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  • 1.
    Baalsrud Hauge, J. M.
    et al.
    KTH, School of Industrial Engineering and Management (ITM).
    Engström, Alexander
    KTH, School of Industrial Engineering and Management (ITM).
    Stefan, I. A.
    Strömgren, Johanna
    KTH, School of Industrial Engineering and Management (ITM).
    Bridging educational and working environments through pervasive approaches2017In: 3rd International Joint Conference on Serious Games, JCSG 2017, Springer Verlag , 2017, p. 296-307Conference paper (Refereed)
    Abstract [en]

    In the education of mechanical engineers alternative learning methods like serious games, simulations etc. have been used in past decades to better the learning outcomes. However, a main concern is still the amount of resources used on adapting and modding games as well as the challenges related to the implementation in the class room setting. Typically a positive learning experience does not only rely on the game as such, but how good the facilitator or teacher is to change game mechanics and the narratives so that players with different learning curves, past experience and cognitive abilities all stay in flow and feel immersed. Physical simulation games played in a workshop setting often have this ability, whereas this still seems to be a challenge in digitalized games. The main purpose of this article is to identify mechanics that need to be adapted differently for different user groups in order to keep them in flow, motivated and engaged in order to have a high learning experience and how we can take advantage of technologies like VR to reduce the costs and the resources.

  • 2.
    Baalsrud Hauge, Jannicke
    et al.
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development, Avancerad underhållsteknik och produktionslogistik. BIBA Bremer Inst Prod & Logist GmbH, Bremen, Germany.
    Basu, Prabahan
    BIBA Bremer Inst Prod & Logist GmbH, Bremen, Germany.;Univ Bremen, Bremen, Germany..
    Sundus, Fatima
    BIBA Bremer Inst Prod & Logist GmbH, Bremen, Germany.;Univ Bremen, Bremen, Germany..
    Chowdhury, Anindya
    BIBA Bremer Inst Prod & Logist GmbH, Bremen, Germany.;Univ Bremen, Bremen, Germany..
    Schurig, Artem
    Design of a Mixed Reality Game for Exploring How IoT Technologies Can Support the Decision Making Process2022In: Online Engineering and Society 4.0 / [ed] Auer, ME Bhimavaram, KR Yue, XG, Springer Nature , 2022, Vol. 298, p. 281-288Conference paper (Refereed)
    Abstract [en]

    There is a trend in industries towards adoption of new technologies coming from Industry 4.0 to improve logistics operations. This has also led to new requirements on engineering education. This paper presents work in progress on a mixed reality game that is intended to be used for the education on engineers and engineering students in the blended lab environments. The game itself consist of a physical and a digital component, and the focus in this article is to describe the design and prototypical implementation of the physical part and how that can be operated in a remote lab environment.

  • 3.
    Baalsrud Hauge, Jannicke
    et al.
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development, Avancerad underhållsteknik och produktionslogistik. Bremer Institut für Produktion und Logistik an der Universität, Bremen, Germany.
    Birkie, Seyoum Eshetu
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development, Processledning och hållbar produktion.
    Jeong, Yongkuk
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development, Avancerad underhållsteknik och produktionslogistik.
    Developing a holistic decision support framework: From production logistics to sustainable freight transport in an urban environment2021In: Transportation Research Interdisciplinary Perspectives, ISSN 2590-1982, Vol. 12, article id 100496Article in journal (Refereed)
    Abstract [en]

    In recent years, policy makers as well as urban logistics and transport research have investigated how to reduce environmental impact from transportation in urban areas. Therefore, many new frameworks that can help a specific actor in its decision making process at a certain decision making level (i.e., business or policy level) have been implemented and published. However, the first screening of existing literature did not reveal frameworks that can be used across different decision making levels. This limits the possibility for actors using the same infrastructure but not necessarily co-operate to discuss how the actions and needs of each actor of different decision making levels mutually influence each other. This paper first presents an outcome of a literature review and analysis of existing research project results before. It combines these to a multi-layer framework that can enhance collaborative decision-making and seamless aggregation of performance measures such as environmental impact from multiple transportation activities in and around urban areas. For this multi-layer framework, factors are identified, and possible relationships across the various layers are indicated. The field of application is the area near urban manufacturing sites and specifically addressing all actors that share on regulate infrastructure relevant to last mile inbound logistics. The source of data is project databases as well as for the literature review research databases. The methodology applied is a combination of a literature review based on database entries and a snowball approach. The article also presents how the framework can be prototypically implemented in participatory simulations using a simplified example. Potential usage for establishing holistic urban mobility structures is also discussed.

  • 4.
    Baalsrud Hauge, Jannicke
    et al.
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development, Avancerad underhållsteknik och produktionslogistik.
    Cardoso, J. C. S.
    Roque, L.
    Gonzalez-Calero, P.
    Preface2021Chapter in book (Refereed)
  • 5.
    Baalsrud Hauge, Jannicke
    et al.
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development, Avancerad underhållsteknik och produktionslogistik. BIBA Bremer Inst Prod & Logist GmbH, Bremen, Germany.;Univ Bremen, Bremen, Germany..
    Chowdhury, Anindya
    BIBA Bremer Inst Prod & Logist GmbH, Bremen, Germany.;Univ Bremen, Bremen, Germany..
    Basu, Prabahan
    BIBA Bremer Inst Prod & Logist GmbH, Bremen, Germany.;Univ Bremen, Bremen, Germany..
    Fatima, Sundus
    BIBA Bremer Inst Prod & Logist GmbH, Bremen, Germany.;Univ Bremen, Bremen, Germany..
    Schurig, Artem
    BIBA Bremer Inst Prod & Logist GmbH, Bremen, Germany..
    Designing a Mixed-Reality Sandbox Game on Implementation in Inbound Logistics2021In: SERIOUS GAMES, JCSG 2021 / [ed] Fletcher, B Ma, M Gobel, S Hauge, JB Marsh, T, Springer Nature , 2021, Vol. 12945, p. 47-54Conference paper (Refereed)
    Abstract [en]

    Practical lab exercises and haptic games are often used to create understanding and awareness of how technologies can support the quality of warehouse operations. However, not all students have access to a suitable physical lab or game environment. A Mixed reality sandbox mode was planned, a game mode of free form that emphasises freedom of movement and offers the player a lot of flexibility and ingenuity in completing tasks and coming up with solutions to the game objectives with a combination of Augmented Reality and physical tools. The purpose of playing this game is to promote the importance of using sensors to increase the efficiency of inbound logistics remotely.

  • 6.
    Baalsrud Hauge, Jannicke
    et al.
    KTH, School of Industrial Engineering and Management (ITM), Production engineering, Advanced Maintenance and Production Logistics. Bremer Institut für Produktion und Logistik (BIBA) an der Universität Bremen, Bremen, Germany.
    Clua, E.
    Jaldemark, J.
    Söbke, H.
    Educational Location-based Interaction2022In: IxD&A: Interaction Design and Architecture(s), ISSN 1826-9745, E-ISSN 2283-2998, no 52, p. 141-143Article in journal (Refereed)
    Abstract [en]

    Mobile devices have become more common in recent years. A key feature is their location awareness. The absolute location as well as the relative location awareness related to an object can be exploited for location-based applications on mobile devices allowing location-based interactions. A common example are digital scavenger hunt apps that guide users to different locations. Social inclusion [1] and social interaction [2] are a common goal of location-based experiences. Location-based apps are also used for learning purposes, as they support a variety of learning concepts. In their literature review on mobile apps in general [3], the authors found situated learning, inquiry-based learning, sociocultural theory, scaffolding, communities of practice, and seamless learning, which can be taken as an indication of the manifold didactic options of location-based apps. 

  • 7.
    Baalsrud Hauge, Jannicke
    et al.
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development, Avancerad underhållsteknik och produktionslogistik. Univ Bremen, Bremer Inst Prod & Logist BIBA, Bremen, Germany..
    Clua, Esteban
    Univ Fed Fluminense, Dept Ciencia Computacao DCC, Niteroi, RJ, Brazil..
    Jaldemark, Jimmy
    Mid Sweden Univ, Dept Educ, Sundsvall, Sweden..
    Soebke, Heinrich
    Bauhaus Univ Weimar, Weimar, Germany..
    Educational Location-based Interaction PREFACE2022Other (Other academic)
  • 8.
    Baalsrud Hauge, Jannicke
    et al.
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development, Avancerad underhållsteknik och produktionslogistik. aBIBA – Bremer Institut Für Produktion Und Logistik GmbH, Bremen, 28359, Germany.
    Duin, H.
    Kammerlohr, V.
    Göbl, B.
    Using a Participatory Design Approach for Adapting an Existing Game Scenario – Challenges and Opportunities2020In: Serious Games: Joint International Conference, JCSG 2020, Stoke-on-Trent, UK, November 19–20, 2020, Proceedings, Springer Nature , 2020, Vol. 12434, p. 204-218Conference paper (Refereed)
    Abstract [en]

    Designing Serious Games (SGs) is a complex process, often putting game play in a central role during the design process. Therefore, the game mechanics can create unwanted tangential outcomes. Further challenges emerge from the time constraints to deliver a purposeful product that meets the requirements of the target group, while maintaining a low budget. The re-use of game components and a participatory design may contribute to overcome these challenges. This paper presents and reports on a case study integrating reuse and re-purposing of a game-engine while involving the future users in the early phase of the design process.

