SwePub
Sök i SwePub databas

  Utökad sökning

Träfflista för sökning "WFRF:(Lindqvist Anna Karin) ;hsvcat:1"

Sökning: WFRF:(Lindqvist Anna Karin) > Naturvetenskap

  • Resultat 1-9 av 9
Sortera/gruppera träfflistan
   
NumreringReferensOmslagsbildHitta
1.
  •  
2.
  • Nilsson, Magnus, et al. (författare)
  • Discovery of 4 '-azido-2 '-deoxy-2 '-C-methyl cytidine and prodrugs thereof : A potent inhibitor of Hepatitis C virus replication
  • 2012
  • Ingår i: Bioorganic & Medicinal Chemistry Letters. - : Elsevier BV. - 0960-894X .- 1464-3405. ; 22:9, s. 3265-3268
  • Tidskriftsartikel (refereegranskat)abstract
    • 4'-Azido-2'-deoxy-2'-methylcytidine (14) is a potent nucleoside inhibitor of the HCV NS5B RNA-dependent RNA polymerase, displaying an EC50 value of 1.2 mu M and showing moderate in vivo bioavailability in rat (F = 14%). Here we describe the synthesis and biological evaluation of 4'-azido-2'-deoxy-2'-methylcytidine and prodrug derivatives thereof. (C) 2012 Elsevier Ltd. All rights reserved.
  •  
3.
  • Jingili, Nuru, et al. (författare)
  • A Two-Stage co-Design Process of Battleship-AST Persuasive Game for Active School Transportation in Northern Sweden
  • 2024
  • Ingår i: International Journal of Human-Computer Interaction. - : Taylor & Francis. - 1044-7318 .- 1532-7590.
  • Tidskriftsartikel (refereegranskat)abstract
    • This research delves into the dynamics of active school transport (AST) by utilizing a two-stage co-design process and leveraging persuasive technology within a game for promoting AST called Battleship-AST. The primary aim of this research is to thoroughly investigate the two-stage game co-design process employed in creating a Battleship-AST game. Moreover, our research aims to evaluate participants’ perceptions regarding the motivating and engaging potential of the persuasive technology and gamification features embedded within the final iteration of the game. This evaluation aims to understand how these features influence participants’ motivation to increase their usage of AST through gameplay. In pursuit of these objectives, the research builds upon the existing Battleship-AST prototype and actively engages school children in a collaborative two-stage co-design process. Their valuable insights and preferences were harnessed in refining the game, which was subsequently tested during a tech event in Skellefteå, Sweden. The findings shed light on various aspects of the game’s impact, from its reception to the gamification features integrated within. Notably, the research highlights the positive impact of the co-design process, with increased motivation and engagement observed among the participants. Their involvement in shaping the game’s design resulted in a more engaging and enjoyable experience. The persuasive technology features, encompassing competition, collaboration, auditory cues, a virtual reward system, and an emphasis on similarity, played a pivotal role in sustaining engagement and motivating players. Elements such as rewards, leaderboard progression, and badges proved highly effective in encouraging continued participation and fostering a positive feedback loop. However, the study also identifies areas for potential improvement, including the need to measure real-life progress and refine the game’s levelling system. The research indicates that refining feedback mechanisms and tailoring game content to individual preferences could create an even more engaging experience. Additionally, long-term playtesting is proposed to assess the game’s extended impact. The findings offer promising avenues for enhancing motivation and engagement in AST, which can contribute to the promotion of healthier and more sustainable transportation choices among school children.
  •  
4.
  • Johannesson, Martina, et al. (författare)
  • Identification of epistasis through a partial advanced intercross reveals three arthritis loci within the Cia5 QTL in mice
  • 2005
  • Ingår i: Genes and Immunity. - : Springer Science and Business Media LLC. - 1466-4879 .- 1476-5470. ; 6:3, s. 175-185
  • Tidskriftsartikel (refereegranskat)abstract
    • Identification of genes controlling complex diseases has proven to be difficult; however, animal models may pave the way to determine how low penetrant genes interact to promote disease development. We have dissected the Cia5/Eae3 susceptibility locus on mouse chromosome 3 previously identified to control disease in experimental models of multiple sclerosis and rheumatoid arthritis. Congenic strains showed significant but small effects on severity of both diseases. To improve the penetrance, we have now used a new strategy that defines the genetic interactions. The QTL interacted with another locus on chromosome 15 and a partial advanced intercross breeding of the two congenic strains for eight generations accumulated enough statistical power to identify interactions with several loci on chromosome 15. Thereby, three separate loci within the original QTL could be identified; Cia5 affected the onset of arthritis by an additive interaction with Cia31 on chromosome 15, whereas the Cia21 and Cia22 affected severity during the chronic phase of the disease through an epistatic interaction with Cia32 on chromosome 15. The definition of genetic interactions was a prerequisite to dissect the Cia5 QTL and we suggest the partial advanced intercross strategy to be helpful also for dissecting other QTL controlling complex phenotypes.
