Environment : Technical description of a flexible training environment for prehospital care
  • 2017
  • Reports (other academic/artistic)abstract
    • This report contains a technical description of the result of the S.A.R.E.K (Simulation – Ambulance – Research – Education - Kinship) collaboration project and the Sim2020 project. The projects are collaborations between researchers in healthcare and IT, and prehospital care practitioners, with the aim to design, develop and test a contextualized simulation environment for prehospital care. We built a simulation environment representing the full depth and width of a prehospital care process. Breadth refers to including all phases of a prehospital mission, from dispatch to handover; while depth refers to detailed representations and recreation of artefacts, information and context for each of these phases. This report outlines the details of the overall design, all equipment and practical solutions used to create this.  Apart from the installation which is described in this report we have also developed methods and carried out a variety of tests and experiments which are reported elsewhere. The focus of this report is the system and its components.
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16.
  • Engström, Henrik, 1968-, et al. (author)
  • The impact of contextualization on immersion in healthcare simulation
  • 2016
  • In: Advances in Simulation. - : BioMed Central. - 2059-0628. ; 1
  • Journal article (peer-reviewed)abstract
    • BackgroundThe aim of this paper is to explore how contextualization of a healthcare simulation scenarios impacts immersion, by using a novel objective instrument, the Immersion Score Rating Instrument. This instrument consists of 10 triggers that indicate reduced or enhanced immersion among participants in a simulation scenario. Triggers refer to events such as jumps in time or space (sign of reduced immersion) and natural interaction with the manikin (sign of enhanced immersion) and can be used to calculate an immersion score.MethodsAn experiment using a randomized controlled crossover design was conducted to compare immersion between two simulation training conditions for prehospital care: one basic and one contextualized. The Immersion Score Rating Instrument was used to compare the total immersion score for the whole scenario, the immersion score for individual mission phases, and to analyze differences in trigger occurrences. A paired t test was used to test for significance.ResultsThe comparison shows that the overall immersion score for the simulation was higher in the contextualized condition. The average immersion score was 2.17 (sd = 1.67) in the contextualized condition and −0.77 (sd = 2.01) in the basic condition (p < .001). The immersion score was significantly higher in the contextualized condition in five out of six mission phases. Events that might be disruptive for the simulation participants’ immersion, such as interventions of the instructor and illogical jumps in time or space, are present to a higher degree in the basic scenario condition; while events that signal enhanced immersion, such as natural interaction with the manikin, are more frequently observed in the contextualized condition.ConclusionsThe results suggest that contextualization of simulation training with respect to increased equipment and environmental fidelity as well as functional task alignment might affect immersion positively and thus contribute to an improved training experience.
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17.
  • Heldal, Ilona, et al. (author)
  • Connecting the links : Narratives, simulations and serious games in prehospital training.
  • 2017
  • In: Studies in Health Technology and Informatics. - 0926-9630 .- 1879-8365. ; 235, s. 343-347
  • Journal article (peer-reviewed)abstract
    • Due to rapid and substantial changes in the health sector, collaboration and supporting technologies get more into focus. Changes in education and training are also required. Simulations and serious games (SSG) are often advocated as promising technologies supporting training of many and in the same manner, or increasing the skills necessary to deal with new, dangerous, complex or unexpected situations. The aim of this paper is to illustrate and discuss resources needed for planning and performing collaborative contextual training scenarios. Based on a practical study involving prehospital nurses and different simulator technologies the often-recurring activity chains in prehospital training were trained. This paper exemplifies the benefit of using narratives and SSGs for contextual training contributing to higher user experiences. The benefits of using simulation technologies aligned by processes can be easier defined by narratives from practitioners. While processes help to define more efficient and effective training, narratives and SSGs are beneficial to design scenarios with clues for higher user experiences. By discussing illustrative examples, the paper contributes to better understanding of how to plan simulation-technology rich training scenarios.
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21.
