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Träfflista för sökning "WFRF:(Pareto Lena 1962 ) srt2:(2005-2009)"

Sökning: WFRF:(Pareto Lena 1962 ) > (2005-2009)

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1.
  • Gråsjö, Urban, 1962-, et al. (författare)
  • Experience Design : Understanding the Role of Technology for Virtual Experiences
  • 2005
  • Ingår i: WSEAS Transactions on Information Science and Applications.
  • Konferensbidrag (refereegranskat)abstract
    • Abstract: New technologies have always teased the imagination of avant-garde artists on how to challenge existing cultural paradigms. For instance, experience design for the creative industries of today provides exciting challenges with a potential to innovate practices and creating new ways of interaction between the artist and her audience. In an ongoing research project we aim at framing the design space for virtual experiences. The paper presents and discusses the role of technology in such context and use three ongoing case studies where ICT has been used to augment and support consumers of cultural experiences. The analysis shows how technology-driven interventions are less oriented towards radical change compared to interventions that are rooted in their nondigital origins. 1.
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  • Gråsjö, Urban, 1962-, et al. (författare)
  • Experience Design : Understanding the Role of Technology for Virtual Experiences
  • 2006
  • Ingår i: Proceedings of 29th Information System Research Seminar in Scandinavia, IRIS 29.
  • Konferensbidrag (refereegranskat)abstract
    • New technologies have always teased the imagination of avant-garde artists on how to challenge existing cultural paradigms. For instance, experience design for the creative industries of today provides exciting challenges with a potential to innovate practices and creating new ways of interaction between the artist and her audience. In an ongoing research project we aim at framing the design space for virtual experiences. The paper presents and discusses the role of technology in such context and use three ongoing case studies where ICT has been used to augment and support consumers of cultural experiences. The analysis shows how technology-driven interventions are less oriented towards radical change compared to interventions that are rooted in their nondigital origins.
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  • Andersson, Ulf, 1973-, et al. (författare)
  • Challenges in designing virtual environments training social skills for children with autism
  • 2006
  • Ingår i: International Journal on Disability and Human Development. - Tel Aviv Israel : Freund Publishing House Ltd. - 1565-012X. ; 5:2, s. 105-111, s. 35-43
  • Tidskriftsartikel (refereegranskat)abstract
    • The aim of the study was to explore particular challenges faced when designing virtual environments for children with autism, with the purpose of training social skills. Our findings are based on studying autistic behavior during three years (primary and secondary sources), analysis of related system and other computer mediated assistive technology, as well as general game design. From these studies, we have identified eight critical design parameters that must be adjustable in a system suitable for autistic persons. The importance of the parameters, their variation range, as well as the need for independent adjustment of these were estimated and verified by experienced expert pedagogues. Copyright © Freund Publishing House Limited.
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6.
  • Lundh Snis, Ulrika, 1970-, et al. (författare)
  • Competence Management Systems in Networking Organisations : Designing for Empowerment?
  • 2007
  • Ingår i: Proceedings of 30th Information Systems Research Seminar in Scandinavia. - : University of Tampere. - 9789514470486 ; , s. 1236-1248
  • Konferensbidrag (refereegranskat)abstract
    • Current trends among business companies imply that sources of human competencies are spread across intra-organisational and inter-organisational units into networks of organisations of different kinds. This paper explores the challenges for design of competence management systems (CMS) raised by inter-organisational collaboration in a network of private companies. We take the point of departure from the co-workers’ abilitly to explore and manage their competence. The research question to be answered is: How can a network perspective on competence management systems empower co-workers? The paper presents findings from an on-going research project aiming at identifying design implications of a network competence management system (nCMS), where the role of the individual is valued crucial for its success. We argue that there is a need to take a critical stand towards common assumptions of CMS as a tool for intra organisational strategic work - instead a nCMS should empower the individual member of the network organization.
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7.
