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Svane, Torben Ernst
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Publications (10 of 10) Show all publications
Svane, T. E. & Zhu, M. (2018). Exploring service blueprints in a university setting: Investigating students' perceptions of visual artefacts and processes in two institutions. In: 2018 17th International Conference on Information Technology Based Higher Education and Training, ITHET 2018: . Paper presented at 17th International Conference on Information Technology Based Higher Education and Training, ITHET 2018, Olhao, Portugal, 26-28 April, 2018. Istanbul: IEEE, Article ID 8424800.
Open this publication in new window or tab >>Exploring service blueprints in a university setting: Investigating students' perceptions of visual artefacts and processes in two institutions
2018 (English)In: 2018 17th International Conference on Information Technology Based Higher Education and Training, ITHET 2018, Istanbul: IEEE, 2018, article id 8424800Conference paper, Published paper (Refereed)
Abstract [en]

The concept of service blueprints has been applied to a university setting. Two universities (in China and Sweden) are jointly investigating the model's applicability. Initial work has included staff discussions, a blueprint set for universities, and student surveys about the search and application processes. © 2018 IEEE.

Place, publisher, year, edition, pages
Istanbul: IEEE, 2018
Keywords
China, international cooperation, quality, service blueprint, Students, Sweden, Blueprints, Education computing, Image quality, Application process, Exploring service, Student surveys, University settings
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:hh:diva-38743 (URN)10.1109/ITHET.2018.8424800 (DOI)2-s2.0-85052194475 (Scopus ID)9781538646236 (ISBN)978-1-5386-4622-9 (ISBN)978-1-5386-4624-3 (ISBN)
Conference
17th International Conference on Information Technology Based Higher Education and Training, ITHET 2018, Olhao, Portugal, 26-28 April, 2018
Note

Funding: Grant 2017JGYB35 Teaching reform of Beijing Information Science and Technology University

Available from: 2019-01-10 Created: 2019-01-10 Last updated: 2019-01-10Bibliographically approved
Svane, T. E., Minling, Z., Johansson, L.-O. & Ebbesson, E. (2017). Enchanting education from student input: Preparing students to envision and develop in an Internet of Things world. In: Proceedings - Frontiers in Education Conference, FIE: . Paper presented at 47th IEEE Frontiers in Education Conference, FIE 2017, Indianapolis, IN, USA, October 18-21, 2017 (pp. 1-4). , 2017-October
Open this publication in new window or tab >>Enchanting education from student input: Preparing students to envision and develop in an Internet of Things world
2017 (English)In: Proceedings - Frontiers in Education Conference, FIE, 2017, Vol. 2017-October, p. 1-4Conference paper, Published paper (Refereed)
Abstract [en]

Searching for "The Internet of Things" may render thousands of hits in academic databases but a challenge still remains: to let students envision as well as work with the concept in a practical way. Designing "Things for the Internet" will not only require skills in engineering and electronics but also some understanding of digital service design and business models. This paper reports on work in progress between Belgium, Sweden and China. Students with different education backgrounds and levels hand over work (ideas) to others, to develop further. Currently, there are nine open-platform exercises to use as starting points for student work and discussions. Exercises are in English and free to download and use, as are some of the lectures related to them. So far, they are used in a digital service design class and in an introductory course in embedded systems. © 2017 IEEE.