  • Hemeren, Paul, et al. (author)
  • The Use of Visual Cues to Determine the Intent of Cyclists in Traffic
  • 2014
  • In: 2014 IEEE International Inter-Disciplinary Conference on Cognitive Methods in Situation Awareness and Decision Support (CogSIMA). - : IEEE Press. - 9781479935635 - 9781479935642 ; , s. 47-51
  • Conference paper (peer-reviewed)abstract
    • The purpose of this research was to answer the following central questions: 1) How accurate are human observers at predicting the behavior of cyclists as the cyclists approached a crossing? 2) If the accuracy is reliably better than chance, what cues were used to make the predictions? 3) At what distance from the crossing did the most critical cues occur? 4) Can the cues be used in a model that can reliably predict cyclist intent? We present results that show a number of indicators that can be used in to predict the intention of a cyclist, i.e., future actions of a cyclist, e.g., “left turn” or “continue forward” etc.Results of empirical studies show that humans are reasonably good at this type of prediction for a majority of the situations studied. However, some situations seem to contain conflicting information. The results also suggested that human prediction of intention is to a large extent relying on a single “strong” indicator, e.g., that the cyclist makes a clear “head movement”. Several “weaker" indicators that together could be a strong “combined indicator”, or equivalently strong evidence, is likely to be missed or too complex to be handled by humans in real-time. We suggest this line of research can be used to create decision support systems that predict the behavior of cyclists in traffic.
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22.
  • Hemeren, Paul, et al. (author)
  • URBANIST : Signaler som används för att avläsa cyklisters intentioner i trafiken
  • 2013
  • Reports (other academic/artistic)abstract
    • Genom att titta på ett fåtal bestämda signaler kan man med god träffsäkerhet förutsäga cyklisters beteende, vilket tyder på att de identifierade signalerna är betydelsefulla. Vetskapen om dessa kan, bland annat, praktiskt användas för att utveckla enkla hjälpmedel – såsom medveten placering av fluorescerande eller reflekterande material på leder och/eller införande av olikfärgade hjälmsidor. Dylika kan förväntas förstärka kommunikationen av viktiga signaler. Vetskapen kan även användas för att utbilda oerfarna bilförare. Båda fallen kan i förlängningen ge en säkrare trafikmiljö för oskyddade trafikanter.
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23.
  • Lebram, Mikael, et al. (author)
  • Design and Architecture of Sidh - a Cave Based Firefighter Training Game
  • 2009
  • In: Design and Use of Serious Games. - Dordrecht : Springer Netherlands. - 9781402094958 - 9781402094965 ; , s. 19-31
  • Book chapter (peer-reviewed)abstract
    • This paper presents the architecture of a game-based training simulator environment developed in collaboration with the Swedish Rescue Services Agency (SRSA). The learning objectives for the game relates to training of firefighters for Breathing Apparatus Entry, and in particular to develop systematic search strategies. The hardware and software system is based on off-the-shelf computer components in combination with tailor made units. The game has been developed as a Half-Life 2 mod - extended to be played in a cave using 5 standard gaming PCs in a local area network. The game environment is a cave where the player is surrounded by four 80" screens giving a 360 degree view of a virtual world. Each screen is projecting a fixed-angle view of the virtual world and the player's orientation in the virtual world corresponds to her orientation in the real world. A novel interaction model has been developed for the game in order for it to be played in the cave. The player navigates and performs game actions using course body movements which are captured through a set of sensors.
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24.
