Jannicke Baalsrud Hauge

dblp:13/900 · also Jannicke Madeleine Baalsrud Hauge · DBLP profile ↗
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25ranked-venue papers
13as first author
8since 2021 · last 2025
0000-0002-3747-0845ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 16 · 10 first-author · 7 since 2021Graphics, computer vision, multimedia, augmented reality and games · 13 · 8 first-author · 7 since 2021Applied, interdisciplinary, general and emerging computing · 12 · 5 first-author · 1 since 2021
YearPublicationVenuePosition
2025 How Does Entertainment Computing Contribute to the Sustainable Development Goals? A Rapid Literature Review
Jannicke Baalsrud Hauge, Polona Caserman, Heinrich Söbke
ICEC1
2024 Are Aesthetics and Accessibility Conflicting Aspects in Serious Games Design?
Jannicke Baalsrud Hauge, Erik D. Van der Spek, Barbara Göbl, Ioana A. Stefan, Heinrich Söbke
ICEC1
2023 Accessibility Issues Within Serious Games in Engineering Education for Visual Impairment
Sundus Fatima, Jannicke Baalsrud Hauge
ICEC2
2023 Towards Sustainable Serious Games
Barbara Göbl, Jannicke Baalsrud Hauge, Ioana A. Stefan, Heinrich Söbke
ICEC2
2022 Current Opportunities and Challenges of Digital Game-Based Learning
Jannicke Baalsrud Hauge, Heinrich Söbke, Heiko Duin, Ioana A. Stefan, Barbara Göbl
ICEC1
2021 Getting Collaborative Networks Sustainable: Drivers and Barriers Within a Digital Laboratories Network
Valentin Kammerlohr, Heiko Duin, Jannicke Baalsrud Hauge, Nadera Sultana Tany
PRO-VE3
2021 Investigating Impact of Augmented Reality on Game Design to Facilitate Learning Experiences in Logistics Operations Using Immersive AR Interfaces
Sundus Fatima, Jannicke Baalsrud Hauge, Prabahan Basu, Jakob A. H. Baalsrud Hauge, Anindya Chowdhury, Artem Schurig
ICEC2
2021 Virtualization of Digital Location-Based Experiences
Jannicke Baalsrud Hauge, Heinrich Söbke, Ioana A. Stefan
ICEC1
2020 Applying and Facilitating Serious Location-Based Games
Jannicke Baalsrud Hauge, Heinrich Söbke, Ioana A. Stefan, Antoniu Stefan
ICEC1
2019 Influence of Trust Factors on Shared Laboratory Resources in a Distributed Environment
Jannicke Baalsrud Hauge, Valentin Kammerlohr, Barbara Göbl, Heiko Duin
PRO-VE1
2018 An Approach for Surfacing Hidden Intentions and Trustworthiness in Logistics Resource Sharing Networks
Morice Daudi, Klaus-Dieter Thoben, Jannicke Baalsrud Hauge
PRO-VE3
2018 Entertainment Computing - A Key for Improving Inclusion and Reducing Gender Gap?
Javier Gómez 0002, Letizia Jaccheri, Jannicke Baalsrud Hauge
ICEC3
2018 Perspectives on Accessibility in Digital Games
Jannicke Baalsrud Hauge, Neil Judd, Ioana A. Stefan, Antoniu Stefan
ICEC1
2017 Influence of Information Sharing Behavior on Trust in Collaborative Logistics
Morice Daudi, Jannicke Baalsrud Hauge, Klaus-Dieter Thoben
PRO-VE2
2017 Exploring Pervasive Entertainment Games to Construct Learning Paths
Jannicke Baalsrud Hauge, Ioana A. Stefan, Antoniu Stefan
ICEC1
2016 Effects of Decision Synchronization on Trust in Collaborative Networks
Morice Daudi, Jannicke Baalsrud Hauge, Klaus-Dieter Thoben
PRO-VE2
2016 Using Gamification Mechanisms and Digital Games in Structured and Unstructured Learning Contexts
Ioana A. Stanescu, Antoniu Stefan, Jannicke Baalsrud Hauge
ICEC3
2015 Towards a Service-Oriented Architecture Framework for Educational Serious Games
abstract
Producing educational serious games can be costly and time-consuming. The Service-Oriented Architecture (SOA) approach of software development can offer a solution to reduce costs and foment serious games development. In this work, we apply a model called Activity Theory-based Model of Serious Games (ATMSG) for identifying existing relevant components that can be reused for different educational serious games. We apply the derived structure to classify the elements of an existing game and to identify how it can be refactored and expanded following the SOA paradigm.
