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  • Resultat 20901-20910 av 26211
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20901.
  • Liang, Xu, et al. (författare)
  • Enhance Flexibility in Human Agent Interaction a Case Study on IMAS Agent System
  • 2008
  • Konferensbidrag (refereegranskat)abstract
    • Human Agent Interaction (HAI) is considered as a sub area in Human Computer Interaction (HCI), in which the computer systems are specified as agent systems. Computer agents are different from traditional Information Systems in aspects of autonomy, adaptivity, and persona when interacting with human users. The usability principles in HCI research should be refined to focus on agent special characteristics when designing agent systems. We argue that flexibility should be especially enhanced in such a case.
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20902.
  • Liekens, Johan, 1973 (författare)
  • Architecture’s Poetic Instrumentality. Developing the Critical, Political, and Ethical Capacities of Architectural Artifacts
  • 2020
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • The PhD thesis Architecture’s Poetic Instrumentality is rooted in and driven by an enthusiasm of architectural practice—an enthusiasm for conceiving, constructing and deploying architectural artifacts that, as poetic instruments, intend to have an agency within urban environments. The title puts in tension the two notions of instrument and poesis (from the Greek poiesis, referring to a making activity but moreover to an activity of making up , situated here in those encountering architecture). Preparing the architectural artifact as a poetic instrument then puts the partly contingent adventures it helps affording at the center of the inquiry. Poesis , as an activity of making up, of sense-making, and agency , as a dynamic able to invoke such acts of poesis, are considered in this thesis as endowed with a transformative potential. They explicitly bring into scope the realm of architectural reception: the many uses, appropriations, occupations, and negotiations of architecture. In order to explore such poesis and agency , a variety of architectural artifacts have been developed within the time span of the research, spread across different collaborations. These artifacts propel the research, giving particular substance to the main methodological approach, that of research-through-practice . The exploration of a poetic instrumentality has been pursued through an exploration of architecture’s capacity to act critically, politically, and ethically, within situations . Such capacity is often, according to a variety of contemporary authors, atrophied or at least left partly unaddressed. Answering calls to re-activate architecture in that sense, this research aims to substantiate contributions that can help counter this deficit. It does so through edifying a heterogeneous set of architectural artifacts, developed as well as deployed within real urban surroundings and situations, working as acupuncture-like interventions. The research also develops a set of approaches, strategies, and attitudes. The audience is multiple as both those professionally practicing and conceiving of architecture and those practicing architecture through encountering it within daily situations are targeted. Architecture’s Poetic Instrumentality is edified on two main experimenting grounds. One is the educational design studio COmplicating MAchines / COmplicating INteriors, the other the architecture firm STUDIOLOarchitectuur. Each advances a differently constrained terrain for experimentation, raising different challenges, assembling different contributions. What links the experimenting on both grounds together and characterizes all artifacts of the research is that they all seek to include dynamics often neglected in architecture: critical, political, and ethical dynamics; dynamics of projectivity, negotiation, conflict, dissensus, agonism; para-functional dynamics . Substantiating this inclusion has led to an other kind of architectural artifacts and to other ways of doing architecture, conceived not as an alternative to architecture, but as a promise and capacity that fundamentally reside within architecture and its artifacts.
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20903.
  • Lind, Thomas, et al. (författare)
  • Evaluation of the Uppsala University ROLE Prototype
  • 2012
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • This report presents an evaluation of a prototype of a personal learning environment, the ROLE prototype testbed at Uppsala University. The foci of the evaluation was the usability of the system and providing feedback to the ROLE project on the users’ impression of how well the system functioned as a personal learning environment. Two HCI researchers conducted the usability evaluation in the spring of 2012. The context of the evaluation was a course in Social Media and Web 2.0 at Uppsala University, and a survey was used for the assessment. The survey consisted of 28 questions and was answered by 16 of approximately 20 students attending the course (~80%). The report contains results from the analysis of data and some interesting results are that the students felt like they were part of a team while working with the system, and that the advanced inter-widget communication introduced in the system did not create conceptual difficulties for them. Furthermore, the best predictor for the value of the system seem to be how well it supports collaboration between peers. This implies that in online education it is important to focus on supporting collaboration.
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20904.