  •  
5.
  •  
6.
  • Kostenius, Catrine, et al. (författare)
  • Gamification of health education : Schoolchildren’s participation in the development of a serious game to promote health and learning
  • 2018
  • Ingår i: Health Education. - : Emerald Group Publishing Limited. - 0965-4283 .- 1758-714X. ; 118:4, s. 354-368
  • Tidskriftsartikel (refereegranskat)abstract
    • PurposeThe use of modern technology has many challenges and risks. However, by collaborating with schoolchildren, ideas to effectively promote health and learning in school can be identified. This study aimed to examine how a participatory approach can deepen the understanding of how schoolchildren relate to and use gamification as a tool to promote physical activity and learning.Design/methodology/approachInspired by the concept and process of empowerment and child participation, the methodological focus of this study was on consulting schoolchildren. During a 2-month period, 18 schoolchildren (10–12-years-old) participated in workshops to create game ideas that would motivate them to be physically active and learn in school.FindingsThe phenomenological analysis resulted in one main theme, ‘Playing games for fun to be the best I can be’. This consisted of four themes with two sub-themes each. The findings offer insights on how to increase physical activity and health education opportunities using serious games in school.Originality/valueThe knowledge gained provides gamification concepts and combinations of different technological applications to increase health and learning, as well as motivational aspects suggested by the schoolchildren. The findings are discussed with health promotion and health education in mind.
  •  
7.
  • Laine, Teemu H, et al. (författare)
  • A Reusable Multiplayer Game for Promoting Active School Transport: Development Study
  • 2022
  • Ingår i: JMIR Serious Games. - : JMIR Publications Inc.. - 2291-9279. ; 10:1
  • Tidskriftsartikel (refereegranskat)abstract
    • Background: Most children and adolescents in Sweden do not meet the recommended daily physical activity levels of the World Health Organization. Active school transport (AST) and gamification are potential methods for increasing children’s daily physical activity. We previously developed a game named Tic-Tac-Training for promoting active transport at workplaces; however, the game has not been applied to AST.Objective: The objectives of this study are to investigate how Tic-Tac-Training functions to promote AST among schoolchildren in northern Sweden, improve the game to be more suitable for schoolchildren, and construct a road map for future development based on children’s ideas.Methods: First, we developed Tic-Tac-Training using the Scrum agile software development method. Second, we conducted a questionnaire-based formative evaluation of the game with schoolchildren (n=16; 9/16, 56% male; 6/16, 38% female; and 1/16, 6% other aged 11-12 years) in Luleå, Sweden. Third, we conducted focus group interviews with 33 children (13/33, 39% male and 20/33, 61% female aged 12-13 years) to gather ideas for gamifying AST. We mapped the interview results to the Octalysis gamification framework and established a road map for future development.Results: The formative evaluation revealed several issues, including a lack of interesting game features, lack of support for continuous engagement, disliked competitive features, and lack of incentives for discourse and participation. New features such as rewards, collectibles, and levels were implemented based on the results. The focus group interviews revealed additional ideas for gamifying AST, such as using avatars, in-game currency and trading, and context-sensitive tasks.Conclusions: The results have several potential impacts on how reusable, gamified AST interventions can be developed and what kind of gamification elements schoolchildren in northern Sweden wish to see. These results can interest game researchers and teachers who wish to apply gamification in school contexts. Finally, we aim to continue developing the game based on the road map.
  •  
8.
  • Lindqvist, Anna-Karin, et al. (författare)
  • The Praise and Price of Pokémon GO : A Qualitative Study of Children's and Parents' Experiences.
  • 2018
  • Ingår i: JMIR Serious Games. - : JMIR Publications. - 2291-9279. ; 6:1
  • Tidskriftsartikel (refereegranskat)abstract
