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Sökning: hsv:(SAMHÄLLSVETENSKAP) > Högskolan i Halmstad

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41.
  • Bergquist, Magnus, 1960 (författare)
  • iDentity - Identitetsskapande i Macvärlden.
  • 2006
  • Ingår i: Vardagslivets fronter. - Göteborg : Arkipelag. - 9185838705 ; , s. 125-143
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)
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42.
  • Bergquist, Magnus, 1960, et al. (författare)
  • The effects of PACS on radiographer’s work practice
  • 2007
  • Ingår i: Radiography. - London : W.B. Saunders Co. Ltd.. ; 13:3, s. 235-240
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper identifies and analyses the effects of picture archiving and communica- tion systems (PACS) on radiographers’ work practice. It shows that the introduction of PACS did not simply entail the transfer of data and information from the analogue world to the digital world, but it also led to the introduction of new ways of communicating, and new activities and responsibilities on the part of radiography staff. Radiographers are called upon to work increasingly independently, and individual practitioners require higher levels of professional expertise. In all, this paper demonstrates that new technical solutions sometimes lead to sub- stantial changes in responsibilities in work. In this example, the radiographers’ work practice has become more highly scientific and they are enjoying a higher level of prestige.
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43.
  • Bhatti, Harrison John, 1979- (författare)
  • Sustainable Electromobility : A System Approach to Transformation of Transportation
  • 2023
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This thesis aims to explore, analyze, and develop knowledge that leads to an understanding of identifying the key actors and their symbiotic relationships and dependencies in transforming the energy and transportation system from fossil-based to renewable and fossil fuel-powered vehicles to electric. The research was explorative and categorized into two studies. The Study – I focuses on the technological development that leads toward transforming from the old fossil-based analog electricity generation and distribution system to the new digitalized renewable system. This study further explores the impact of these disruptive technologies on the market and society, and the challenges hindering the implementation and adoption of the new energy system. Study – II focuses on developing new knowledge and understanding by integrating technological, political, societal, and economic aspects into one model and named it a 'multidimensional readiness index model.' This model can serve as an analytical tool and provide a broader perspective for exploring, analyzing, evaluating, and determining the countries' positions in transforming the transformation system. The model has been applied to eight countries, two from Asia (China and India) and Australia and five from Europe (Germany, Norway, Sweden, Slovenia, and the UK). The kappa synthesizes the exploration of the papers. Additionally, the system approach is applied to explore and understand the symbiotic relationship in the new ecosystem among the key actors and stakeholders and their significant role in transforming the transportation system from fossil-based to electric. The main conclusion is that the countries with a higher symbiotic relationship among the key actors achieved a higher level of readiness in transforming the transportation system. In contrast, other countries with a low symbiotic relationship among the key actors are slowly catching up or even far behind in transforming the transportation system towards electrification.
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44.
  • Bilstrup, Urban, 1971-, et al. (författare)
  • Peace in Cyberspace Will Not Take Place
  • 2016
  • Konferensbidrag (refereegranskat)abstract
    • The ongoing debate whether cyberwar exists or not is odd and to large extent based on an Industrial age view of the definition of war. The ongoing digital revolution ends the industrial age and it was in the context of the industrial age that the Clausewitzian theories of war were defined. The industrial age was built upon machines and physical objects, and the theories of war in this era were also based on these elements. However, when the importance of physical values is vanishing and replaced by other values, as information and knowledge, the fundamental elements of war in the industrial age becomes week. An extension of the theories of war in the information age is that destruction of digital assets is representing the same element of violence, if it potentially cripples an enemy to defeat. When a society’s valuable assets are in the digital form and not necessarily even present within the geographical area of a sovereign state one maybe have to reconsider the understanding of war. This paper explores the discourse framing war in the information age, and conducts a discussion on how to define peace and war in cyberspace, especially in the context of digital violence.
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45.