  • 9.
    Baalsrud Hauge, Jannicke
    et al.
    KTH, School of Industrial Engineering and Management (ITM). Bremer Institut für Produktion und Logistik, University of Bremen, Bremen, Germany.
    Forcolin, M.
    Haase, F.
    Meyer-Larsen, N.
    Thoben, K. -D
    Development of a framework and an online tool for measuring the innovation capabilities among small companies in the logistics and transport industry2016In: 2016 International Conference on Engineering, Technology and Innovation/IEEE lnternational Technology Management Conference, ICE/ITMC 2016 - Proceedings, Institute of Electrical and Electronics Engineers Inc. , 2016Conference paper (Refereed)
    Abstract [en]

    This paper presents an online tool developed in order to support the undertaking among small and medium sized enterprises in measuring and monitoring their innovation capabilities. The tool is based on a framework which can be seen as an adaption of the existing Innovation Scoreboard, an instrument used by the European commission in order to measure the innovation among its member states. This framework has been adapted to better fit the needs of the SMEs in logistics and transport. It is a part of a set of actions and tools developed within an European project. 

  • 10.
    Baalsrud Hauge, Jannicke
    et al.
    KTH, School of Industrial Engineering and Management (ITM), Production engineering, Advanced Maintenance and Production Logistics. BIBA Bremer Institut für Produktion und Logistik, BIBA Bremer Institut für Produktion und Logistik.
    Jeong, Yongkuk
    KTH, School of Industrial Engineering and Management (ITM), Production engineering, Advanced Maintenance and Production Logistics.
    Does the Improvement in AI Tools Necessitate a Different Approach to Engineering Education?2024In: Moving Integrated Product Development to Service Clouds in the Global Economy - Proceedings of the 21st ISPE Inc. International Conference on Concurrent Engineering, CE 2014, IOS Press , 2024, p. 709-718Conference paper (Refereed)
    Abstract [en]

    The integration of artificial intelligence (AI) into the manufacturing sector introduces new challenges and demands for the engineering workforce in the evolving European economy. This paper investigates how advancements in AI tools, especially in manufacturing, necessitate a shift in engineering education to equip graduates with relevant skills and ethical understanding. While AI is not new to manufacturing, its ongoing development and increased accessibility bring forth fresh challenges related to required competencies and ethical considerations. Furthermore, this work explores the potential of incorporating recent AI tools, such as ChatGPT and other generative adversarial networks, into engineering education. This is illustrated through a case study of a master’s level digitalization course. In this course, AI tools aimed to help students bridge their programming knowledge gaps and educate them on ethical AI use, providing a model adaptable to lifelong learning courses in the field. This inquiry also addresses the broader concerns related to AI misuse in academic settings and the subsequent difficulties in plagiarism detection and accurate learning outcome assessment. The discussion does not argue against AI adoption but emphasizes managing its inadvertent impacts on the industry and society. By integrating emerging technologies and their ethical use into the curriculum, the engineering education system can better align with the shifting demands of the workforce in an increasingly digitalized manufacturing landscape.

  • 11.
    Baalsrud Hauge, Jannicke
    et al.
    KTH, School of Industrial Engineering and Management (ITM).
    Judd, N.
    United Kingdom.
    Stefan, I. A.
    Romania.
    Stefan, A.
    Romania.
    Perspectives on Accessibility in Digital Games2018In: 17th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2018 Held at the 24th IFIP World Computer Congress, WCC 2018, Springer Verlag , 2018, p. 402-406Conference paper (Refereed)
    Abstract [en]

    Gaming technologies provides new ways of learning, but even though the new technologies have unique opportunities to support different individual needs, most games are not designed for people with impairments. This is specifically a problem in a learning context in mixed groups as well as for teachers with impairments who have to use the technology for preparing their classes. This paper focuses on how to make games for learning more accessible for students and teachers with different impairments.

  • 12.
    Baalsrud Hauge, Jannicke
    et al.
    KTH, School of Industrial Engineering and Management (ITM), Production engineering, Advanced Maintenance and Production Logistics. Bremer Institut für Produktion und Logistik GmbH an der Universität Bremen, Bremen, Germany.
    Kalverkamp, Matthias
    Wiesbaden Business School, RheinMain University of Applied Sciences, 65183, Wiesbaden, Germany.
    Report on Integrating a COTS Game in Teaching Production and Logistics2023In: Advances in Production Management Systems. Production Management Systems for Responsible Manufacturing, Service, and Logistics Futures - IFIP WG 5.7 International Conference, APMS 2023, Proceedings, Springer Nature , 2023, p. 433-445Conference paper (Refereed)
    Abstract [en]

    The experiential learning principle has a long tradition in engineering education. Within production & supply chain management as well as logistics, a primarily learning goal is connected to the complexity of decision making and how the same decision may impact differently depending on the context. Such decisions are complex and difficult to understand, and serious games have proven to contribute to this understanding. Many of the games used for teaching the relevant topics are typically applied in a workshop setting and are often been specifically made for a specific course. However, not all educational institutions have the possibility to develop tailored games since the development requires multi-disciplinary knowledge, are costly and time consuming. The usage of commercial off-the-shelf games might be a solution. We know from existing work that this requires that the game can be modded or adapted to fit the intended learning outcomes in the course it may be used. This article takes previous work on the integration of commercial off-the-shelf games into logistics, engineering and supply management education one step further, and reports on the first results of full implementation.

  • 13.
    Baalsrud Hauge, Jannicke
    et al.
    KTH, School of Industrial Engineering and Management (ITM). BIBA - Bremer Institut für Produktion und LogistikBremenGermany.
    Kammerlohr, Valentin
    Faculty of Surveying, Informatics and MathematicsHochschule für Technik StuttgartStuttgartGermany.
    Göbl, Barbara
    Faculty of Computer ScienceUniversity of ViennaViennaAustria.
    Duin, Heiko
    BIBA - Bremer Institut für Produktion und LogistikBremenGermany.
    Influence of Trust Factors on Shared Laboratory Resources in a Distributed Environment2019In: IFIP Advances in Information and Communication Technology: Collaborative Networks and Digital Transformation. PRO-VE 2019. IFIP Advances in Information and Communication Technology, vol 568 / [ed] Camarinha-Matos L., Afsarmanesh H., Antonelli D., 2019, p. 624-634Conference paper (Refereed)
    Abstract [en]

    Every collaboration stands on a foundation of mutual trust. This is a pre-requisite for any information sharing as well as the basis to successfully carry out collaborative tasks. This article presents the use case of Open Digital Lab 4you, a digitized laboratory environment, and identifies relevant trust factors based on a literature review and action-based research. In this paper stakeholders’ needs and requirements are discussed and these are linked to several, critical aspects of trust when sharing resources among public institutions.

  • 14.
    Baalsrud Hauge, Jannicke
    et al.
    KTH, School of Industrial Engineering and Management (ITM).
    Sobke, Heinrich
    Bauhaus Univ Weimar, Bauhaus Inst Infrastruct Solut b is, Coudraystr 7, D-99423 Weimar, Germany..
    Stefan, Ioana A.
    Stefan, Antoniu
    Adv Technol Syst, Str Tineretului 1, Targoviste 130029, Romania..
    Designing Serious Mobile Location-Based Games2019In: ENTERTAINMENT COMPUTING AND SERIOUS GAMES, ICEC-JCSG 2019 / [ed] VanDerSpek, E Gobel, S Do, EYL Hauge, JB Clua, E, SPRINGER INTERNATIONAL PUBLISHING AG , 2019, p. 479-484Conference paper (Refereed)
    Abstract [en]

    The technical requirements of mobile location-based games have been met sufficiently well to make location-based mobile games an everyday object. Games like Ingress or Pokémon GO have experienced a huge popularity. Hence, the question arises how the obvious attraction of these games can be used to achieve goals other than entertainment, such as learning. This article describes the basic scientific background of a workshop of the ICEC-JCSG 2019 for the development of design principles for serious mobile location-based games. First the game types involved are defined, then relevant design principles are identified and presented providing a basis to substantiate design guidelines in the workshop and contribute to the purposeful design of mobile location-based games.

