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1.
  • Gustavsson, Henrik, et al. (författare)
  • A multi-sampling approach for smoke behavior in real-time graphics
  • 2006
  • Ingår i: SIGRAD 2006: The Annual SIGRAD Conference. - Linköping : Linköping University Electronic Press. - 9185643173 ; , s. 17-21
  • Konferensbidrag (refereegranskat)abstract
    • Smoke simulation is a key feature of serious gaming applications for fire-fighting professionals. A perfect visual appearance is not of paramount importance, the behavior of the smoke must however closely resemble its natural counterpart for successful adoption of the application. We therefore suggest a hybrid grid/particle based architecture for smoke simulation that uses a cheap multi-sampling technique for controlling smoke behavior. This approach is simple enough for it to be implemented in current generation game engines, and uses techniques that are very suitable for GPU implementation, thus enabling the use of hardware acceleration for the smoke simulation.
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2.
  • Henriksson, Eva, et al. (författare)
  • Homeodomain leucine zipper class I genes in Arabidopsis. Expression patterns and phylogenetic relationships
  • 2005
  • Ingår i: Plant Physiology. - : American Society of Plant Biologists. - 0032-0889 .- 1532-2548. ; 139:1, s. 509-518
  • Tidskriftsartikel (populärvet., debatt m.m.)abstract
    • Members of the homeodomain leucine zipper (HDZip) family of transcription factors are present in a wide range of plants, from mosses to higher plants, but not in other eukaryotes. The HDZip genes act in developmental processes, including vascular tissue and trichome development, and several of them have been suggested to be involved in the mediation of external signals to regulate plant growth. The Arabidopsis ( Arabidopsis thaliana) genome contains 47 HDZip genes, which, based on sequence criteria, have been grouped into four different classes: HDZip I to IV. In this article, we present an overview of the class I HDZip genes in Arabidopsis. We describe their expression patterns, transcriptional regulation properties, duplication history, and phylogeny. The phylogeny of HDZip class I genes is supported by data on the duplication history of the genes, as well as the intron/exon patterning of the HDZip-encoding motifs. The HDZip class I genes were found to be widely expressed and partly to have overlapping expression patterns at the organ level. Further, abscisic acid or water deficit treatments and different light conditions affected the transcript levels of a majority of the HDZip I genes. Within the gene family, our data show examples of closely related HDZip genes with similarities in the function of the gene product, but a divergence in expression pattern. In addition, six HDZip class I proteins tested were found to be activators of gene expression. In conclusion, several HDZip I genes appear to regulate similar cellular processes, although in different organs or tissues and in response to different environmental signals.
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3.
  • Lebram, Mikael, et al. (författare)
  • A Driving Simulator Based on Video Game Technology
  • 2006
  • Ingår i: SIGRAD 2006: The Annual SIGRAD Conference. - Linköping : Linköping University Electronic Press. - 9185643173 ; , s. 39-43
  • Konferensbidrag (refereegranskat)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.
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4.
  • Michaëlsson, Henrik, et al. (författare)
  • The novel antidepressant ketamine enhances dentate gyrus proliferation with no effects on synaptic plasticity or hippocampal function in depressive-like rats
  • 2019
  • Ingår i: Acta Physiologica. - : Wiley. - 1748-1708 .- 1748-1716. ; 225:4
  • Tidskriftsartikel (refereegranskat)abstract
    • Aim Major depressive disorder is a common and debilitating condition with substantial economic impact. Treatment options, although effective, are aimed at relieving the symptoms with limited disease modification. Ketamine, a commonly used anaesthetic, has received substantial attention as it shows rapid antidepressant effects clinically. We studied the effects of ketamine on hippocampal function and dentate gyrus proliferation in rats showing a depressive-like phenotype. Methods Adolescent and adult animals were pre-natally exposed to the glucocorticoid analog dexamethasone, and we verified a depressive-like phenotype using behavioural tests, such as the sucrose preference. We subsequently studied the effects of ketamine on hippocampal synaptic transmission, plasticity and dentate gyrus proliferation. In addition, we measured hippocampal glutamate receptor expression. We also tested the ketamine metabolite hydroxynorketamine for NMDA-receptor independent effects. Results Surprisingly, our extensive experimental survey revealed limited effects of ketamine or its metabolite on hippocampal function in control as well as depressive-like animals. We found no effects on synaptic efficacy or induction of long-term potentiation in adolescent and adult animals. Also there was no difference when comparing the dorsal and ventral hippocampus. Importantly, however, ketamine 24 hours prior to experimentation significantly increased the dentate gyrus proliferation, as revealed by Ki-67 immunostaining, in the depressive-like phenotype. Conclusion We find limited effects of ketamine on hippocampal glutamatergic transmission. Instead, alterations in dentate gyrus proliferation could explain the antidepressant effects of ketamine.
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6.
  • Tarp, Julie Bjerre, et al. (författare)
  • Subclinical atherosclerosis in patients with cyanotic congenital heart disease
  • 2019
  • Ingår i: International Journal of Cardiology. - : Elsevier BV. - 0167-5273 .- 1874-1754. ; 277, s. 97-103
  • Tidskriftsartikel (refereegranskat)abstract
    • Introduction: Survival in patients with cyanotic congenital heart disease (CCHD) has improved dramatically. The result is an ageing population with risk of acquired heart disease. Previous small uncontrolled studies suggested that these patients are protected against the development of atherosclerosis. To test this hypothesis, we sought to determine the prevalence of subclinical atherosclerosis in a larger population of patients with CCHD. Method: We compared the prevalence of subclinical atherosclerosis in adult CCHD patients from Denmark, Sweden, Norway and Australia, with that in age-, sex-, smoking status-, and body mass index matched controls. Coronary artery atherosclerosis was assessed on computed tomography with coronary artery calcification (CAC) score. Subclinical atherosclerosis was defined by CAC-score > 0. Carotid artery atherosclerosis was evaluated using ultrasound by measuring carotid plaque thickness (cPT-max) and carotid intima media thickness (CIMT). Lipid status was evaluated as an important atherosclerotic risk factor. Results: Seventy-four patients with CCHD (57% women, median age 49.5 years) and 74 matched controls (57% women, median age 50.0 years) were included. There were no differences between the groups in: CAC-score > 0 (21% vs. 19%, respectively; p = 0.8), carotid plaques (19% vs. 9%, respectively; p = 0.1), cPT-max (2.3 mm vs. 2.8 mm, respectively; p = 0.1) or CIMT (0.61 mm vs. 0.61 mm, respectively; p = 0.98). And further no significant differences in lipoprotein concentrations measured by ultracentrifugation. Conclusion: Young adults with CCHD have similar cardiovascular risk factor profiles and measures of subclinical atherosclerosis, compared with controls. Given their increasing life expectancies, athero-preventive strategies should be an important part of their clinical management.
