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51.
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52.
  • Aardal-Eriksson, Elisabeth, et al. (författare)
  • Salivary cortisol and serum prolactin in relation to stress rating scales in a group of rescue workers
  • 1999
  • Ingår i: Biological Psychiatry. - 0006-3223 .- 1873-2402. ; 46:6, s. 850-855
  • Tidskriftsartikel (refereegranskat)abstract
    • Background: Rescue service personnel are often exposed to traumatic events as part of their occupation, and higher prevalence rates of psychiatric illness have been found among this group.Methods: In 65 rescue workers, salivary cortisol at 8 am and 10 pm and serum prolactin at 8 am were related to the psychiatric self-rating scale General Health Questionnaire (GHQ-28) measuring psychiatric health, and the Impact of Events Scale (IES) and Post Traumatic Symptom Scale (PTSS) measuring posttraumatic symptoms.Results: Seventeen percent of the study population scored above the GHQ-28 cut-off limit but none scored beyond the cut-off limit in the IES and PTSS questionnaires. Salivary cortisol concentration at 10 pm correlated with statistical significance to anxiety (p < .005) and depressive symptoms (p < .01) measured with GHQ-28, as well as to posttraumatic symptoms, with avoidance behavior measured with IES (p < .01) and PTSS (p < .005). Two of the rescue workers were followed over time with the same sampling procedure after a major rescue commission.Conclusions: The correlation between evening salivary cortisol and anxiety, depressiveness, and posttraumatic avoidance symptoms indicates that these parameters can be used in screening and follow-up after traumatic stress events.
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53.
  • Aardal-Eriksson, Elisabeth, et al. (författare)
  • Salivary cortisol, posttraumatic stress symptoms, and general health in the acute phase and during 9-month follow-up
  • 2001
  • Ingår i: Biological Psychiatry. - 0006-3223 .- 1873-2402. ; 50:12, s. 986-993
  • Tidskriftsartikel (refereegranskat)abstract
    • Background: Because traumatic events are unpredictable, there are few studies of psychobiological states immediately following such events. Our study aimed to determine the relation of salivary cortisol to psychologic distress immediately after a traumatic event and then during follow-up.Methods: Measurement of morning and evening salivary cortisol and ratings of psychologic distress (using the Impact of Events Scale [IES], the Post Traumatic Symptom Scale, and the General Health Questionnaire) were performed with 31 United Nations soldiers at three time points—5 days and 2 and 9 months—following a mine accident in Lebanon.Results: Five days after the accident, 15 subjects reported substantial posttraumatic distress according to the IES, as well as significantly lower morning and higher evening cortisol levels compared with the low-impact group. Within 9 months, the posttraumatic distress of the high-impact group was reduced, accompanied by an increase in morning and a decrease in evening cortisol levels. There were significant relationships between evening cortisol and all rating scales at the first and third time points.Conclusions: Subclinical posttraumatic stress following an adverse event can be measured biologically via salivary cortisol levels soon after the event.
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54.
  • Aardal-Eriksson, Elisabeth, et al. (författare)
  • Twelve Months Follow-up of Salivary Cortisol in Relation to Psychological Distress and General Health in Swedish UN-personnel after Severe Combat Exposure during Six Months Mission in Bosnia
  • Annan publikation (övrigt vetenskapligt/konstnärligt)abstract
    • Background: Our group has presented evidence of relationships between salivary cortisol levels and psychological distress before, during and after trauma-related stress. The aim of the present study was to confirm the part of evidence of relationships between salivary cortisol and posttraumatic distress and their change over time.Methods: Salivary cortisol levels at 8 AM and 10 PM and self-ratings were collected from 106 subjects six and twelve months after a six months UNmission in Bosnia. The rating instruments were the "Impact of Event Scale" (IES), the "Post Traumatic Symptom Scale" and the "General Health Questionnaire".Results: Significant statistical interactions were found between changes in mean cortisol levels and IES scores over time. Decreasing evening cortisol levels over time were significantly related to decreasing IES scores and vice versa. Morning cortisol levels showed negative, and evening cortisol positive correlations with all rating scores.Conclusions: The evidence from previous studies on trauma related stress, that salivary cortisol is related to the development of posttraumatic stress reactions, the morning cortisol in reverse (negative) direction to that (positive) of evening cortisol, were confirmed.
