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Sökning: WFRF:(Lebram Mikael) > (2010-2014)

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1.
  • 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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2.
  • 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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3.
  • 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., s. Page(s): 98 - 103
  • 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.
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4.
  • 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.
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5.
  • 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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6.
  • 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.
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8.
  • Hemeren, Paul, et al. (författare)
  • The Use of Visual Cues to Determine the Intent of Cyclists in Traffic
  • 2014
  • Ingår i: 2014 IEEE International Inter-Disciplinary Conference on Cognitive Methods in Situation Awareness and Decision Support (CogSIMA). - : IEEE Press. - 9781479935635 - 9781479935642 ; , s. 47-51
  • Konferensbidrag (refereegranskat)abstract
    • The purpose of this research was to answer the following central questions: 1) How accurate are human observers at predicting the behavior of cyclists as the cyclists approached a crossing? 2) If the accuracy is reliably better than chance, what cues were used to make the predictions? 3) At what distance from the crossing did the most critical cues occur? 4) Can the cues be used in a model that can reliably predict cyclist intent? We present results that show a number of indicators that can be used in to predict the intention of a cyclist, i.e., future actions of a cyclist, e.g., “left turn” or “continue forward” etc.Results of empirical studies show that humans are reasonably good at this type of prediction for a majority of the situations studied. However, some situations seem to contain conflicting information. The results also suggested that human prediction of intention is to a large extent relying on a single “strong” indicator, e.g., that the cyclist makes a clear “head movement”. Several “weaker" indicators that together could be a strong “combined indicator”, or equivalently strong evidence, is likely to be missed or too complex to be handled by humans in real-time. We suggest this line of research can be used to create decision support systems that predict the behavior of cyclists in traffic.
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9.
  • Hemeren, Paul, et al. (författare)
  • URBANIST : Signaler som används för att avläsa cyklisters intentioner i trafiken
  • 2013
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • Genom att titta på ett fåtal bestämda signaler kan man med god träffsäkerhet förutsäga cyklisters beteende, vilket tyder på att de identifierade signalerna är betydelsefulla. Vetskapen om dessa kan, bland annat, praktiskt användas för att utveckla enkla hjälpmedel – såsom medveten placering av fluorescerande eller reflekterande material på leder och/eller införande av olikfärgade hjälmsidor. Dylika kan förväntas förstärka kommunikationen av viktiga signaler. Vetskapen kan även användas för att utbilda oerfarna bilförare. Båda fallen kan i förlängningen ge en säkrare trafikmiljö för oskyddade trafikanter.
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10.
  • Ekanayake, Hiran B., et al. (författare)
  • Comparing Expert and Novice Driving Behavior in a Driving Simulator
  • 2013
  • Ingår i: Interaction Design and Architecture(s) Journal - IxD&A. - : Interaction Design and Architecture(s). - 1826-9745 .- 2283-2998. ; :19, s. 115-131
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper presents a study focused on comparing driving behavior of expert and novice drivers in a mid-range driving simulator with the intention of evaluating the validity of driving simulators for driver training. For the investigation, measurements of performance, psychophysiological measurements, and self-reported user experience under different conditions of driving tracks and driving sessions were analyzed. We calculated correlationsbetween quantitative and qualitative measures to enhance the reliability of the findings. The experiment was conducted involving 14 experienced drivers and 17 novice drivers. The results indicate that driving behaviors of expert and novice drivers differ from each other in several ways but it heavily depends on the characteristics of the task. Moreover, our belief is that the analytical framework proposed in this paper can be used as a tool for selecting appropriate driving tasks as well as for evaluating driving performance in driving simulators.
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11.
  • Ekanayake, Hiran B., et al. (författare)
  • Comparing expert driving behavior in real world and simulator contexts
  • 2013
  • Ingår i: International Journal of Computer Games Technology. - : Hindawi Publishing Corporation. - 1687-7047 .- 1687-7055.
  • Tidskriftsartikel (refereegranskat)abstract
    • Computer games are increasingly used for purposes beyond mere entertainment, and current hi-tech simulators can provide quite, naturalistic contexts for purposes such as traffic education. One of the critical concerns in this area is the validity or transferability of acquired skills from a simulator to the real world context. In this paper, we present our work in which we compared driving in the real world with that in the simulator at two levels, that is, by using performance measures alone, and by combining psychophysiological measures with performance measures. For our study, we gathered data using questionnaires as well as by logging vehicle dynamics, environmental conditions, video data, and users' psychophysiological measurements. For the analysis, we used several novel approaches such as scatter plots to visualize driving tasks of different contexts and to obtain vigilance estimators from electroencephalographic (EEG) data in order to obtain important results about the differences between the driving in the two contexts. Our belief is that both experimental procedures and findings of our experiment are very important to the field of serious games concerning how to evaluate the fitness of driving simulators and measure driving performance. © 2013 Hiran B. Ekanayake et al.
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12.
  • Helldin, Tove, et al. (författare)
  • Transparency of military threat evaluation through visualizing uncertainty and system rationale
  • 2013
  • Ingår i: Engineering Psychology and Cognitive Ergonomics. - Berlin, Heidelberg : Springer Berlin/Heidelberg. - 9783642393532 - 9783642393549 ; , s. 263-272
  • Konferensbidrag (refereegranskat)abstract
    • Threat evaluation (TE) is concerned with determining the intent, capability and opportunity of detected targets. To their aid, military operators use support systems that analyse incoming data and make inferences based on the active evaluation framework. Several interface and interaction guidelines have been proposed for the implementation of TE systems; however there is a lack of research regarding how to make these systems transparent to their operators. This paper presents the results from interviews conducted with TE operators focusing on the need for and possibilities of improving the transparency of TE systems through the visualization of uncertainty and the presentation of the system rationale. © 2013 Springer-Verlag Berlin Heidelberg.