  • Backlund, Per, et al. (author)
  • 2006
  • Reports (other academic/artistic)abstract
    • Denna delrapport presenterar Sp&Ts-projektets aktiviteter och resultat. Projektet har tre huvuddelar: ett spelutvecklingsprojekt, en spelvaneundersökning bland elever på ett antal trafikskolor och experiment i Högskolan i Skövdes körsimulator. Projektet har delredovisats i två lägesrapporter (hösten 2005 och våren 2006). Denna rapport sammanfattar hela projektet och de resultat som föreligger vid projektavslutet. Samtidigt utgör slutrapporten startskottet för Sp&Ts2 som kommer att bli en fortsättning på detta arbete. I Sp&Ts utvecklas ett bilspel med fokus på säker bilköring, realistiska situationer och en rolig spelupplevelse där spelaren, i en "cave-miljö” och med ett fullt realistiskt gränssnitt, får köra bil i ett antal olika scenarier. Scenarierna är tänkta att testa olika aspekter av bilkörning och på olika sätt utmana spelaren. Under utvecklingsprojektet har vi fört diskussioner med Länsförsäkringar Skaraborg, trafikskolor och Statens Väg och Transportforskningsinstitut (VTI) för att få in trafiksäkerhetsaspekter i arbetet. Under projektet har en enkätundersökning bland elever och lärare på tre trafikskolor (Thorells i Falköping; Anderssons i Mariestad; PO:s i Skövde) genomförts, detta för att undersöka sambandet mellan spelvanor och bedömd körskicklighet. Resultaten från analysen av enkätsvaren redovisades även i lägesrapport 2, våren 2006. I projektets avslutande fas har vi knutit ihop spelutvecklingsprojektet med enkätundersökningen i ett experiment som genomförts i den körsimulator som byggts i samband med projektet. I denna rapport redogörs för genomförandet av dessa experiment. Vi ger även en inledande dataanalys som ligger till grund för det publiceringsarbete som kommer att fortgå.Rapporten beskriver projektets genomförande (Kapitel 2), genomförande av experiment och initial dataanalys (Kapitel 3) samt exponering av arbete och resultat (Kapitel 4).
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25.
  • Alvarez Díaz, María Guadalupe, 1965-, et al. (author)
  • Your Answer Will Make an Impression : Using Quiz Game Mechanics for the Collection of Visitor Data in a Museum
  • 2015
  • In: VS-Games 2015. - Skövde : IEEE Computer Society. - 9781479981021 - 9781479981014 ; , s. 1-4
  • Conference paper (peer-reviewed)abstract
    • This paper presents the initial results from a project that aimed to collect visitor data at a traveling exhibition starting at the Regional Museum in Kristianstad, Sweden during 2014-2016. The project was intended also to contribute to the creation of an atmosphere “About time”, which was the subject of the exhibit. We built a system that was integrated as an interactable part of the exhibition by using elements of quiz game mechanics in combination with elements of data based tracking applications and elements of visual art installations. The data provides statistics which are used to visualize the current status of the visitors’ attitude toward specific questions about time, imprinting the visitors themselves an integral part of the exhibition. Visitors build a visual Game Ego when answering questions and at the same time provided statistical data that can be monitored and extracted from the system. The results show that we succeeded to some degree but more can be done towards incorporating game design elements to engage the user, such as feedback and challenge.
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26.
  • Andersson Hagiwara, Magnus, et al. (author)
  • Measuring participants’ immersion in healthcare simulation : the development of an instrument
  • 2016
  • In: Advances in Simulation. - : BioMed Central. - 2059-0628. ; 2016:1
  • Journal article (peer-reviewed)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.
  •  
27.
  • Backlund, Per, 1964-, et al. (author)
  • Breaking Out of the Bubble Putting Simulation Into Context to Increase Immersion and Performance
  • 2018
  • In: Journal Simulation & Gaming. - : Sage Publications. - 1046-8781 .- 1552-826X. ; 49:6, s. 642-660
  • Journal article (peer-reviewed)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.
  •  
28.
  • Ekanayake, Hiran B., et al. (author)
  • Comparing Expert and Novice Driving Behavior in a Driving Simulator
  • 2013
  • In: Interaction Design and Architecture(s) Journal - IxD&A. - : Interaction Design and Architecture(s). - 1826-9745 .- 2283-2998. ; :19, s. 115-131
  • Journal article (peer-reviewed)abstract
    • This paper presents a study focused on comparing driving behavior of expert and novice drivers in a mid-range driving simulator with the intention of evaluating the validity of driving simulators for driver training. For the investigation, measurements of performance, psychophysiological measurements, and self-reported user experience under different conditions of driving tracks and driving sessions were analyzed. We calculated correlationsbetween quantitative and qualitative measures to enhance the reliability of the findings. The experiment was conducted involving 14 experienced drivers and 17 novice drivers. The results indicate that driving behaviors of expert and novice drivers differ from each other in several ways but it heavily depends on the characteristics of the task. Moreover, our belief is that the analytical framework proposed in this paper can be used as a tool for selecting appropriate driving tasks as well as for evaluating driving performance in driving simulators.
