• Home
  • Jannicke Baalsrud Hauge
Jannicke Baalsrud Hauge

Jannicke Baalsrud Hauge
KTH Royal Institute of Technology und Bremer Institut für Produktion und Logistik (BIBA) · Inst för Hållbar produktionsutveckling/ Dept. of Sustainable Production Development

Dr.-Ing

About

223
Publications
59,250
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
1,359
Citations
Additional affiliations
August 2016 - present
KTH Royal Institute of Technology
Position
  • Professor (Associate)
March 2015 - present
KTH Royal Institute of Technology
Position
  • Researcher & co-director
Description
  • gamification of mobility solutions and health logistics
May 2001 - August 2003
Universität Bremen
Position
  • Researcher

Publications

Publications (223)
Article
Full-text available
Digital Twins represent a powerful tool for transforming production and logistics towardsIndustry 4.0. They mirror physical assets in the digital world, enriching them with additional capabilitiesand features such as decision-making or lifecycle management. Due to the diverse possibilities associatedwith the Digital Twin, their design and implement...
Article
The use of games as a method for planning and designing cities is often associated with visualisation, from simplistic to immersive environments. They can also include complex and sophisticated models which provide an evidence base. The use of such technology as artefacts, aids, or mechanics curates the player experience in different and very often...
Article
Full-text available
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 medi...
Chapter
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...
Chapter
The sharing economy is a widespread concept of commonly used resources either among individuals or across organizations putting efforts into jointly utilizing existing resources. Within digital networked organizations, trust behavior needs to be supported by mechanisms to establish and sustain the collaborative network. This paper presents methods...
Article
Full-text available
Cities are growing and sustainable urban mobility planning (SUMP) is gaining in importance with it. The problems in the domain often involve multiple stakeholders with conflicting or competing objectives. The stakeholders and objectives can be local to certain neighborhoods or apply to the global city-wide scale. We present a methodology to address...
Article
Full-text available
Simulation-based participatory modelling allows integration of all types of knowledge including empirical, technical and scientific from all disciplines and domains. Thus, in recent years, the use of participatory modelling has been continuously increasing in many fields including logistics. With a view of achieving better understanding of the subj...
Article
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 implement...
Chapter
Developing cooperative serious games has specific challenges of enabling players to achieve both gaming and learning goals in a cooperative fashion. The complexity of handling game and learning requirements leads to the lack of guidance for systematically developing cooperative serious games (SGs). To overcome the challenges, we propose a systemati...
Article
Full-text available
This paper presents a business model for digital laboratories (labs) to promote sharing in network organizations. Using information systems design science research methodology, a multi-sided platform is created and evaluated as a sustainable business model. Digital labs complement theoretical concepts in science, technology, engineering, and mathem...
Chapter
Rapid technology changes and the transition to digitalised production and education pose significant challenges to engineering education. Hands-on experimentation requires access to new technologies, often in a lab setting. Cross-organisational collaboration and resource sharing can reduce costs and increase utilisation. Success depends on trust, p...
Chapter
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 po...
Chapter
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 featur...
Article
Full-text available
With the increase in the number of avenues for production of data everywhere including logistics, using this data has become an obvious next step. In this paper, we look at the major logistics problems in details as discussed in a seminal work in highlighting the problems in logistics by X. Li in 2014. Together with discussing the problems, we als...
Chapter
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 creat...
Chapter
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 movemen...
Chapter
Events such as Covid-19 have revealed the vulnerabilities that companies face due to low visibility. Consequently, companies experience impact on their supply chains in terms of disruptions of material supply, deliveries, productivity and revenue. Thus, the importance of Supply Chain Visibility (SCV) in global and competitive markets with increasin...
Chapter
Rapid technological changes within a highly competitive global market have induced a transformation in the manufacturing industry. A wide range of services is added to the physical product in order to deliver new customized functions and other benefits in the form of Product-Service Systems (PSS). These developments induce a change from quasi-stabl...
Chapter
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 r...
Chapter
Full-text available
Since its inception in 1978, the IFIP Working Group (WG) 5.7 on Advances in Production Management Systems (APMS) has played an active role in the fields of production and production management. The Working Group has focused on the conception, development, strategies, frameworks, architectures, processes, methods, and tools needed for the advancemen...