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7.
  • Agalou, Adamantia, et al. (författare)
  • A genome-wide survey of HD-Zip genes in rice and analysis of drought-responsive family members
  • 2008
  • Ingår i: Plant Molecular Biology. - : Springer Science and Business Media LLC. - 0167-4412 .- 1573-5028. ; 66:1-2, s. 87-103
  • Tidskriftsartikel (refereegranskat)abstract
    • The homeodomain leucine zipper (HD-Zip) genes encode transcription factors that have diverse functions in plant development and have often been implicated in stress adaptation. The HD-Zip genes are the most abundant group of homeobox (HB) genes in plants and do not occur in other eukaryotes. This paper describes the complete annotation of the HD-Zip families I, II and III from rice and compares these gene families with Arabidopsis in a phylogeny reconstruction. Orthologous pairs of rice and Arabidopsis HD-Zip genes were predicted based on neighbour joining and maximum parsimony (MP) trees with support of conserved intron-exon organization. Additionally, a number of HD-Zip genes appeared to be unique to rice. Searching of EST and cDNA databases and expression analysis using RT-PCR showed that 30 out of 31 predicted rice HD-Zip genes are expressed. Most HD-Zip genes were broadly expressed in mature plants and seedlings, but others showed more organ specific patterns. Like in Arabidopsis and other dicots, a subset of the rice HD-Zip I and II genes was found to be regulated by drought stress. We identified both drought-induced and drought-repressed HD-Zip genes and demonstrate that these genes are differentially regulated in drought-sensitive versus drought-tolerant rice cultivars. The drought-repressed HD-Zip family I gene, Oshox4, was selected for promoter-GUS analysis, showing that drought-responsiveness of Oshox4 is controlled by the promoter and that Oshox4 expression is predominantly vascular-specific. Loss-of-function analysis of Oshox4 revealed no specific phenotype, but overexpression analysis suggested a role for Oshox4 in elongation and maturation processes.
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8.
  • Alklind Taylor, Anna-Sofia, et al. (författare)
  • Acceptance of Entertainment Systems in Stroke Rehabilitation
  • 2009
  • Ingår i: Proceedings of IADIS Game and Entertainment Technologies 2009 (GET 2009). - : IADIS Press. - 9789728924850 ; , s. 75-83
  • Konferensbidrag (refereegranskat)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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9.
  • Alklind Taylor, Anna-Sofia, et al. (författare)
  • Gamers against All Odds
  • 2009
  • Ingår i: Learning by playing: game-based education system design and development. - Berlin, Heidelberg : Springer Berlin/Heidelberg. - 9783642033636 - 9783642033643 ; , s. 1-12
  • Konferensbidrag (refereegranskat)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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10.
  • Alklind Taylor, Anna-Sofia, et al. (författare)
  • Spelbaserad simulering för insatsutbildning : Slutrapport
  • 2012
  • Rapport (övrigt vetenskapligt/konstnärligt)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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11.
  • Alklind Taylor, Anna-Sofia, et al. (författare)
  • The Birth of Elinor : A Collaborative Development of a Game Based System for Stroke Rehabilitation
  • 2009
  • Ingår i: 2009 Second International Conference in Visualisation. - : IEEE. - 9780769537344 ; , s. 52-60
  • Konferensbidrag (refereegranskat)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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12.
  • Ambring, Erik, et al. (författare)
  • Developing the Game Testament : Multiple Perspectives in Serious Game Development
  • 2010
  • Ingår i: Proceedings of the IADIS International Conference on Game and Entertainment Technologies. - : IADIS Press. - 9789728939182 ; , s. 35-44
  • Konferensbidrag (refereegranskat)abstract
    • This article presents the process of creating the game Testament; an action role-playing game for PC which uses the Old Testament as its setting. The game is primarily designed for confirmation education in the Church of Sweden, with the purpose to create interest in the Old Testament. In this paper we describe our experiences with the process of creating a game  where  the  work  has  been  guided  by  three,  in  some  cases,  contradictory  goals:  the  educational  value,  the  source authenticity and the gaming entertainment.  Our  conclusion  is  that  clear  requirements  for  the  entertainment  must  be  created  as  a  counterweight  to  the  practical aspects' requirements, e.g. education and authenticity. To create requirements  for game experience, it can be useful to identify a game genre and find a game that can serve as a template. One consequence of the fact that a specific goal for entertainment and a very clear requirement on content existed was that a number of fundamental contradictions could be identified  (e.g.  narrative,  game  mechanics,  adaptation).  When  these  inconsistencies  were  encountered,  a  suitable approach could be chosen in order to reach a compromise. If an existing game used as a reference wasn't available, it is likely that the entertainment would have suffered for the benefit of the educational aspects and biblical authenticity.
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13.
