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Sökning: AMNE:(SAMHÄLLSVETENSKAP) AMNE:(Medie och kommunikationsvetenskap) AMNE:(Kommunikationsvetenskap) > Blekinge Tekniska Högskola

  • Resultat 1-10 av 484
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1.
  • Bäcke, Maria, 1969- (författare)
  • Make-Believe and Make-Belief in Second Life Role-Playing Communities
  • 2012
  • Ingår i: Convergence. The International Journal of Research into New Media Technologies. - : Sage Publications. - 1354-8565 .- 1748-7382. ; 18:1, s. 85-92
  • Tidskriftsartikel (refereegranskat)abstract
    • This feature article applies the concepts of ‘make-believe’ and ‘make-belief’ formulated by performance theorist, Richard Schechner, in a study of two role-play communities, Midian City and Gor in the online 3D environment Second Life. With make-believe fantasy role-play at their core, members of the two communities negotiate the social and political norms, the goals of the com- munity and as well as the boundaries of the virtual role-play. The article explores the innovative forms of interaction at play in these negotiation processes, using (cyber)ethnographic methods and the analysis of various textual sources, Goffman’s theories of social performance as well as various types of performance discussed by Schechner and Auslander. The innovative forms of interaction are analysed in the light of the new technology and as performances and make-belief strategies directed towards realizing performative utopias, towards influencing the direction in which leaders and residents of this digital context want the role-play to develop, and towards shaping the emer- gent social and cultural rules and the political framework of the role-play. 
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2.
  • Ståhlbröst, Anna, et al. (författare)
  • Social media for user innovation in Living Labs : a framework to support user recruitment and commitment
  • 2013
  • Ingår i: Proceedings of the XXIV ISPIM conference. - Lappeenranta : Lappeenranta University of Technology Press. - 9789522654212
  • Konferensbidrag (refereegranskat)abstract
    • Social media are becoming an increasingly relevant channel for user involvement. However, their uptake in Living Labs environments, as a means to engage users in innovation processes, is still limited. The aim of this paper is to explore challenges and opportunities related to the usage of social media for user involvement in co-creative processes, The findings presented emerge both from the available literature and case studies, and emphasise four different dimensions influencing user engagement: facilitator, community, platform and innovation process. Based on these dimensions, the authors propose a basic framework, intended as the point of departure for taking the next step toward the construction and verification of theoretical constructs that can help inform and guide future innovation projects.
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3.
  • Wessels, Bridgette, et al. (författare)
  • Creating Synergies Between Participatory Design of E-Services and Collaborative Planning
  • 2012
  • Ingår i: International Journal of E-Planning Research (IJEPR). - Lisbon : IGI Global. - 2160-9918. ; 1:3, s. 1-16
  • Tidskriftsartikel (refereegranskat)abstract
    • In this article, the gap between participatory design of services and planning processes is identified. This means that any innovations in service design – whether technological, social, or locality-based – are not fully developed. The authors address the relationship between operational design and strategic planning. The article feeds some of the insights gained from participatory design into debates about collaborative and communicative planning by drawing on two exemplars. One focuses on creating a synergy between designing and planning in transforming neighborhood-based children’s services: the other discusses the design of Web 2.0 for on-line public consultancy for comprehensive planning and for mobile services for disabled people. All require synergies between operational design and strategic planning to support participation in collaborative planning for accessibility in urban spaces. The article shows how the development of design constituencies within various contexts of participatory design provides a vehicle for developing collaborative and communicative planning.
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4.
  • Jonsson, Anna C., et al. (författare)
  • Climate Change Adaptation in urban India : The inclusive formulation of local adaptation strategies
  • 2015
  • Ingår i: Global NEST. International Journal. - : Global NEST. - 1108-4006. ; 17:1, s. 61-71
  • Tidskriftsartikel (refereegranskat)abstract
    • In Kota, the third largest city of Rajasthan, poverty levels are high in many areas and there is a great need to assess the vulnerability and adaptive capacity of different societal groups and sectors to the impacts of climatic variability and change, and to formulate sustainable planning strategies. The city is a large rapidly growing centre (but not a megacity), facing a varied and challenging water situation and anticipated harmful effects of climate change. The methodological approach involves participatory workshops with key stakeholders in urban administration to identify vulnerabilities, and discuss concrete strategies for increasing the adaptive capacity of the most vulnerable areas and sectors. The paper focuses on water resource planning (storm, potable, and wastewater), since it is already a challenging societal issue and one which will become even more critical in the future with climate change. We aim to contribute to improved urban water management for sustainable climate change adaptation in developing countries through an improved methodology of vulnerability assessments, capacity building and social learning, and a deeper empirical understanding of an urban context in Central India.
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5.
  • Steffner, Daniel, et al. (författare)
  • Change blindness when viewing web pages
  • 2012
  • Ingår i: Work. - San Francisco : CRC Press. - 1051-9815 .- 1875-9270. ; 41:Suppl 1, s. 6098-6102, s. 23-32
  • Konferensbidrag (refereegranskat)abstract
    • Change blindness on web pages was studied for 20 participants. The purpose was to find how change blindness appears for web pages, and which changes are easier to detect. The task was to detect if a change had occurred and to show this by the means of the cursor. Rensink´s flicker paradigm was used, where four categories of changes were presented. It was easier to detect a change not consisting of a person than one with a person. It was easier to detect a change to the left than to the right. The complexity of the web pages did not appear to have an effect, while large changes were easier to detect than small. The results may indicate that focused attention is differently sensitive for different kinds of changes. They also show that change blindness is a general phenomenon that can be applied to the perception of web pages.