Series
Frontiers in Education Conference, ISSN 1539-4565
Keywords
Curricula; Education computing; Embedded systems; International cooperation; Internet of things; Product design; Teaching, Ardiuno; Belgium; Bloom; China; Classroom exercises; Enchanted objects; Service design; SMILE; Student engagement; Sweden, Students
National Category
Other Computer and Information Science
Identifiers
urn:nbn:se:hh:diva-40211 (URN)10.1109/FIE.2017.8190532 (DOI)2-s2.0-85043283848 (Scopus ID)978-1-5090-5920-1 (ISBN)978-1-5090-4920-2 (ISBN)
Conference
47th IEEE Frontiers in Education Conference, FIE 2017, Indianapolis, IN, USA, October 18-21, 2017
Available from: 2019-08-29 Created: 2019-08-29 Last updated: 2019-08-29Bibliographically approved
Svane, T. E. (2014). Reality Mining in the Classroom: Simulating social behavior from machine-sensed environmental data. In: : . Paper presented at ITHET 2014 – 13th International Conference on Information Technology Based Higher Education and Training, York, United Kingdom, September 8–13, 2014.
Open this publication in new window or tab >>Reality Mining in the Classroom: Simulating social behavior from machine-sensed environmental data
2014 (English)Conference paper, Published paper (Refereed)
Abstract [en]

This paper presents three simple applications to let students work with data generated from their mobile phones. The applications can be used as demonstrations for courses in e.g. data mining, business intelligence, and development of digital and web services. One application is entirely web based, the other two require a technology investment of about 200 USD, but the devices may also be an asset for other research/demonstration purposes.

Keywords
teaching, data mining, business intelligence, reality mining, big data, simulations, interfaces, SMILE, IT privacy
National Category
Other Engineering and Technologies not elsewhere specified
Identifiers
urn:nbn:se:hh:diva-27336 (URN)10.1109/ITHET.2014.7155721 (DOI)2-s2.0-84988239962 (Scopus ID)9781467367301 (ISBN)
Conference
ITHET 2014 – 13th International Conference on Information Technology Based Higher Education and Training, York, United Kingdom, September 8–13, 2014
Available from: 2014-12-22 Created: 2014-12-22 Last updated: 2018-09-05Bibliographically approved
Svane, T. E. (2013). Get your students to SMILE! Exploring emerging interaction technologies. In: 2013 12th International Conference on Information Technology Based Higher Education and Training (ITHET): . Paper presented at 12th International Conference on Information Technology Based Higher Education and Training (ITHET), OCT 10-12, 2013, Antalya, TURKEY. New York: IEEE, Article ID 6671064.
Open this publication in new window or tab >>Get your students to SMILE! Exploring emerging interaction technologies
2013 (English)In: 2013 12th International Conference on Information Technology Based Higher Education and Training (ITHET), New York: IEEE, 2013, article id 6671064Conference paper, Published paper (Refereed)
Abstract [en]

Staying updated on new interface developments is crucial to any programming or software design class. This paper reports on experiences from introducing some of the many new post-WIMP I/O possibilities emerging from e. g. mobile and sensor (Microsoft Kinect) technologies. To help students remember the technologies in mind, the acronym SMILE (Speech - Movement - Image - Language - Environment) is introduced. The paper also describes some exercises developed (for C# and JavaScript) as well as lectures and classroom activities prepared especially for introducing the topic. © 2013 IEEE

Place, publisher, year, edition, pages
New York: IEEE, 2013
Series
International Conference on Information Technology Based Higher Education and Training, ISSN 2380-1603
Keywords
teaching, programming, design, interfaces, WIMP, SILK, SMILE, C#, WAMI, JavaScript
National Category
Interaction Technologies
Identifiers
urn:nbn:se:hh:diva-35744 (URN)000334934700067 ()2-s2.0-84893468848 (Scopus ID)978-1-4799-0086-2 (ISBN)
Conference
12th International Conference on Information Technology Based Higher Education and Training (ITHET), OCT 10-12, 2013, Antalya, TURKEY
Available from: 2018-01-16 Created: 2018-01-16 Last updated: 2018-01-16Bibliographically approved
Smedley, J. & Svane, T. (2005). Getting down to business. In: 2005 6th International Conference on Information Technology Based Higher Education and Training: [proceedings] : July 7-9, 2005, Santo Domingo, Dominican Republic. Paper presented at The 6th International Conference on Information Technology Based Higher Education and Training, 2005. ITHET 2005, July 7-9, 2005, Santo Domingo, Dominican Republic (pp. F2A/13-F2A/18). Piscataway, NJ: IEEE Press
Open this publication in new window or tab >>Getting down to business
2005 (English)In: 2005 6th International Conference on Information Technology Based Higher Education and Training: [proceedings] : July 7-9, 2005, Santo Domingo, Dominican Republic, Piscataway, NJ: IEEE Press, 2005, p. F2A/13-F2A/18Conference paper, Published paper (Refereed)
Abstract [en]