  •  
29.
  • Ekanayake, Hiran B., et al. (author)
  • Comparing expert driving behavior in real world and simulator contexts
  • 2013
  • In: International Journal of Computer Games Technology. - : Hindawi Publishing Corporation. - 1687-7047 .- 1687-7055.
  • Journal article (peer-reviewed)abstract
    • Computer games are increasingly used for purposes beyond mere entertainment, and current hi-tech simulators can provide quite, naturalistic contexts for purposes such as traffic education. One of the critical concerns in this area is the validity or transferability of acquired skills from a simulator to the real world context. In this paper, we present our work in which we compared driving in the real world with that in the simulator at two levels, that is, by using performance measures alone, and by combining psychophysiological measures with performance measures. For our study, we gathered data using questionnaires as well as by logging vehicle dynamics, environmental conditions, video data, and users' psychophysiological measurements. For the analysis, we used several novel approaches such as scatter plots to visualize driving tasks of different contexts and to obtain vigilance estimators from electroencephalographic (EEG) data in order to obtain important results about the differences between the driving in the two contexts. Our belief is that both experimental procedures and findings of our experiment are very important to the field of serious games concerning how to evaluate the fitness of driving simulators and measure driving performance. © 2013 Hiran B. Ekanayake et al.
  •  
30.
  • Hanson, Lars, et al. (author)
  • Design concept evaluation in digital human modeling tools
  • 2022
  • In: Proceedings of the 7th International Digital Human Modeling Symposium (DHM 2022), August 29–30, 2022, Iowa City, Iowa, USA. - : University of Iowa Press. - 9780984037841 ; , s. 1-9
  • Conference paper (peer-reviewed)abstract
    • In the design process of products and production systems, the activity to systematically evaluate initial alternative design concepts is an important step. The digital human modeling (DHM) tools include several different types of assessment methods in order to evaluate product and production systems. Despite this, and due to the fact that a DHM tool in essence is a computer-supported design and analysis tool, none of the DHM tools provide the functionality to, in a systematic way, use the results generated in the DHM tool to compare design concepts between each other. The aim of this paper is to illustrate how a systematic concept evaluation method is integrated in a DHM tool, and to exemplify how it can be used to systematically assess design alternatives. Pugh´s method was integrated into the IPS software with LUA scripting to systematically compare design concepts. Four workstation layout concepts were generated by four engineers. The four concepts were systematically evaluated with two methods focusing on human well-being and two methods focusing on system performance and cost. The result is very promising. The demonstrator illustrates that it is possible to perform a systematic concept evaluation based on human well-being, overall system performance, and other parameters, where some of the data is automatically provided by the DHM tool and other data manually. The demonstrator can also be used to evaluate only one design concept, where it provides the software user and the decision maker with an objective and visible overview of the success of the design proposal from the perspective of several evaluation methods.
  •  
31.