  • 15.
    Baalsrud Hauge, Jannicke
    et al.
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development, Avancerad underhållsteknik och produktionslogistik.
    Soebke, Heinrich
    Bauhaus Univ Weimar, Goethepl 7-8, D-99423 Weimar, Germany..
    Broeker, Thomas
    Nuremberg Inst Technol, Nurnberg, Germany..
    Lim, Theodore
    Heriot Watt Univ, Edinburgh, Midlothian, Scotland..
    Luccini, Angelo Marco
    Succubus Interact, Nantes, France..
    Kornevs, Maksims
    KTH, School of Engineering Sciences in Chemistry, Biotechnology and Health (CBH), Biomedical Engineering and Health Systems, Health Informatics and Logistics.
    Meijer, Sebastiaan
    KTH, School of Engineering Sciences in Chemistry, Biotechnology and Health (CBH), Biomedical Engineering and Health Systems, Health Informatics and Logistics.
    Current Competencies of Game Facilitators and Their Potential Optimization in Higher Education: Multimethod Study2021In: JMIR Serious Games, E-ISSN 2291-9279, Vol. 9, no 2, article id e25481Article in journal (Refereed)
    Abstract [en]

    Background: Serious games can be a powerful learning tool in higher education. However, the literature indicates that the learning outcome in a serious game depends on the facilitators' competencies. Although professional facilitators in commercial game-based training have undergone specific instruction, facilitators in higher education cannot rely on such formal instruction, as game facilitation is only an occasional part of their teaching activities. Objective: This study aimed to address the actual competencies of occasional game facilitators and their perceived competency deficits. Methods: Having many years of experience as professional and occasional facilitators, we (n=7) defined requirements for the occasional game facilitator using individual reflection and focus discussion. Based on these results, guided interviews were conducted with additional occasional game facilitators (n=4) to check and extend the requirements. Finally, a group of occasional game facilitators (n=30) answered an online questionnaire based on the results of the requirement analysis and existing competency models. Results: Our review produced the following questions: Which competencies are needed by facilitators and what are their training needs? What do current training courses for occasional game facilitators in higher education look like? How do the competencies of occasional game facilitators differ from other competencies required in higher education? The key findings of our analysis are that a mix of managerial and technical competencies is required for facilitating serious games in higher educational contexts. Further, there is a limited or no general competence model for game facilitators, and casual game facilitators rarely undergo any specific, formal training. Conclusions: The results identified the competencies that game facilitators require and a demand for specific formal training. Thus, the study contributes to the further development of a competency model for game facilitators and enhances the efficiency of serious games.

  • 16.
    Baalsrud Hauge, Jannicke
    et al.
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development, Avancerad underhållsteknik och produktionslogistik. BIBA – Bremer Institut für Produktion und Logistik GmbH BremenGermany.
    Stefan, I.
    Improving Learning Outcome by Re-using and Modifying Gamified Lessons Paths2020In: Improving Learning Outcome by Re-using and Modifying Gamified Lessons Paths, Springer Nature , 2020, Vol. 12434, p. 150-163Conference paper (Refereed)
    Abstract [en]

    A main challenge for teachers is to provide good educational offers that appear both appealing as well as motivating to students to learn about the content according to the curriculum. Educational games are thought to be a good complementary way of provide this learning environment, but, so far, the adaption of educational games to a specific context is not only costly but also requiring a lot of knowledge related to game design. This article provides some examples on how gamified lessons paths can be changed in a simple way and how different components can be re-used, in order to save costs and time and to improve the overall quality of the learning experience.

  • 17.
    Baalsrud Hauge, Jannicke
    et al.
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development, Avancerad underhållsteknik och produktionslogistik. BIBA Bremer Inst Prod & Logist GmbH, Hochschulring 20, Bremen, Germany..
    Stefan, Ioana Andreea
    Adv Technol Syst, Str Tineretului 1, Targoviste 130029, Romania..
    Hauge, Jakob Baalsrud
    BIBA Bremer Inst Prod & Logist GmbH, Hochschulring 20, Bremen, Germany.;Hsch Fuer Tech, Stuttgart, Germany..
    Stefan, Antoniu
    KTH.
    Gheorghe, Ancuta Florentina
    KTH.
    Redesign with Accessibility in Mind: A Visual Impairment Study2021In: SERIOUS GAMES, JCSG 2021 / [ed] Fletcher, B Ma, M Gobel, S Hauge, JB Marsh, T, Springer Nature , 2021, Vol. 12945, p. 55-66Conference paper (Refereed)
    Abstract [en]

    The role of the teacher is to help students improve their knowledge and skills. While it is acknowledged that learning occurs within specific activities and contexts, the adaptation of learning settings to distinct didactical objectives and learner needs remains a challenge. Under these premises, the authors explore the demanding endeavour of creating and tailoring game-based learning activities for specific subjects. The design and personalisation of rich media applications require an extra effort on the teacher side and imply advanced skills. The paper explores the opportunity to reuse gamified lesson plans using an authoring pipeline that reunited authoring tools, game narratives and minigames.

  • 18.
    Baalsrud Hauge, Jannicke
    et al.
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development. BIBA Bremer Inst Prod & Logist GmbH, Hochschulring 20, D-28359 Bremen, Germany.;Royal Inst Technol, Kvarnbergagt 12, S-15181 Södertälje, Sweden..
    Stefan, Ioana Andreea
    Adv Technol Syst, Str Tineretului 1, Targoviste 130029, Romania..
    Sallinen, Niina
    LAB Univ Appl Sci, Mukkulankatu 19, Lahti 15210, Finland..
    Hauge, Jakob A. H. Baalsrud
    BIBA Bremer Inst Prod & Logist GmbH, Hochschulring 20, D-28359 Bremen, Germany..
    Accessibility Considerations in the Design of Serious Games for Production and Logistics2021In: Advances In Production Management Systems: Artificial Intelligence For Sustainable And Resilient Production Systems, APMS 2021, Pt Iv / [ed] Dolgui, A Bernard, A Lemoine, D VonCieminski, G Romero, D, Springer Nature , 2021, p. 510-519Conference paper (Refereed)
    Abstract [en]

    Digital accessibility has been the focus of initiatives, policies and standards at European and international level in the last decade. However, adoption of accessibility guidelines and the development of accessible resources and applications remain limited and education is a primary example of the multiple challenges that must be addressed. This research has highlighted the main barriers that should be overcome in order to make digital educational games accessible for learners with disabilities and it has brought forward the critical need of personalizing the game contexts and analytics to meet specific profiles of learners with disabilities. Building upon the outcomes of two case studies, the authors propose a game analytics framework for learners with disabilities, in an effort to streamline game design processes that target accessibility.

  • 19.
    Baalsrud Hauge, Jannicke
    et al.
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development, Advanced Maintenance and Production Logistics.
    Söbke, H.
    Stefan, I. A.
    Stefan, A.
    Applying and Facilitating Serious Location-Based Games2020In: 19th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2020, Springer Science and Business Media Deutschland GmbH , 2020, p. 104-109Conference paper (Refereed)
    Abstract [en]

    The popularity of location-based games continues unabated and is benefiting from the increasing use of mobile end devices and advantageous general conditions, such as the Internet of Things and the Smart City paradigm. This enormous potential of engagement should also be tapped for serious location-based games, i.e. the use of location-based games beyond the purpose of entertainment. The workshop “Applying and Facilitating Serious Location-based Games” aims to contribute to the development of this potential. In the article, the theoretical basis for this workshop is derived and corresponding frameworks are presented.

