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Sökning: WFRF:(Pargman Daniel)

  • Resultat 1-10 av 99
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1.
  • Cerratto-Pargman, Teresa, et al. (författare)
  • The Internet at the eco-village : Performing Sustainability in the twenty-first century
  • 2016
  • Ingår i: First Monday. - : University of Illinois Libraries. - 1396-0466. ; 21:5
  • Tidskriftsartikel (refereegranskat)abstract
    • Is the digital infrastructure and its footprint an ideological blind spot for recently emerging ecological communities, including eco-villages? This paper examines how a group of people who are concerned with environmental issues such as peak oil and climate change are orchestrating a transition toward a more sustainable and resilient way of living. We studied a Swedish eco-village, considering how computing in this community contributes to defining what alternative ways of living might look like in the twenty-first century. Drawing on a social-ecological perspective, the analysis illustrates, on the one hand, that the Internet, along with the digital devices we use to access it, capitalizes and mobilizes values, knowledge and social relationships that in turn enhance resilience in the eco-village. On the other hand, the analysis shows that an explicit focus on ecological values is not sufficient for a community of individuals to significantly transform Internet use to conform to ecological ideals. This work contributes to a deeper understanding of the imbrication of social technologies with practices that are oriented to perform sustainable and resilient ways of living.
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2.
  • Hansson, Lon Åke, et al. (författare)
  • A Decade of Sustainable HCI: Connecting SHCI to the Sustainable Development Goals
  • 2021
  • Ingår i: CHI '21. - New York, NY, USA : ACM Publications. - 9781450380966 ; , s. 1-19
  • Konferensbidrag (refereegranskat)abstract
    • Sustainable HCI (SHCI) constitutes a relatively new research field within HCI. We have identified four literature reviews of the field conducted between 2009-2014. In this paper, we present and discuss the results of a systematic literature review of peer-reviewed conference and journal articles that have been published in the field during the last ten years (2010-2019). To this end, we apply the United Nations’ Sustainable Development Goals (SDGs) as a framework to classify and discern high-level goals SHCI researchers have worked towards during this period. This paper contributes to HCI by 1) identifying Sustainable Development Goals that SHCI researchers have worked towards, 2) discerning main research trends in the field during the last decade, 3) using the SDG framework generatively to enumerate and reflect on areas that this far have not been covered by SHCI research and 4) presenting takeaways and opportunities for further research by the larger HCI community.
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3.
  • Josefsson, Pernilla, et al. (författare)
  • The student, the private and the professional role : Students’ social media use
  • 2015
  • Ingår i: Education and Information Technologies. - : Springer Science and Business Media LLC. - 1360-2357 .- 1573-7608. ; 21:6, s. 1583-1594
  • Tidskriftsartikel (refereegranskat)abstract
    • Research has shown that students perceive a distinct divide between educational and private use of social media. The present study explores this divide by focusing on master students’ perception of roles when using social media in a higher education context. A qualitative method has been used, mainly comprising of analyses of home exams and interviews, which were conducted with students enrolled in the master’s course BSocial media technologies^. Results support previous research stating that students perceived a distinct divide between educational and private use of social media, and furthermore provide a more detailed understanding of this divide. The results from the study also indicate that there is yet another type of use: social media as a tool for career-building purposes, or what is labeled as professional use. Implications of social media for use in higher education are described through the analysis of three roles as performed by the individual: the student role in educational settings, the professional role for career-building, and the private role.
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4.
  • Joshi, Somya, et al. (författare)
  • Whose Future Is It Anyway? : Limits within Policy Modeling
  • 2016
  • Ingår i: LIMITS '16. - New York, NY, USA : ACM Digital Library. - 9781450342605
  • Konferensbidrag (refereegranskat)abstract
    • In the age of Big Open Linked Data (BOLD), we inhabit a landscape where future scenarios are imagined, modeled, planned for and embedded in policy. Between the euphoric techno-utopian rhetoric of the boundless potential of BOLD innovations and the dystopian view of the dangers of such innovations (e.g. ubiquitous surveillance etc.), this paper offers a critical understanding of the boundaries that are traversed by the implementation of BOLD within policy modeling. We examine BOLD as a tool for imagining futures, for reducing uncertainties, for providing legitimacy and for concentrating power. In doing so we further develop the LIMITs community’s conceptualization of the societal limitations on computing, with specific reference to the assumptions, interpretations and trust that we place in these models when making socio-environmental policy decisions. We use an illustrative case of policy modeling, which provides a much-needed critical discussion of the inherent limitations and risks as well as the promises that are offered by BOLD. 
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5.
  • Pargman, Daniel, et al. (författare)
  • Play as work : On the Sportification of Computer Games
  • 2019
  • Ingår i: Digital Culture & Society. - Bielefeld : Transcript Verlag. - 2364-2114 .- 2364-2122. ; 5:2, s. 15-40
  • Tidskriftsartikel (refereegranskat)abstract
    • Contemporary images of desirable work (for example at gaming companies or at one of the tech giants) foregrounds creativity and incorporates and idealises elements of play. Simultaneously, becoming one of the best in some particular leisure activity can require many long hours of hard, demanding work. Between on the one hand work and on the other hand leisure and play, we enter the domain of games and sports. Most classical sports originally developed from physical practices of moving the human body and these practices were, through standardization, organization and rationalization, turned into sports. Many sport researchers, (sport) historians and (sport) sociologists have pointed out that sports have gone through a process of “sportification”. Cross-country skiing is an example of an activity that has gone through a historical process of sportification, over time becoming progressively more managed and regulated. Computer games are today following a similar trajectory and have gone from being a leisure activity to becoming a competitive activity, “e-sports”, with professional players, international competitions, and live streams that are watched by tens of millions of viewers. In this paper we look at similarities between the sportification of cross-country skiing and e-sports. While there are many similarities, one important difference is that where classical sports (e.g. cross-country skiing) often originated in work-related practices (in this case forestry), the formation of new and emerging sports (for example e-sports) instead often originates in playful leisure activities. We will in this text show how sports and sportification processes can function as a lens with which to better understand the intersection of work and play, and well as their overlapping and hybrid albeit non-mutually exclusive combinations; laborious play and playful work.