  • Hanson, Lars, et al. (author)
  • Integrating Physical Load Exposure Calculations and Recommendations in Digitalized Ergonomics Assessment Processes
  • 2022
  • In: SPS2022. - Amsterdam; Berlin; Washington, DC : IOS Press. - 9781643682686 - 9781643682693 ; , s. 233-239
  • Conference paper (peer-reviewed)abstract
    • The type of ergonomics assessment methods typically used in digital human modelling (DHM) tools and automated assessment processes were rather developed to be used by ergonomists to assess ergonomics by observing the characteristics of the work. Direct measurement methods complement observation methods. Direct measurement methods have a design that suits being implemented into DHM tools. A drawback of direct measurement methods is that they traditionally do not include action levels. However, action levels in direct measurement methods have recently been suggested. The aim of this paper is to illustrate how these recent physical load exposure calculations and recommendations can be integrated in a DHM tool and in an automated assessment process. A demonstrator solution was developed that inputs exposure data from simulations in the DHM tool IPS IMMA as well as exposure data that originate from tracking real workers’ motions, using the motion capture system Xsens MVN. The demonstrator was applied in two use cases: one based on predicted human motions and one based on captured human motions. In the demonstrator, head posture, upper left and right arm posture and velocity, as well as left and right wrist velocity were calculated. Exposure data were compared with action levels, and extreme action levels were indicated by colouring the information. The results are promising, and the demonstrator illustrates that it is possible to follow the trends in Industry 4.0 and Industry 5.0 to automate and digitalize ergonomics assessment processes in industry.
  •  
32.
  • Helldin, Tove, et al. (author)
  • Transparency of military threat evaluation through visualizing uncertainty and system rationale
  • 2013
  • In: Engineering Psychology and Cognitive Ergonomics. - Berlin, Heidelberg : Springer Berlin/Heidelberg. - 9783642393532 - 9783642393549 ; , s. 263-272
  • Conference paper (peer-reviewed)abstract
    • Threat evaluation (TE) is concerned with determining the intent, capability and opportunity of detected targets. To their aid, military operators use support systems that analyse incoming data and make inferences based on the active evaluation framework. Several interface and interaction guidelines have been proposed for the implementation of TE systems; however there is a lack of research regarding how to make these systems transparent to their operators. This paper presents the results from interviews conducted with TE operators focusing on the need for and possibilities of improving the transparency of TE systems through the visualization of uncertainty and the presentation of the system rationale. © 2013 Springer-Verlag Berlin Heidelberg.
  •  
33.
  • Hendrix, Maurice, et al. (author)
  • Sharing Experiences with Serious Games : The Edugamelab Rating Tool for Parents and Teachers
  • 2013
  • In: Proceedings of the 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games 2013). - : IEEE. - 9781479909650 - 9781479909643
  • Conference paper (peer-reviewed)abstract
    • Computer games have been recognized for their educational potential for some time now and the number of educational games available has steadily increased in recent years. As the number of educational games available increases, serious games are starting to face a similar dilemma to other types of educational resources: how can educators or parents easily find the most relevant games and share their experiences from using them these games? To this end the EduGameLab project has developed a tool for sharing experiences about educational games among educators and parents in the form of a database of educational games and experiences of individual educators and parents with these games. The development of this database was based on a metadata schema for formally describing serious games and experiences with these games. In this paper we report on the development of this database, revisit and refine the metadata schema based on our experiences and evaluate the usability and usefulness of the database based on feedback gathered at practical workshops with educators.
  •  
34.
  • Iriondo Pascual, Aitor, 1993-, et al. (author)
  • Using time-based musculoskeletal risk assessment methods to assess worker well-being in optimizations in a welding station design
  • 2022
  • In: Proceedings of the 7th International Digital Human Modeling Symposium (DHM 2022), August 29–30, 2022, Iowa City, Iowa, USA. - : University of Iowa Press. - 9780984037841 ; , s. 1-13
  • Conference paper (peer-reviewed)abstract
    • Simulation using virtual models is used widely in industries because it enables efficient creation, testing, and optimization of the design of products and production systems in virtual worlds. Simulation is also used in the design of workstations to assess worker well-being by using digital human modeling (DHM) tools. DHM tools typically include musculoskeletal risk assessment methods, such as RULA, REBA, OWAS, and NIOSH Lifting Equation, that can be used to study, analyze, and evaluate the risk of work-related musculoskeletal disorders of different design solutions in a proactive manner. However, most musculoskeletal risk assessment methods implemented in DHM tools are in essence made to assess static instances only. Also, the methods are typically made to support manual observations of the work rather than by algorithms in a software. This means that, when simulating full work sequences to evaluate manikins’ well-being, using these methods become problematic in terms of the legitimacy of the evaluation results. In addition to that, to consider objectives in optimizations, they should be measurable with real numbers, which most of musculoskeletal risk assessment methods cannot provide when simulating full work sequences.In this study, we implemented the musculoskeletal risk assessment method OWAS in a digital tool connected to the DHM tool IPS IMMA. We applied the Lundqvist index on top of the OWAS whole body risk category score. This gave us an integer of the time-based ergonomic load for a specific simulation sequence, enabling us to qualitatively compare different design solutions. Using this approach, we performed an optimization in a welding gun workstation to improve the design of the workstation. The results show that using time-based musculoskeletal risk assessment methods as objective functions in optimizations in DHM tools can provide valuable decision support in finding solutions for workstation designs that consider worker well-being.
