Satakunta University of Applied Sciences
Pori, Finland

Satakunta University of Applied science is a university of applied science located in the Satakunta region of Finland. The university is headquartered in Pori, but offers additional instruction in Huittinen, Kankaanpää and Rauma.At the beginning of 2013, Satakunta University of Applied science will adopt a matrix organisation. Wikipedia.

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Agency: European Commission | Branch: FP7 | Program: CP-FP | Phase: TPT.2013-1. | Award Amount: 3.22M | Year: 2013

Within the aeronautical industry it is critical to have safe and reliable operations in order to prevent accidents and mistakes which can potentially cause a huge loss of life and destruction. In this respect, the aeronautical industry has led the way in terms of understanding and implementing tools, methodologies and systems to combat human error within a system. One such principle which has been highlighted as being particularly successful is the integration and adoption of resilience engineering principles. Resilience engineering within the aeronautical industry has been very useful on board aircraft where the number of accidents and incidents have been shown to decrease through the utilisation of resilience engineering. In order to achieve successful transfer and implementation of the proven resilience engineering concepts and tools from the aeronautical industry to marine transport, a systematic approach needs to be adopted. Therefore, within the SEAHORSE project it is our aim to TRANSFER the effective and successful safety concepts utilised in the aeronautical industry, adapting and tailoring them to the unique needs of marine transport in the following manner: Firstly, the best practices in aeronautical industry with regard to managing errors and non-standard practices will be identified. Then, the current practices in marine transport will be assessed and gap analysis in order to identify any potential gaps that may affect the successful implementation of safety management will be conducted. Finally, a Multi-level Resilient Marine Transport Framework will be developed through the adaptation of the identified resilience engineering principles of the aeronautical industry to the unique needs of marine transport. Through the concepts of the SEAHORSE project it is envisaged that more resilient and safer shipping operations will be achieved.

Ketamo H.,Satakunta University of Applied Sciences | Ketamo H.,Eedu Ltd
7th European Conference on Games Based Learning, ECGBL 2013 | Year: 2013

This paper focuses on learning analytics framework behind Math Elements mathematics game. The game, was introduced at ECGBL 2012. The novelty value of this design study is in development process of visualizing and data mining technologies behind the learning analytics. The analytic tools provide 1) easy access to follow progress and 2) real time analysis on the learning process. The analytics gives fast and easy to understand view into learning process, still supporting the story, the game play and motivation towards game play. In this paper we show the user centered development process, the improvements done according to user feedback and open the future research focuses.

Boyle E.A.,University of West of Scotland | Macarthur E.W.,University of West of Scotland | Connolly T.M.,University of West of Scotland | Hainey T.,University of West of Scotland | And 3 more authors.
Computers and Education | Year: 2014

Basic competence in research methods and statistics is core for many undergraduates but many students experience difficulties in acquiring knowledge and skills in this area. Interest has recently turned to serious games as providing engaging ways of learning. The CHERMUG project was developed against this background to develop games to support students in learning about research methods and statistics. As a first step in designing the CHERMUG games a narrative literature review was carried out to establish whether similar games, animations and simulations already existed. Search terms used in the literature review included varied terms for digital games, simulations and animations, terms relevant to the twin goals of learning and engagement in games and terms for research methods and statistics. Application of the inclusion criteria led to 26 papers which were considered relevant. Synthesis of the papers suggested that there is reason to be optimistic that a game-based approach might be effective in learning in this area.© 2014 Elsevier Ltd. All rights reserved.

Costello J.T.,Queensland University of Technology | Donnelly A.E.,University of Limerick | Karki A.,Satakunta University of Applied Sciences | Selfe J.,University of Central Lancashire
International Journal of Sports Medicine | Year: 2014

This study sought to a) compare and contrast the effect of 2 commonly used cryotherapy treatments, 4 min of -110°C whole body cryotherapy and 8°C cold water immersion, on knee skin temperature and b) establish whether either protocol was capable of achieving a skin temperature (<13°C) believed to be required for analgesic purposes. After ethics committee approval and written informed consent was obtained, 10 healthy males (26.5±4.9 yr, 183.5±6.0 cm, 90.7±19.9 kg, 26.8±5.0 kg/m2, 23.0±9.3% body fat; mean±SD) participated in this randomised controlled crossover study. Skin temperature around the patellar region was assessed in both knees via non-contact, infrared thermal imaging and recorded pre-, immediately post-treatment and every 10 min thereafter for 60 min. Compared to baseline, average, minimum and maximum skin temperatures were significantly reduced (p<0.001) immediately post-treatment and at 10, 20, 30, 40, 50 and 60 min after both cooling modalities. Average and minimum skin temperatures were lower (p<0.05) immediately after whole body cryotherapy (19.0±0.9°C) compared to cold water immersion (20.5±0.6°C) . However, from 10 to 60 min post, the average, minimum and maximum skin temperatures were lower (p<0.05) following the cold water treatment. Finally, neither protocol achieved a skin temperature believed to be required to elicit an analgesic effect. © Georg Thieme Verlag KG Stuttgart - New York.