  • Lindberg, Ylva (författare)
  • De la Belle époque à Second Life
  • 2013
  • Bok (övrigt vetenskapligt/konstnärligt)abstract
    • "À l'occasion d'initiations d'adultes (enseignants et étudiants) à SL, j'ai observé dans leurs yeux un émerveillement et une fascination mêlés à un soupçon de peur que j'imagine analogues aux sensations des générations des siècles passés devant le spectacle des trompe-l'oeil. Le point commun entre les productions anciennes et celles de SL réside dans la capacité à produire l'illusion d'un espace en trois dimensions à partir d'un support qui n'en a que deux. Par l'ouverture fictive d'un des plafonds du palais ducal de Mantoue, où la vraie lumière d'un ciel bleu semble se propager à l'intérieur de la pièce, le peintre Andrea Mantegna surprend le spectateur: durant au moins une fraction de seconde, celui-ci croit qu'autour de l'orifice, de vrais chérubins regardent, des airs, ce qui se passe dans le palais."                             "De la Belle époque à Second Life" est un livre, le premier de son genre, qui traite du rapport établi entre les notions de créativité artistique, de monde virtuel, de philosophie, d'histoire, de poésie et de sociologie. Clair, bien argumenté et merveilleusement documenté, il a également l'avantage d'être ancré dans une réalité que l'auteur appréhende avec objectivité. L'étude de Y. Lindberg ne néglige en effet aucun des aspects qu'elle doit aborder, et va même plus loin en proposant des ouvertures de la thèse principale à d'autres disciplines, là aussi abordées avec un sérieux et une érudition remarquables. Pour tous les sociologues et les spécialistes du numérique, ou plus simplement pour les intellectuels curieux, une référence.
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20905.
  • Linde, Peter, et al. (författare)
  • Creating OA Information for Researchers
  • 2008
  • Konferensbidrag (refereegranskat)abstract
    • Open Access Information is a website containing digital learning resources within different aspects of Open Access. The resources consist of text documents, power point presentations and flyers which are free for all to access and download. The purpose is to contribute to growing competence and awareness of Open Access publishing and self-archiving among researchers. More time and effort can be devoted to teaching and marketing by sharing learning resources among university staff. Working in this way we aim to increase the number of records in Swedish OA repositories. Seven Swedish universities have jointly produced these resources with backing from the National Library of Sweden. All resources are published under a Creative Commons licence, which means that users are able to download, reuse and also upload changed and updated material. The Open Access Information will continue to enhance its website and introduce Open Access to researchers by giving six seminars on the subject at Swedish universities during the period autumn 2008 and spring 2009.
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20906.
  • Linde, Peter (författare)
  • Introduction to Digital Libraries : Memex of the Future
  • 2006
  • Ingår i: Digital Spectrum. - Sofia : FOI-Commerce. - 9541600409 ; , s. 15-32
  • Bokkapitel (refereegranskat)abstract
    • In this article, different definitions of the term Digital Libraries are discussed. Two major definitions are dwelled upon: one emerging from the library world and the other from the world of scientific research. Librarians tend to speak for a broader definition of the term “Library”. They see a library as an organisation that secures the selection, conservation, organisation, preservation and the access to information that is vital for the members of the specific organisation. Researchers most often favour a narrower definition of the library concept. For them a library could be any room containing a smaller or bigger amount of books or data discs or tape cassettes. Researchers seldom care for the social and institutional context of the term “Library”. Their emphasis is tilted towards databases and how to collect, retrieve, organise and access the information. Future use, development and problems of Digital Libraries, their content, users and their staffing are discussed. For example, the technical issues which include the problem with standards and protocols. To bring the distributed variety of digital resources and services together in a way that allow for integration and unified search, retrieval and presentation is a great challenge for the future. So is the problem of transferring personalised service and support from standard library and information services to the digital library. A user interface can hardly replace person to person service but better user interfaces must be developed and researched in order to help users.
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20907.
