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Träfflista för sökning "L773:0926 9630 OR L773:9781614995654 ;lar1:(su)"

Sökning: L773:0926 9630 OR L773:9781614995654 > Stockholms universitet

  • Resultat 1-4 av 4
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1.
  • Courteille, O., et al. (författare)
  • Mixed Virtual Reality Simulation -Taking Endoscopic Simulation One Step Further
  • 2011
  • Ingår i: Medicine Meets Virtual Reality 18. - : IOS Press. - 9781607507062 - 9781607507055 ; 163, s. 144-6
  • Konferensbidrag (refereegranskat)abstract
    • This pilot study aimed to assess medical students' appraisals of a "mixed" virtual reality simulation for endoscopic surgery (with a virtual patient case in addition to a virtual colonoscopy) as well as the impact of this simulation set-up on students' performance. Findings indicate that virtual patients can enhance contextualization of simulated endoscopy and thus facilitate an authentic learning environment, which is important in order to increase motivation.
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2.
  • Hägglund, Maria, et al. (författare)
  • A New Approach for Goal-oriented Analysis of Healthcare Processes
  • 2010
  • Ingår i: World Congress on Medical and Health Informatics (Medinfo'10). - : IOS Press. ; 160:Pt 2, s. 1251-5
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • The development of efficient e-services for patient-centered healthcare requires insight into concrete problems in administrative and clinical work processes as well as an understanding of the strategic goals that should guide these healthcare processes. However, considering both concrete process-related problems and high-level strategic goals during process analysis and solution design can be proble-matic. To address this, we propose a structured approach for analyzing both high- and low-level goals in a healthcare process and relating these to identified problems. Thereby proposed solutions for each problem in form of, e.g. e-services can be connected to strategic goals. The approach consists of five steps; process modeling; process-based problem identification and classification; process goal identification; mapping to strategic goals; and solution pro-posal. The approach is illustrated by examples from a case study of Swedish stroke care. In conclusion, the approach enables analysis of high- and low-level goals in a healthcare process by relating these to identified problems. The results thereof form a basis for redefinition of current care processes, as well as for design of supporting e-health solu-tions.
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3.
  • Westin, Thomas, et al. (författare)
  • Balancing Game Universes for Playing Without Sight or Hearing
  • 2015
  • Ingår i: Assistive technology. - : IOS Press. - 9781614995654 - 9781614995661 ; , s. 372-377
  • Konferensbidrag (refereegranskat)abstract
    • Equal access to cultural activities is important for inclusion and computer gaming is one of the most common activities in digital culture. However, many people with impairments are excluded from participating. While parallel game universes (PGUs) provide a method to achieve equal access, the question is: how can a balanced collaborative real-time game be designed with the help of PGU for playing without sight or hearing? Balance is a central concept in game design and is important to avoid perceived cheating or disadvantages due to individual or environmental differences. The question was examined with a design science approach, where a game prototype was created in two iterations with a structured design method and evaluated using interviews and observations. In this first step of a more long-term study, ten experienced gamers without impairments were selected with purposive sampling to provide relevant data through simulation of temporary impairments or environmental issues, which can affect many or all gamers. By sorting out these issues first, later testing with actual blind and deaf gamers can focus on more specific issues for each group. The ten participants played either without sight or hearing. The results confirm the use of PGUs for creating a balanced experience but also finds that while multiplayer feel is not optimal, it is a reasonable trade-off for universal access for blind and deaf being able to play together. The results also show that a help system and equal understanding of the game play between the blind and deaf players are important aspects to achieve game balance. Further research should be done involving actual blind and deaf gamers, and similar evaluations of game balance should be conducted with users having other types of impairments.
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4.
  • Winge, Monica, et al. (författare)
  • Need for a New Care Model - Getting to Grips with Collaborative Home Care
  • 2010
  • Ingår i: MEDINFO 2010. - : IOS Press. - 9781607505877 - 9781607505884 ; 160:Pt 1, s. 8-12
  • Konferensbidrag (refereegranskat)abstract
    • In this paper we discuss the fact that more and more patients are treated in their homes by a set of organizations, sometimes with different ownership, and how this fact places new and severe demands on health care and home service staff to communicate and collaborate. We point to the need for managers in different organizations to agree on ways of communicating and collaborating on the operational level and how this aspect needs to be considered during procurement of home care services. Most importantly, by reasoning around a set of problematic areas, we derive a set of related problems and suggest solutions for dealing with them. The solutions are a mix of organizational/administrative measures and IT support for communication and coordination.
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  • Resultat 1-4 av 4

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