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Träfflista för sökning "WFRF:(Billger Monica) srt2:(2020-2023)"

Sökning: WFRF:(Billger Monica) > (2020-2023)

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1.
  • Bergström, Karl, et al. (författare)
  • The MIMIC construction logistics game : facilitating group discussion and understanding of construction logistics through gameplay
  • 2020
  • Ingår i: IOP Conf. Series: Earth and Environmental Science.
  • Konferensbidrag (refereegranskat)abstract
    • The aim of this study is to describe the development of an innovative planning tool to promote the knowledge and collaboration needed to overcome challenges in the sanitation sector. A serious game was designed to share knowledge about resource recovery and support attitude-change and collaboration between stakeholders. This study documents the co-design process of game development from conception based on a set of specifications the game should achieve, through iterative testing with relevant stakeholders as players. The resulting prototype of the game showed that it was not possible to include all the original desired specifications in the final game. Stakeholders found that the game was engaging, stimulated creativity and achieved its goal.
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2.
  • Bergström, Karl, 1980, et al. (författare)
  • The MIMIC construction logistics game: facilitating group discussion and understanding of construction logistics through gameplay
  • 2020
  • Ingår i: IOP Conference Series: Earth and Environmental Science. - : IOP Publishing. - 1755-1307 .- 1755-1315. ; 588:1.15 – 1.19
  • Konferensbidrag (refereegranskat)abstract
    • n order to facilitate discussion on construction logistic solutions in both homogenous and heterogeneous groups, the MIMIC CLS game has been developed, that allows players to negotiate transport routes and common logistics solutions surrounding an abstract construction area. Through game mechanics specially chosen to create appropriate friction between the players, discussion on the topics of the game is stimulated. The design process included significant amounts of testing and provided two key insights: the manner in which specific game design patterns influenced the game's purpose, and the difficulties involved in creating, playing and presenting games for a target group with little or no experience of games. It was also evident that a designated game facilitator made it possible to further reinforce the impact of the game, and likely necessary to be able to use it in an appropriate timeframe. Future venues of work include the integration of the game and subsequent discussions into an overall workshop format.
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3.
  • Billger, Monica, 1961, et al. (författare)
  • Lessons from co-designing a resource-recovery game for collaborative urban sanitation planning
  • 2020
  • Ingår i: IOP Conference Series: Earth and Environmental Science. - : IOP Publishing. - 1755-1307 .- 1755-1315. ; 588:4
  • Konferensbidrag (refereegranskat)abstract
    • The aim of this study is to describe the development of an innovative planning tool to promote the knowledge and collaboration needed to overcome challenges in the sanitation sector. A serious game was designed to share knowledge about resource recovery and support attitude-change and collaboration between stakeholders. This study documents the co-design process of game development from conception based on a set of specifications the game should achieve, through iterative testing with relevant stakeholders as players. The resulting prototype of the game showed that it was not possible to include all the original desired specifications in the final game. Stakeholders found that the game was engaging, stimulated creativity and achieved its goal.
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4.
  • Forssén, Jens, 1968, et al. (författare)
  • An urban planning tool demonstrator with auralisation and visualisation of the sound environment
  • 2020
  • Ingår i: Proceedings of the FA2020 Conference. ; , s. 869-871
  • Konferensbidrag (refereegranskat)abstract
    • The paper presents findings from a recent project about the development of a demonstrator of an urban planning tool that includes auralised sounds as well as visualisations of sound propagation and facade noise levels linked to health impact. In urban development projects, the sound environment is one of the key elements, but often enters late in the planning process. As a result, even if the noise regulations are fulfilled, the potentially good sound environment may suffer unnecessary quality reductions. In addition, the standard ways of presenting and analysing the situations, using noise levels and noise maps, has potential for improvement, especially considering the transdisciplinary approaches to planning that are increasing in use. The tool aims to simplify the usage also at early stage planning, including scenario analysis, as well as to facilitate the urban planners' understanding of the sound environment and its effects. The paper presents results from the development of the demonstrator, reflecting on auralisation as well as on multiple aspects of visualisation including grid noise maps, health-related facade noise levels and choice of colour scales.
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5.
  • Imottesjo, Hyekyung, 1977, et al. (författare)
  • Iterative Prototyping of Urban CoBuilder: Tracking Methods and User Interface of an Outdoor Mobile Augmented Reality Tool for Co‐Designing
  • 2020
  • Ingår i: Multimodal Technologies and Interaction. - : MDPI AG. - 2414-4088. ; 4:2, s. 1-21
  • Tidskriftsartikel (refereegranskat)abstract
    • This research presents results from a study developing a smartphone app, Urban CoBuilder, in which citizens can collaboratively create designs for urban environments using augmented reality technology and game mechanics. Eight prototypes were developed to refine selected design criteria, including tracking strategies, design elements, user experience and the interface with game mechanics. The prototypes were developed through an iterative design process with assessments and incremental improvements. The tracking was especially challenging and using multiple bitonal markers combined with the smartphone’s gyroscope sensor to average the user position was identified as the most suitable strategy. Still, portability and stability linked to tracking need to be improved. Design elements, here building blocks with urban functions textures, were realistic enough to be recognizable and easy to understand for the users. Future studies will focus on usability tests with larger user groups.
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6.