Business and information technology are highly compatible curriculum partners for academic study, providing a multitude of opportunities for enterprise and entrepreneurship. However, training students to successfully operate in today's international, fast-moving technology world requires more than merely curricula encompassing such topics. Appropriate learning styles involve the application of IT, to improve efficiency and operational styles but technology use must also be seen in a business context. The use of appropriate real-life scenarios such as case studies, role-play and designing and developing Web sites as well as the use of various information systems are important in the development of entrepreneurial skills such as creativity, dynamism, individuality and team working. This paper reports on an innovative suite of modules offered to international students, as part of their semester or year-long exchange at Halmstad University, Sweden. Dealing with numerous aspects of business information technology, these modules are delivered through various learning approaches. The overall aim is to provide the students with a wide range of perspectives and analytical skills, while acknowledging diversity in heritage and cultural influences. Modules presented could well be included in a training program for future international entrepreneurs.

Place, publisher, year, edition, pages
Piscataway, NJ: IEEE Press, 2005
Keywords
Business, International learning, Real-life aspects, Technology, Theory and practice
National Category
Engineering and Technology
Identifiers
urn:nbn:se:hh:diva-429 (URN)10.1109/ITHET.2005.1560268 (DOI)2-s2.0-33845289403 (Scopus ID)2082/767 (Local ID)0-7803-9141-1 (ISBN)2082/767 (Archive number)2082/767 (OAI)
Conference
The 6th International Conference on Information Technology Based Higher Education and Training, 2005. ITHET 2005, July 7-9, 2005, Santo Domingo, Dominican Republic
Note

©2005 IEEE. Personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution to servers or lists, or to reuse any copyrighted component of this work in other works must be obtained from the IEEE.

Available from: 2007-01-26 Created: 2007-01-26 Last updated: 2018-03-23Bibliographically approved
Hamilton-Jones, J. & Svane, T. (2004). The e-Temple: online reflective diaries using a virtual learning environment. In: Yavuz Akpinar (Ed.), ITHET 2004: proceedings of the Fifth International Conference on Information Technology Based Higher Education and Training. Paper presented at The Fifth International Conference on Information Technology Based Higher Education and Training : 31 May-2 June, 2004, Istanbul, Turkey (pp. 487-492). Piscataway, NJ.: IEEE
Open this publication in new window or tab >>The e-Temple: online reflective diaries using a virtual learning environment
2004 (English)In: ITHET 2004: proceedings of the Fifth International Conference on Information Technology Based Higher Education and Training / [ed] Yavuz Akpinar, Piscataway, NJ.: IEEE , 2004, p. 487-492Conference paper, Published paper (Refereed)
Abstract [en]

Learning is a life-long process in an ever-changing environment. For students and professionals alike, the ability to constantly manage new knowledge and skills is pivotal. In such an undertaking, it is important not only to master content. To enhance our overall learning capability, we must also improve methods for acquiring other, less explored skill sets. This work presents efforts made to help Swedish and UK students to develop and foster reflective skills using Internet technologies, especially with regard to the "hows, whens, and whys" of personal learning. Lessons learned point to important considerations when trying to encourage students to reflect - in general, and on systems design.