  •  
35.
  • Lebram, Mikael, et al. (author)
  • A Driving Simulator Based on Video Game Technology
  • 2006
  • In: SIGRAD 2006: The Annual SIGRAD Conference. - Linköping : Linköping University Electronic Press. - 9185643173 ; , s. 39-43
  • Conference paper (peer-reviewed)abstract
    • This paper presents the design and architecture of a mid-range driving simulator developed at the University of Skövde. The aim is to use the simulator as a platform for studies of serious games. The usage of video game technology and software has been a central design principle. The core of the simulator is a complete car surrounded by seven screens. Each screen is handled by a standard PC, typically used for computer games, and the projection on the screens is handled by budget LCD-projectors. The use of consumer electronics, standard game technology and limited motion feedback makes this simulator relatively inexpensive. In addition, the architecture is scalable and allows for using commercial video games in the simulator. Observations from a set of experiments conducted in the simulator are presented in this paper. In these experiments driving school students were instructed to freely explore a driving game specifically designed for the simulator platform. The result shows that the level of realism is sufficient and that the entertainment value was considered to be high. This opens the possibilities to employ and use driving simulators for a wider set of applications. Our current research focuses on its use with serious games for traffic education.
  •  
36.
  • Riveiro, Maria, et al. (author)
  • Anomaly Detection for Road Traffic : A Visual Analytics Framework
  • 2017
  • In: IEEE transactions on intelligent transportation systems (Print). - : Institute of Electrical and Electronics Engineers. - 1524-9050 .- 1558-0016. ; 18:8, s. 2260-2270
  • Journal article (peer-reviewed)abstract
    • The analysis of large amounts of multidimensional road traffic data for anomaly detection is a complex task. Visual analytics can bridge the gap between computational and human approaches to detecting anomalous behavior in road traffic, making the data analysis process more transparent. In this paper, we present a visual analytics framework that provides support for: 1) the exploration of multidimensional road traffic data; 2) the analysis of normal behavioral models built from data; 3) the detection of anomalous events; and 4) the explanation of anomalous events. We illustrate the use of this framework with examples from a large database of real road traffic data collected from several areas in Europe. Finally, we report on feedback provided by expert analysts from Volvo Group Trucks Technology, regarding its design and usability.
  •  
37.
  • Riveiro, Maria, 1978-, et al. (author)
  • Effects of visualizing uncertainty on decision-making in a target identification scenario
  • 2014
  • In: Computers & graphics. - : Elsevier. - 0097-8493 .- 1873-7684. ; 41:1, s. 84-98
  • Journal article (peer-reviewed)abstract
    • This paper presents an empirical study that addresses the effects the visualization of uncertainty has on decision-making. We focus our investigations on an area where uncertainty plays an important role and the decision time is limited. For that, we selected an air defense scenario, where expert operators have a few minutes to make a well-informed decision based on uncertain sensor data regarding the identity of an object and where the consequences of a late or wrong decision are severe. An approach for uncertainty visualization is proposed and tested using a prototype that supports the interactive analysis of multivariate spatio-temporal sensor data. The uncertainty visualization embeds the accuracy of the sensor data values using the thickness of the lines in the graphical representation of the sensor values. Semi-transparent filled circles represent the uncertain position, while a track quality value between 0 and 1 accounts for the quality of the estimated track for each target. Twenty-two experienced air traffic operators were divided into two groups (with and without uncertainty visualization) and carried out identification and prioritization tasks using the prototype. The results show that the group aided by visualizations of uncertainty needed significantly fewer attempts to make a final identification, and a significant difference between the groups when considering the identities and priorities assigned was observed (participants with uncertainty visualization selected higher priority values and more hostile and suspect identities). These results may show that experts put themselves in the ``worst-case scenario" in the presence of uncertainty when safety is an issue. Additionally, the presentation of uncertainty neither increased the participants' expressed workload, nor the time needed to make a classification. However, the inclusion of the uncertainty information did not have a significant effect on the performance (true positives, false negatives and false positives) or the participants' expressed confidence in their decisions.