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55.
  • Aarnio, Harri, et al. (författare)
  • Spontaneous Charge Transfer and Dipole Formation at the Interface Between P3HT and PCBM
  • 2011
  • Ingår i: Advanced Energy Materials. - : Wiley-VCH Verlag Berlin. - 1614-6832 .- 1614-6840. ; 1:5, s. 792-797
  • Tidskriftsartikel (refereegranskat)abstract
    • In the pursuit of developing new materials for more efficient bulk-heterojunction solar cells, the blend poly (3-hexylthiophene):[ 6,6]-phenyl-C(61)-butyric acid methyl ester (P3HT:PCBM) serves as an important model system. The success of the P3HT: PCBM blend comes from efficient charge generation and transport with low recombination. There is not, however, a good microscopic picture of what causes these, hindering the development of new material systems. In this report UV photoelectron spectroscopy measurements on both regiorandom-(rra) and regioregular-(rr) P3HT are presented, and the results are interpreted using the Integer Charge Transfer model. The results suggest that spontaneous charge transfer from P3HT to PCBM occurs after heat treatment of P3HT: PCBM blends. The resulting formation of an interfacial dipole creates an extra barrier at the interface explaining the reduced (non-)geminate recombination with increased charge generation in heat treated rr-P3HT: PCBM blends. Extensive photoinduced absorption measurements using both above-and below-bandgap excitation light are presented, in good agreement with the suggested dipole formation.
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56.
  • Aaro, Gustav, 1995-, et al. (författare)
  • Toolset for Run-time Dataset Collection of Deep-scene Information
  • 2020
  • Ingår i: Symposium on Modelling, Analysis, and Simulation of Computer and Telecommunication Systems (MASCOTS). - Cham : Springer. - 9783030681098 ; , s. 224-236
  • Konferensbidrag (refereegranskat)abstract
    • Virtual reality (VR) provides many exciting new application opportunities, but also present new challenges. In contrast to 360° videos that only allow a user to select its viewing direction, in fully immersive VR, users can also move around and interact with objects in the virtual world. To most effectively deliver such services it is therefore important to understand how users move around in relation to such objects. In this paper, we present a methodology and software tool for generating run-time datasets capturing a user’s interactions with such 3D environments, evaluate and compare different object identification methods that we implement within the tool, and use datasets collected with the tool to demonstrate example uses. The tool was developed in Unity, easily integrates with existing Unity applications through the use of periodic calls that extracts information about the environment using different ray-casting methods. The software tool and example datasets are made available with this paper. 
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57.
  • Aarsand, Pål André (författare)
  • Alternating between online and offline : tags and frame switches as interactional resources
  • 2007
  • Annan publikation (övrigt vetenskapligt/konstnärligt)abstract
    • The present data are based on an ethnographic study of computer use in everyday interactions in a seventh grade class (of 13-14 year-olds). The data were analysed in terms of activity frames and participation frameworks (Goffman 1981), exploring how students deployed online and offline activity frames in their identity performance. It is shown how MSN (online) identities are invoked in subsequent and intermittent face-to-face interaction; a dialogue can start on MSN and continue in faceto-face interaction, and vice versa. This means that frame switches are important features of the students’ identity work. Similarly, the students employed nicknames or tags, that is, textual-visual displays of ‘speaker’ identities, located in the boundary zone between online and offline activities. In terms of participation frameworks, it is also documented ways in which students engaged in crossplay (Goffman 1981), where a ratified participant communicated with a non-ratified participant. Yet, one problem in analysing participation frameworks and particularly byplay and sideplay (Goffman 1981) is that these concepts require that the analyst can identify one dominant activity. This was not possible in the present data. Instead, the data are primarily analysed in terms of borderwork, that here entails frame switchings, crossplay and a strategic use of tags.