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7.
  • Svensson, Daniel, 1983-, et al. (författare)
  • Esports and Sportification : A View From Sweden
  • 2024
  • Ingår i: Critical Perspectives on Esports. - London : Routledge. - 9781003383178
  • Bokkapitel (refereegranskat)abstract
    • The rapid development of esports over the last two decades has been in some ways a challenge to the established sporting world. However, esports has largely developed according to the sportification model (Guttman, 1978), over time becoming progressively more organised, specialised, standardised, regimented, and rationalised. Competitive computer gaming is today following a similar trajectory as other sports have done in the past and has gone from being a leisure activity to becoming a competitive activity with organisations, professional players, and international competitions. This chapter gives a closer look at the ongoing sportification of esports in general and, more specifically, how this process has played out in Sweden. Similarities and differences in the sportification of esports and a more traditional sport - cross-country skiing - will be analysed. How have esports worked with organisation, regimentation, rationalisation, and standardisation? Building upon archival sources, earlier research, and interviews with representatives from Swedish esports organisations will conclude the chapter.
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8.
  • Bendor, Roy, et al. (författare)
  • Looking backward to the future: : On past-facing approaches to futuring
  • 2021
  • Ingår i: Futures. - : Elsevier. - 0016-3287 .- 1873-6378. ; 125
  • Tidskriftsartikel (refereegranskat)abstract
    • While the past is present in all futuring activities it tends to remain implicit and has not received adequate attention by futures scholars and practitioners. In response, this conceptual paper offers a novel framework with which the past can be brought into futures studies in a structured and comprehensive way. We begin by providing a brief account of how the past already figures in futures studies as part of efforts to understand the lingering effects of the past on the future; as part of a drive for ontological pluralization; and as a way to augment more mainstream futuring exercises. We then introduce two past-facing approaches to futuring, recasting and pastcasting, and illustrate their symmetry with the more familiar future-facing approaches, forecasting and backcasting. The symmetry, we argue, is based on shared aims and a shared style of inquiry. We then compare the different approaches and illustrate the landscape of futuring as an interplay of two dimensions: the focus of the activity on outcomes or pathways, and the stakes involved in it.
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9.
  • Biørn-Hansen, Aksel, et al. (författare)
  • Exploring the Problem Space of CO2 Emission Reductions from Academic Flying
  • 2021
  • Ingår i: Sustainability. - : MDPI AG. - 2071-1050. ; 13:21, s. 12206-12206
  • Tidskriftsartikel (refereegranskat)abstract
    • CO2 emissions from aviation have been predicted to increase over the coming decades. Within the academic world, flying is often perceived to be a necessary prerequisite to being a successful researcher. Many Swedish universities have ambitious climate goals, but are simultaneously among the top emitters in the public sector. Reaching stated climate goals could feasibly be met through a combination of measures, including decreased flying. One way to address the challenge is to support behavioural interventions with the help of interactive visualizations of CO2 emissions from flying. Those few examples that exist in the research literature are generally directed towards management and are less applicable to universities, given the large autonomy researchers enjoy and their discretionary control of research project funds. This paper uses a design-oriented research approach to present an analysis of the problem space at the intersection of interactive visualizations using air travel data to reduce CO2 emissions from business air travel at our own university, KTH Royal Institute of Technology. Through a number of design experiments, evaluations and investigations, we have unearthed needs, challenges and opportunities for the creation of visualization tools to support more sustainable travel practices at universities and in other knowledge-intensive organisations.
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10.
  • Björn, Hedin, 1970- (författare)
  • Exploring Opportunistic Use of Mobile Devices for Studying in Higher Education
  • 2014
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Students today often feel that they have too much to do and too little time. A common strategy to remedy this is to take advantage of opportunities to use “inter-time”, the time between other activities such as waiting or traveling. The aim of this thesis is to explore how studying using mobile devices in higher education can be designed for such opportunities. I choose to call this Opportunistic Mobile Studying (OMS).Using a design-based research approach this thesis discusses and proposes both scientific and practical contributions. A number of iterations of OMS have been designed, instantiated and tested in university courses and then evaluated using mixed methods.The first research question is how can OMS be designed to support students in adopting the behavior of studying at opportune moments. The results have been framed and interpreted using the Fogg Behavior Model, where behavior is the product of motivation, simplicity, and triggers. The results suggest that a key factor for motivation is procrastination, and therefore deadlines can be used to predict and suggest what students would likely be interested in studying during OMS moments. Simplicity is increased if OMS is adapted for studying in short fragmented moments, where important aspects are that content should be short, easy to access and easy to navigate. Trigger reminders were particularly appreciated and should be triggered based on time and place. Commuting is identified as a good context to build a routine of studying using OMS.The second research question is how can OMS activities and content be designed to support efficient studying in OMS situations. Study- activities identified as especially suitable for OMS situations are those that focus on preparation and repetition. These activities can enhance other learning activities and efficient studying can be accomplished even if only a little time is available. Examples of successful methods for this tested in this thesis include advance organizers and flashcards. Longer and more comprehensive studying material can be used if quick and easy navigation within the material is provided, for example, by using synchronized narrated slides such as enhanced podcasts. 
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