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Sökning: hsv:(SAMHÄLLSVETENSKAP) hsv:(Medie och kommunikationsvetenskap) hsv:(Kommunikationsvetenskap) > Refereegranskat > Högskolan i Skövde

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1.
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2.
  • Roos, John Magnus (författare)
  • The winner takes IT all : Swedish digital divides in global internet usage
  • 2018. - 1
  • Ingår i: Digital Transformation and Global Society. - Cham : Springer Nature Switzerland AG. - 9783030028459 - 9783030028466 ; , s. 3-18
  • Bokkapitel (refereegranskat)abstract
    • In the present study, we examined the influence of personality factors and demographic factors on Internet usage. Personality was defined from the Five Factor Model of personality in terms of Openness, Conscientiousness, Extraversion, Agreeableness, and Neuroticism, while demographic factors were defined as gender, age and socioeconomic status (e.g. income and educational attainment). The results from a large, representative Swedish sample (N = 1,694) show that global Internet usage can be explained by a high degree of Extraversion, young age and high socioeconomic status. Our findings are consistent with some previous studies, but in contrast with others. We discuss contrasting results in terms of different study designs, cultures and time periods of Internet development. The results are discussed in terms of the “rich get richer model” and digital divides, and what broader implication our findings might have for society. The study may help facilitate our understanding regarding future challenges in the Internet design. 
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3.
  • Holgersson, Jesper, PhD, 1974-, et al. (författare)
  • Reducing digital exclusion of seniors - Exploring the lasting effects of collaborative training sessions
  • 2020
  • Ingår i: Proceedings of Ongoing Research, Practitioners, Posters, Workshops, and Projects at EGOV-CeDEM-ePart 2020 co-located with the IFIP WG 8.5 International Conference EGOV-CeDEM-ePart 2020. - : CEUR-WS.org. ; , s. 117-125
  • Konferensbidrag (refereegranskat)abstract
    • Today's digital society is developing rapidly and the number of smart and innovative digital services is increasing every day. However, the rapid digitalization may also lead to the exclusion of some groups. Senior citizens are one of these groups at risk. The most common way of combating digital exclusion among seniors is to offer education and hands-on training. The short term effects of such education initiatives have shown positive results but the long term lasting effects of digital training have not been explored to any greater extent. Data was collected via semi structured interviews with seniors who had previously participated in training sessions targeting Swedish seniors with a desire to become more digital. The results show that although the immediate effect of participating in training is positive, more individualized training is needed to achieve a lasting effect.
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4.
  • Deraz, Hossam, 1971-, et al. (författare)
  • Factors Predicting Consumers' Assessment of Advertisments on Social Networking Sites
  • 2015
  • Ingår i: International Journal of Digital Information and Wireless Communications (IJDIWC). - Hong Kong : The Society of Digital Information and Wireless Communications. - 2225-658X. ; 5:2, s. 111-123
  • Tidskriftsartikel (refereegranskat)abstract
    • Marketers act on social networking sites (SNSs) in order to be more efficient in merchandising their products and/or services. Even so, the scope of the published studies regarding the assessment of advertisements on social networking sites (SNAs) is limited. Consequently, the present study aimed to consider credibility and interactivity, in addition to information, entertainment and irritation values, as main factors for consumers’ assessment of SNAs, as perceived by SNSs’ users.An analysis of empirical data helped to identify four main factors for assessing SNAs. These were: information value, entertainment value, credibility value and interactivity value. Irritation value was the only factor that had no significant effect on the assessment of SNAs. Furthermore, based on the beta coefficients, the information and entertainment values of SNAs, in conjunction with credibility and interactivity values, had different outcomes from previous studies. Consequently, the interactivity value was the strongest among the four predictors for assessing SNAs.
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5.
  • Gustavsson, Per M., 1965-, et al. (författare)
  • Machine Interpretable Representation of Commander's Intent
  • 2008
  • Ingår i: Proceedings of the 13th International Command and Control Research and Technology Symposium (13th ICCRTS).
  • Konferensbidrag (refereegranskat)abstract
    • The Network-Centric approach envisioned in the Global Information Grid enables the interconnection of systems in a dynamic and flexible architecture to support multi-lateral, civilian and military missions. Constantly changing environments require commanders to plan for missions that allow organizations from various nations and agencies to join or separate from the teams performing the missions, depending on the situation, as missions unfold. The uncertainty within an actual mission, and the variety of potential organizations that support the mission after it is underway, makes Command Intent (CI) a critical concept for the mission team. With new and innovative information technologies, CI can now be made available to the team of organizations in a coalition environment. Using a flexible and linguistically based approach for representing CI allows Intent to be interpreted and processed by all participants – both humans and machines. CI representations need to be able to express mission team’s purpose, the anticipated End-State of the mission and desired key tasks. In this work, the expression of CI is developed to enable the structure and dynamics of collaboration support.
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6.
  • Ohlander, Ulrika, 1965-, et al. (författare)
  • The Effects of Varying Degrees of Information on Teamwork : a Study on Fighter Pilots
  • 2023
  • Ingår i: Proceedings of the Human Factors and Ergonomics Society Annual Meeting. - : Sage Publications. - 1071-1813 .- 2169-5067. ; 67:1, s. 1965-1970
  • Tidskriftsartikel (refereegranskat)abstract
    • A team of fighter pilots in a distributed environment with limited access to information rely on technology to pursue teamwork. In order to design systems that support distributed teamwork, it is, therefore, necessary to understand how access to information affects the team members. Certain factors, such as mutual performance monitoring, shared mental models, adaptability, and backup behavior are considered essential for effective teamwork. We investigate these factors in this work, focusing on how visually communicated information affects fighter pilots’ perception of these factors. For that, a questionnaire including the teamwork factors in relation to certain defined scenarios that contain various levels of information was distributed to fighter pilots. We show that the studied factors are affected by the level of information available to the pilots. Especially, mutual performance monitoring increases with the degree of available information. © 2023 Human Factors and Ergonomics Society.