  • Andersson, Henrik (författare)
  • Immigration and the Neighborhood : Essays on the Causes and Consequences of International Migration
  • 2018
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Essay 1 (with Kristoffer Jutvik): This paper uses quasi-experimental evidence to understand how changes in migration policy affect the number of asylum seekers. We look specifically at a sudden, regulatory change in the Swedish reception of Syrian asylum seekers. The change took place in September 2013, and implied that all Syrian asylum seekers would be granted permanent, instead of temporary residence permits. Using high frequency data and an interrupted time series set-up, we study the extent to which this change caused more Syrian citizens to apply for asylum in Sweden, and how the change affected the distribution of asylum seekers in Europe. Results show that the change in policy almost doubled the number of asylum seekers from Syria within 2013, with a significant jump in numbers already within the first week after the implementation of the policy. While this also decreased the share of asylum seekers to other large recipient countries (Germany), the effects were highly temporary.Essay 2: In this paper I estimate the causal effect of ethnic enclaves on the probability of self-employment. To account for neighborhood selection I make use of a refugee dispersal program. Results indicate that larger ethnic enclaves, measured as the share of self-employed coethnics in the municipality immigrants first arrive into, affect the probability of self-employment positively, while the share of all other coethnics has a negative effect. Results however also indicate that there is a long term economic penalty to being placed with a larger share of self-employed coethnics, an effect which is partly mediated through the choice of self-employment.Essay 3 (with Heléne Berg and Matz Dahlberg): In this paper we investigate the migration behavior of the native population following foreign (refugee) immigration, with a particular focus on examining whether there is any support for an ethnically based migration response. If ethnicity is the mechanism driving the change in natives' migration behavior, our maintained hypothesis is that native-born individuals who are more ethnically similar to arriving refugees should not change their migration behavior to the same extent as native-born individuals with native-born parents (who are ethnically quite different from refugees). Using rich geo-coded register data from Sweden, spanning over 20 consecutive years, we account for possible endogeneity problems  with an improved so-called ``shift-share" instrumental variable approach; in particular, our strategy combines policy-induced initial immigrant settlements with exogenous contemporaneous immigration as captured by refugee shocks. We find no evidence of neither native flight nor native avoidance when studying the full population. We do, however, find native flight among individuals who are expected to be more mobile, and within this group, we find that all natives, irrespective of their parents' foreign background, react similarly to increased immigration. Our results therefore indicate that preferences for ethnically homogeneous neighborhoods may not be the dominant channel inducing flight. Instead our estimates indicate that immigration leads to more socio-economically segregated neighborhoods. This conclusion can have important implications for the ethnically based tipping point literature.Essay 4 (with Matz Dahlberg): In this paper we examine the short-run housing market effects of refugee immigration to Sweden. Given that Sweden is a major refugee receiving country, it constitutes an interesting and important case to study. To deal with the endogeneity resulting from the refugees' location choices, we use an econometric specification that includes neighborhood fixed effects and an instrumental variable that is based on a historical settlement pattern mainly determined by a refugee placement policy. We find that refugee immigration to small neighborhoods has no average effect on changes in housing prices in that neighborhood. We find a positive effect on increased housing supply, measured as the number of objects on sale. The zero effect of immigration on housing prices stands in contrast to the negative results found in earlier studies. We hypothesize that the reason is due to different preferences for homogeneity in Sweden, and/or to institutional features in the Swedish rental sector.
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14.
  • Andersson Hagiwara, Magnus, et al. (författare)
  • Measuring participants’ immersion in healthcare simulation : the development of an instrument
  • 2016
  • Ingår i: Advances in Simulation. - : BioMed Central. - 2059-0628. ; 2016:1
  • Tidskriftsartikel (refereegranskat)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.
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16.
  • Backlund, Per, 1964-, et al. (författare)
  • Breaking Out of the Bubble Putting Simulation Into Context to Increase Immersion and Performance
  • 2018
  • Ingår i: Journal Simulation & Gaming. - : Sage Publications. - 1046-8781 .- 1552-826X. ; 49:6, s. 642-660
  • Tidskriftsartikel (refereegranskat)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.
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17.
  • 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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18.
  • Backlund, Per, et al. (författare)
  • Computer Gaming and Driving Education
  • 2006
  • Ingår i: Proceedings of the 14th International Conference on Computers in Education, ICCE 2006. ; , s. 9-16
  • Konferensbidrag (refereegranskat)abstract
    • This study investigates the learning effects of playing racing, action, and sports computer games. In particular we focus on traffic school students’ driving behavior. A survey conducted at three driving schools, questioned driving students about their gaming habits. The driving instructors evaluated their students’ driving skills and traffic safety attitudes. The results indicate that experience in computer games can have a positive effect on driving performance. Experienced gamers were ranked significantly higher by their instructors regarding their overall driving skills compared to students with low experience in computer games. However, no evidence was found to indicate that experienced gamers have a worse attitude towards fellow road-users or traffic safety. Experiments conducted in a driving simulator, using a game developed purposely to enhance certain traffic safety variables, reveals that it is possible to provide an entertaining game with serious content. Preliminary results, however, indicate that the version of the game where the explicit game goals are hidden was found to be the most entertaining one. The results of the investigation warrant further review into the development and utilization of computer games for traffic safety and education purposes.
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19.
  • Backlund, Per, et al. (författare)
  • Designing for self-efficacy in a game based simulator : An experimental study and its implications for serious games design
  • 2008
  • Ingår i: Proceedings International Conference Visualisation VIS 2008. - : IEEE Computer Society. - 9780769532714 ; , s. 106-113
  • Konferensbidrag (refereegranskat)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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20.
  • Backlund, Per, 1964-, et al. (författare)
  • Developing games for non-leisure contexts : Identification of challenges and research gaps
  • 2017
  • Ingår i: 2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games). - : IEEE Computer Society Digital Library. - 9781509058129 - 9781509058112 ; , s. 15-22
  • Konferensbidrag (refereegranskat)abstract
    • The use of games in non-leisure contexts is referred to as serious games. The tradition of using games for purposes beyond entertainment goes back a long time before digital games. However, with the advent of digital games, serious games development has become an issue of both game design and technology development in various combinations. This paper presents a literature review of what types of topics are studied in the realm of serious games development, and contrasts the results with challenges and problems expressed by a panel of developers and researchers in serious games and gamification to identify research gaps. Our findings indicate a lack of research on the actual usage situations of serious games. It seems that the phase of organizational deployment and use is most often overseen. Furthermore, we identified a lack of client/customer perspective in most research on the development of gamified solutions.
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21.
  • Backlund, Per, 1964-, et al. (författare)
  • Enhancing Immersion with Contextualized Scenarios: Role-Playing in Prehospital Care Training
  • 2015
  • Ingår i: 2015 7th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games). - Skövde : IEEE Computer Society. ; , s. 167-170
  • Konferensbidrag (refereegranskat)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.
  •  
22.
  • Backlund, Per, et al. (författare)
  • Evaluation of usefulness of the Elinor console for home-based stroke rehabilitation
  • 2011
  • Ingår i: 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.
  • Konferensbidrag (refereegranskat)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.
  •  
23.
  • Backlund, Per, et al. (författare)
  • Games and Traffic Safety : an Experimental Study in a Game-Based Simulation Environment
  • 2007
  • Ingår i: 11th International Conference Information Visualization. - : IEEE Computer Society. - 0769529003 - 9780769529004 ; , s. 908-914
  • Konferensbidrag (refereegranskat)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.
  •  
24.
  • Backlund, Per, et al. (författare)
  • Games for traffic education : An experimental study of a game-based driving simulator
  • 2010
  • Ingår i: Journal Simulation & Gaming. - : Sage Publications. - 1046-8781 .- 1552-826X. ; 41:2, s. 145-169
  • Tidskriftsartikel (refereegranskat)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.