Conference Paper
Full-text available
The EU policies in the Baltic Sea Region (BSR) focusses on sustainable energy development through integration of greener ports [1,2]. Inline with the EU goals for BSR, the purpose of this paper is to present a generic model building approach to understand and quantify the aspects of environmental sustainability in terms of vehicular emissions in th...
Conference Paper
Full-text available
Optimizing urban logistics is a complex multi-stakeholder and multi-criteria decision problem. This paper presents a tool made for a case study wherein a city is investigating different options for heavy commercial vehicles to traverse the city and calculating how much pollution they produce. In the process, participatory modelling is adopted as th...
Chapter
Full-text available
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...
Article
Full-text available
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...
Article
Full-text available
A data-driven approach in production logistics is adopted as a response to challenges such as low visibility and system rigidity. One important step for such a transition is to identify the enabling technologies from a value-creating perspective. The existing corpus of literature has discussed the benefits and applications of smart technologies in...
Article
The interest of the educational community in the laboratory- (lab) based education has grown steadily. As remote labs have started to be a reliable alternative to traditional hands-on labs, security and safety issues are becoming increasingly important, as their interconnected nature raises new and challenging issues. The complexity increases when...
Article
Full-text available
Background Using serious games for learning in operations management is well established. However, especially for logistics skills in health care operations, there is little work on the design of game mechanics for learning engagement and the achievement of the desired learning goals. Objective This contribution presents a serious game design repre...
Chapter
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...
Book
This book constitutes the refereed proceedings of the 7th Joint International Conference on Serious Games, JCSG 2021, as virtual event, in January 2022. The 17 full papers presented together with 3 short papers were carefully reviewed and selected from 28 submissions. JSCG 2021 is dedicated to serious games and its interdisciplinary characteristics...
Book
This book constitutes the refereed proceedings of the 20th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2021, which was supposed to take place in Coimbra, Portugal, in November 2021. The 26 full papers, 13 short papers and 11 other papers presented were carefully reviewed and selected from 84 submissions. ICEC brings togethe...
Book
This book constitutes the refereed proceedings of the 10th International Conference on Games and Learning Alliance, GALA 2021, held in La Spezia, Italy, in December 2021. The 21 full papers and 10 short papers were carefully reviewed and selected from 50 submissions. The papers cover a broad spectrum of topics: Serious Games Applications; Serious G...
Chapter
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...
Chapter
Full-text available
Manufacturing simulation has been used as a decision support tool to solve various problems in production systems. However, with the advent of Industry 4.0 and CPS, manufacturing simulation becomes not only a tool for supporting decision-making but also essential for operation, monitoring, and forecasting the production system. In this paper, a tra...
Preprint
UNSTRUCTURED Serious games are often said to be a powerful learning tool in higher education. The games used are often facilitated, and literature indicates that the success of the players’ learning outcomes depends on the facilitators’ competencies. Facilitators in most commercially offered game-based training have undergone specific instruction,...
Article
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...
Conference Paper
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 s...
Chapter
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 b...
Chapter
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 conte...
Conference Paper
Full-text available
Mobile devices and mobile internet are the prerequisites for location-based apps, which interpret the current location for providing position-sensitive information. In form of games, location-based apps are extremely popular. For example, 2013 Ingress generated a hype that was surpassed by 2016 Pokémon GO with an even larger player base. Other form...
Conference Paper
Full-text available
Gamification is a growing topic of interest across all industries, including manufacturing. We conducted a literature review to determine the past and current research being conducted in the realm of gamification within manufacturing. We found that significant research is being performed, with growth in recent years. However, our analysis also foun...
Chapter
Fully dynamic cross-company production networks that adapt to individual customer orders are a core vision in Industry 4.0. For different reasons, like failure of machines of a supplier or a sudden increase of demand, additional production capacities might be required at short notice. However, there are barriers to finding and integrating suppliers...
Chapter
Full-text available
