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Sökning: WFRF:(JOHANSSON C) > Humaniora

  • Resultat 1-8 av 8
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1.
  • Chiavari, C, et al. (författare)
  • Atmospheric corrosion of historical organ pipes: The influence of environment and materials
  • 2008
  • Ingår i: Corrosion Science. - : Elsevier BV. - 0010-938X. ; 50:9, s. 2444-2455
  • Tidskriftsartikel (refereegranskat)abstract
    • The corrosion of lead-rich pipes in historical organs in different parts of Europe has been investigated. The influence of the environment and the composition and microstructure of the pipe metal was studied. Pipe Corrosion was documented by visual inspection (boroscope). The corrosion attack and the composition and microstructure of the metal were characterized by OM, SEM, XRD, IC and FAAS. It is shown that the degree of corrosion of the pipes is correlated to the concentration of gaseous acetic and formic acid in the organ. The organic acids are emitted by the wood from which the wind system is built. It is also shown that pipe corrosion decreases with increasing tin content in the range 0-4% (wt). Possible conservation strategies are discussed. (c) 2008 Elsevier Ltd. All rights reserved.
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3.
  • Koplin, M., et al. (författare)
  • SOCIAL ART IN EUROPEAN SPACES - AN APPROACH TO PARTICIPATION METHODOLOGIES WITHIN PS2
  • 2016
  • Ingår i: INTED 2016. - 9788460856177 ; , s. 1690-1699
  • Konferensbidrag (refereegranskat)abstract
    • The People's Smart Sculpture PS2 - Social Art in European Spaces is a creative research and innovation project about the cultural evolution of the European city of the future. It addresses the growing complexity of life in today's city spaces and imminent challenges to the development of the urban environment. The People's Smart Sculpture PS2 explores the possibilities of participation that will become a smart culture technique as a result of the ongoing digitalization of society. 12 partners including universities, educational institutions, museums, galleries, theatres and research institutes in 8 European countries will organize 11 connected open labs integrating new art, design thinking, science, smart technologies and user culture for the participatory re-design of urbanity. The project has a budget of 2 million Euros and is funded by the European Commission within the Creative Europe programme for 3.5 years. 11 creative experiments in participatory art and design for the city of the future: The 12 project partners implement 11 experimental sub-projects and a European study about new forms of participation. While some PS2 sub-projects shed light on the ways we perceive our city space, or create speculative city environments, others will analyse problems, identify challenges and explore interdisciplinary solutions with citizens. The variety of approaches will reflect the diversity of people, skills, urban art, social processes and urban development. Renowned artists and designers from 29 countries will participate in the sub-projects. PS2 will explore and document new strategies for involving digital media and ICT in the development of user-centred culture. Development of new forms of participation for Smart Cities: Scientists from media-labs, computer science, cultural science, art history, sociology, architecture, design and urban planning will engage with the creative processes. Digital technologies will not only play an important role in the PS2 project art activities themselves, but directly support the innovation process by offering new opportunities for empowerment and societal integration of people of all social groups. The project will connect people and foster the exchange of ideas about and for smart cities. It is the base for cutting-edge communication between science and art, creatives, artists, media designers and citizens, and between the people and their governments. At the same time it will motivate the broad dissemination of new skills, design expertise and social knowledge relevant to urban re-design. Citizen participation in urban development and re-design has a long cultural tradition in Europe. But the rising complexity out of social issues, critical and creative ideas, green development, and at the same time a high level of demands towards a post-modernistic cultural evolution evoke the need of improved cooperation between all stakeholders in town: governmental entities, creative, and social cultural activists, experts and citizens. The participation processes needed for future activities in the field of urban-social sustainability requires an enhanced approach to citizen participation and user-friendly creative articulation. It is required to access the full potential of the new capabilities of communication, networking, social media, creativity, microcomputers, and new e-skills through the design of new participation methodologies. Art and media art prototype the next step concepts and methodologies for participation. This paper describes concepts and approaches of participation and reflects on participative art within examples of 6 PS2 sub-projects.
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4.
  • Wengelin, Åsa, 1968, et al. (författare)
  • Investigating Writing Processes with Keystroke Logging
  • 2023
  • Ingår i: Kruse, O., Rapp, C., Anson, C., Benetos, K., Cotos, E., Devitt, A., & Shibani, A. (Eds.) Digital Writing Technologies in Higher Education Theory, Research, and Practice. - Cham : Springer. - 9783031360350 ; , s. 405-420
  • Bokkapitel (refereegranskat)
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6.