  • Lundin, Johan, et al. (författare)
  • Coping With Dualities in Network Action Research : Methodological Issues
  • 2008
  • Ingår i: Proceedings of the 31th Information Systems Research Seminar in Scandinavia, IRIS 31. - Åre.
  • Konferensbidrag (refereegranskat)abstract
    • This paper presents lessons learned from an action research venture involving a network of SMEs and a group of IS researchers. The purpose is to discuss some fundamental methodological issues that we learned when doing action research with a network of interrelated organizations, rather than report the action research project itself. Our results are presented as four dualities that should be addressed throughout diagnostic and therapeutical activities in a network action research project. The dualities (teach–learn, local–global, multifaceted–unified, and liquid–crystal) are forwarded as analytical scaffolds to cope with the inherent difficulties of understanding and acting in IS action research projects, especially network action research.
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8.
  • Lundin, Johan, 1975-, et al. (författare)
  • Practice Based Design for Learning at Work
  • 2008
  • Ingår i: International Journal of Advanced Corporate Learning. - : Kassel University Press. - 1867-5565. ; 1:4, s. 17-23
  • Tidskriftsartikel (refereegranskat)abstract
    • Designing for learning at work in a manner that embraces the rich situatedness of practice involves a number of challenges in bridging normative and descriptive perspectives, as well as closing the gap between IS design theory and practice. In this paper, we propose a grounded approach that combines influence from learning theories with studies of existing learning practices. This approach could result in learning models, constituted of a sequence of learning activities that outlines the didactics of the workplace. The arguments are based on the empirical findings from an action-oriented research project in collaboration with six SME:s, and are illustrated through a e-learning model called “The Competence Kick-off”.
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  • Pareto, Lena, 1962-, et al. (författare)
  • An explorative, operational method supporting usability evaluation of technology changes in work contexts
  • 2006
  • Ingår i: Proceedings of the IASTED International Conference on Software Engineering, as part of the 24th IASTED International Multi-Conference on APPLIED INFORMATICS. - Innsbruck. - 0889865744 - 9780889865747 ; , s. 276-281
  • Konferensbidrag (refereegranskat)abstract
    • In this paper we elaborate on the process of designing usability evaluations of technology that is to be integrated into specific real work settings, and where technology is the main target for change. Our research question relates to both what to evaluate and how to evaluate, and the ambition is to support evaluation designers on a practical level. We propose an explorative, operational method for usability evaluation design, which makes the design process explicit and design decisions more tractable. The evaluation design method is illustrated by an empirical example of how to design a comparative usability evaluation study, in a health care setting. The method supports the designer on a conceptual level by describing the different levels in the evaluation design. On an operational level it supports the designers by defining transitions between levels. And, on the analytical level it provides a template for a usability matrix, which allows for an explorative approach of constructing the conceptual content as well as a structured way to define and refine usability measures. However, the method needs to be further tested in other settings.
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10.
  • Pareto, Lena, 1962-, et al. (författare)
  • An Interactive Visualization Model for Competence Management : an Integrative Approach
  • 2007
  • Ingår i: Proceedings of I-KNOW ’07, Graz, Austria, September 5-7, 2007. - Graz. ; , s. 440-447
  • Konferensbidrag (refereegranskat)abstract
    • This research aims at innovative IT support for competence management (CM) integrating organizational, group and individual perspectives. Our method is action case research resulting in a design model. This paper addresses our overall approach towards an integrative CM system, which is usage-oriented. Based on in-depth analysis of seven business companies’ CM activities, we present a new interactive visualization model for CM. The model is suitable for explorative analysis and for communicating competence situations at individual, group or organizational levels. It provides support for constructing competence information incrementally. We view competence descriptions as negotiable estimations with varying verification levels, and use a competence representation which deals with uncertainties of estimations. Our view on competence is novel, and has far reaching consequences. Future work includes a running prototype and planned pilot studies.
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11.