Place, publisher, year, edition, pages
Piscataway, NJ.: IEEE, 2004
Keywords
Internet, Computer aided instruction, Human factors
National Category
Engineering and Technology
Identifiers
urn:nbn:se:hh:diva-427 (URN)10.1109/ITHET.2004.1358222 (DOI)000224078100096 ()2-s2.0-14544308340 (Scopus ID)2082/765 (Local ID)0-7803-8596-9 (ISBN)2082/765 (Archive number)2082/765 (OAI)
Conference
The Fifth International Conference on Information Technology Based Higher Education and Training : 31 May-2 June, 2004, Istanbul, Turkey
Note
©2004 IEEE. Personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution to servers or lists, or to reuse any copyrighted component of this work in other works must be obtained from the IEEE.Available from: 2007-01-24 Created: 2007-01-24 Last updated: 2018-03-23Bibliographically approved
Hamilton-Jones, J. & Svane, T. E. (2003). Developing research using reflective diaries. Paper presented at 33rd Annual Frontiers in Education, FIE 2003, Westminster, United States, 5-8 November, 2003. Conference proceedings - Frontiers in Education Conference, Article ID 1263319.
Open this publication in new window or tab >>Developing research using reflective diaries
2003 (English)In: Conference proceedings - Frontiers in Education Conference, ISSN 0190-5848, E-ISSN 2267-1242, article id 1263319Article in journal (Refereed) Published
Abstract [en]

Conference proceedings often present successful research and best cases. This paper presents a case that initially did NOT develop as anticipated and reflections as to why outcomes were different than expected. It also suggests important factors to consider before similar activities are undertaken in the future. The case presented investigates reflective assessments for the module "Current Issues in Edutainment Software Design", given to seniors in the Edutainment Software Design program at Halmstad University, Sweden. Throughout their program, these students have been indoctrinated to engage in self-reflection. Module assessments included development of both individual and group papers. Moreover, all students should reflect on their own learning process and produce their thoughts in a diary. Analysis of texts indicate that self reflection "on command" proved difficult for these students, although they had been "trained" to reflect. Compared with two other groups lacking a similar, reflective background, instructed reflection seemed easier for "untrained" students. © 2003 IEEE.

Place, publisher, year, edition, pages
San Diego: IEEE, 2003
Keywords
Diaries, Edutainment, Self-reflection, Students, Undergraduate research
National Category
Learning
Identifiers
urn:nbn:se:hh:diva-38120 (URN)10.1109/FIE.2003.1263319 (DOI)2-s2.0-84945911135 (Scopus ID)
Conference
33rd Annual Frontiers in Education, FIE 2003, Westminster, United States, 5-8 November, 2003
Available from: 2018-10-09 Created: 2018-10-09 Last updated: 2018-10-09Bibliographically approved
Svane, T. & Karlsson, L. (2003). Suggesting a Common Framework for the Classification of Military Training and Computer Game Simulators. Simulation Series, 35(3), 271-276
Open this publication in new window or tab >>Suggesting a Common Framework for the Classification of Military Training and Computer Game Simulators
2003 (English)In: Simulation Series, ISSN 0735-9276, E-ISSN 1562-384X, Vol. 35, no 3, p. 271-276Article in journal (Refereed) Published
Abstract [en]

Many similarities can be found between military training and computer game simulators. A review of definitions and classifications of military training simulators suggests that an adoption of DoD terminology also would suit game industry requirements. Similarities between applications are exemplified. Adhering to a common standard could possibly impose a challenge to both sectors because of (a) the rapid development of new concepts in the games sector, (b) the crossover between genres, and (c) the increasingly unclear distinction between "live" applications and simulations. The conclusion proposes further investigation into possible category dimensions that may emanate from research. © Emerald Publishing Limited 2017