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7.
  • Bergh, Ingrid, 1956, et al. (författare)
  • Descriptions of pain in elderly patients following orthopaedic surgery.
  • 2005
  • Ingår i: Scandinavian journal of caring sciences. - : Wiley. - 0283-9318 .- 1471-6712. ; 19:2, s. 110-8
  • Tidskriftsartikel (refereegranskat)abstract
    • The aims of this study were to investigate what words elderly patients, who had undergone hip surgery, used to describe their experience of pain in spoken language and to compare these words with those used in the Short-Form McGill Pain Questionnaire (SF-MPQ) and Pain-O-Meter (POM). The study was carried out at two orthopaedic and two geriatric clinical departments at a large university hospital in Sweden. Altogether, 60 patients (mean age =77) who had undergone orthopaedic surgery took part in the study. A face-to-face interview was conducted with each patient on the second day after the operation. This was divided into two parts, one tape-recorded and semi-structured in character and one structured interview. The results show that a majority of the elderly patients who participated in this study verbally stated pain and spontaneously used a majority of the words found in the SF-MPQ and in the POM. The patients also used a number of additional words not found in the SF-MPQ or the POM. Among those patients who did not use any of the words in the SF-MPQ and the POM, the use of the three additional words 'stel' (stiff), 'hemsk' (awful) and 'rad(d)(sla)' (afraid/fear) were especially marked. The patients also combined the words with a negation to describe what pain was not. To achieve a more balanced and nuanced description of the patient's pain and to make it easier for the patients to talk about their pain, there is a need for access to a set of predefined words that describe pain from a more multidimensional perspective than just intensity. If the elderly patient is allowed, and finds it necessary, to use his/her own words to describe what pain is but also to describe what pain is not, by combining the words with a negation, then the risk of the patient being forced to choose words that do not fully correspond to their pain can be reduced. If so, pain scales such as the SF-MPQ and the POM can create a communicative bridge between the elderly patient and health care professionals in the pain evaluation process.
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8.
  • Holloway-Attaway, Lissa, et al. (författare)
  • Performing Heritage and Creating Community Through Digital Games, Narrative Agency and Critical Play
  • 2020
  • Konferensbidrag (refereegranskat)abstract
    • Interactive digital media, and in particular digital games, are an increasingly prevalent component of museums and other public cultural spaces to help engage visitors. However, despite their growing presence, they remain under-explored in the ways they mediate a wide variety of cultural expressions and interactions through their differing and unique narrative affordances. Such storytelling differences must be accounted for in order to understand how they may be facilitated and curated with visitors/players in mind. The medium is defined by diminished authorial control in favor of free play and individual agency of expression for players. As such games for heritage present interesting challenges for those who may want to develop, facilitate, and curate them in cultural contexts and with historically accurate content. In fact, the lack of control over content once it becomes interactive and playful can present significant challenges to museum curators, pedagogues and guides. As facilitators of cultural knowledge, they often need to strike a balance between informing visitors/players about cultural heritage and history through deliberately crafted narratives - something museums are well equipped to do - while also providing players with more agency to individually express themselves and to re-write cultural heritage stories and histories through narrative play. In this paper, we present three case studies that exemplify how digital games can be used to give children a less restrictive narrative framework in which they can perform and express history and cultural heritage, rather than by merely re-enacting it. Through these three cases, we describe the processes involved in using digital games as a collaborative stage, or performative platform, on which participants can craft their own narratives to experience and express their own histories and build connections to others in a shared community of play.
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9.
  • Rambusch, Jana, et al. (författare)
  • A pre-study on spectatorship in eSports
  • 2017
  • Konferensbidrag (refereegranskat)abstract
    • A pre-study of spectators' perspectives on eSports was conducted in collaboration with two Swedish game development companies. The main goal was to identify factors that contribute to qualitative spectator experiences and how they can influence game design. A qualitative approach was chosen to explore spectators' perspectives on eSports through observations and focus-group interviews of 28 participants in total. Results indicate that spectatorship is a complex issue that goes beyond the mere watching of a game. We identified four themes that are important for qualitative spectator experiences: the need for an overview of game events; highlighting and exposing hidden objects and events; viewer- and commentator-friendly game pacing; the importance of professional commentators and casters. Based on the results, we present design guidelines and recommendations for the development of games in eSports.
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10.
  • Kourentzes, Nikolaos, et al. (författare)
  • Visitor arrivals forecasts amid COVID-19 : A perspective from the Africa team
  • 2021
  • Ingår i: Annals of Tourism Research. - : Elsevier. - 0160-7383 .- 1873-7722. ; 88
  • Tidskriftsartikel (refereegranskat)abstract
    • COVID-19 disrupted international tourism worldwide, subsequently presenting forecasters with a challenging conundrum. In this competition, we predict international arrivals for 20 destinations in two phases: (i) Ex post forecasts pre-COVID; (ii) Ex ante forecasts during and after the pandemic up to end 2021. Our results show that univariate combined with cross-sectional hierarchical forecasting techniques (THieF-ETS) outperform multivariate models pre-COVID. Scenarios were developed based on judgemental adjustment of the THieF-ETS baseline forecasts. Analysts provided a regional view on the most likely path to normal, based on country-specific regulations, macroeconomic conditions, seasonal factors and vaccine development. Results show an average recovery of 58% compared to 2019 tourist arrivals in the 20 destinations under the medium scenario; severe, it is 34% and mild, 80%.
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