  • Pareto, Lena, 1962-, et al. (författare)
  • Design Experience from Experience Design : Towards Strategies for Enhancements
  • 2007
  • Ingår i: Proceedings of the 15th European conference on information systems (ECIS 2007). - : University of St. Gallen. ; , s. 1898-1909
  • Konferensbidrag (refereegranskat)abstract
    • Enterprises within the experience-based economy face big challenges when investing in IS applications for their products and services. Especially, organizations and services that offer different kinds of attractions and experiences have realized the emergent use of mobile technology. In this paper we explore in what way an IS (information systems) design can enhance experience-based activities conducted at a Swedish regional museum. The research presents an in-depth analysis of a case study along with requirements and design activities for a location-aware, auditory museum guide, primarily aimed for people with visual and language disabilities was developed. We argue that in order to keep in pace with the on-going growth of experience-based and IS design initiatives, enterprises and designer must consider its value for their businesses. Thus, we have developed a three-level strategy for valuing enhancements of a proposed IS application. The strategy proved to be particular fruitful for both designers and managers when assessing the potential of various enhancements to generate values for the different target groups.
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  • Pareto, Lena, 1962-, et al. (författare)
  • Design strategies for enhancing experience-based activities
  • 2006
  • Ingår i: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). - Berlin, Heidelberg : Springer Berlin Heidelberg. - 1611-3349. - 3540452591 - 9783540452591 ; 4161 LNCS, s. 326-331
  • Tidskriftsartikel (refereegranskat)abstract
    • Enjoyment and experience-based activities are important in today's society. The purpose of this paper is to explore and better understand how experiences can be enhanced using IS in such experience-based enterprises. The research is based on a case study conducted in collaboration with a Swedish regional museum, where a location-aware auditory museum application for experience enhancement is being designed. The results include design approach recommendations, enhancement strategies and a model for estimating the potential benefits related to enhancements features of the system design. © IFIP International Federation for Information Processing 2006.
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  • Pareto, Lena, 1962- (författare)
  • Graphical Arithmetic for Learners with Dyscalculia
  • 2005
  • Ingår i: Proceedings of the 7th international ACM SIGACCESS conference on Computers and accessibility. - New York : ACM [Association for Computing Machinery]. - 1595931597 ; , s. 214-215
  • Konferensbidrag (refereegranskat)abstract
    • We propose a model for arithmetic, based on graphical representations, to complement the symbolic language of mathematics. The focus is conceptual understanding of arithmetic. We argue that the graphical model supports understanding concepts known to be difficult for learners with dyscalculia, such as number-sense and decimal system. The proposed graphical representation share properties of the decimal system, but is closer to the semantic representation of numbers vital to the number-sense. The model is evaluated with school-children, but needs to be further tested by learners with dyscalculia. 
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15.
  • Pareto, Lena, 1962-, et al. (författare)
  • Learning by guiding a teachable agent to play an educational game
  • 2009
  • Ingår i: Artificial Intelligence in Education. - 9781607500285 ; , s. 662-664
  • Konferensbidrag (refereegranskat)abstract
    • Teachable agents are used to support transfer of game playing knowledge to domain knowledge for an educational, arithmetic game. A pre-posttest experiment study show promising learning effects for low ability students.
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  • Pareto, Lena, 1962- (författare)
  • Teachable Agents that Learn by Observing Game Playing Behavior
  • 2009
  • Ingår i: AIED 2009, 14th International Conference on Artificial Intelligence in Education, Workshops Proceedings. - Brighton. ; , s. 31-40
  • Konferensbidrag (refereegranskat)abstract
    • An educational game in mathematics targets cognitive skills oincluding pattern finding and generalization from example by teaching an agent. These can be difficult for young children, let alone teaching about them. Therefore, we have designed a new way of teaching an agent, the teach-by-guiding model. We describe the model and its basic implementation. Because this is a work-inprogress, we end by raising questions of how such an agent is perceived, and in what respect it may differ from other pedagogical agents.