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 i...
Chapter
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 de...
Preprint
BACKGROUND Using serious games for learning in operations management is well established. However, especially for logistics skills in health care operations, there is little work on the design of game mechanics for learning engagement and the achievement of the desired learning goals. OBJECTIVE This contribution presents a serious game design repr...
Chapter
Full-text available
This chapter examines the conceptual design of AR applications as a learning activity with low technical requirements. With the help of the learning activity, the principles of AR and of the subject area can be conveyed, and the learners’ engagement with the learning content should be stimulated. In this study, Bachelor students of civil engineerin...
Book
This book constitutes the refereed proceedings of the 6th Joint International Conference on Serious Games, JCSG 2020, held in Stoke-on-Trent, UK, in November 2020. The 19 full papers presented together with 3 short papers were carefully reviewed and selected from 38 submissions. The papers offer a wide range in the use of serious games in several f...
Chapter
Full-text available
Location-based AR games have experienced a tremendous rise. With Ingress (2013) and later Pokémon GO (2016), the two games have established a new genre on the one hand and set new bench-marks in popularity on the other. The specific characteristics, like multiplayer mode, integration of authentic places, and ubiquitous accessibility, make it likely...
Chapter
Full-text available
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 lea...
Chapter
Full-text available
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...
Chapter
Outcomes of care for various diseases and urgent conditions in an emergency department are dependent on balancing the patient’s need and available resources through management and coordination under often rapidly changing preconditions. However, although it is central to resilient operations, decision-making in dynamic resource management is rarely...
Chapter
Gaming simulation is a successful approach to many issues where a holistic view is important. However, to use results from gaming simulations, the game has to be validated. This paper proposes a two-step approach for process validation of behavior for the gaming simulation by comparing decisions that players make in a game with the perceptions that...
Chapter
Production logistics systems consist often of a number of low value-added activities combined with a high degree of manual work. Therefore, increasing effectivity and responsiveness has always been a target for production logistics systems. Sharing data in real-time may have a considerable potential to increase effectivity and responsiveness. The f...
Chapter
Smart Product-Service Systems, i.e. solutions consisting of tangible and intangible components interacting with their environment through information and communication technology, are subject to various dynamic influences along the life cycle. Stakeholders to the solution may change, as well as their needs and technological capabilities. This makes...
Chapter
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 ac...
Article
Full-text available
Implementation and training about changes in a procurement process are complex due to the complexity of the procurement process characterised by the adaptive stakeholder network and continuously changing market rules. Traditional training approaches for procurement split the process into separate steps; however, to be able to assess all training as...
Conference Paper
Full-text available
There is a trend in industries towards adoption of new technologies coming from Industry 4.0 to improve operational automation, efficiency, maintenance, by interconnecting sensors, devices, machines, and processes, increasing data availability for automation and decision support. These changing scenarios need to be addressed also in terms of instru...
Chapter
Full-text available
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 rel...
Chapter
Full-text available
Pokémon GO was the first mobile location-based Augmented Reality (AR) game to be widely publicized, and its predecessor—the Ingress game—was the first mobile location-based game reaching a broader audience. Both games are continuously developed and have a large basis of regular players. Therefore, Pokémon GO and Ingress can be seen as successful ex...
Article
Full-text available
This article focuses on the early stages of an international project on gamifying national identity. It examines the production of the content required for developing a sophisticated and engaging approach to pedagogical innovation in education, through game-based learning. This will encourage individuals to think about both European and national id...
Book
This book constitutes the refereed proceedings of the First IFIP TC 14 Joint International Conference on Entertainment Computing and Serious Games, ICEC-JCSG 2019, held in Arequipa, Peru, in November 2019. The 26 full papers, 5 short papers, and 16 poster, demonstration, and workshop papers presented were carefully reviewed and selected from 88 su...
Article
Full-text available
Teaching students and training employees for management responsibilities, enabling acquisition of new skills, of knowledge and experiences to better respond to market and job demands remain challenging. New methodologies and pedagogical approaches need to be explored to support the design of new tools that enhance the acquisition of cooperative dec...