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Sökning: FÖRF:(Anders Lundström) > Engelska

  • Resultat 1-10 av 101
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2.
  • Lundström, Anders, et al. (författare)
  • Virtual reality for assessment of chronic lower back pain in physiotherapy : task selection, design, and user experience evaluation
  • 2024
  • Ingår i: DRS2024. - : Design Research Sociey.
  • Konferensbidrag (refereegranskat)abstract
    • Chronic low back pain (CLBP) presents a significant challenge in healthcare, re-quiring effective tools for rehabilitation and assessment. This study explores the use of virtual reality (VR) for assessment of physical function in patients with CLBP, and investigates how movements and tasks can be designed for assessment purposes. The focus is on physiotherapists' perceptions of using VR regarding task design, feasibility, and user experience. We conducted three design workshops with physiotherapists and HCI researchers, and designed three VR applications that we evaluated with six physiotherapy students. The study provides valuable insights into participants' perceptions and highlights promising and challenging aspects of using VR in physiotherapy assessment. We found the approach to be useful and have potential. However, additional focus is needed on task design, measures of physical function, and designing for body size diversity. This study lays the groundwork for designing physiotherapeutic assessment of patients with CLBP.
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3.
  • Sörensson, Anna, 1977-, et al. (författare)
  • New Roles for a Sustainable Economy
  • 2024
  • Ingår i: Creating New Roles for a Sustainable Economy. - : Palgrave Macmillan. - 9783031615504
  • Bokkapitel (refereegranskat)abstract
    • In this book, we take stock and reflect on what roles might be created to enable a sustainable economy. Sensitivity to corporate social responsibility, and ideas, agendas, principles, practices, and arrangements of sustainability are areas that require creating new roles and entrepreneurial approaches. We address emerging roles of existing businesses, markets, approaches, and practices for a sustainable economy. The first part deals with digitalization, green businesses, and sustainability, then we discuss social entrepreneurship and the role of SMEs in different sectors, and finally we end with the key organizational challenges in achieving sustainable development and how these might be overcome.
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4.
  • Sörensson, Anna, 1977-, et al. (författare)
  • Sustainability Developments in Municipalities—What, Why, and How
  • 2024
  • Ingår i: Creating New Roles for a Sustainable Economy. - : Palgrave Macmillan. - 9783031615511
  • Bokkapitel (refereegranskat)abstract
    • The purpose of the study is to contribute to an increased understanding of different SDGs in some regions and local communities in Sweden. The aim of the study is also to create an increase in our understanding of the SDGs by comparing communities with different structures and results. The framework consists of sustainable development, Agenda 2030, the stakeholder model, legitimacy theory, and corporate social responsibility (CSR). The study has been carried out with a qualitative method and an abductive approach. Semi-structured interviews were also used to collect some of the data material. Furthermore, the study has also been based upon official statistics concerning 16 local communities as well as three regions in Sweden. We have limited the study to some comparable data representing the recent situation on two levels, i.e., representing different regions as well as local communities. Our main aim is to analyze the different outcomes in these regions and local communities. A limited number of SDGs has been used together with a few numbers of interviews in three of these local communities. In total we have analyzed five of these interviews. Secondly, we have analyzed the official data for different SDGs in Sweden. Here we have used the latest public data for some of the SDGs, both for three regions as well as for sixteen local communities within these regions. Therefore, the results are based upon comparisons of the work in these local communities as well as three regions in Sweden. Furthermore, we have limited our comparisons to six of the 17 SDGn for the regions as well as five for the local communities. The SDGs we compare in our study are no poverty, the life-span of women and men in different communities, the number of individuals which have post-secondary education higher than ordinary school, to what extent the broadband has been developed and finally the number of individuals born outside Sweden. Our main focus is to compare the regions as well as the local communities. Finally, we have made some conclusions which we see as being of great importance for how to proceed in the future to increase our understanding of how one could improve the use of Agenda 2030 and its SDGs.
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5.