Place, publisher, year, edition, pages
Vista, CA: The Society for Modeling and Simulation International (SCS), 2003
Keywords
Service quality, Kano model, Customer defection, 3PL services, Customer dissatisfaction, Failed service quality
National Category
Computer Systems
Identifiers
urn:nbn:se:hh:diva-37541 (URN)2-s2.0-84907447213 (Scopus ID)
Available from: 2018-07-10 Created: 2018-07-10 Last updated: 2018-07-10Bibliographically approved
Svane, T. E. & Hamilton-Jones, J. (2002). Establishing international co-operation in edutainment software design: Some experiences. Conference proceedings - Frontiers in Education Conference, 3, 5-10
Open this publication in new window or tab >>Establishing international co-operation in edutainment software design: Some experiences
2002 (English)In: Conference proceedings - Frontiers in Education Conference, ISSN 0190-5848, E-ISSN 2267-1242, Vol. 3, p. 5-10Article in journal (Refereed) Published
Abstract [en]

This paper addresses two topics that are viewed important to the future of most institutions of higher learning. One is an increased international focus, for extended student enrolment and also for facilitating international experiences to already enrolled students. The second deals with establishing international partnerships, which not only will provide a receiver of exchange students but will also, as in the case presented, provide a partner for educational joint ventures, resulting in the establishment of innovative, new and student-attractive degree programmes. The example given presents curriculum design and work leading to the establishing of an undergraduate degree in edutainment software design at a Swedish and a British university, and an extended outlook, to also incorporate other overseas partners over time, initially from the U.S.A., Australia and New Zealand.

Place, publisher, year, edition, pages
New York: IEEE, 2002
Keywords
Curricula; International cooperation; Learning systems; Software engineering; Students, Curriculum development; Edutainment software design; International experience; International partnership, Computer aided instruction
National Category
Learning Pedagogical Work Pedagogy Didactics
Identifiers
urn:nbn:se:hh:diva-37949 (URN)10.1109/FIE.2002.1158686 (DOI)2-s2.0-0036954456 (Scopus ID)
Note

cited By 5

Available from: 2018-09-11 Created: 2018-09-11 Last updated: 2018-09-11Bibliographically approved
Svane, T. E., Aderklou, C., Fritzdorf, L. & Hamilton-Jones, J. (2001). Knowledge by user demand and self-reflection: New models for teaching and assessment in edutainment software design. Paper presented at Frontiers in Education (FIE) 2001, Reno, Nevada, USA, October 10-13, 2001. Conference proceedings - Frontiers in Education Conference, III, T1B-1-T1B-6, Article ID 8.
Open this publication in new window or tab >>Knowledge by user demand and self-reflection: New models for teaching and assessment in edutainment software design
2001 (English)In: Conference proceedings - Frontiers in Education Conference, ISSN 0190-5848, E-ISSN 2267-1242, Vol. III, p. T1B-1-T1B-6, article id 8Article in journal (Refereed) Published
Abstract [en]

This paper reports on experiences from applying Knowledge by User Demand (KBUD) to teaching at the Edutainment Software Design programme at Halmstad University, Sweden. ’Edutainment’ denotes educational and recreational systems for homes, schools and work. Upon graduation, students may find careers in game design, project management, systems development etc. KBUD emphasizes participation in selection and creation of course contents, to foster a continuous review process of how to attain competencies needed to accomplish a task. Continuous self-reflection, on how and why competencies develop, and how personal learning can be refined, is highlighted in discussions and through using projects from previous courses as case studies. KBUD classes offer a core of approximately 50% of course content. Students select another 25% from a range of teacher-prepared themes and develop themselves the remaining themes under teacher supervision. KBUD modules combine subject adherence with encouraging student interest and participation, whilst also ensuring content vitality. © 2001 IEEE

Place, publisher, year, edition, pages
Champaign, IL: Stipes Publishing L.L.C., 2001
Keywords
Competence, Course Contents, Meta-learning, Self-reflection, Student
National Category
Pedagogical Work
Identifiers
urn:nbn:se:hh:diva-39358 (URN)10.1109/FIE.2001.963834 (DOI)2-s2.0-85013605705 (Scopus ID)
Conference
Frontiers in Education (FIE) 2001, Reno, Nevada, USA, October 10-13, 2001
Available from: 2019-05-23 Created: 2019-05-23 Last updated: 2019-05-28Bibliographically approved
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