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6.
  • Lundberg, Jenny, et al. (författare)
  • An Approach towards using Agent in Multi-Agent Systems to streamline emergency services
  • 2008
  • Ingår i: Proceedings of 5th International Conference on Information Technology and Applications. - Cairns, Austrailia. - 9780980326727
  • Konferensbidrag (refereegranskat)abstract
    • In emergency services, the evaluation of a situation is performed, manually, which includes synchronizing the services for each situation. However, the work requires divergent and decisive decisions resolved from several points of views, which would benefit from automating parts of the work. Using computer systems in life-critical domains can nvolve careful consideration of the work practice and of the situation components. In this paper, we propose using agents, intelligent agents and meta-agents, to streamline emergency services. The intelligent agents respond to both static and dynamic input in a flexible and structured way and perform required actions. From these actions, the meta-agents are created in which the divisions of dynamic and static information have an impact on the structure of the calculations but also on the outcome produced by the meta-agents. As an example application, we provide a scenario of agents and meta-agents in multi-agent systems, where the meta-agents hold systemic properties. The scenario has a strong grounding in the emergency service domain, in which we highlight coordination issues related to the multi-agents and the meta-agents.
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7.
  • Ekelin, Annelie, et al. (författare)
  • KomInDu : A Small Project about Big Issues
  • 2004
  • Ingår i: The proceedings from the biennial Participatory Conferences (PDC)2004. - Toronto : CPSR. - 1581138512
  • Konferensbidrag (refereegranskat)abstract
    • In this short paper, we present glimpses from an interdisciplinary research and development project aimed at enhancing local democracy by developing ICT support for the consultation process around the comprehensive plan of a municipality. For the participating researchers, the project offered the opportunity of combining and comparing approaches and methods from two different design traditions that share democratic ideals and ambitions of nurturing citizen/user participation in design processes. This proved to be more challenging than we had originally anticipated. Differences in perspective gave different interpretations of the design context as well as of how participatory the processes actually were.
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8.
  • Emmelin, Lars, et al. (författare)
  • Planering och förvaltning för friluftsliv : en forskningsöversikt
  • 2005
  • Bok (övrigt vetenskapligt/konstnärligt)abstract
    • Uppdraget var att göra en översikt över svensk och internationell forskning inom området "planering och förvaltning av natur för friluftsliv och naturturism". Uppdragsbeskrivningen från Naturvårdsverket innehöll två huvudmoment: redovisning av kunskapsläge och en analys av behov av forskning och metodutveckling för planering och förvaltning.
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9.
  • Ouriques, Raquel, et al. (författare)
  • Knowledge Management Strategies and Processes in Agile Software Development: A Systematic Literature Review
  • 2019
  • Ingår i: International Journal of Software Engineering and Knowledge Engineering. - : World Scientific. - 0218-1940. ; 29:3
  • Tidskriftsartikel (refereegranskat)abstract
    • Knowledge-intensive companies that adopt Agile Software Development (ASD) rely on efficient implementation of Knowledge Management (KM) strategies to promote different Knowledge Processes (KPs) to gain competitive advantage. This study aims to explore how companies that adopt ASD implement KM strategies utilizing practices that promote the KPs in the different organizational layers. Through a systematic literature review, we analyzed 32 primary studies, selected by automated search and snowballing in the extant literature. To analyze the data, we applied narrative synthesis. Most of the identified KM practices implement personalization strategies (81%), supported by codification (19%). Our review shows that the primary studies do not report KM practices in the strategic layer and two of them in the product portfolio layer; on the other hand, in the project layer, the studies report 33 practices that implement personalization strategy, and seven practices that implement codification. KM strategies in ASD promote mainly the knowledge transfer process with practices that stimulates social interaction to share tacit knowledge in the project layer. As a result of using informal communication, a significant amount of knowledge can be lost or not properly transferred to other individuals and, instead of propagating the knowledge, it remains inside a few individuals' minds.
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10.
  • Bäcke, Maria, 1969- (författare)
  • Power Games : Rules and Roles in Second Life
  • 2011
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This study investigates how the members of four different role-playing communities on the online platform Second Life perform social as well as dramatic roles within their community. The trajectories of power influencing these roles are my main focus. Theoretically I am relying primarily on performance studies scholar Richard Schechner, sociologist Erving Goffman, and post-structuralists Michel Foucault, Gilles Deleuze and Felìx Guattari. My methodological stance has its origin primarily within literature studies using text analysis as my preferred method, but I also draw on the (cyber)ethnographical works of primarily T.L. Taylor, Celia Pearce, and Mikael Jakobsson. In this dissertation my focus is the relationship of the role-player to their chosen role especially in terms of the boundary between being in character, and as such removed from ”reality,” and the popping out of character, which instead highlights the negotiations of the social, sometimes make-belief, roles. Destabilising and problematising the dichotomy between the notion of the online as virtual and the offline as real, as well as the idea that everything is ”real” regardless of context, my aim is to understand role-play in a digital realm in a new way, in which two modes of performance, dramatic and social, take place in a digital context online — or inworld as many SL residents call it.
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