  •  
25.
  • Backlund, Per, et al. (författare)
  • Games on prescription! : Evaluation of the Elinor console for home-based stroke rehabilitation
  • 2013
  • Ingår i: Transactions on Edutainment IX. - Berlin, Heidelberg : Springer Berlin/Heidelberg. - 9783642370410 - 9783642370427 ; 7544, s. 49-64
  • Bokkapitel (refereegranskat)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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26.
  • Backlund, Per, et al. (författare)
  • SIDH : A Game-Based Architecture for a Training Simulator
  • 2009
  • Ingår i: International Journal of Computer Games Technology. - : Hindawi Publishing Corporation. - 1687-7047 .- 1687-7055.
  • Tidskriftsartikel (refereegranskat)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.
  •  
27.
  • Backlund, Per, et al. (författare)
  • Sidh : a Game Based Firefighter Training Simulation
  • 2007
  • Ingår i: Proceedings of the 11th International Conference Information Visualization (IV '07). - : IEEE Computer Society. - 0769529003 ; , s. 899-907
  • Konferensbidrag (refereegranskat)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.
  •  
28.
  • Backlund, Per, et al. (författare)
  • Tactical Incident Commander - an Online Training Game for Incident Commander Training
  • 2011
  • Ingår i: Proceedings of the 5th European Conference on Game Based Learning (ECGBL 2011). - : Academic Conferences Limited. - 9781908272195 - 9781908272188 ; , s. 9-17
  • Konferensbidrag (refereegranskat)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.
  •  
29.
  • Backlund, Per, 1964-, et al. (författare)
  • The S.A.R.E.K Simulation Environment : Technical description of a flexible training environment for prehospital care
  • 2017
  • Rapport (övrigt vetenskapligt/konstnärligt)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.
  •  
30.
  • Berg Marklund, Björn, et al. (författare)
  • A Game-Based Approach to Support Social Presence and Awareness in Distributed Project-Based Learning
  • 2014
  • Ingår i: International Journal of Games Based Learning. - : IGI Global. - 2155-6849 .- 2155-6857. ; 4:1, s. 1-20
  • Tidskriftsartikel (refereegranskat)abstract
    • An important factor for success in project-based learning (PBL) is that the involved project groups establish an atmosphere of social interaction in their working environment. In PBL-scenarios situated in distributed environments, most of a group's work-processes are mediated through the use of production-focused tools that are unconcerned with the important informal and social aspects of a project. On the other hand, there are plenty of tools and platforms that focus on doing the opposite and mainly support informal bonding (e.g., Facebook), but these types of environments can be obtrusive and contain distractions that can be detrimental to a group's productivity and are thus often excluded from working environments. The aim of this paper is to examine how a game-based multi-user environment (MUVE) can be designed to support project-based learning by bridging the gap between productivity-focused and social software. To explore this, the authors developed a game-based MUVE which was evaluated in a PBL-scenario. The result of the study revealed several crucial design elements that are needed to make such a MUVE work effectively, and that the acceptance towards game-based MUVEs is high, even with a rudimentary execution.
  •  
31.
  • Berg Marklund, Björn, 1988- (författare)
  • Games in Formal Educational Settings : Obstacles for the development and use of learning games
  • 2013
  • Licentiatavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • From the perspective of educators, games are viewed as a medium in which the younger generation both thrive and excel. Students navigate game environments with ease and regularly solve problems, engage in advanced collaborative efforts, and communicate complex concepts and strategies to one another during their private gaming sessions at home. Games invite the player to form an understanding of intricate systems and mechanics based on participation and experimentation rather than mere observation, and on these merits games are often prophesized as a medium that will significantly change the face of education as we know it. However, while teacher interest in using games is increasing, wide-spread and successful examples of games being implemented in formal educational contexts (e.g. schools and university courses) remain rare.This thesis aims to examine why this is the case and identifies some of the more prevalent obstacles educators and developers both face when embarking on learning game projects as users and creators. In order to examine the situation from both of these perspectives, the research takes a mixed-method approach that entails extensive literature studies coupled with several studies with both educators and developers. Interviews were conducted in order to investigate attitudes and experiences, and more direct researcher participation and case studies were used to examine the processes of implementing and developing learning games as they were carried out. The studied cases and literature have revealed obstacles that indicate that “traditional” entertainment game development is incommensurable with learning game development, and that the use of games in formal educational settings introduces heavy demands on the recipient organization’s infrastructure, culture, and working processes.The conclusion of this research is that learning games embody a unique mixture of utility and game experience, and the formal context which they are to be used in significantly influence the process of developing and using them. Learning games can’t be understood if they’re solely seen as a teaching utility or solely as a game experience and to make them viable both educators and developers need to change their internal processes, their own perceptions of games and teaching, as well as the way they collaborate and communicate with each other. There are also several obstacles that are outside individual institutions and developers’ control, for example the practicalities of the economic constraints that both developers and educators work under that put the sustainability of pursuing learning games for formal education as a business into question. However, the continuous incremental improvements on the infrastructure of educational institutions (e.g. availability of technology and teachers’ familiarity with technology) can likely alleviate many of the obstacles currently inhibiting the impact learning games can potentially have in formal education.
  •  
32.
  • Berg Marklund, Björn, et al. (författare)
  • The Practicalities of Educational Games : Challenges of taking games into formal educational settings
  • 2014
  • Ingår i: Proceedings of the 6th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games 2014). - University of Malta : IEEE Computer Society. - 9781479940561 ; , s. 82-89
  • Konferensbidrag (refereegranskat)abstract
    • The complexity of balancing educational purpose and engaging gameplay mechanics through appropriate design decisions has frequently been discussed in learning game literature. The discussion has primarily focused on highlighting connections between game design principles and learning principles and making guidelines for achieving engaging learning scenarios through game mechanics tailored to specific subject matters. Play, and the learning derived from it, is thus often studied as a phenomenon of the two disparate forces of education and gameplay colliding inside a closed system. The complexity of designing games for educational purposes is subsequently also seen as a product of the dichotomies between these two forces. However, the discussions on the design of learning games and their potential as learning tools seldom take the practicalities of formal educational environments into consideration. In this paper, learning game design principles are investigated alongside developers’ and educators’ working practices. In our analysis we identify and examine a set of issues that complicate learning game design and development. The primary conclusion of this research is that the contexts in which learning games are used significantly alter the way they can be played by introducing constraints as well as facilitating conditions to the play sessions. The paper concludes with an argument for a shift of attention from the product centric view of today to a view that takes pedagogical contexts and organizational values into better account.