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18.
  • Pareto, Lena, 1962-, et al. (författare)
  • Understanding users with reading disabilities or reduced vision : Toward a universal design of an auditory, location-aware museum guide
  • 2006
  • Ingår i: International Journal on Disability and Human Development. - 1565-012X. ; 5:2, s. 147-154
  • Tidskriftsartikel (refereegranskat)abstract
    • We present ongoing work on the design of an information system for users with reading disabilities and users with reduced vision. The design target is a portable, auditory, location-aware information system, to complement visually displayed information in exhibitions. Applying a user-centered, we identify non-typical user-groups’ specific requirements, which are turned into a design. The first design-iteration, which includes a formative evaluation, using a mock-up prototype, with dyslectic and visually impaired participants, is completed. The evaluation indicates that the user-group’s specific aspects we have identified are relevant, while designing for these groups. © 2006, by Walter de Gruyter GmbH & Co. All rights reserved.
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19.
  • Pareto, Lena, 1962- (författare)
  • Utility Games : gaming as a design strategy to achieve utility effects
  • 2007
  • Ingår i: LearnIT conference Game in´Action, Gothenburg, 13–15th of June, 2007. - : Göteborgs universitet.
  • Konferensbidrag (refereegranskat)abstract
    • The objective of this study is to introduce the concept of utility games, to develop a characterization of such a game category, and to explore design and evaluation issues particular for this category. By utility games, we refer to games predominantly designed for utility purposes, and where gaming is viewed as a design strategy to achieve the utility. Four utility games were analysed, with the following dimensions: the overall context, the utility objective, the game setting, evaluations performed and challenges related to design and evaluation. The analysis shows that the utility aspects and the game design are highly interrelated and affect each other on all levels of the design, and that evaluations of utility games have many dimensions to consider. A summary of lessons learnt and some recommendations to utility game designers are provided.
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20.
  • Pareto, Lena, 1962-, et al. (författare)
  • Virtual reality, haptics and post-stroke rehabilitation in practical therapy
  • 2008
  • Ingår i: Proceedings of 7th International Conference on Disability, Virtual Reality and Associated Technologies. - : University of Reading. - 0704915006 ; , s. 245-252
  • Konferensbidrag (refereegranskat)abstract
    • We address the question of usefulness of virtual reality based rehabilitation equipment in practical therapy, by letting experienced therapists explore one such equipment during six months in their regular practice under natural circumstances. By protocols, questionnaires and focus group interviews we collect data regarding which activities they considered useful, why these are useful and what might improve usefulness of such activities, based on the therapists’ professional judgement and experiences. This resulted in a set of purposeful activities, identified values for therapeutic work, and design guidelines. The conclusion is that such equipment has benefits beyond real life training, that variation in content and difficulty levels is a key quality for wide suitability and that the combination of challenging cognitive activities which encourage motor training was considered particularly useful.
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21.
  • Svanberg, Pia, 1970-, et al. (författare)
  • Incentives for Participation in Organised Business Networks
  • 2009
  • Ingår i: Proceedings of the 32nd Information Systems Research Seminar in Scandinavia, IRIS 32. - : Molde University College.
  • Konferensbidrag (refereegranskat)abstract
    • Much research shows several implications that business collaboration and knowledge exchange takes place across several inter-organisational network constellations. As organisational boundaries become inter-connected into networks of people and resources there is a need to consider the value and effects of such non-traditional networking businesses. This paper portrays how business managers perceive the role of an organised business network and what values cross-company business networking generate. 16 in-depth interviews form the foundations of this preliminary findings. The research question is: Which are the incentives for participation in business networks? The aim is to better understand incentives and values for participation in order to design and manage the business network organisation more effectively. Our argument is that the specifics of incentives and preconceptions of business networking have big impact on how valuable the actual effects of such network participation are. From this study we also discuss implications of how the network can facilitate and coordinate for increased business opportunities.
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