  • 20.
    Baalsrud Hauge, Jannicke
    et al.
    KTH, School of Industrial Engineering and Management (ITM). BIBA – Bremer Institut für Produktion und Logistik GmbH, Hochschulring 20, 28359, Bremen, Germany, Hochschulring 20.
    Söbke, Heinrich
    Bauhaus-Universität Weimar, Bauhaus-Institute for Infrastructure Solutions (b.is), Goetheplatz 7/8, 99423, Weimar, Germany, Goetheplatz 7/8.
    Duin, Heiko
    BIBA – Bremer Institut für Produktion und Logistik GmbH, Hochschulring 20, 28359, Bremen, Germany, Hochschulring 20.
    Stefan, Ioana Andreea
    Advanced Technology Systems, Str. Tineretului Nr 1., 130029, Targoviste, Romania, Str. Tineretului Nr 1..
    Göbl, Barbara
    University of Vienna, Centre for Teacher Education, Porzellangasse 4, 1090, Vienna, Austria, Porzellangasse 4; Faculty of Computer Science, University of Vienna, Währinger Straße 29, 1090, Vienna, Austria, Währinger Straße 29.
    Current Opportunities and Challenges of Digital Game-Based Learning2022In: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), Springer Nature , 2022, Vol. 13477 LNCS, p. 443-450Conference paper (Refereed)
    Abstract [en]

    Digital game-based learning (DGBL) has been discussed for over 50 years. Despite countless studies over several decades, DGBL is still the exception rather than the standard in most educational contexts. A workshop at the 21st International Conference on Entertainment Computing 2022 (IFIP ICEC) in Bremen, Germany, prepares an overview of the current state of DGBL. This article provides a systematic overview of the fundamental concepts of DGBL. For this purpose, a life cycle model for learning games is proposed for structuring the overview. At each phase of the life cycle model, opportunities and challenges are identified and discussed through a literature review. Overall, the result is an overview serving as a framework for the workshop and as an orientation for the design, development, and deployment of learning games.

  • 21.
    Baalsrud Hauge, Jannicke
    et al.
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development. BIBA – Bremer Institut für Produktion und Logistik GmbH, Hochschulring 20, Bremen, 28359, Germany.
    Söbke, Heinrich
    Bauhaus-Institute for Infrastructure Solutions (B.Is), Bauhaus-Universität Weimar, Goetheplatz 7/8, Weimar, 99423, Germany.
    Stefan, Ioana A.
    Advanced Technology Systems, Str. Tineretului Nr 1, Targoviste, 130029, Romania.
    Virtualization of Digital Location-Based Experiences2021In: Lecture Notes in Computer Science, Springer Nature , 2021, p. 467-474Conference paper (Refereed)
    Abstract [en]

    Digital location-based experiences, such as app-guided digital scavengers, depend on users being on-site. The requirement to be on-site is a virtue, but it can also be a shortcoming of location-based experiences, such as in the COVID 19 pandemic. This workshop addresses the possibilities of eliminating the on-site requirement, thus extending the potential application of location-based experiences. First, virtualization approaches will be presented, which allow eliminating the need to be on-site, such as the usage of 360° technologies or the employment of videoconferencing software. Further, various challenges, such as the application of existing design principles for location-based experiences and instructional design for virtualized location-based experiences, are discussed and options to overcome the limitations imposed by the virtualization. This paper provides insights into theoretical foundations relevant to solving the aspects of virtualizing location-based experiences. The workshop results are intended to provide lasting advancements to eliminating the on-site requirements for location-based experiences. 

  • 22.
    Baalsrud Hauge, Jannicke
    et al.
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development, Avancerad underhållsteknik och produktionslogistik. Bremer Insitut fur Produktion und Logistik GmbH (BIBA), Bremen, Germany;.
    Zafarzadeh, Masoud
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development.
    Jeong, Yongkuk
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development.
    Li, Y.
    Ali Khilji, Wajid
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development.
    Larsen, C.
    Wiktorsson, Magnus
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development, Avancerad underhållsteknik och produktionslogistik.
    Digital Twin Testbed and Practical Applications in Production Logistics with Real-Time Location Data2021In: International Journal of Industrial Engineering and Management, ISSN 2217-2661, Vol. 12, no 2, p. 129-140Article in journal (Refereed)
    Abstract [en]

    Nowadays, digital twins exist everywhere in various fields. However, an analysis of existing applications in manufacturing and logistics revealed that many entirely apply the concept. To identify when a complete implementation of the concept is beneficial, we analyse the need and the implications within production logistics. This study also presents an architecture supporting integrating a digital twin into production logistics and a corresponding application scenario. Based on this, we have derived practical applications. Each application is applied to different situations, and actual benefits can overcome the limitations of the previous studies. 

  • 23.
    Baalsrud Hauge, Jannicke
    et al.
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development.
    Zafarzadeh, Masoud
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development.
    Jeong, Yongkuk
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development.
    Li, Yi
    Ali Khilji, Wajid
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development.
    Wiktorsson, Magnus
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development.
    Digital and Physical Testbed for Production Logistics Operations2020Conference paper (Refereed)
    Abstract [en]

    Digitalisation and automation of existing processes are key factors for competitive industry, but still logistics operations are often dominated by manual work. A shift towards higher degree of automation within existing infrastructure is often challenged by high cost and complex processes, thus a return-on-investment is hardly achievable within decent time. The experience has shown that it is hard to assess all restrictions and interactions between new and old components before any new equipment or infrastructure is implemented and put into operation. This paper presents and discusses if the usage of digital twins representing and simulating a physical part can support the related assessing and decision-making processes. In this context, this paper presents a production logistics test-bed includes physical devices, an IoT-infrastructure and simulation software for innovation as well as operational management purposes.

  • 24.
    Baalsrud Hauge, Jannicke
    et al.
    KTH, School of Industrial Engineering and Management (ITM).
    Zafarzadeh, Masoud
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development.
    Jeong, Yongkuk
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development.
    Li, Yi
    Fraunhofer-Chalmers Centre for Industrial Mathematics.
    Ali Khilji, Wajid
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development.
    Wiktorsson, Magnus
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development.
    Employing digital twins within production logistics2020In: Proceedings of the 2020 IEEE International Conference on Engineering, Technology and Innovation (ICE/ITMC), 2020Conference paper (Other (popular science, discussion, etc.))
    Abstract [en]

    Digitalisation and automation of existing processes are key competitive factors for industry. Still, logistic operations often comprise manual effort, because the movement of goods and material places stringent requirements on the interactions between different systems, human-computer/robot-interaction as well as on changes in the operative processes. In general, the introduction and up-take of new enabling technologies, like the IoT, in complex systems evolved over decades, are challenging. The experience has shown that it is hard to assess all restrictions and interactions between new and old components before any new equipment or infrastructure is implemented and put in operation. This paper presents and discusses the usage of digital twins for supporting the decision-making processes in two different areas: Workstation design and logistics operation analysis. The results are based on tests and experiments carried out in a production logistics test-bed that includes physical devices, an IoT-infrastructure and simulation software. The digital twin is realised in a combination of using Unity and the simulation software IPS. The primary results show that there is no one-size fit all in terms of granularity of the underlying simulation model as well as for the reduction of reality in the digital twin, but the results also indicate that a context-aware digital twin supports the decision-making within a given scope.

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  • 25.
    Bellotti, Francesco
    et al.
    Univ Genoa, DITEN, Genoa, Italy..
    Berta, Riccardo
    Univ Genoa, DITEN, Genoa, Italy..
    Baalsrud Hauge, Jannicke
    KTH, School of Industrial Engineering and Management (ITM), Production engineering, Advanced Maintenance and Production Logistics. LBIBA Bremer Inst Prod & Logist GmbH, Bremen, Germany..
    Gentile, Manuel
    Natl Res Council Italy, Inst Educ Technol, Palermo, Italy..
    Jeuring, Johan
    Univ Utrecht, Dept Informat & Comp Sci, Utrecht, Netherlands..
    Schottman, Iza Marfisi
    Le Mans Univ, Le Mans, France..
    Ninaus, Manuel
    Karl Franzens Univ Graz, Inst Psychol, Graz, Austria..
    Veltkamp, Remco
    Univ Utrecht, Dept Informat & Comp Sci, Utrecht, Netherlands..
    Wanick, Vanissa
    Univ Southampton, Winchester Sch Art, Southampton, England..
    Alessandro De Gloria-1955-20232023In: INTERNATIONAL JOURNAL OF SERIOUS GAMES, E-ISSN 2384-8766, Vol. 10, no 1, p. 2-3Article in journal (Other academic)
  • 26.
    Boyle, Elizabeth
    et al.
    University of the West of Scotland Paisley UK.
    Baalsrud Hauge, Jannicke
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development, Advanced Maintenance and Production Logistics. Bremer Institut fur Produktion und Logistik (BIBA) Bremen Germany.
    Leith, Murray
    University of the West of Scotland Paisley UK.
    Sim, Duncan
    University of the West of Scotland Paisley UK.
    Hummel, Hans
    Open Universiteit Nederland Heerlen Netherlands.
    Jandrić, Petar
    Tehničko veleučilište u Zagrebu Zagreb Croatia.
    Jimoyiannis, Athanassios
    University of Peloponnese Corinth Greece.
    Linking learning outcomes and game mechanics in the early stages of the RU EU? project2019In: 7th International Conference on Games and Learning Alliance, GALA 2018, Springer Verlag , 2019, p. 191-200Conference paper (Refereed)
    Abstract [en]

    The issue of national and European identity is driving many of the issues that are currently of concern to European citizens. The Erasmus+ funded RU EU? project aims to develop an innovative online game, the RU EU? game, that will help students across Europe to develop a better understanding of their own National and European identity and values, as well as those of others, and to challenge them about their attitudes and prejudices by tackling problem solving dilemmas relating to identity. It is hoped that the game will provide an engaging platform for young Europeans to confront some of the complex and confusing issues surrounding National and European identity at a time of change and increasing tension across Europe. This paper describes the early stages of the game design and focuses on characterizing the learning outcomes and game mechanics for the RU EU? game and bringing these together.