  •  
33.
  • Berg Marklund, Björn, 1988- (författare)
  • Unpacking Digital Game-Based Learning : The complexities of developing and using educational games
  • 2015
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Digital game-based learning has traditionally been examined from an ‘artefact-centric’ perspective that focuses on understanding how game design and principles of learning are, or can be, intertwined. These types of examinations have resulted in many descriptions of games’ educational potential, which has subsequently led to many types of arguments for why games should be used more extensively in formal education. However, comparatively little research has been done to understand the educational settings in which many game-based learning processes and educational games are intended to be applied. The relative lack of research on formal education settings has resulted in a scenario where the educational potential of games is well detailed through theory and understood independently of their actual contexts of use, while successful examples of games “making good” on their promises as educational tools remain rare.This thesis explores and describes the various challenges that the realities of formal education present to developers and educators who attempt to work with educational games. In order to examine the multi-faceted nature of educational games, the research has used a qualitative mixed-method approach that entails extensive literature reviews coupled with several case studies that involve educators, students, and developers. Interviews were conducted in order to investigate these actors’ various attitudes towards, and experiences of, educational games and game-based learning. In addition, more in-depth researcher participation methods were employed during case studies to examine the processes involved in developing, integrating, and using educational games in formal settings. The research revealed obstacles which indicate that processes associated with “traditional” game development are incommensurable with educational game development. Furthermore, the research demonstrates that the use of games in formal education introduces heavy demands on the recipient organisations’ infrastructures, cultures, and working processes. So, while games created for “formal” and “informal” use are superficially similar, the different contexts in which they are used make them distinctly different from one another. The conclusion of this research is that educational games manifest a unique mixture of utility, gameplay, and context-dependent meaning-making activities. Educational games cannot be understood if they are only seen as a teaching utility or only as a game experience. To make educational games viable, both educators and developers need to alter their working processes, their own perceptions of games and teaching, as well as the way they collaborate and communicate with each other and other actors within the educational game ‘system’. The thesis thus argues that a more systems-oriented understanding of educational games, where the game artefact is not treated separately from the context of use, is necessary for both research and practice in the field to progress. To contribute to such an understanding of educational games, a comprehensive model (dubbed the Utility, Gameplay, and Meaning Model) of the ‘educational game system’ is presented, as well as a series of recommendations and considerations to help developers and educators navigate the complex processes involved in creating and using educational games.
  •  
34.
  • Berg Marklund, Björn, 1988-, et al. (författare)
  • What Empirically Based Research Tells Us About Game Development
  • 2019
  • Ingår i: The Computer Games Journal. - : Springer. - 2052-773X. ; 8:3-4, s. 179-198
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper reviews empirically grounded research on practices in game development with the intent to give a comprehensive overview of contemporary development practices used in the video game industry. While there are many intangible elements that inform game development processes, this review specifically covers the more immediate practical challenges. The review covers a total of 48 papers published between 2006 and 2016, which were all subjected to thematic analysis by three reviewers. The results of the review show that an almost universal characteristic of game development is that it is almost impossible to accurately plan a development project in detail, largely due to the soft requirements inherent in game production which emerge mid-process during development projects, during when testing is coupled with continuous ideation and refinement. Practicing game developers have created their own frameworks that accommodate for this lack of planning. They include flat hierarchies, democratic decision-making, creative autonomy, and informal communication, which are designed to create an environment that maintains creativity and openness to product changes long into the production process. These frameworks vary significantly between studios and often between individual projects. This review also shows that the term ‘Agile’, while often used by both researchers and developers to characterize the process of game development, is not an apt descriptor of how game developers actually work. Agile is used as shorthand for unstructured and flexible development, rather than serving as a descriptor of a definable or unified work method. Finally, as companies develop more complicated hierarchies of stakeholders and staff, the desired flexibility and autonomy of game development becomes increasingly complicated to maintain, and often necessitates more formalized management processes and company structures. In these cases, inherent tensions of game development become more pronounced, and continuous creativity is hard to maintain due to a growing need to formalize processes.
  •  
35.
  • Bevilacqua, Fernando, 1985-, et al. (författare)
  • Accuracy Evaluation of Remote Photoplethysmography Estimations of Heart Rate in Gaming Sessions with Natural Behavior
  • 2018. - 1
  • Ingår i: Advances in Computer Entertainment Technology. - Cham : Springer. - 9783319762692 - 9783319762708 ; , s. 508-530
  • Konferensbidrag (refereegranskat)abstract
    • Remote photoplethysmography (rPPG) can be used to remotely estimate heart rate (HR) of users to infer their emotional state. However natural body movement and facial actions of users significantly impact such techniques, so their reliability within contexts involving natural behavior must be checked. We present an experiment focused on the accuracy evaluation of an established rPPG technique in a gaming context. The technique was applied to estimate the HR of subjects behaving naturally in gaming sessions whose games were carefully designed to be casual-themed, similar to off-the-shelf games and have a difficulty level that linearly progresses from a boring to a stressful state. Estimations presented mean error of 2.99 bpm and Pearson correlationr = 0.43, p < 0.001, however with significant variations among subjects. Our experiment is the first to measure the accuracy of an rPPG techniqueusing boredom/stress-inducing casual games with subjects behaving naturally.
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36.
  • Bevilacqua, Fernando, 1985-, et al. (författare)
  • Automated analysis of facial cues from videos as a potential method for differentiating stress and boredom of players in games
  • 2018
  • Ingår i: International Journal of Computer Games Technology. - : Hindawi Publishing Corporation. - 1687-7047 .- 1687-7055.
  • Tidskriftsartikel (refereegranskat)abstract
    • Facial analysis is a promising approach to detect emotions of players unobtrusively, however approaches are commonly evaluated in contexts not related to games, or facial cues are derived from models not designed for analysis of emotions during interactions with games. We present a method for automated analysis of facial cues from videos as a potential tool for detecting stress and boredom of players behaving naturally while playing games. Computer vision is used to automatically and unobtrusively extract 7 facial features aimed to detect the activity of a set of facial muscles. Features are mainly based on the Euclidean distance of facial landmarks and do not rely on pre-dened facial expressions, training of a model or the use of facial standards. An empirical evaluation was conducted on video recordings of an experiment involving games as emotion elicitation sources. Results show statistically signicant dierences in the values of facial features during boring and stressful periods of gameplay for 5 of the 7 features. We believe our approach is more user-tailored, convenient and better suited for contexts involving games.