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58.
  • Aarsand, Pål André, 1970- (författare)
  • Around the Screen : Computer activities in children’s everyday lives
  • 2007
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • The present ethnography documents computer activities in everyday life. The data consist of video recordings, interviews and field notes, documenting (i) 16 students in a seventh grade class in a computer room and other school settings and (ii) 22 children, interacting with siblings, friends and parents in home settings. The thesis is inspired by discourse analytical as well as ethnographic approaches, including notions from Goffman (1974, 1981), e.g. those of activity frame and participation framework, which are applied and discussed.The thesis consists of four empirical studies. The first study focuses on students’ illegitimate use, from the school’s point of view, of online chatting in a classroom situation. It is shown that the distinction offline/online is not a static one, rather it is made relevant as part of switches between activity frames, indicating the problems of applying Goffman’s (1981) notions of sideplay, byplay and crossplay to analyses of interactions in which several activity frames are present, rather than one main activity. Moreover, it is shown that online identities, in terms of what is here called tags, that is, visual-textual nicknames, are related to offline phenomena, including local identities as well as contemporary aesthetics. The second study focuses on placement of game consoles as part of family life politics. It is shown that game consoles were mainly located in communal places in the homes. The distinction private/communal was also actualized in the participants’ negotiations about access to game consoles as well as negotiations about what to play, when, and for how long. It is shown that two strategies were used, inclusion and exclusion, for appropriating communal places for computer game activities. The third study focuses on a digital divide in terms of a generational divide with respect to ascribed computer competence, documenting how the children and adults positioned each other as people ‘in the know’ (the children) versus people in apprentice-like positions (the adults). It is shown that this generation gap was deployed as a resource in social interaction by both the children and the adults. The forth study focuses on gaming in family life, showing that gaming was recurrently marked by response cries (Goffman, 1981) and other forms of blurted talk. These forms of communication worked as parts of the architecture of intersubjectivity in gaming (cf. Heritage, 1984), indexing the distinction virtual/‘real’. It is shown how response cries, sound making, singing along and animated talk extended the virtual in that elements of the game became parts of the children’s social interaction around the screen, forming something of an action aesthetic, a type of performative action for securing and displaying joint involvement and collaboration. As a whole, the present studies show how the distinctions master/apprentice, public/private, virtual/real and subject/object are indexicalized and negotiated in computer activities.
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59.
  • Aarsand, Pål André (författare)
  • Computer- and Video games in Family Life : The digital divide as a resource in intergenerational interactions
  • 2007
  • Ingår i: Childhood. - : SAGE Publications. - 0907-5682 .- 1461-7013. ; 14:2, s. 235-256
  • Tidskriftsartikel (refereegranskat)abstract
    • In this ethnographic study of family life, intergenerational video and computer game activities were videotaped and analysed. Both children and adults invoked the notion of a digital divide, i.e. a generation gap between those who master and do not master digital technology. It is argued that the digital divide was exploited by the children to control the game activities. Conversely, parents and grandparents positioned themselves as less knowledgeable, drawing on a displayed divide as a rhetorical resource for gaining access to playtime with the children. In these intergenerational encounters, the digital divide was thus an interactional resource rather than a problem.
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60.
  • Aarsand, Pål Andre, 1970-, et al. (författare)
  • Computer gaming and territorial negotiations in family life
  • 2009
  • Ingår i: Childhood. - : SAGE Publications. - 0907-5682 .- 1461-7013. ; 16:4, s. 497-517
  • Tidskriftsartikel (refereegranskat)abstract
    • This article examines territorial negotiations concerning gaming, drawing on video recordings of gaming practices in middle-class families. It explores how private vs public gaming space was co-construed by children and parents in front of the screen as well as through conversations about games. Game equipment was generally located in public places in the homes, which can be understood in terms of parents' surveillance of their children, on the one hand, and actual parental involvement, on the other. Gaming space emerged in the interplay between game location, technology and practices, which blurred any fixed boundaries between public and private, place and space, as well as traditional age hierarchies.
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