  •  
38.
  • Riveiro, Maria, 1978-, et al. (author)
  • Enhanced Training through Interactive Visualization of Training Objectives and Models
  • 2016
  • In: Proceedings of the STO-MP-MSG-143, Ready for the Predictable, Prepared for the Unexpected. - : NATO Science & Technology Organization (STO). - 9789283720607
  • Conference paper (peer-reviewed)abstract
    • Military forces operate in complex and dynamic environments [1] where bad decisions might have fatal consequences. A key ability of the commander, team and individual warfighter is to quickly adapt to novel situations. Live, Virtual and Constructive training environments all provide elements of best practices for this type of training. However, many of the virtual training are designed without thorough consideration of the effectiveness and efficiency of embedded instructional strategies [2], and without considering the cognitive capabilities and limitations of trainees. As highlighted recently by Stacy and Freeman [3], large military training exercises require a significant commitment of resources, and to net a return on that investment, training scenarios for these events should systematically address well-specified training objectives, even if they often, do not.In order to overcome these shortcomings with both Live and Virtual training systems and following our previous work [4,5,6], this paper presents a design solution for a proof-of-concept prototype that visualizes and manages training objectives and performance measures, at individual and collective levels. To illustrate its functionality we use real-world data from Live training exercises. Finally, this paper discusses how to learn from previous training experiences using data mining methods in order to build training models to provide instructional personalized feedback to trainees.
  •  
39.
  • Riveiro, Maria, 1978-, et al. (author)
  • Interactive visualization of large-scale gene expression data
  • 2016
  • In: Information Visualisation. - : IEEE Computer Society. - 9781467389426 - 9781467389433 ; , s. 348-354
  • Conference paper (peer-reviewed)abstract
    • In this article, we present an interactive prototype that aids the interpretation of large-scale gene expression data, showing how visualization techniques can be applied to support knowledge extraction from large datasets. The developed prototype was evaluated on a dataset of human embryonic stem cell-derived cardiomyocytes. The visualization approach presented here supports the analyst in finding genes with high similarity or dissimilarity across different experimental groups. By using an external overview in combination with filter windows, and various color scales for showing the degree of similarity, our interactive visual prototype is able to intuitively guide the exploration processes over the large amount of gene expression data.
  •  
40.
  • Riveiro, Maria, 1978-, et al. (author)
  • On visualizing threat evaluation configuration processes : A design proposal
  • 2014
  • In: 17th International Conference on Information Fusion (FUSION), 2014. - : IEEE conference proceedings. - 9788490123553 ; , s. 1-8
  • Conference paper (peer-reviewed)abstract
    • Threat evaluation is concerned with estimating the intent, capability and opportunity of detected objects in relation to our own assets in an area of interest. To infer whether a target is threatening and to which degree is far from a trivial task. Expert operators have normally to their aid different support systems that analyze the incoming data and provide recommendations for actions. Since the ultimate responsibility lies in the operators, it is crucial that they trust and know how to configure and use these systems, as well as have a good understanding of their inner workings, strengths and limitations. To limit the negative effects of inadequate cooperation between the operators and their support systems, this paper presents a design proposal that aims at making the threat evaluationprocess more transparent. We focus on the initialization, configuration and preparation phases of thethreat evaluation process, supporting the user in the analysis of the behavior of the system considering the relevant parameters involved in the threat estimations. For doing so, we follow a known design process model and we implement our suggestions in a proof-of-concept prototype that we evaluate with military expert system designers.