  •  
37.
  • Bevilacqua, Fernando, 1985-, et al. (författare)
  • Changes in heart rate and facial actions during a gaming session with provoked boredom and stress
  • 2018
  • Ingår i: Entertainment Computing. - : Elsevier. - 1875-9521 .- 1875-953X. ; 24, s. 10-20
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper presents an experiment aimed at exploring the relation between facial actions (FA), heart rate (HR) and emotional states, particularly stress and boredom, during the interaction with games. Subjects played three custom-made games with a linear and constant progression from a boring to a stressful state, without pre-defined levels, modes or stopping conditions. Such configuration gives our experiment a novel approach for the exploration of FA and HR regarding their connection to emotional states, since we can categorize information according to the induced (and theoretically known) emotional states on a user level. The HR data was divided into segments, whose HR mean was calculated and compared in periods (boring/stressful part of the games). Additionally the 6 h of recordings were manually analyzed and FA were annotated and categorized in the same periods. Findings show that variations of HR and FA on a group and on an individual level are different when comparing boring and stressful parts of the gaming sessions. This paper contributes information regarding variations of HR and FA in the context of games, which can potentially be used as input candidates to create user-tailored models for emotion detection with game-based emotion elicitation sources.
  •  
38.
  • Bevilacqua, Fernando, 1985- (författare)
  • Game-calibrated and user-tailored remote detection of emotions : A non-intrusive, multifactorial camera-based approach for detecting stress and boredom of players in games
  • 2018
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Questionnaires and physiological measurements are the most common approach used to obtain data for emotion estimation in the field of human-computer interaction (HCI) and games research. Both approaches interfere with the natural behavior of users. Initiatives based on computer vision and the remote extraction of user signals for emotion estimation exist, however they are limited. Experiments of such initiatives have been performed under extremely controlled situations with few game-related stimuli. Users had a passive role with limited possibilities for interaction or emotional involvement, instead of game-based emotion stimuli, where users take an active role in the process, making decisions and directly interacting with the media. Previous works also focus on predictive models based on a group perspective. As a consequence, a model is usually trained from the data of several users, which in practice describes the average behavior of the group, excluding or diluting key individualities of each user. In that light, there is a lack of initiatives focusing on non-obtrusive, user-tailored emotion detection models, in particular regarding stress and boredom, within the context of games research that is based on emotion data generated from game stimuli. This research aims to fill that gap, providing the HCI and the games research community with an emotion detection process that can be used to remotely study user's emotions in a non-obtrusive way within the context of games.The main knowledge contribution of this research is a novel process for emotion detection that is non-obtrusive, user-tailored and game-based. It uses remotely acquired signals, namely, heart rate (HR) and facial actions (FA), to create a user-tailored model, i.e. trained neural network, able to detect the emotional states of boredom and stress of a given subject. The process is automated and relies on computer vision and remote photoplethysmography (rPPG) to acquire user signals, so that specialized equipment, e.g. HR sensors, is not required and only an ordinary camera is needed. The approach comprises two phases: training (or calibration) and testing. In the training phase, a model is trained using a user-tailored approach, i.e. data from a given subject playing calibration games is used to create a model for that given subject. Calibration games are a novel emotion elicitation material introduced by this research. These games are carefully designed to present a difficulty level that constantly and linearly progresses over time without a pre-defined stopping point. They induce emotional states of boredom and stress, accounting for particularities at an individual level. Finally, the testing phase occurs in a game session involving a subject playing any ordinary, non-calibration game, e.g. Super Mario. During the testing phase, the subject's signals are remotely acquired and fed into the model previously trained for that particular subject. The model subsequently outputs the estimated emotional state of that given subject for that particular testing game.The method for emotion detection proposed in this thesis has been conceived on the basis of established theories and it has been carefully evaluated in experimental setups. Results show a statistical significance classification of emotional states with a mean accuracy of 61.6\%. Finally, this thesis presents a series of systematic evaluations conducted in order to understand the relation between psychophysiological signals and emotions. Facial behavior and physiological signals, i.e. HR, are analyzed and discussed as indicators of emotional states. This research reveals that individualities can be detected regarding facial activity, e.g. an increased number of facial actions during the stressful part of games. Regarding physiological signals, findings are aligned with and reinforce previous research that indicates higher HR mean during stressful situations in a gaming context. Results also suggest that changes in HR during gaming sessions are a promising indicator of stress. The method for the remote detection of emotions, presented in this thesis, is feasible, but does contain limitations. Nevertheless, it is a solid initiative to move away from questionnaires and physical sensors into a non-obtrusive, remote-based solution for the evaluation of user emotions.
  •  
39.
  • Bevilacqua, Fernando, 1985-, et al. (författare)
  • Game-Calibrated and User-Tailored Remote Detection of Stress and Boredom in Games
  • 2019
  • Ingår i: Sensors. - : MDPI. - 1424-8220. ; 19:13, s. 1-43
  • Tidskriftsartikel (refereegranskat)abstract
    • Emotion detection based on computer vision and remote extraction of user signals commonly rely on stimuli where users have a passive role with limited possibilities for interaction or emotional involvement, e.g., images and videos. Predictive models are also trained on a group level, which potentially excludes or dilutes key individualities of users. We present a non-obtrusive, multifactorial, user-tailored emotion detection method based on remotely estimated psychophysiological signals. A neural network learns the emotional profile of a user during the interaction with calibration games, a novel game-based emotion elicitation material designed to induce emotions while accounting for particularities of individuals. We evaluate our method in two experiments (n = 20 and n = 62) with mean classification accuracy of 61.6%, which is statistically significantly better than chance-level classification. Our approach and its evaluation present unique circumstances: our model is trained on one dataset (calibration games) and tested on another (evaluation game), while preserving the natural behavior of subjects and using remote acquisition of signals. Results of this study suggest our method is feasible and an initiative to move away from questionnaires and physical sensors into a non-obtrusive, remote-based solution for detecting emotions in a context involving more naturalistic user behavior and games.
  •  
40.
