1. |
- Alklind Taylor, Anna-Sofia, et al.
(author)
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Spelbaserad simulering för insatsutbildning : Slutrapport
- 2012
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Reports (other academic/artistic)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.
(author)
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Collaboration Patterns in Mixed Reality Environments for a New Emergency Training Center
- 2013
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In: Proceedings UKSim-AMSS Seventh European Modelling Symposium on Computer Modelling and Simulation EMS2013. - : IEEE Computer Society. - 9781479925780 - 9781479925773 ; , s. 483-488
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Conference paper (peer-reviewed)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.
(author)
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Evaluation of usefulness of the Elinor console for home-based stroke rehabilitation
- 2011
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In: 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
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Conference paper (peer-reviewed)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.
(author)
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Games for traffic education : An experimental study of a game-based driving simulator
- 2010
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In: Journal Simulation & Gaming. - : Sage Publications. - 1046-8781 .- 1552-826X. ; 41:2, s. 145-169
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Journal article (peer-reviewed)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.
(author)
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Games on prescription! : Evaluation of the Elinor console for home-based stroke rehabilitation
- 2013
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In: Transactions on Edutainment IX. - Berlin, Heidelberg : Springer Berlin/Heidelberg. - 9783642370410 - 9783642370427 ; 7544, s. 49-64
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Book chapter (peer-reviewed)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.
(author)
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Tactical Incident Commander - an Online Training Game for Incident Commander Training
- 2011
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In: Proceedings of the 5th European Conference on Game Based Learning (ECGBL 2011). - : Academic Conferences Limited. - 9781908272195 - 9781908272188 ; , s. 9-17
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Conference paper (peer-reviewed)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.
(author)
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The Use of Visual Cues to Determine the Intent of Cyclists in Traffic
- 2014
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In: 2014 IEEE International Inter-Disciplinary Conference on Cognitive Methods in Situation Awareness and Decision Support (CogSIMA). - : IEEE Press. - 9781479935635 - 9781479935642 ; , s. 47-51
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Conference paper (peer-reviewed)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.
(author)
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URBANIST : Signaler som används för att avläsa cyklisters intentioner i trafiken
- 2013
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Reports (other academic/artistic)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. |
- Appelros, Erica, et al.
(author)
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När verkligheten bjuder motstånd
- 2011
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In: Motståndets möjligheter : Filosofiska repliker till Eberhard Herrmann - Filosofiska repliker till Eberhard Herrmann. - 9789172170919 ; , s. 11-13
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Book chapter (pop. science, debate, etc.)abstract
- Dikt som reflekterar Eberhard Herrmanns pragmatiska realisms grundtanke: att verkligheten bjuder motstånd.
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