  •  
41.
  • Riveiro, Maria, et al. (author)
  • Towards future threat evaluation systems : user study, proposal and precepts for design
  • 2013
  • In: Proceedings of the 16th International Conference on Information Fusion, FUSION 2013. - : IEEE. - 9786058631113 - 9781479902842 ; , s. 1863-1870
  • Conference paper (peer-reviewed)abstract
    • In the defense domain, to estimate if a targetis threatening and to which degree is a complex task, thatis typically carried out by human operators due to the highrisks and uncertainties associated. To their aid, different supportsystems have been implemented to analyze the data and providerecommendations for actions. Since the ultimate responsibilitylies in human operators, it is of utmost importance that theytrust and know how to use these systems, as well as have anunderstanding of their inner workings, strengths and limitations.This paper presents, first, a formative user study to char-acterize how air traffic operators carry out threat evaluationrelated tasks. Grounded in these findings and in guidelinesfound in the literature, we present a transparent and highlyinteractive prototype that aims at reducing operator’s cognitiveload and support threat assessment activities. The literaturereview provided on design guidelines, the outcomes of the userstudy, the design of the prototype as well as the results of aninitial evaluation can provide guidance for both researchers andprospective developers of future threat evaluation systems.
  •  
42.
  • Thill, Serge, et al. (author)
  • Driver adherence to recommendations from support systems improves if the systems explain why they are given : A simulator study
  • 2018
  • In: Transportation Research Part F. - : Elsevier BV. - 1369-8478 .- 1873-5517. ; 56, s. 420-435
  • Journal article (peer-reviewed)abstract
    • This paper presents a large-scale simulator study on driver adherence to recommendations given by driver support systems, specifically eco-driving support and navigation support. 123 participants took part in this study, and drove a vehicle simulator through a pre-defined environment for a duration of approximately 10 min. Depending on the experimental condition, participants were either given no eco-driving recommendations, or a system whose provided support was either basic (recommendations were given in the form of an icon displayed in a manner that simulates a heads-up display) or informative (the system additionally displayed a line of text justifying its recommendations). A navigation system that likewise provided either basic or informative support, depending on the condition, was also provided. Effects are measured in terms of estimated simulated fuel savings as well as engine braking/coasting behaviour and gear change efficiency. Results indicate improvements in all variables. In particular, participants who had the support of an eco-driving system spent a significantly higher proportion of the time coasting. Participants also changed gears at lower engine RPM when using an eco-driving support system, and significantly more so when the system provided justifications. Overall, the results support the notion that providing reasons why a support system puts forward a certain recommendation improves adherence to it over mere presentation of the recommendation. Finally, results indicate that participants’ driving style was less eco-friendly if the navigation system provided justifications but the eco-system did not. This may be due to participants considering the two systems as one whole rather than separate entities with individual merits. This has implications for how to design and evaluate a given driver support system since its effectiveness may depend on the performance of other systems in the vehicle.
  •  
43.
  • Torstensson, Niklas, 1963-, et al. (author)
  • Wizard of Oz and the design of a multi-player mixed reality game
  • 2020
  • In: HCI in Games. - Cham : Springer. - 9783030501631 - 9783030501648 ; , s. 218-232
  • Conference paper (peer-reviewed)abstract
    • This paper describes the use of the WOz method in the development of a prototype for a multi-player mixed reality game for children. It is an adventure game with hidden treasures, clues to hiding places, and information that should not be revealed. The game design, however, includes deceptive elements aimed at luring players to give up information. The game’s underlying intent is to raise children’s online risk awareness. The WOz was used in the early developmental stage to evaluate and explore the game concept, and to find a way to synchronise and integrate different in-game processes. We describe four central game mechanics for which the wizarding proved to be highly useful. We also discuss some ethical aspects related to the method a such as well as to the game design. In sum, we found the WOz method as such to be very useful for game design and development.
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