  • 27. Cerinšek, G.
    et al.
    Oliveira, M.
    Duin, H.
    Hauge, Jannicke
    KTH, School of Industrial Engineering and Management (ITM). BIBA-Bremer Institut für Produktion und Logistik GmbH, Germany.
    Margoudi, M.
    Perini, S.
    Taisch, M.
    Recommendations to leverage game-based learning to attract young talent to manufacturing education2017In: 3rd International Joint Conference on Serious Games, JCSG 2017, Springer, 2017, Vol. 10622, p. 187-202Conference paper (Refereed)
    Abstract [en]

    This paper addresses the problem of under-representation of young people in Science, Technology, Engineering and Math (STEM) education in general, and manufacturing education in particular, as European and global phenomenon. The main objective is to analyse characteristics and different limitations of so called conventional initiatives to attract young talents to STEM and manufacturing and to furthermore propose how ICT and game-based learning approaches can address respective challenges. The paper presents an online serious game EcoFactory aimed at raising the awareness of sustainable manufacturing targeting young children in late primary and middle school. It furthermore provides lessons learnt from the evaluation of the EcoFactory and proposes recommendations for designing game-based initiatives in order to attract young talent to STEM and manufacturing education. They are aligned to the requirements of four target groups, i.e. game designers, STEM initiative designers, decision makers and teachers. In summary, game design should be based on pedagogical scenarios and co-creation processes; should focus on particular STEM subjects without causing major changes to school curricula and content; and should create and/or involve wider community with feedback and experience sharing mechanisms.

  • 28.
    Chavez, Zuhara
    et al.
    KTH, School of Industrial Engineering and Management (ITM), Production engineering, Process Management and Sustainable Industry.
    Arvidsson, Ala
    Chalmers University of Technology, Gothenburg, Sweden.
    Baalsrud Hauge, Jannicke
    KTH, School of Industrial Engineering and Management (ITM).
    Bellgran, Monica
    KTH, School of Industrial Engineering and Management (ITM), Production engineering, Process Management and Sustainable Industry.
    Birkie, Seyoum Eshetu
    KTH, School of Industrial Engineering and Management (ITM), Production engineering, Process Management and Sustainable Industry.
    Johnson, Patrik
    Chalmers University of Technology, Gothenburg, Sweden.
    Kurdve, Martin
    Chalmers University of Technology, Gothenburg, Sweden.
    From Surviving to Thriving: Industry 5.0 at SMEs Enhancing Production Flexibility2023In: Advances in Production Management Systems: Production Management Systems for Responsible Manufacturing, Service, and Logistics Futures, Springer Nature , 2023, p. 789-802Conference paper (Refereed)
    Abstract [en]

    This study explores how human-centered digitalization can contribute to the flexibility and adaptability of small and medium-sized enterprise (SME) production processes, resulting in more resilient systems. This study explains the relationship between digital technologies and production system features through progressively more human-centric stages of a digitalized manufacturing system. The authors present a case study of an SME that implemented a human-centric strategy, placing people's needs and interests at the center of its processes, leading to more flexible and inclusive production processes and consistent with the goals of Industry 5.0. The results suggest that a digitalized working method that considers human capabilities and needs can enable a more diverse workforce and the rapid setup of new and additional production processes, thus helping SMEs respond to supply chain disruptions. The findings have implications for managers and practitioners interested in driving or supporting the transition of SMEs to human-centric, resilient, and sustainable businesses.

  • 29.
    Chavez, Zuhara
    et al.
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development, Process Management and Sustainable Industry.
    Baalsrud Hauge, Jannicke
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development, Advanced Maintenance and Production Logistics.
    Bellgran, Monica
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development, Process Management and Sustainable Industry.
    A Conceptual Model for Deploying Digitalization in SMEs Through Capability Building2020In: ADVANCES IN PRODUCTION MANAGEMENT SYSTEMS: TOWARDS SMART AND DIGITAL MANUFACTURING, PT II / [ed] Lalic, B Marjanovic, U Romero, D Majstorovic, V VonCieminski, G, Springer Nature , 2020, p. 108-116Conference paper (Refereed)
    Abstract [en]

    This paper proposes a conceptual implementation model for small and medium enterprises (SMEs) to follow as part of their digitalization implementation. It can later be translated into a practical step by step guide for SMEs to practice during their digital transformation. The model is based on gradually developing industrial capabilities that can influence production processes performance. The model development was based on a critical literature review and a real case industry application. The case data served as direct feedback to the model to assess both the model validity and the actual SMEs needs. The capabilities included in the model are proved to directly influence the performance positively. In comparison with existing models and frameworks, this model envisions the company a full digital shift by proposing an achievable sequence which SMEs in a resource-efficient way could start deploying in compliance with their business needs. SMEs can utilize the capabilities as a foundation for a system that supports continuous improvement in the whole factory.

  • 30.
    Chavez, Zuhara
    et al.
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development, Processledning och hållbar produktion.
    Baalsrud Hauge, Jannicke
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development, Avancerad underhållsteknik och produktionslogistik.
    Bellgran, Monica
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development, Processledning och hållbar produktion.
    Industry 4.0, transition or addition in SMEs? A systematic literature review on digitalization for deviation management2021In: The International Journal of Advanced Manufacturing Technology, ISSN 0268-3768, E-ISSN 1433-3015Article in journal (Refereed)
    Abstract [en]

    Nowadays, Industry 4.0 (I4.0) has become a trendy topic in manufacturing industries worldwide. The definition is far from being comprehensible for small players, and the practical uptake is ambiguous. Transnational companies are often at the top in deploying I4.0 features, learning primarily from their experimentation. Alternatively, small- to medium-sized enterprises (SMEs), given their less stable value chains and unsteady processes, tend to target most of their efforts on controlling disturbances and adopting solutions for deviation control. Such solutions can be features that set the path for SMEs to transition to I4.0. This paper aims to examine the reported degree of digitalization in implemented solutions in SMEs when handling deviations and analyze the integration of such solutions in their digital transformation process. Systematic literature review (SLR) is used to examine literature published up to and including January 2019. The results show a higher concentration on practical applications rather than on frameworks. Existing frameworks that focus on SMEs address particular elements of I4.0 rather than a gradual shift with a holistic view, increasing the deployment difficulty for SMEs. This paper identifies potential constraints in deployment if such a trend maintains for consecutive years.

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  • 31.
    Chavez, Zuhara
    et al.
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development, Processledning och hållbar produktion.
    Baalsrud Hauge, Jannicke
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development, Avancerad underhållsteknik och produktionslogistik.
    Bellgran, Monica
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development, Processledning och hållbar produktion.
    Gullander, Per
    RISE, Materials & Production, Dept Product Realization Methodology, Mölndal, Sweden.
    Johansson, Mats
    Chalmers University of Technology, Dept Technology Management and Economics, Göteborg, Sweden. .
    Medbo, Lars
    Chalmers University of Technology, Dept Technology Management and Economics, Göteborg, Sweden. .
    Medbo, Per
    Chalmers University of Technology, Dept Technology Management and Economics, Göteborg, Sweden. .
    Ström, Mikael
    RISE, Materials & Production, Dept Product Realization Methodology, Mölndal, Sweden.
    Digital Tools and Information Needs Assessment for Efficient Deviation Handling in SMEs2020In: Advances in Transdisciplinary Engineering, IOS Press , 2020, p. 24-35Conference paper (Refereed)
    Abstract [en]

    In a time of change focusing on the application of technology, there is a high risk of underestimating the compliance of internal needs and adaption to context. The research study employs a qualitative approach using the case study methodology. The source of data comes from five different manufacturing companies categorized as Small to Medium Size Enterprises (SMEs). A multidisciplinary team performed semi-structured interviews and fieldwork at each site, along with regular online meetings with the partners. The study employs five dimensions of the information quality perspective to assess information utilized to support deviation handling and connects the information quality deficiencies to the digital tools' impact. The empirical findings indicate the need for the companies to perform a requirement analysis of information needs before the adoption of digital systems or digital tools, to assess their current state in terms of data and information. The paper discusses the impact digital tools may have on deviation management in SMEs and under which circumstances digital tools could improve deviation management. Lastly, this paper intends to shed light on the utilization of digital technologies for disturbance handling on the production shop floor.