  • Koplin, M., et al. (författare)
  • SOCIAL ART IN EUROPEAN SPACES - AN APPROACH TO PARTICIPATION METHODOLOGIES WITHIN PS2
  • 2016
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • The People's Smart Sculpture PS2 - Social Art in European Spaces is a creative research and innovation project about the cultural evolution of the European city of the future. It addresses the growing complexity of life in today's city spaces and imminent challenges to the development of the urban environment. The People's Smart Sculpture PS2 explores the possibilities of participation that will become a smart culture technique as a result of the ongoing digitalization of society. 12 partners including universities, educational institutions, museums, galleries, theatres and research institutes in 8 European countries will organize 11 connected open labs integrating new art, design thinking, science, smart technologies and user culture for the participatory re-design of urbanity. The project has a budget of 2 million Euros and is funded by the European Commission within the Creative Europe programme for 3.5 years. 11 creative experiments in participatory art and design for the city of the future: The 12 project partners implement 11 experimental sub-projects and a European study about new forms of participation. While some PS2 sub-projects shed light on the ways we perceive our city space, or create speculative city environments, others will analyse problems, identify challenges and explore interdisciplinary solutions with citizens. The variety of approaches will reflect the diversity of people, skills, urban art, social processes and urban development. Renowned artists and designers from 29 countries will participate in the sub-projects. PS2 will explore and document new strategies for involving digital media and ICT in the development of user-centred culture. Development of new forms of participation for Smart Cities: Scientists from media-labs, computer science, cultural science, art history, sociology, architecture, design and urban planning will engage with the creative processes. Digital technologies will not only play an important role in the PS2 project art activities themselves, but directly support the innovation process by offering new opportunities for empowerment and societal integration of people of all social groups. The project will connect people and foster the exchange of ideas about and for smart cities. It is the base for cutting-edge communication between science and art, creatives, artists, media designers and citizens, and between the people and their governments. At the same time it will motivate the broad dissemination of new skills, design expertise and social knowledge relevant to urban re-design. Citizen participation in urban development and re-design has a long cultural tradition in Europe. But the rising complexity out of social issues, critical and creative ideas, green development, and at the same time a high level of demands towards a post-modernistic cultural evolution evoke the need of improved cooperation between all stakeholders in town: governmental entities, creative, and social cultural activists, experts and citizens. The participation processes needed for future activities inthe field of urban-social sustainability requires an enhanced approach to citizen participation and user-friendly creative articulation. It is required to access the full potential of the new capabilities of communication, networking, social media, creativity, microcomputers, and new e-skills through the design of new participation methodologies. Art and media art prototype the next step concepts and methodologies for participation. This paper describes concepts and approaches of participation and reflects on participative art within examples of 6 PS2 sub-projects.
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7.
  • Rachman, Laura, et al. (författare)
  • DAVID : An open-source platform for real-time transformation of infra-segmental emotional cues in running speech
  • 2018
  • Ingår i: Behavior Research Methods. - : Springer Science and Business Media LLC. - 1554-3528. ; 50:1, s. 323-343
  • Tidskriftsartikel (refereegranskat)abstract
    • We present an open-source software platform that transforms emotional cues expressed by speech signals using audio effects like pitch shifting, inflection, vibrato, and filtering. The emotional transformations can be applied to any audio file, but can also run in real time, using live input from a microphone, with less than 20-ms latency. We anticipate that this tool will be useful for the study of emotions in psychology and neuroscience, because it enables a high level of control over the acoustical and emotional content of experimental stimuli in a variety of laboratory situations, including real-time social situations. We present here results of a series of validation experiments aiming to position the tool against several methodological requirements: that transformed emotions be recognized at above-chance levels, valid in several languages (French, English, Swedish, and Japanese) and with a naturalness comparable to natural speech.
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8.
  • Sandberg, Linn A.C., et al. (författare)
  • Issue salience on twitter during swedish party leaders' debates
  • 2019
  • Ingår i: Nordicom Review. - : Walter de Gruyter GmbH. - 2001-5119 .- 1403-1108. ; 40:2, s. 49-61
  • Tidskriftsartikel (refereegranskat)abstract
    • The objective of this study is to contribute knowledge about formation of political agendas on Twitter during mediated political events, using the party leaders' debates in Sweden before the general election of 2014 as a case study. Our findings show that issues brought up during the debates were largely mirrored on Twitter, with one striking discrepancy. Contrary to our expectations, issues on the left-right policy dimension were more salient on Twitter than in the debates, whereas issues such as the environment, immigration and refugees, all tied to a liberal-authoritarian value axis, were less salient on Twitter. © 2019 Sandberg, L.A.C., Bjereld, U., Bunyik, K., Forsberg, M. & Johansson, R., published by Sciendo 2019.
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