  • Bevilacqua, Fernando, 1985-, et al. (författare)
  • Proposal for Non-contact Analysis of Multimodal Inputs to Measure Stress Level in Serious Games
  • 2015
  • Ingår i: VS-Games 2015. - Red Hook, NY : IEEE Computer Society. - 9781479981021 - 9781479981014 ; , s. 171-174
  • Konferensbidrag (refereegranskat)abstract
    • The process of monitoring user emotions in serious games or human-computer interaction is usually obtrusive. The work-flow is typically based on sensors that are physically attached to the user. Sometimes those sensors completely disturb the user experience, such as finger sensors that prevent the use of keyboard/mouse. This short paper presents techniques used to remotely measure different signals produced by a person, e.g. heart rate, through the use of a camera and computer vision techniques. The analysis of a combination of such signals (multimodal input) can be used in a variety of applications such as emotion assessment and measurement of cognitive stress. We present a research proposal for measurement of player’s stress level based on a non-contact analysis of multimodal user inputs. Our main contribution is a survey of commonly used methods to remotely measure user input signals related to stress assessment.
  •  
41.
  • Bevilacqua, Fernando, 1985-, et al. (författare)
  • Variations of Facial Actions While Playing Games with Inducing Boredom and Stress
  • 2016
  • Ingår i: 2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games). - : IEEE. - 9781509027224 - 9781509027231
  • Konferensbidrag (refereegranskat)abstract
    • This paper presents an experiment aimed at empirically exploring the variations of facial actions (FA) during gaming sessions with induced boredom and stress. Twenty adults with different ages and gaming experiences played three games while being recorded by a video camera and monitored by a heart rate sensor. The games were carefully designed to have a linear progression from a boring to a stressful state. Self-reported answers indicate participants perceived the games as being boring at the beginning and stressful at the end. The 6 hours of recordings of all subjects were manually analyzed and FA were annotated. We annotated FA that appeared in the recordings at least twice; annotations were categorized by the period when they happened (boring/stressful part of the games) and analysed on a group and on an individual level. Group level analysis revealed that FA patterns were related to no more than 25% of the subjects. The individual level analysis revealed particular patterns for 50% of the subjects. More FA annotations were made during the stressful part of the games. We conclude that, for the context of our experiment, FA provide an unclear foundation for detection of boredom/stressful states when observed from a group level perspective, while the individual level perspective might produce more information.
  •  
42.
  • Biemont, E., et al. (författare)
  • Lifetime measurements and calculations in Y+ and Y2+ ions
  • 2011
  • Ingår i: Monthly Notices of the Royal Astronomical Society. - : Oxford University Press (OUP). - 1365-2966 .- 0035-8711. ; 414:4, s. 3350-3359
  • Tidskriftsartikel (refereegranskat)abstract
    • We report a new set oftheoretical transition probabilities in Y II, obtained using a multiconfiguration relativistic Hartree-Fock method including core polarization. The overall quality of the calculations is assessed by comparisons with new and previous lifetime measurements. In this paper, we report new measurements of five lifetimes in the 4d5p and 5s5p configurations, in the energy range of 32 048-44 569 cm(-1), obtained by the time-resolved laser-induced fluorescence method. A similar theoretical model, applied to Y III, leads to results in good agreement with new laser measurements of two 5p levels obtained in this work and with previous beam-foil results for 5d and 6s levels. An extensive set of oscillator strengths is also proposed for Y III.
  •  
43.
  • Blissing, Björn (författare)
  • Driving in Virtual Reality : Investigations in Effects of Latency and Level of Virtuality
  • 2016
  • Licentiatavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • When developing new active safety systems or improving existing systems, conducting performance evaluations is necessary. By performing these evaluations during early development stages, potential problems can be identified and mitigated before the system moves into the production phase.Testing active safety systems can be difficult since the characteristic scenarios may have complex interactions. Using real vehicles for performing these types of scenarios is difficult, expensive, and potentially dangerous. Alternative methods, such as using inflatable targets, scale models, computer simulations or driving simulators, also suffer from drawbacks. Consequently, using virtual reality as an alternative to the traditional methods has been proposed. In this case, a real vehicle is driven while wearing a head-mounted display that presents the scenario to the driver.This research aims to investigate the potential of such technology. Specifically, this work investigates how the chosen technology affects the driver. This investigation has been conducted through a literature review. A test platform was constructed, and two user studies using normal drivers were performed. The first study focused on the effects of visual time delays on driver behavior. This study revealed that lateral behavior changes with added time delays, whereas longitudinal behavior appears unaffected. The second study investigated how driver behavior is affected by different modes of virtuality. This study demonstrated that drivers perceived mixed reality as more difficult than virtual reality.The main contribution of this work is the detailed understanding of how time delays and different modes of virtuality affect drivers. This is important knowledge for selecting which scenarios are suitable for evaluation using virtual reality.
  •  
44.
  • Boivie, Patrik, 1976- (författare)
  • Cerebrovascular accidents associated with aortic manipulation during cardiac surgery
  • 2005
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Background: Despite the successful development in cardiac surgery, cerebrovascular accidents (CVA) remain a devastating complication. Aortic atherosclerosis has been identified as a major risk factor for CVA. The present thesis addresses this question in relation to aortic manipulation during cardiac surgery, being divided into a clinical (I-II) and an experimental part (III-V). Material and methods: Consecutive cardiac surgery cases (n=2641) were analyzed. Patients with CVA were extracted from a database designed to monitor clinical symptoms. Patient records were used to confirm clinical data and diagnosis. Subdivision was made into three groups: control subjects, immediate, and delayed CVA, being analyzed for neurological symptoms (I). Patients with CVA who also had been investigated with computer tomography (CT) (n=77) were further evaluated in terms of hemispheric and vascular distribution of lesions. The CT-findings were compared with CVA symptoms (II). An aortic perfusion model was developed using cadaver aorta onto which multiple cross-clamp manipulations were applied (III). Washout samples of perfusate were analyzed by computerized image processing and with subdivision into different particle spectra. The model was further developed with the introduction of intraluminal manipulation from cannula and intra-aortic filter (IV). A technique for macro-anatomic mapping of plaque distribution of cadaver thoracic aorta was developed (V). Variation in plaque density was analyzed in different anatomical segments, monitored by digital image analysis. Hazards associated with surgical manipulation were studied by superimposing cannulation and cross-clamp sites onto the aortic maps in a blinded fashion. Results: The incidence of immediate and delayed CVA was 3.0% and 0.9%, respectively. Aortic quality was a strongly associated with immediate but not delayed CVA. Left-sided symptoms of immediate CVA were significantly more frequent than of the contra-lateral side. Positive signs on CT were seen in 66% of the CVA patients. Right-hemispheric lesions were more frequent compared with the contra-lateral side and the middle-cerebral artery territory dominated. Aortic cross-clamping produced a substantial output of particulate matter. Manipulation by intra-aortic filter produced a significant washout of embolic particles that escaped the filter, although some particles were captured. Cannulation was an additional source of embolic material. In terms of plaque distribution was the anterior wall of the ascending part and arch of the aorta more affected than its posterior side. However, observing a plaque in the anterior wall of this aortic segment predicted to 83% a concomitant plaque in the posterior wall. Increased age correlated positively with plaque density. The theoretical chance of interfering with a plaque during cannulation and/or clamp positioning was 45.8%. Conclusions: Both CT scans and clinical symptoms confirmed that CVA after cardiac surgery had a right-hemispheric predominance. The perfusion model resulted in a profound output of material during cross-clamp maneuvers. The intra-aortic filter successfully collected particles but also generated embolic debris on its own. Aortic cannulation was an additional source of embolic debris. Plaques were frequently found in the cadaveric aorta, and there was a high risk of plaque interference during surgical manipulation. As expected, plaque density was age-dependent.