  • 32.
    Chavez, Zuhara
    et al.
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development, Processledning och hållbar produktion.
    Baalsrud Hauge, Jannicke
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development, Avancerad underhållsteknik och produktionslogistik.
    Bellgran, Monica
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development.
    Gullander, Per
    Johansson, Mats
    Medbo, Lars
    Medbo, Per
    Ström, Mikael
    Digital tools and information needsassessment for efficient deviation handling in SMEs2020Conference paper (Refereed)
    Abstract [en]

    In a time of change focusing on the application of technology, thereis a high risk of underestimating the compliance of internal needs and adaption to context. The research study employs a qualitative approach using the case study methodology. The source of data comes from five different manufacturing companies categorized as Small to Medium Size Enterprises (SMEs). A multi- disciplinary team performed semi-structured interviews and fieldwork at each site, along with regular online meetings with the partners. The study employs five dimensions of the information quality perspective to assess information utilized to support deviation handling and connects the information quality deficiencies to the digital tools’ impact. The empirical findings indicate the need for the companies to perform a requirement analysis of information needs before the adoption of digital systems or digital tools, to assess their current state in terms of data and information. The paper discusses the impact digital tools may have on deviation management in SMEs and under which circumstances digital tools could improve deviation management. Lastly, this paper intends to shed light on the utilization of digital technologies for disturbance handling on the production shop floor.

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  • 33.
    Chavez, Zuhara
    et al.
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development, Processledning och hållbar produktion.
    Bellgran, Monica
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development.
    Baalsrud Hauge, Jannicke
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development, Avancerad underhållsteknik och produktionslogistik.
    Industrial implementation of an SME-adapted digital tool for monitoring the production : introducing digitalization in small companies2020Conference paper (Refereed)
    Abstract [en]

    The paper analyses under which circumstances it is possible to develop efficient low- cost-solutions in a small manufacturing company and the impact the introduction of information technology has on developing managerial capabilities of industrial processes. It follows an exploratory single-case study research design. Data have been collected from direct observations, documents such as production orders and log sheets, and semi- structured interviews. It presents an implemented low-cost-solution for supporting an SME in its first two steps of the digitization process. The tool is adaptable and transferable to similar manufacturing companies suggesting that the start of the digitalization process can be heavily simplified.

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  • 34.
    Chavez, Zuhara
    et al.
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development, Processledning och hållbar produktion.
    Bellgran, Monica
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development, Processledning och hållbar produktion.
    Baalsrud Hauge, Jannicke
    Sokolovs, Alvis
    Vidzeme University of Applied Sciences,Faculty of Engineering.
    A Conceptual Model for Deploying E-Service in SMEs through Capability Building: A Comparative Case Study2021In: E-Service / [ed] IntechOpen, United Kingdom: IntechOpen , 2021Chapter in book (Refereed)
    Abstract [en]

    This paper proposes a conceptual implementation model for small and medium enterprises (SMEs) to follow as part of their digital transformation. The conceptual model can be translated into a practical step-by-step guide for SMEs to apply during their digital transformation. The model is based on gradually developing industrial capabilities that can influence production processes performance. We employed a comparative case study approach to capture the lessons learned by SMEs in their journey to develop and implement a production digitalization system for deviation management and performance improvement. The model was validated in the cases of study capturing the actual SMEs’ needs. Managerial capabilities of production processes such as monitoring and control demonstrate to influence the performance positively. The proposed model aims for a full digital transformation by following a gradual approach to being resource-efficient and integrating their business needs. This paper is an extension of work originally presented in APMS 2020, IFIP AICT 592.

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  • 35.
    Das, Sanghamitra
    et al.
    Bauhaus Univ Weimar, Goethepl 7-8, D-99423 Weimar, Germany..
    Osipova, Margarita
    Bauhaus Univ Weimar, Goethepl 7-8, D-99423 Weimar, Germany..
    Nakshatram, Sri Vaishnavi
    Bauhaus Univ Weimar, Goethepl 7-8, D-99423 Weimar, Germany..
    Soebke, Heinrich
    Bauhaus Univ Weimar, Goethepl 7-8, D-99423 Weimar, Germany..
    Baalsrud Hauge, Jannicke
    KTH, School of Industrial Engineering and Management (ITM), Production engineering, Advanced Maintenance and Production Logistics. BIBA GmbH, Hsch Ring 20, D-28359 Bremen, Germany..
    Springer, Christian
    FH Erfurt, Altonaer St 25, D-99085 Erfurt, Germany..
    Gamification for Spatial Digital Learning Environments in Higher Education: A Rapid Literature Review2022In: GAMES AND LEARNING ALLIANCE, GALA 2022 / [ed] Kiili, K Antti, K DeRosa, F Dindar, M Kickmeier-Rust, M Bellotti, F, Springer Nature , 2022, Vol. 13647, p. 298-303Conference paper (Refereed)
    Abstract [en]

    Digital learning environments exhibit spatial dimensions, such as virtual labs, virtual worlds, or 360 degrees models. This usage increased during the pandemic, and heterogeneous motivation was found in the target audiences. Gamification is seen as enhancing the motivation of heterogeneous audiences to more homogeneous levels. Consequently, the question arises, which options are available for the gamification of spatial digital learning environments? This article presents the results of a rapid literature review addressing what is known regarding a) which mechanisms of gamification support engagement and motivation, b) which mechanisms of gamification support spatial learning, and c) why and when gamification should be used. The three databases ACM, IEEE and Scopus were examined, and 25 relevant articles were found. Qualitative results regarding the application domains, the type of digital environment, the gamification mechanisms, and the influence of gamification are compiled. Overall, the results reveal that gamification elements applied in spatial digital learning environments have so far been little adapted to spatiality.

  • 36. Daudi, M.
    et al.
    Hauge, Jannicke B.
    KTH, School of Technology and Health (STH), Health Systems Engineering, Systems Safety and Management.
    Thoben, K. -D
    Behavioral factors influencing partner trust in logistics collaboration: a review2016In: Logistics Research, ISSN 1865-035X, Vol. 9, no 1, article id 19Article in journal (Refereed)
    Abstract [en]

    Logistics collaboration has emerged a prevalent strategy to mitigate challenge individuals and organizations encounter. A successful collaboration, however, depends on certain trustworthy behaviors partner exhibit. To that end, understanding aspects constituting behavioral uncertainty and mechanisms by which such aspects affect partner trust is a necessary. This necessity counts on emergent behavioral trust uncertainties, constituted by partner’s actions and interactions occurring during collaboration. While this is a necessary requirement, most of the studies in the literature lack to take into account the influence of behavioral uncertainty on collaboration and partner trust. To that effect, this paper uncovers outlined limitation by establishing behavioral factors influencing partner trust in operational stage of logistics collaboration. To accomplish this objective, a systematic literature review (SLR) is deployed to consolidate research domains of logistics, supply chain, collaboration, and trust. SLR proceeds by defining a review protocol, followed by a search process conducted in 5 databases using 20 search terms on articles published between 2001 and 2015 inclusively. Among findings this SLR has revealed are four behavioral factors and thirteen criteria proposed to affect partner trust. Additionally, these factors constitute success and measurable criteria needed for empirical investigation which may employ experimental and/or case-study methods. Moreover, synthesized factors extend further an understanding of behavioral trust in ad hoc collaborative networks, a large part of which being supported by networks of humans and computers.