Maira B. Carvalho, Francesco Bellotti, Jun Hu 0001, Jannicke Baalsrud Hauge, Riccardo Berta, Alessandro De Gloria, Matthias Rauterberg
ICALT4
2015 Game Mechanics Supporting Pervasive Learning and Experience in Games, Serious Games, and Interactive & Social Media
Jannicke Baalsrud Hauge, Theodore Lim, Sandy Louchart, Ioana A. Stanescu, Minhua Ma, Tim Marsh
ICEC1
2014 Requirements on learning analytics for facilitated and non facilitated games
abstract
Several engineering schools offer game based learning either as a supplementary to lecturers or as an integrated part of their curriculum. Most of the games are used in a workshop setting, and much of the learning outcome is achieved through the debriefing part of the workshop, i.e. not as an integrated part of the game. One reason is that many of the games do not offer stealth assessment, and thus need interpretation of a very well skilled facilitator. In additions games only used for one specific course are costly to develop, maintain and improve and in addition facilitated games put limitations on the class size and make it costly to integrate. Thus, this article looks at under which circumstances an on-line game produced for a different course could be integrated in a facilitated and not-facilitated way.
Jannicke Baalsrud Hauge, Matthias Kalverkamp, Francesco Bellotti, Riccardo Berta, Alessandro De Gloria, Giulio Barabino
EDUCON1
2014 Implications of Learning Analytics for Serious Game Design
abstract
This paper addresses the implications of combining learning analytics and serious games for improving game quality, monitoring and assessment of player behavior, gaming performance, game progression, learning goals achievement, and user's appreciation. We introduce two modes of serious games analytics: in-game (real time) analytics, and post-game (off-line) analytics. We also explain the GLEANER framework for in-game analytics and describe a practical example for off-line analytics. We conclude with a brief outlook on future work, highlighting opportunities and challenges towards a solid uptake of SGs in authentic educational and training settings.
Jannicke Baalsrud Hauge, Riccardo Berta, Giusy Fiucci, Baltasar Fernández-Manjón, Carmen L. Padrón, Wim Westera, Rob Nadolski
ICALT1
2008 REFQUEST: A Multiplayer On-Line Game to Support Idea Creation in Innovation Processes - An Ideation Game from the Laboranova Project
Heiko Duin, Jannicke Baalsrud Hauge
WEBIST (2)2
2008 Using Evaluation as a Quality Assurance Tool in the Development of Serious Games - A Case Study based on the PRIME Game
Jannicke Baalsrud Hauge, Heiko Duin, Manuel Oliveira 0001
WEBIST (1)1
2006 Enhancements In Performance Through Virtual Collaboration Among SMEs Potentials, Needs, and Research Challenges
abstract
To compete and to thrive in the current global markets it is imperative for the regional businesses to form sustainable collaborative networks. Further, virtual inter-organisational collaboration not only requires changes in the organisational structure but also the increase the dependence on readily available information. The efficiency and effectiveness of this information depends on suitable collaboration tools; especially on the ICT infrastructure as well a trust and cultural understanding between collaborating partners. Especially for SMEs the ability for efficient networked collaboration is of key importance. At the moment, there are no affordable and customizable ERP tools for such a networked collaboration among SMEs, This article presents a research approach focusing on the relevant challenges for the development and introduction of a collaboration tool based upon open source capabilities with industry specific ERP functionalities. These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.
Jannicke Baalsrud Hauge, Ali Imtiaz, Mirko Auerbach, Jens Eschenbächer, Marcus Seifert
PRO-VE1
2006 Training Of Strategic Decisions In Collaborative Networks Through Serious Games
Reiner Kracke, Jannicke Baalsrud Hauge, Heiko Duin, Klaus-Dieter Thoben
PRO-VE2