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13.
  • Hendrix, Maurice, et al. (författare)
  • Sharing Experiences with Serious Games : The Edugamelab Rating Tool for Parents and Teachers
  • 2013
  • Ingår i: Proceedings of the 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games 2013). - : IEEE. - 9781479909650 - 9781479909643
  • Konferensbidrag (refereegranskat)abstract
    • Computer games have been recognized for their educational potential for some time now and the number of educational games available has steadily increased in recent years. As the number of educational games available increases, serious games are starting to face a similar dilemma to other types of educational resources: how can educators or parents easily find the most relevant games and share their experiences from using them these games? To this end the EduGameLab project has developed a tool for sharing experiences about educational games among educators and parents in the form of a database of educational games and experiences of individual educators and parents with these games. The development of this database was based on a metadata schema for formally describing serious games and experiences with these games. In this paper we report on the development of this database, revisit and refine the metadata schema based on our experiences and evaluate the usability and usefulness of the database based on feedback gathered at practical workshops with educators.
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14.
  • Riveiro, Maria, 1978-, et al. (författare)
  • Effects of visualizing uncertainty on decision-making in a target identification scenario
  • 2014
  • Ingår i: Computers & graphics. - : Elsevier. - 0097-8493 .- 1873-7684. ; 41:1, s. 84-98
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper presents an empirical study that addresses the effects the visualization of uncertainty has on decision-making. We focus our investigations on an area where uncertainty plays an important role and the decision time is limited. For that, we selected an air defense scenario, where expert operators have a few minutes to make a well-informed decision based on uncertain sensor data regarding the identity of an object and where the consequences of a late or wrong decision are severe. An approach for uncertainty visualization is proposed and tested using a prototype that supports the interactive analysis of multivariate spatio-temporal sensor data. The uncertainty visualization embeds the accuracy of the sensor data values using the thickness of the lines in the graphical representation of the sensor values. Semi-transparent filled circles represent the uncertain position, while a track quality value between 0 and 1 accounts for the quality of the estimated track for each target. Twenty-two experienced air traffic operators were divided into two groups (with and without uncertainty visualization) and carried out identification and prioritization tasks using the prototype. The results show that the group aided by visualizations of uncertainty needed significantly fewer attempts to make a final identification, and a significant difference between the groups when considering the identities and priorities assigned was observed (participants with uncertainty visualization selected higher priority values and more hostile and suspect identities). These results may show that experts put themselves in the ``worst-case scenario" in the presence of uncertainty when safety is an issue. Additionally, the presentation of uncertainty neither increased the participants' expressed workload, nor the time needed to make a classification. However, the inclusion of the uncertainty information did not have a significant effect on the performance (true positives, false negatives and false positives) or the participants' expressed confidence in their decisions.
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15.
  • Riveiro, Maria, 1978-, et al. (författare)
  • On visualizing threat evaluation configuration processes : A design proposal
  • 2014
  • Ingår i: 17th International Conference on Information Fusion (FUSION), 2014. - : IEEE conference proceedings. - 9788490123553 ; , s. 1-8
  • Konferensbidrag (refereegranskat)abstract
    • Threat evaluation is concerned with estimating the intent, capability and opportunity of detected objects in relation to our own assets in an area of interest. To infer whether a target is threatening and to which degree is far from a trivial task. Expert operators have normally to their aid different support systems that analyze the incoming data and provide recommendations for actions. Since the ultimate responsibility lies in the operators, it is crucial that they trust and know how to configure and use these systems, as well as have a good understanding of their inner workings, strengths and limitations. To limit the negative effects of inadequate cooperation between the operators and their support systems, this paper presents a design proposal that aims at making the threat evaluationprocess more transparent. We focus on the initialization, configuration and preparation phases of thethreat evaluation process, supporting the user in the analysis of the behavior of the system considering the relevant parameters involved in the threat estimations. For doing so, we follow a known design process model and we implement our suggestions in a proof-of-concept prototype that we evaluate with military expert system designers.
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16.
  • Riveiro, Maria, et al. (författare)
  • Towards future threat evaluation systems : user study, proposal and precepts for design
  • 2013
  • Ingår i: Proceedings of the 16th International Conference on Information Fusion, FUSION 2013. - : IEEE. - 9786058631113 - 9781479902842 ; , s. 1863-1870
  • Konferensbidrag (refereegranskat)abstract
    • In the defense domain, to estimate if a targetis threatening and to which degree is a complex task, thatis typically carried out by human operators due to the highrisks and uncertainties associated. To their aid, different supportsystems have been implemented to analyze the data and providerecommendations for actions. Since the ultimate responsibilitylies in human operators, it is of utmost importance that theytrust and know how to use these systems, as well as have anunderstanding of their inner workings, strengths and limitations.This paper presents, first, a formative user study to char-acterize how air traffic operators carry out threat evaluationrelated tasks. Grounded in these findings and in guidelinesfound in the literature, we present a transparent and highlyinteractive prototype that aims at reducing operator’s cognitiveload and support threat assessment activities. The literaturereview provided on design guidelines, the outcomes of the userstudy, the design of the prototype as well as the results of aninitial evaluation can provide guidance for both researchers andprospective developers of future threat evaluation systems.
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