  • 37. Daudi, M.
    et al.
    Hauge, Jannicke
    KTH, School of Technology and Health (STH). University of Bremen, Germany.
    Thoben, K. -D
    Effects of decision synchronization on trust in collaborative networks2016In: 17th IFIP WG 5.5 Working Conference on Virtual Enterprises, PRO-VE 2016, Springer-Verlag New York, 2016, p. 215-227Conference paper (Refereed)
    Abstract [en]

    In collaborative networks, individual and organizational entities encounter many disagreements over many decisions rights. These disagreements procreate conflicting preferences, which in turn, affect trustworthy amongst partners. To that end, it becomes necessary that partners assume a degree of fairness on decision rights by calibrating positions which they initially consider a final. This calibration involves synchronizing partners’ conflicting preferences to a compromise. The objective of this paper, therefore, is to analyze and evaluate the effect of both, compromised and uncompromised preferences on trust. To achieve this, a corresponding behavioral trust model is proposed and evaluated empirically using a logistics collaboration scenario. This evaluation applies a multi-agent systems simulation method. The simulation involves 360 observations with three preferences set as predictor variables. Results show that irrespective of a degree to which conflicting preferences are synchronized, a magnitude of the generated effect on trust, depends as well on other factors like transport cost and extent to which vehicles are loaded. Additionally, if other factors are kept constant, compromised preferences affects trust more positively than uncompromised ones.

  • 38. Daudi, M.
    et al.
    Hauge, Jannicke
    KTH, School of Industrial Engineering and Management (ITM).
    Thoben, K. -D
    Influence of information sharing behavior on trust in collaborative logistics2017In: 18th IFIP WG 5.5 Working Conference on Virtual Enterprises, PRO-VE 2017, Springer-Verlag New York, 2017, Vol. 506, p. 493-506Conference paper (Refereed)
    Abstract [en]

    Collaborations are based on mutual trust to strengthen confidence in the sharing of various resources such as information. Particularly in logistics, collaborations benefit emerged rich-data environments to successfully manage demand fluctuation and visibility of in-store logistics; as well as the sharing of physical assets. Shared information is gathered from various sources and manipulated by specific partner to match or maximize individual payoff. Such information may become vulnerable to information sharing behavior of the partner to henceforth affect trust. This paper investigates the influence of the information sharing behavior on trust. It focuses on a dimension of information accuracy to answer a research question: how do information sharing behaviors of partner affect trust in logistics collaboration? A framework of information behavior is established, and subsequently a trust model specified. Afterwards, simulation experiments are conducted to observe resulting impacts. Results unveil that both, the positively and negatively manipulated information influence trust in similar magnitudes. It is further argued that partner’s deceitful behavior underlying information sharing can be reduced although it might be difficult to eliminate.

  • 39. Daudi, M.
    et al.
    Hauge, Jannicke
    KTH, School of Technology and Health (STH). University of Bremen, Germany.
    Thoben, K. -D
    On analysis of trust dynamics in supply chain collaboration2016In: ILS 2016 - 6th International Conference on Information Systems, Logistics and Supply Chain, International Conference on Information Systems, Logistics and Supply Chain , 2016Conference paper (Refereed)
    Abstract [en]

    Trust is an essential asset to support Supply Chain Collaboration (SCC), and it is a complex construct of dynamic nature. This dynamic behavior stems from trust ability of changing forms or states over time. Due to this dynamicity, SCC requires that the partners have a clear understanding of how trust changes throughout the lifetime of their alliances. This understanding is necessary in building and maintaining trustworthy relationships in dynamic environments. However, the authors have found no framework that sufficiently describes trust dynamics in SCC. Thus, this research presents the first approach toward a holistic framework describing trust dynamics by considering distinct dimensions, forms, states and roles of trust. The trust framework describing aspects attributing to trust dynamics is applied in an industrial case involving change events accruing to trust dynamics.

  • 40. Daudi, M.
    et al.
    Thoben, K. -D
    Baalsrud Hauge, Jannicke
    KTH, School of Technology and Health (STH). Bremer Institut für Produktion und Logistik at the University of Bremen, Bremen, Germany.
    An Approach for Surfacing Hidden Intentions and Trustworthiness in Logistics Resource Sharing Networks2018In: 19th IFIP WG 5.5 Working Conference on Virtual Enterprises, PRO-VE 2018, Springer-Verlag New York, 2018, Vol. 534, p. 524-536Conference paper (Refereed)
    Abstract [en]

    Collaboration on sharing logistics resources aims to balance supply and demand of the idle, inefficiently, and underutilized resources. Although sharing is beneficial, many issues such as privacy, security, time, regulations, safety, biased reviews, and ratings hinder the sharing. Such problems procreate many uncertainties, which as a consequence, lead to low trust in sharing resources. Meanwhile, existing solutions such as trust and reputation mechanism, and online reviews and ratings incorporate the least consideration to monitor hidden intentions and behaviors of partners. Therefore, this paper proposes an approach to surface hidden intentions and trustworthiness of partners involved in sharing resources. The approach stands on cognitive principles to explore intentions and trustworthiness of suppliers and consumers of logistics resources. Application of the proposed approach is illustrated using industrial case extracted from ridesharing platform.

  • 41. Daudi, Morice
    et al.
    Baalsrud Hauge, Jannicke
    KTH, School of Technology and Health (STH), Health Systems Engineering.
    Thoben, Klaus-Dieter
    A Trust Framework for Agents' Interactions in Collaborative Logistics2017In: DYNAMICS IN LOGISTICS, LDIC 2016, Springer, 2017, p. 53-63Conference paper (Refereed)
    Abstract [en]

    Trust is an essential factor for successful resource sharing in logistics. To build and sustain trust among collaborating partners in logistics requires, amongst others, conceptualizing on various aspects constituting underlying mistrusts. The conception is achieved by setting up a framework describing trust-based collaborative interactions of these partnering entities, referred to as agents. This research establishes a trust framework addressing agents' trustworthy interactions and thus aims at overcoming a knowledge gap identified in the literature. The framework depicts trust-based interactions concentrating to sharing of vehicle capacities. The trust framework is conceived on a foundation of theoretical body of knowledge in the literature. It engages knowledge on collaborative networks, logistics and transportation, agent behavior as well as trust. This research contributes by identifying key agents together with their roles, characteristics, tasks, information exchange as well as perceptions; all of which linked to agent trust. The framework is reusable in many ways, including formal conception of models aspiring to empirically investigate trust amongst agents sharing logistics resources. It also provides more understanding to practitioners, especially on issues relating to compromising differences resulting from agent's perspectives.

  • 42.
    De Rosa, Francesca
    et al.
    Ctr Adv Pathogen Threat & Response Simulat, Austin, TX 78701 USA..
    Baalsrud Hauge, Jannicke
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development, Avancerad underhållsteknik och produktionslogistik.
    Dondio, Pierpaolo
    TU Dublin, Sch Comp Sci, Dublin, Ireland..
    Marfisi-Schottman, Iza
    Univ Mans, Le Mans, France..
    Romero, Margarida
    Univ Cote dAzur, Nice, France..
    Bellotti, Francesco
    Univ Genoa, Genoa, Italy..
    Introduction to the Special Issue on GaLA Conf 20212022In: INTERNATIONAL JOURNAL OF SERIOUS GAMES, E-ISSN 2384-8766, Vol. 9, no 3, p. 3-4Article in journal (Other academic)
  • 43.
    de Rosa, Francesca
    et al.
    NATO STO, La Spezia, Italy.
    Schottman, Iza Marfisi
    Le Mans University, Le Mans Cedex 9, France.
    Baalsrud Hauge, Jannicke
    KTH, School of Industrial Engineering and Management (ITM), Production engineering, Advanced Maintenance and Production Logistics.
    Bellotti, Francesco
    University of Genoa, Genoa, Italy.
    Dondio, Pierpaolo
    Dublin Institute of Technology, Dublin, Ireland.
    Romero, Margarida
    Université Côte d’Azur, Nice, France.
    Preface2021In: Proceedings 10th International Conference on Games and Learning Alliance, GALA 2021, Springer Nature , 2021, Vol. 13134 LNCSConference paper (Other academic)
  • 44.
    Fatima, S.
    et al.
    Universität Bremen, Bremen, Germany.
    Baalsrud Hauge, Jannicke
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development, Avancerad underhållsteknik och produktionslogistik.
    Basu, P.
    Universität Bremen, Bremen, Germany.
    Chowdhury, A.
    Universität Bremen, Bremen, Germany.
    Schurig, A.
    Universität Bremen, Bremen, Germany.
    Investigating Impact of Augmented Reality on Game Design to Facilitate Learning Experiences in Logistics Operations Using Immersive AR Interfaces2021In: Lecture Notes in Computer Science, Springer Science and Business Media Deutschland GmbH , 2021, p. 419-426Conference paper (Refereed)
    Abstract [en]

    Augmented Reality (AR) provides an immersive experience platform where players may interact with the real world. Virtual digital information details enhance this interaction with the physical environment. This paper focuses on investigating using Augmented Reality (AR) technology for player’s interaction influences the game design (technical features and interactivity aspects mainly) that could facilitate its players to achieve its proposed Intended Learning Objectives when playing different scenarios for logistic operations. To achieve this, an initial mock-up is set up with simple AR interactions to analyse the overall immersive player’s experience.