  •  
45.
  • Bäckström, Erik, et al. (författare)
  • Experimentally determined oscillator strengths in Rh II
  • 2013
  • Ingår i: Journal of Physics B. - : IOP Publishing. - 0953-4075 .- 1361-6455. ; 46:20, s. 205001-
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper presents new experimentally determined branching fractions and oscillator strengths (log gf) for lines originating from 17 levels belonging to 5 terms of the first excited odd configuration 4d(7)(D-4) 5p in Rh II. The intensity calibrated spectra of Rh II have been recorded with a Fourier transform spectrometer between 25000 and 45000 cm(-1) (2200-4000 angstrom). In this region, 49 lines have been identified and measured. By combining the branching fractions obtained from the spectra with previously measured lifetimes, log gf values are reported. The new results are compared with previous theoretical work.
  •  
46.
  • De Goey, Heleen, et al. (författare)
  • Design Thinking as Facilitator for Sustainable Innovation : Exploring Opportunities at SMEs in the Swedish Wood Products Industry
  • 2015
  • Ingår i: Proceedings of the 20th International Conference on Sustainable Innovation.
  • Konferensbidrag (refereegranskat)abstract
    • Design thinking (DT) is the application of design practice as an approach to innovate and initiate change. Recently, DT has received increasing attention as an approach to address sustainability challenges. However, this area is less studied. The purpose of this study was to explore how DT could enable small and medium-sized enterprises (SMEs) in the Swedish wood products industry to create more sustainable offers. Various actors from this industry have identified the need to develop sustainable offers, although few discuss how this is realized. Interviews have been conducted with six SMEs to increase understanding on challenges they perceive with developing sustainable products. Current practice is compared to potential benefits of DT described in literature. Three main benefits of DT for SMEs have been identified. It could enable SMEs [1] to redefine the purpose of their offers, [2] to better address needs and [3] to address conflicting requirements regarding sustainability.
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47.
  •  
48.
  •  
49.
  • Ekman, Simon, et al. (författare)
  • SHP-2 is involved in heterodimer specific loss of phosphorylation of Tyr771 in the PDGF β-receptor
  • 2002
  • Ingår i: Oncogene. - : Nature Publishing Group. - 0950-9232 .- 1476-5594. ; 21:12, s. 1870-1875
  • Tidskriftsartikel (refereegranskat)abstract
    • We have previously shown that the binding site for GTPase activating protein of Ras (RasGAP) in the PDGF beta-receptor, Tyr771, is phosphorylated to a much lower extent in the heterodimeric configuration of PDGF alpha- and beta-receptors, compared to the PDGF beta-receptor homodimer. The decreased recruitment of the RasGAP to the receptor leads to prolonged activation of the Ras/MAP kinase pathway, which could explain the increase in mitogenicity seen upon induction of heterodimers. The molecular mechanism underlying these differences was investigated. We could show that the loss of phosphorylation of Tyr771 was dependent on presence of intact binding sites for the protein tyrosine phosphatase SHP-2 on the PDGF beta-receptor. Thus, in PDGF receptor mutants in which binding of SHP-2 was lost, a higher degree of phosphorylation of Tyr771 was seen, while other phosphorylation sites in the receptor remained virtually unaffected. Thus, SHP-2 appears to play an important role in modulating phosphorylation of Y771, thereby controlling RasGAP recruitment and Ras/MAP kinase signaling in the heterodimeric configuration of the PDGF receptors.
  •  
50.
  • Engquist, Henrik, et al. (författare)
  • Effect of HHH-Therapy on Regional CBF after Severe Subarachnoid Hemorrhage Studied by Bedside Xenon-Enhanced CT
  • 2018
  • Ingår i: Neurocritical Care. - : Springer Science and Business Media LLC. - 1541-6933 .- 1556-0961. ; 28:2, s. 143-151
  • Tidskriftsartikel (refereegranskat)abstract
    • BACKGROUND:Management of delayed cerebral ischemia (DCI) following subarachnoid hemorrhage (SAH) is difficult and still carries controversies. In this study, the effect of therapeutic hypervolemia, hemodilution, and hypertension (HHH-therapy) on cerebral blood flow (CBF) was assessed by xenon-enhanced computerized tomography (XeCT) hypothesizing an increase in CBF in poorly perfused regions.METHODS:Bedside XeCT measurements of regional CBF in mechanically ventilated SAH patients were routinely scheduled for day 0-3, 4-7, and 8-12. At clinical suspicion of DCI, patients received 5-day HHH-therapy. For inclusion, XeCT was required at 0-48 h before start of HHH (baseline) and during therapy. Data from corresponding time-windows were also collected for non-DCI patients.RESULTS:Twenty patients who later developed DCI were included, and twenty-eight patients without DCI were identified for comparison. During HHH, there was a slight nonsignificant increase in systolic blood pressure (SBP) and a significant reduction in hematocrit. Median global cortical CBF for the DCI group increased from 29.5 (IQR 24.6-33.9) to 38.4 (IQR 27.0-41.2) ml/100 g/min (P = 0.001). There was a concomitant increase in regional CBF of the worst vascular territories, and the proportion of area with blood flow below 20 ml/100 g/min was significantly reduced. Non-DCI patients showed higher CBF at baseline, and no significant change over time.CONCLUSIONS:HHH-therapy appeared to increase global and regional CBF in DCI patients. The increase in SBP was small, while the decrease in hematocrit was more pronounced, which may suggest that intravascular volume status and rheological effects are of importance. XeCT may be potentially helpful in managing poor-grade SAH patients.
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