  • Björk, Eva-Stina, et al. (författare)
  • Aspects of consideration in product development research
  • 2007
  • Ingår i: Journal of engineering design (Print). - London : Taylor & Francis. - 0954-4828 .- 1466-1837. ; 18:3, s. 195-207
  • Tidskriftsartikel (refereegranskat)abstract
    • One reason for conducting research on product development processes is to improve the usability in methods and tools for companies to be more competitive and efficient. However, the transfer of research findings over to industry has been shown to be slow and incremental, which could be seen as a result of bad usability and/or low acceptability in research findings from studies on industrial product development processes.According to our research and practice experience, we have found that, to grasp what really happens on a daily basis in a development project, to get the opportunity to reflect upon it, and to understand the complex nature of a development process, it is necessary to conduct insider action research (IAR), which is a qualitative approach. So far, the traditional outsider perspective using a quantitative research approach has been dominant. Conducting IAR means that the researcher is present and intervenes most of the time in a development project either as project leader, team member or observer.To improve the opportunities for implementation of research findings (which is an important issue for society as a whole) and to guarantee trust in presented research findings, IAR has proved to be efficient in the studied projects. As the research situation becomes unique for each product development process, trust in the research findings is strongly related to the presence of the researcher in the development process. Reliability and credibility in terms of provable data can be filed in diaries, email communications, and so on, and saved to be available if required.
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46.
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47.
  • Bolin, Maria, 1962, et al. (författare)
  • Driving Change With Narratives
  • 2005
  • Ingår i: 21st European Group for Organizational Studies (EGOS) Colloquium 2005. Freie Universität Berlin, Germany..
  • Konferensbidrag (refereegranskat)
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48.
  • Brooks, Eva, et al. (författare)
  • Designerly Processes with Robots as a Framework for Children’s Perspective-Taking
  • 2023
  • Ingår i: Design, Learning, and Innovation. - Cham : Springer. - 9783031313912 - 9783031313929 ; , s. 113-131
  • Konferensbidrag (refereegranskat)abstract
    • The use of robotics technology in school is renowned for providing children with opportunities to interact and collaborate in various school subjects, which raise questions of how to design learning activities that include robot technology in education. In this paper we explore how a designerly approach can foster children’s perspective-taking while creatively collaborating in mixed analogue and digital learning environments including robots, creative material and classical fairytales. Based on a social semiotics analytical framework, the study draws from workshops carried out with third grade classes of Danish school children, aged 9–10 years old. Using video recordings and a thematic analysis, the unit of analysis focuses on the activities with a special interest on children’s interactions with robots, creative materials, classical fairytales and with each other. The results of this study imply that by using a designerly approach with robotics in programming activities, conditions were created for children to engage in interactions and reasoning with each other, where the mixed learning environment reinforced children’s abilities of perspective-taking. © 2023, ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering.
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49.
  • Brooks, Eva, et al. (författare)
  • Pedagogical Integration of Digital Game-based Learning - Processes Involved
  • 2022
  • Ingår i: Design, Learning and Innovation. - Cham : Springer. - 9783031066740 - 9783031066757 ; , s. 195-212
  • Bokkapitel (refereegranskat)abstract
    • Aligned with the digital development in society, the use of digital game-based learning (DGBL) as a pedagogical enhancement has increased markedly in schools recently. However, due to various reasons, teachers are not always as enthusiastic to adopt the new technology in their classroom. In this paper we apply Engeströms activity system as an analytical approach to understand teachers’ considerations of opportunities, resistance or barriers and pedagogical functions of digital game-based learning as a teaching method. As related research has shown, there is a lack of research answering the question of how DGBL could be designed to structure and facilitate learning as well as of considering the classroom settings and barriers of implementing DGBL. We attempt to contribute to these problems by applying the activity system framework in the context of digital game-based learning (DGBL), in particular the interplay between resistance as an obstruction or opportunity and design of teaching activities by means of digital games. The research questions posed in the study are: 1) How do teachers evaluate the designs of digital games in relation to how they support or hinder learning? and 2) What kind of constraints do teachers identify while translating educational games? The study applies a qualitative approach and includes cases of two separate workshops with a total of twelve participating teachers and one toy- and game designer. The workshops were designed to provide a framework for preschool- and primary school teachers to evaluate challenges and potentials of DGBL. Findings show, among other things, that when a game does not offer exploration or encourage curiosity, a game’s design becomes simplistic and children lose their interest, revealing a gap between game mechanics and a game’s pedagogical relevance and usefulness. Furthermore, by starting to question the relevance of games, the teachers were able to appropriate digital educational games while assessing the game’s value in relation to a subject-specific area.
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50.
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