Sallinen M.,Satakunta University of Applied Sciences | Kukkurainen M.L.,Rheumatism Foundation Hospital in Heinola | Peltokallio L.,University of Jyväskylä
Patient Education and Counseling | Year: 2011

Objective: The aim of the present study was to analyse how experiences of peer support were described and reflected upon several years after a group rehabilitation intervention. Moreover, we wanted to learn more about what meanings were ascribed to peer support in the narratives of women with a long history of fibromyalgia. Method: This was a qualitative study in which narrative life story interviews of 20 women with fibromyalgia were collected and analysed to elicit the impact of peer support in their lives. Results: We identified four main domains of experienced peer support; permission to talk, need of information, reciprocity and self-evaluation through comparison. The meanings ascribed to peer support were mainly positive, although the participants also expressed thoughts about fear of future, hopelessness and mental health issues. Conclusions: Long-term fibromyalgia patients saw peer support as an impetus to an ongoing process of reconstruction of identity, illness acceptance and coping with fibromyalgia. Practice implications: In addition to up-dating their knowledge about fibromyalgia and its treatment, long term patients may need arenas where they can share and compare their experiences to those of other patients with a long history of fibromyalgia. © 2011 Elsevier Ireland Ltd.

Sallinen M.,Satakunta University of Applied Sciences | Kukkurainen M.L.,Rheumatism Foundation Hospital | Peltokallio L.,University of Jyväskylä | Mikkelsson M.,Paijat Hame Central Hospital
Musculoskeletal Care | Year: 2010

Background. Fibromyalgia is a significant health problem for women of working age. However, little is known about the long-term effects of fibromyalgia in everyday life or on work ability. Methods. A narrative interview study was conducted to explore the experiences of work ability and functioning of patients with a long history of fibromyalgia. Twenty women, aged 34-65 years, were purposively chosen for the interviews, to reach a wide range of patients with different social and professional backgrounds. Results. Four types of experience concerning work ability were identified in the narratives: confusion, coping with fluctuating symptoms, being 'in between' and being over the edge of exhaustion. Severe pain and fatigue symptoms, combined with a demanding life situation and ageing, seemed to lead to substantial decrease in work ability and functioning over the long term. In the narratives, vocational rehabilitation or adjustments to work tasks were rarely seen or were started too late to be effective. Conclusions. Exploring the life stories of women with fibromyalgia can reveal the perceived causes and conse- quences of fibromyalgia related to work ability or disability, which can be utilized in developing client-centred rehabilitation approaches and effective interventions to support work ability and avoid premature retirement in fibromyalgia patients. © 2009 John Wiley & Sons, Ltd.

Ketamo H.,Satakunta University of Applied Sciences
Proceedings of the European Computing Conference, ECC '11 | Year: 2011

User generated media highlights sharing: Sharing videos, images and texts in social media, as well as sharing character outfits and maps in games. However, behavior is one of the aspects that are not shared. The aim of this study is to show how user generated behaviors can be shared in different types of games. The game genres for this study are educational games and fighting (sports) games. The examples about sport games and educational games are based on MindFarm AI technology that enables end users to construct human-like behavior by only teaching. MindFarm emulates the human way to learn: According to cognitive psychology of learning, our thinking is based on conceptual representations of our experiences and complex relations between these concepts and experiences. Phenomena when the mental structure change is called learning. In the near future user-generated behaviors can be developed and shared, as all other user-generated content. According to examples on this study, game developers can design extensions that enable users to easily construct behaviors. From a game consumer point of view, the most interesting part is in developing behaviors, sharing them and finally playing with them, or against them.

Ketamo H.,Satakunta University of Applied Sciences | Suominen M.,Tampere University of Technology
Journal of Interactive Learning Research | Year: 2010

This article summarizes the pedagogical design, product development, and empirical evaluations of the game series, Animal Class, in terms of design study. The design phases, as well as the evaluation phases (N=2718), were carried out between the years of 2005-2007. The pedagogical idea of Animal Class is to place a learner in the role of teacher in a virtual world. The game encourages a learner to think reflectively, leading, in a best-case scenario, to conceptual changes in the learner's mental conceptual structure. The evaluation phase showed that the main strengths of these learning-by-teaching types of games are good learning outcomes and positive user experiences.

Nurmi K.,Satakunta University of Applied Sciences | Kyngas J.,Satakunta University of Applied Sciences | Post G.,University of Twente
Engineering Letters | Year: 2011

Staff scheduling has become increasingly important for both the public sector and private companies. Good rosters have many benefits for an organization, such as lower costs, more effective utilization of resources and fairer workloads and distribution of shifts. The process of constructing optimized work timetables for the personnel is an extremely demanding task. Driver rostering, preceded by vehicle scheduling and driver scheduling, is the last phase in the bus transit scheduling process. This paper presents a successful way to schedule days-off on a yearly basis and shifts on a monthly basis in one of the Finnish bus transportation companies. The days-off and shifts are scheduled using an algorithm that includes features from population-based methods, simulated annealing, tabu search and ejection-chains. The generated software has been integrated into a third-party vendor product.

Kyngas J.,Satakunta University of Applied Sciences | Nurmi K.,Satakunta University of Applied Sciences
International Journal of Innovative Computing and Applications | Year: 2011

Staff scheduling has become increasingly important for both public sector and private companies. Good rosters have many benefits for an organisation, such as lower costs, more effective utilisation of resources and fairer workloads and shifts. The construction of optimised days-off for the personnel is an important part of the process. This paper presents a successfulway to schedule days-off for the staff of a Finnish bus transportation company. The algorithm is a variation of the cooperative local search method. The generated software is currently in use in the company. In the paper, we also present the first collection of artificial test instances for the days-off scheduling. © 2011 Inderscience Enterprises Ltd.

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