  • 45.
    Fatima, Sundus
    et al.
    BIBA- Bremer Institut Für Produktion und Logistik GmbH, Hochschulring. 20, 28359, Bremen, Germany.
    Baalsrud Hauge, Jannicke
    KTH, School of Industrial Engineering and Management (ITM), Production engineering, Advanced Maintenance and Production Logistics. BIBA- Bremer Institut Für Produktion und Logistik GmbH, Hochschulring. 20, 28359, Bremen, Germany.
    Challenges in Designing Augmented Reality (AR) in Serious Games and Gamification for Students with Colorblindness2023In: Serious Games: 9th Joint International Conference, JCSG 2023, Proceedings, Springer Nature , 2023, p. 447-454Conference paper (Refereed)
    Abstract [en]

    Interactive learning espouses a “hands-on” approach, aiming to foster student engagement. In an interactive form of learning, serious games, and gamification have been used in the classrooms to engage students. Nowadays, many serious games and gamification with AR are used in classrooms as it encourages engagement in interactive learning. However, with the usage of such technologies, it remains challenging to engage students with certain impairments as the tools are not designed to accommodate the needs of students with certain impairments. In this poster paper, the focus is on challenges related to red-green color blindness, since this is regularly affecting the learning experience among our students. Making learning content accessible in an AR environment depending on the type and severity of this color blindness is challenging and requires a better understanding of the specific requirements in designing AR in serious games and gamification for red-green colorblindness. To accomplish this, a systematic literature review (SLR) is conducted with the aim of highlighting the existing challenges in designing AR: i) serious games and ii) gamification. The paper also examines the challenges of using AR in interactive learning in a broader context and identified challenges with the key findings discussed.

  • 46.
    Fatima, Sundus
    et al.
    BIBA Bremer Inst Prod & Logist GmbH, Hsch Ring 20, D-28359 Bremen, Germany..
    Baalsrud Hauge, Jannicke
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development, Avancerad underhållsteknik och produktionslogistik. BIBA Bremer Inst Prod & Logist GmbH, Hsch Ring 20, D-28359 Bremen, Germany..
    Design Considerations of Learning Resources: Improving Learning and Engagement of Students with Visual Impairments2022In: SERIOUS GAMES, JCSG 2022 / [ed] Sobke, H Spangenberger, P Muller, P Gobel, S, Springer Nature , 2022, Vol. 13476, p. 75-83Conference paper (Refereed)
    Abstract [en]

    There is an increasing trend to use digital and interactive tools in classrooms. There are different types of resources like serious games, gamified applications, learning platforms and many other means of interactive learning and educational tools that are being used in classrooms. However, it is quite challenging to engage students with certain impairments in this interactive learning, since the tools are often not designed for their needs. Therefore, there is a need to make design considerations flexible enough to accommodate specific requirements and needs that could influence the playing experiences for these groups. The paper explores and discusses design considerations of a digital learning environment. These are the initial design considerations with the focus on improving player experience. In this context, the emphasis is on engagement factors mainly that could support learning, keeping under consideration the target group of visually impaired students.

  • 47.
    Gheorghe, Ancuta Florentina
    et al.
    Adv Technol Syst, Targoviste, Romania..
    Stefan, Ioana Andreea
    Adv Technol Syst, Targoviste, Romania..
    Stefan, Antoniu
    Adv Technol Syst, Targoviste, Romania..
    Baalsrud Hauge, Jannicke
    KTH, School of Industrial Engineering and Management (ITM), Sustainable production development. Univ Bremen, Bremen Inst Prod & Logist, Hsch Ring 20, D-28359 Bremen, Germany..
    Soebke, Heinrich
    Bauhaus Univ Weimar, Weimar, Germany..
    Serious games for modelling sustainability skills and competencies2020In: Proceedings of the 15th international conference on virtual learning (ICVL-2020) / [ed] Vlada, M Albeanu, G Adascalitei, A Popovici, M, BUCHAREST UNIVERSITY PRESS , 2020, p. 424-431Conference paper (Refereed)
    Abstract [en]

    In the last decade, sustainability skills have become critical for preparing the future workforce and efforts have been made to implement sustainability principles across various disciples. In this context, serious games have been promoted as a viable approach that can be used to reshape the learning environments and facilitate the development of sustainability skills and competencies. Serious games are known to make learning interesting and fun, and they have been employed to create engaging spaces for learning, spaces where students have more freedom and take more responsibility. This paper seeks to explore how serious games can foster the acquisition of key sustainability skills and competencies, frequently needed on the labour market. Three games have been analysed starting from their specificity such as the narrative and educational context, the target group, the game mechanics used, up to the identification of sustainability skills and competencies that can be acquired during the game play and the pedagogical methodologies used to acquire certain skills and competencies.

  • 48.
    Gheorghe, Ancuta Florentina
    et al.
    Advanced Technology Systems, Targoviste, ROMANIA.
    Stefan, Ioana Andreea
    Advanced Technology Systems, Targoviste, ROMANIA.
    Stefan, Antoniu
    Advanced Technology Systems, Targoviste, ROMANIA.
    Baalsrud Hauge, Jannicke
    KTH, School of Industrial Engineering and Management (ITM), Production engineering, Advanced Maintenance and Production Logistics. Bremen Institut fur Produktion und Logistik an der Universität Bremen, Hochschulring 20, 28359, Bremen, Germany, Hochschulring 20.
    Söbke, Heinrich
    Bauhaus University Weimar, Weimar, Germany.
    Serious games for modelling sust ainability skills and competencies2020In: Proceedings of the 15th International Conference On Virtual Learning, ICVL 2020, National Institute for R and D in Informatics , 2020, p. 424-431Conference paper (Refereed)
    Abstract [en]

    In the last decade, sustainability skills have become critical for preparing the future workforce and efforts have been made to implement sustainability principles across various disciples. In this context, serious games have been promoted as a viable approach that can be used to reshape the learning environments and facilitate the development of sustainability skills and competencies. Serious games are known to make learning interesting and fun, and they have been employed to create engaging spaces for learning, spaces where students have more freedom and take more responsibility. This paper seeks to explore how serious games can foster the acquisition of key sustainability skills and competencies, frequently needed on the labour market. Three games have been analysed starting from their specificity such as the narrative and educational context, the target group, the game mechanics used, up to the identification of sustainability skills and competencies that can be acquired during the game play and the pedagogical methodologies used to acquire certain skills and competencies.

  • 49. Gomez, J.
    et al.
    Jaccheri, L.
    Hauge, Jannicke
    KTH, School of Industrial Engineering and Management (ITM).
    Entertainment Computing - A Key for Improving Inclusion and Reducing Gender Gap?2018In: 17th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2018 Held at the 24th IFIP World Computer Congress, WCC 2018, Springer, 2018, p. 388-391Conference paper (Refereed)
    Abstract [en]

    Entertainment Computing application areas are increasing day after day. The same way serious games become part of the teaching materials as schools, they can be useful tools to improve inclusion of people with special needs and reduce the gender gap. With this workshop we want to set a discussion space for researchers, designers and practitioners on Entertainment Computing interesting in its application to solve social issues, such as reducing the gender gap, preventing social exclusion of people in risk and promoting the inclusion of people with special needs. .

  • 50. Grudpan, S.
    et al.
    Alexandrovky, D.
    Baalsrud Hauge, Jannicke
    KTH, School of Industrial Engineering and Management (ITM).
    Malaka, R.
    Exploring the Effect of Game Premise in Cooperative Digital Board Games2019In: 1st IFIP TC 14 Joint International Conference on Entertainment Computing and Serious Games, ICEC-JCSG 2019, Springer, 2019, Vol. 11863, p. 214-227Conference paper (Refereed)
    Abstract [en]

    The design of cooperative games is challenging due to the requirements of cooperation between the players. The major need of the design is to provide an environment that enables players to achieve the game goal in a cooperative fashion. The game premise which is the story behind the game is one of the dramatic elements and impacts the engagement of players. In this paper, we investigate the effect of game premise on the engagement of the players and the cooperation between the players. Hence, to understand this effect, we developed three versions of the Pandemic game with three premises namely positive, negative, and neutral. Using these game versions, we conducted an experiment to see how game premise affects the player experience. The results show that premise can significantly influence the players’ intrinsic motivation, the connection with the game and the cooperation strategies.

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