  • Linde, Per (författare)
  • Metamorphing : the transformative power of digital media and tangible interaction
  • 2007
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • The thesis explores how interactive technologies and digital media can be used as transformative mediators and tools. They have the potential to strengthen and enrich the experience of different transformations that are discussed as being important for practices of creativity and learning, where the engagement and relationship to processes of change is fundamental. The flexibility of digital media and forms for tangible interaction constitutes major elements in the design experiments described in the thesis.Material artefacts and physical space play a central role in how people make sense of the world. Looking closely at practices where creativity, learning and communication are important for collaborative work it becomes clear that this insight implies that the concepts of objects and space carry quite a portion of multiplicity. They are used differently and with different intentions, they are understood differently from different perspectives and the look and feel of them appears differently even if they can be described as “one” thing or “one” space.Dealing with these heterogeneities challenges the way we use objects and spaces. It becomes a matter of connecting the multiplicities and how we configure them in relation each other. The research discusses how the discipline of interaction design can support dealing with multiplicity, configuring and mixing of objects and spaces. They are not only used or inhabited; they are performed and enacted.In exploring these issues the thesis discusses the development and experiments with a couple of design prototypes that rests upon basically the same technology, which is a combination of technologies for tracking and/or tagging. Studies and experiments have been performed in three different domains; design work, patient learning while undergoing lengthy rehabilitation and artistic work and performances. The diversity of studied domains provides a way of talking about design that focus on use and users’ appropriation of technology rather than reflecting the technology itself. From a methodological perspective issues of participatory design have been foundational to the research.Some design consequences refers to how we can not only regard interactive artefacts as bundles of functionality. We must also look into issues of giving form to them as material things and the thesis especially reflect how we can override a distinction of things being either material or virtual.Another consequence is how digital technologies often does not replace “analogue” media and material things, but instead are used in parallel and must find a place in an already existing ecology of artefacts, devices and services. In the thesis there is a strong focus on how human action is co-shaped together with artefacts and technology as we perform specific tasks or simply go on about our living and making sense of the world.
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20908.
  • Linde, Peter, et al. (författare)
  • Putting a National Portal for Undergraduate Theses into Production
  • 2005
  • Konferensbidrag (refereegranskat)abstract
    • This paper discusses processes and experiences gained from creating a national portal (Uppsök) for Swedish undergraduate theses, using a common metadata model and set structure with agreements on semantics on top of OAI-PMH and harvesting from several data providers into a central service provider at the Swedish Royal Library.
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20909.
  • Linderoth, Jonas, 1970-, et al. (författare)
  • Being an Educator and Game Developer : The Role of Pedagogical Content Knowledge in Non-Commercial Serious Games Production
  • 2019
  • Ingår i: Journal Simulation & Gaming. - : Sage Publications. - 1046-8781 .- 1552-826X. ; 50:6, s. 771-788
  • Tidskriftsartikel (refereegranskat)abstract
    • Background and aim. Previous literature has discussed tensions between the field of game design and the field of education. It has been emphasized that it is important to address this tension when developing game based learning (GBL). In order to find potential ways of approaching this problem, we investigate the development of GBL when performed by those who have both pedagogical content knowledge (PCK) and experience in game development. Method. Two case studies about serious games production were conducted, a game section at a national defense college and a university course in educational game design. The cases, as well as individual development projects within the settings, were analyzed with a focus on the role of PCK during serious games development. Results. While the developers and instructors at the defence college, who designed games for their in-house needs, had both PCK and knowledge about game development, these competencies varied a lot among the participants at the university course. The results show that educational goals added complexity to the design process. By comparison, some studied game projects at the university course avoided this complexity. These projects legitimized their games as educational by suggesting unproven far transfer. In other cases, where the developers did have PCK, the instructional goals where taken as a starting point that guided the whole development process. This lead to games that were designed to match highly specific educational contexts. The developers, instructors and teachers in both of the settings who used their PCK tended to break a number of established game design heuristics that would have been counter productive in relation to the learning objectives of the games. Conclusions. The paper suggests that there is a need for people with pedagogical content knowledge AND knowledge about game development. Enhancing these dual competencies in game workers could forward the field of GBL.
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20910.
  • Lindgren, Simon, 1974-, et al. (författare)
  • Getting Better? : Hegemonic, Negotiated and Oppositional Uses of Instagram for Mental Health Support
  • 2023
  • Ingår i: Journal of Communication Inquiry. - : Sage Publications. - 0196-8599 .- 1552-4612. ; 47:3, s. 268-290
  • Tidskriftsartikel (refereegranskat)abstract
    • By analysing 600 Instagram posts that use mental health related hashtags, this article investigates how mental health communication and support practices are enacted on Instagram, and how such practices relate to the perceptible affordances and hegemonic uses of the service. The article demonstrates how Instagram tends to privilege casual snapshots of individual recovery, in line with broader discourses of positive thinking and individual responsibility. Whereas this hegemonic way of using the service may be functional for many users, three examples of negotiated and oppositional use are also discussed in the article: motivational picture quotes, text-rich posts, and non-recovery oriented posts. It is suggested that different ways of imagining and approaching the affordances of the service engender different patterns of support practices.
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