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Sökning: AMNE:(SOCIAL SCIENCES Media and Communications) > Blekinge Tekniska Högskola

  • Resultat 1-10 av 484
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1.
  • Berner, Jessica, et al. (författare)
  • Factors influencing Internet usage in older adults (65 years and above) living in rural and urban Sweden
  • 2015
  • Ingår i: Health Informatics Journal. - : Sage Publications. - 1460-4582 .- 1741-2811. ; 21:3, s. 237-249
  • Tidskriftsartikel (refereegranskat)abstract
    • Older adults living in rural and urban areas have shown to distinguish themselves in technology adoption; a clearer profile of their Internet use is important in order to provide better technological and health-care solutions. Older adults' Internet use was investigated across large to midsize cities and rural Sweden. The sample consisted of 7181 older adults ranging from 59 to 100 years old. Internet use was investigated with age, education, gender, household economy, cognition, living alone/or with someone and rural/urban living. Logistic regression was used. Those living in rural areas used the Internet less than their urban counterparts. Being younger and higher educated influenced Internet use; for older urban adults, these factors as well as living with someone and having good cognitive functioning were influential. Solutions are needed to avoid the exclusion of some older adults by a society that is today being shaped by the Internet.
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2.
  • 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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3.
  • 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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4.
  • Ekelin, Annelie, et al. (författare)
  • Enrolling Local Strategic Actors in Public Portal Development
  • 2011
  • Ingår i: Electronic Government. - Delft : Springer. - 9783642228773 ; , s. 247-258
  • Konferensbidrag (refereegranskat)abstract
    • The focus of this paper is on seemingly mundane but essential aspects of network formation between actors in E-government contexts. It is based on a qualitative case study of portal development in public healthcare. The theoretical framework applied is Actor-Network Theory (ANT). The research question is: What factors contribute to the enrolment of strategic local actors in technology development in E-government? It was found that seemingly simple but basic functionalities like e.g. information about illnesses, rights, healthcare providers as well as personal e-services were of strategic importance for enrolling local actors to the process and to the portal, serving as a kind of “enrolment devices.” The reason is their capacity to provide useful functionality and communicate usefulness. Due to the complexity of the environment, local support based on perceived and future usefulness as well as long-term project organization safeguarding future development were seen as critical success factors.
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5.
  • 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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6.
  • 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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7.
  • Chatzipetrou, Panagiota, 1984-, et al. (författare)
  • Approaching the Relative Estimation Concept with Planning Poker
  • 2018
  • Ingår i: CSERC '18 The 7th Computer Science Education Research Conference, Saint Petersburg, Russian Federation, October 10 - 12, 2018. - New York, NY, USA : ACM Digital Library. - 9781450366243 ; , s. 21-25
  • Konferensbidrag (refereegranskat)abstract
    • Simulation is a powerful instrument in the education process that can help students experience a reality context and understand complex concepts required to accomplish practitioners’ tasks. The present study aims to investigate the software engineering students’ perception about the usefulness of the Planning Poker technique in relation to their understanding of the relative estimation concept. We conducted a simulation exercise where students first estimated tasks applying the concepts of relative estimation based on the concepts explained in the lecture, and then to estimate tasks applying the Agile Planning Poker technique. To investigate the students’ perception, we used a survey at the end of each exercise. The preliminary results did not show statistical significance on the students’ confidence to estimate relatively the user stories. However, from the students’ comments and feedback, there are indications that students are more confident in using Agile Planning Poker when they are asked to estimate user stories. The study will be replicated in the near future to a different group of students with a different background, to have a better understanding and also identify possible flaws of the exercise.
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8.
  • 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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9.
  • 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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10.
  • Sokoler, Tomas, et al. (författare)
  • Embracing ambiguity in the design of non-stigmatizing digital technology for social interaction among senior citizens
  • 2007
  • Ingår i: Behavior and Information Technology. - : Taylor & Francis. - 0144-929X .- 1362-3001. ; 26:4, s. 297-307
  • Tidskriftsartikel (refereegranskat)abstract
    • In this paper we report our early experience with the design of technology for senior citizens. We take as our point of departure a pre-study of the ways in which older adult living occurs at three different senior housing facilities in southern Sweden. We contribute to the current debate concerning the ways in which digital technology can be designed to enable new types of living arrangements for the ever growing population of older people. We focus on technology designed to support the social rather than physical challenges of growing older. In particular we discuss how designing for social interaction can circumvent the stigma associated with being lonely in light of diminishing social networks, changed patterns of interactions with family, moving to a new neighbourhood, and the loss of a spouse. We will suggest that designers, in the design of digital technology for social interaction, deliberately leave room for ambiguity to make it possible for people to leave their intentions of use unarticulated. Furthermore, recognizing that many everyday activities already act as enablers for social interaction, we suggest utilizing such activities as an approach for design. We will support our suggestions by introducing three perspectives: a perspective emphasizing that the population of older adults is one of resourceful individuals; a perspective on social interaction emphasizing its circumstantial nature as an inherent part of everyday activities; and a perspective on the role of digital technology emphasizing its role as merely one of many resources present for human action. Finally, we will present an example concept showing how an enhanced TV remote control may be designed to enable social interactions without inflicting too much on the original experience of watching TV and most importantly, without stigmatizing the people using the remote control as lonely individuals craving the company of others.
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