  • Janné, Mats, 1979-, et al. (författare)
  • Smart Construction Logistics Governance : A systems view of construction logistics in urban development
  • 2021
  • Ingår i: Proceedings of the 57th ISOCARP World Planning Congress. - 9789075524697
  • Konferensbidrag (refereegranskat)abstract
    • To reduce disturbances and impact from construction transports during urban development, logistics flows need to be managed and controlled efficiently. One way to do so is using construction logistics setups. However, these rarely take both initiator and end-user perspectives into consideration. The paper builds on a longitudinal multiple-case study with cases from Belgium, Norway, and Sweden. The cases provide insights on different tools and approaches for gathering stakeholder input, simulation and forecasting of transport volumes, what type of services are needed in urban construction projects, and different governance measures and incentives. A cross-case analysis was performed to find similarities and differences between the countries. The result of the study is a conceptual framework, presenting a systems overview of the decision routes in urban development linked to construction logistics.
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7.
  • Kain, Jaan-Henrik, 1960, et al. (författare)
  • Serious games in support of transformative multi-stakeholder sanitation planning for increased resource recovery: Specifications for game development
  • 2021
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • Globally, 2.3 billion people lack sanitation. Innovative solutions are needed that allow for rapid service expansion to underserved populations. Serious games can bring new perspectives into rigid planning and decision-making by increasing the understanding of complex issues, supporting learning of alternative perspectives and enhancing stakeholders cooperation. Existing games are inadequate for addressing the sanitation challenge and current frameworks for game development are neither comprehensive, nor tailored to sanitation planning. The objectives of this report are a) to develop a generic framework for development of serious games supporting transformative planning and governance; and b) to develop a set of specifications for a serious game for transformative sanitation planning specifically, c) to present a sanitation planning game prototype, and d) to report on an assessment of this game prototype. The report is based on literature studies and prototyping with user tests. A comprehensive framework for game development is presented and specifications for a serious game in sanitation planning are described. Initial game prototyping found that not all specifications could be fulfilled. Yet, focusing the framework on the serious purpose of the game, its worldview, its content, and its context of use brought a different but useful logic into the game design process.
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8.
  • Mc Conville, Jennifer R, 1978, et al. (författare)
  • Assessing the potential to use serious gaming in planning processes for sanitation designed for resource recovery
  • 2023
  • Ingår i: Environmental Science and Policy. - 1873-6416 .- 1462-9011. ; 145, s. 262-274
  • Tidskriftsartikel (refereegranskat)abstract
    • There is an urgent need for innovations in the sanitation sector to minimize environmental impacts and maximize resource recovery. Uptake of innovations may require changes in established technical practices, organisational norms and/or individual behaviours. Achieving change in any of these areas requires influencing cognitive, normative and relational learning processes. Serious games have been identified a potential tool for planners and environmental managers to influence such learning processes. This study designed the serious game RECLAIM to share knowledge about resource recovery from sanitation and to support attitude-change and collaboration between players. A structured framework was applied to assess if the game: 1) increased understanding of resource recovery (cognitive learning), 2) changed worldviews (normative learning), 3) led to more collaboration (relational learning), and 4) was a positive experience. Proof-of-concept testing of the game in Uganda found that it was positively received. The game provided cognitive learning on environmental and health impacts, resource recovery, and sanitation in general. Players gained an appreciation of the need for collaboration and it was deemed to have the potential to influence worldviews of a larger stakeholder group. Future recommendations include embedding the game in planning processes, including several gaming sessions that would strengthen cognition learning and the potential for changing practices.
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9.
  • McConville, Jennifer, et al. (författare)
  • The Reclaim game
  • 2021
  • Annan publikation (övrigt vetenskapligt/konstnärligt)abstract
    • Material for printing the game Reclaim
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10.
  • Stahre Wästberg, Beata, 1974, et al. (författare)
  • A Proposed Workflow for Conceptual Visualization Studies in Urban 3D-Models
  • 2023
  • Ingår i: The 18th International Conference on Computational Urban Planning and Urban Management (CUPUM).
  • Konferensbidrag (refereegranskat)abstract
    • Different types of invisible parameters, such as air quality and noise, are all affected by new constructions of infrastructure and buildings and should be considered as important aspects in the design of new urban environments. At the same time these parameters are difficult to communicate in a comprehensible way and their consequences can be difficult to grasp for non-experts. Effective visualization offers possibilities to include and create consensus among stakeholders in urban planning processes and thus contributes to a holistic view and more sustainable solutions. This paper presents and discusses a proposed method for conceptual explorations for visualizing environmental data, using a so-called sandbox model with fictitious data.  One question is in focus: How can a sandbox model be used for the development of visualization concepts in urban 3D-models? In this paper we demonstrate our methodology using noise pollution data applied in one of our research projects carried out together with the Swedish Transport Administration (Trafikverket). This project explores new solutions for visualization of environmental data in Trafikverket's geographically large-scale 3D-models. In order to conduct design elaborations in an adapted environment a sandbox model was developed as part of the workflow. Here various concepts for visualization solutions were developed and tested in a series of user tests. Based on this developed methodology through application, we propose guidelines for conceptional elaborations in a sandbox model for visualization of data in urban 3D-models. This research approach contributes to developing new methodology for information visualization of environmental data in urban 3D-models.
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