  • Hedlund, Martin, et al. (författare)
  • Jogging-in-Place : Exploring Body-Steering Methods for Jogging in Virtual Environments
  • 2023
  • Ingår i: Proceedings of MUM 2023 - The 22nd International Conference on Mobile and Ubiquitous Multimedia. - : Association for Computing Machinery (ACM). ; , s. 371-379, s. 377-385
  • Konferensbidrag (refereegranskat)abstract
    • Walk-in-Place is an established locomotion technique for walking in virtual environments, as it incorporates body motion similar to regular walking. Although there is extensive research on the performance and experience of walking in virtual reality spaces, it typically requires minimal-to-moderate physical movement, e.g., stepping forward and turning around, to explore virtual spaces. Therefore, the question we ask ourselves in this work is how user experience and performance are affected when the user is actively moving in place. In this paper, we explored three body-steering methods for jogging-in-place in virtual environments: (1) head-, (2) hand-, and (3) torso-based. To investigate the performance of the proposed body-steering methods for jogging in virtual reality, we conducted a controlled lab experiment (N = 12) to assess task completion time, number of steps, and VR sickness. We discovered that hand- and torso-based methods require fewer steps than the head-based method, and the torso-based is slower than the other two. Moreover, the number of collisions and virtual reality sickness were comparable among the methods.
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6.
  • Nordin Forsberg, Britta, 1964-, et al. (författare)
  • VR for HR – a case study of human resource development professionals using virtual reality for social skills training in the workplace
  • 2023
  • Ingår i: Human-Computer Interaction – INTERACT 2023. INTERACT 2023. - : Springer. - 9783031422928 - 9783031422935 ; , s. 231-251, s. 231-251
  • Konferensbidrag (refereegranskat)abstract
    • The Human Resource (HR) area has made little use of innovative technologies to develop its processes, routines and education. However, we believe that digital tools such as Virtual Reality (VR) can play an important role in developing social aspects of work. We have investigated Human Resource Development Professionals’ (HRD-Ps’) perception of using a VR-prototype for training of social skills in the workplace. A digital three-dimensional world was designed for the study participants, in which they interacted with agents to train social skills in the workplace. Study participants explored a VR-prototype through the usage of head-mounted devices (HMD). We collected the designer’s description of the intended design element of the VR prototype and pre- and post-intervention questionnaire from the study participants and conducted a top-down thematic analysis. The three intended design elements 1) focus on the training experience, 2) learning-depth through emotional response for engagement and motivation, and 3) perspective-taking enabled by game design, were confirmed and reflected upon by the HRD-Ps’. Additionally, using VR for social skills training in the workplace was recognized as innovative, and could have the capacity to position an organization as being in the forefront of digitalization. The conclusion is that VR has a potential to create engagement and provide insights in HR matters, but further studies are needed to show the full power and potential in using VR for HR matters.
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7.
  • Saarikko, Ted, 1979-, et al. (författare)
  • Looking for quality in trash : data quality in IoT litter-bins
  • 2023
  • Ingår i: ECIS 2023.
  • Konferensbidrag (refereegranskat)abstract
    • Internet of Things (IoT) holds significant potential for municipal efficiency and effectiveness. It enables subsystems to seamlessly communicate and permits their integration into a connected whole, affording new opportunities for value creation. In this paper, we present a study of municipal litter-bins that have been retrofitted with sensors to convey data on trash volume in each receptacle. Based on interviews, strategy documents, and notes from project meetings, we analyse their implementation from a data quality perspective and reflect on social- and technical issues. The case illustrates the propensity and consequences of overestimating benefits and oversimplifying technical interventions. This paper contributes to our practical understanding of socio-technical implications of technology use in the public sector in general and the deployment of IoT for smart cities in particular.
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8.
  • Saarikko, Ted, 1979-, et al. (författare)
  • The trash is always greener on the other side : a life cycle assessment of IoT implementation
  • 2023
  • Ingår i: AMCIS 2023 Proceedings. - : Association for Information Systems. - 9781713893592
  • Konferensbidrag (refereegranskat)abstract
    • The 2030 Agenda has pushed practitioners as well as academia to renew their efforts on promotingsustainability, e.g. in how digital technologies can support cities to improve their environmentalperformance. However, as scholars focus their attention on the positive outcomes of implementation,they often neglect the environmental impact of the artefact itself. We present a study of a Green ISimplementation – a municipal Internet of Things (IoT) solution which was expected to decrease thecarbon emissions produced by urban waste collection in Sweden. Using a mixed methods approach,we present qualitative findings from interviews & project meetings as well as quantitative findingsfrom a Life Cycle Assessment (LCA). We find that (1) the environmental impact of the connectedlitter-bins – however small – is not necessarily offset by any significant benefits, and (2) the mostsignificant way for the stakeholders to reduce environmental impact is to utilize more ecologicallyfriendly trash bags.
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9.
  • Sörensson, Anna, 1977-, et al. (författare)
  • Social Entrepreneurship for Sustainable Development in Sparsely Populated Areas
  • 2023
  • Ingår i: SDGs in the European Region. - Cham : Springer. - 9783030912611 - 9783030912611
  • Bokkapitel (refereegranskat)abstract
    • Social entrepreneurship and responsibility have grown in societies in recent decades. The purpose of this article is to investigate and discuss social entrepreneurship in relation to the SDGs within municipalities in sparsely populated areas in Sweden. Specifically, this article explores how politicians and officials in municipalities view social entrepreneurship, what challenges municipalities face in creating sustainable development, and how municipalities can develop conditions for collaborations between public actors and private companies in order to achieve more sustainable development within the municipality. To this end, close to 40 different stakeholders were interviewed within 15 municipalities in 2 regions in the middle of Sweden. The results illustrate that little attention was paid to the use of social entrepreneurship in these communities and regions. There is also little knowledge regarding the very concept of social entrepreneurship among municipal officials and politicians. Instead, strong focus is placed on creating jobs in the municipalities, where social entrepreneurship can play an important role. Meanwhile, sparsely populated municipalities face challenges in the form of an aging population and population decline. Furthermore, there is also a lack of competence. The companies, for their part, are aware of the important role they play in creating sustainable development in the municipality. The companies employ a large proportion and need skills. From all this, the conclusion is drawn that collaboration between different actors is necessary to create sustainable development.
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10.
  • Windlin, Charles (författare)
  • Shape and Being Shaped : Sketching with Haptics in Soma Design
  • 2023
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Sketching is an integral part of the design process, and it often occurs in the early ideation phase where the focus is on expressing ideas, thoughts, and emotions, allowing them to take shape and making it possible to share them with others to propel the design process forwards. In principle, sketching is a process of externalising thoughts into visualisations, and it influences the creator and collaborators by enabling them to realise and reflect on the possibility and viability of their ideas and develop them further by adding to or subtracting from the sketches. This process of creation and reflection cannot be achieved by merely imagining ideas in the abstract, especially when working in teams.In interaction design, sketching is an essential activity. It is (often) done on paper, pro- viding a way to externalise interaction ideas. Sketching in interaction design is usually followed by methods that have a similar goal but are done differently, and an example of that is concept formation or prototyping. In this regard, prototyping is a commitment to shift early, sketched ideas into concrete, refined, and specific artefacts attainable for testing and presentation. Prototypes are, in that sense, more ‘closed’ and harder to change and are thereby less evocative and inspirational than a sketch.This thesis focuses on soma design, a process that aims to incorporate our whole living bodies into the design process. Soma design applications often engage with technology on or around the entire body, but the processes can be used for a diverse set of design challenges and interaction modalities. Common to soma design processes is how sketching is done with and through the body, integrating, acknowledging, and encouraging a first-person, subjective design stance. When digital technology enters a soma design pro- cess, the fluency of sketching slows down as every nuance of the technology, its aesthetic potential, and its affordances need to be repeatedly felt and shaped, engaging all senses. However, there is a gap in the methods and tools necessary to make digital technology fit for the sensuous, explorative, felt work done in soma design processes. This becomes particularly problematic as digital technology, social practices, and somatic change are seen as entangled in soma design and should thus be explored together.Through a constructive design research (CDR) process, I have explored how haptic materials can be introduced in the sketching phase of a soma design process. In this regard, I created a toolkit named the Soma Bits. The Soma Bits are simple one-bit haptic actuators that enable heat, vibration, or shape-change onto the body through simple interactions. They can be combined and connected to sensors through an MIDI interface. The Soma Bits toolkit allows designers to craft haptic sketches.The Soma Bits toolkit (in different incarnations) was developed and used in a range of soma design processes. By analysing the process of using the Soma Bits repeatedly with other groups of designers, I uncovered a key property of sketching that I frame as malleable permanence. A sketch, be it on paper or in haptic materials, needs to be expressed where others can see or touch it, creating a shared understanding of the design idea— that is, it needs to have some permanence. At the same time, changing it and, and adding or detracting elements from it should be easy, thus making it malleable. For haptic ma- terials, malleable permanence supports a mindset I frame as feeling-shaping-feeling. This mindset resonates with the aims of soma design to engage with “the lived, sentient, bodily subjectivity.” Ultimately, the Soma Bits toolkit allows for this malleable permanence, adding a designerly, crafting, creative stance to soma design and thus making the haptics materials sketchable 
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