    • Background: Physical activity has multiple health benefits; however, the majority of children around the world do not attain the recommended levels of daily physical activity. Research has shown that the game Pokémon GO has increased the amount of physical activity of players and that the game has the potential to reach populations that traditionally have low levels of physical activity. Therefore, there is a need to understand which game components can promote initial and sustained physical activity. By using a qualitative research approach, it is possible to achieve rich descriptions and enhance a deep understanding of the components promoting physical activity among children in a game such as Pokémon GO.Objective: The objective of this study was to explore children’s and parents’ experiences playing Pokémon GO.Methods: Eight families comprising 13 children (aged 7-12 years) and 9 parents were selected using purposeful sampling. Data collected using focus groups were analyzed using qualitative latent content analysis.Results: The following three themes were revealed: (1) exciting and enjoyable exploration; (2) dangers and disadvantages; and (3) cooperation conquers competition. The first centers around the present and possible future aspects of Pokémon GO that promote physical activity. The second focuses on unwanted aspects and specific threats to safety when playing the game. The third shows that cooperation and togetherness are highly valued by the participants and that competition is fun but less important.Conclusions: Components from Pokémon GO could enhance the efficacy of physical activity interventions. Cooperation and exploration are aspects of the game that preferably could be transferred into interventions aimed at promoting children’s physical activity.
  •  
9.
  • Oyelere, Solomon Sunday, et al. (författare)
  • Initial Design and Testing of Multiplayer Cooperative Game to Support Physical Activity in Schools
  • 2022
  • Ingår i: Education Sciences. - : MDPI. - 2227-7102. ; 12:2
  • Tidskriftsartikel (refereegranskat)abstract
    • ecent studies have shown that children are not adequately physically active and there is a need to increase children’s physical activity. This study describes new opportunities and solutions for using existing games and gamification to increase physical activity among children in Sweden. We adopted the principles of Tic-Tac-Training to redesign, build, and test a classical multiplayer cooperative game, Battleship, to create a PA game that children experience as fun and engaging. The low fidelity prototype of the game was developed using an iterative game development life cycle and tested with 13 young male children aged 8–11 in a real-world informal setting. A mixed-method research approach was used to understand the users’ experiences and the impact of the Battleship-PA game on behavior change regarding physical activity. Research data were collected through audio recordings of interactions, direct observation, and a user experience questionnaire. The results of this study indicate both positive and negative feedback that can be used to improve the game and user experiences. The results from the unfiltered recordings revealed that both teams were competitive, cooperated within their team, and became excited whenever they destroyed opponent’s ships or were close to winning. However, the children felt bored and exhausted when many gamification tasks were repeated several times in a game session. Direct observation indicated that the children enjoyed the physical activities resulting from playing the game. However, participants who had not previously played the classical version of Battleship were confused about the objectives and concept of the game. The analysis of the user experience questionnaire indicated that most children found the game easy to play, motivating, engaging, interactive, fun, cooperative, competitive, and visually appealing. Furthermore, most children agreed that the game helped them to be physically active and strongly agreed that they enjoyed performing the physical activities in the game. Future work is needed to improve the game user interface, gamification elements, and prepare additional physical activity tasks for a rewarding experience.
  •  
Skapa referenser, mejla, bekava och länka
  • Resultat 1-9 av 9
Typ av publikation
tidskriftsartikel (8)
konferensbidrag (1)
Typ av innehåll
refereegranskat (8)
övrigt vetenskapligt/konstnärligt (1)
Författare/redaktör
Laine, Teemu H. (3)
Oyelere, Solomon (2)
Zhang, Yan (1)
Korhonen, Laura (1)
Lindholm, Dan (1)
Nilsson, Magnus (1)
visa fler...
Vertessy, Beata G. (1)
Olsson, Lina (1)
Wang, Mei (1)
Wang, Xin (1)
Liu, Yang (1)
Kumar, Rakesh (1)
Wang, Dong (1)
Li, Ke (1)
Liu, Ke (1)
Zhang, Yang (1)
Nàgy, Péter (1)
Kominami, Eiki (1)
van der Goot, F. Gis ... (1)
Bonaldo, Paolo (1)
Thum, Thomas (1)
Adams, Christopher M (1)
Minucci, Saverio (1)
Vellenga, Edo (1)
Swärd, Karl (1)
Nilsson, Per (1)
Vrang, Lotta (1)
Rosenquist, Åsa (1)
Samuelsson, Bertil (1)
De Milito, Angelo (1)
Zhang, Jian (1)
Agback, Tatiana (1)
Oyelere, Solomon Sun ... (1)
Shukla, Deepak (1)
Kågedal, Katarina (1)
Chen, Guoqiang (1)
Liu, Wei (1)
Cheetham, Michael E. (1)
Sigurdson, Christina ... (1)
Clarke, Robert (1)
Zhang, Fan (1)
Gonzalez-Alegre, Ped ... (1)
Jin, Lei (1)
Chen, Qi (1)
Taylor, Mark J. (1)
Romani, Luigina (1)
Wang, Ying (1)
Holmdahl, Rikard (1)
Johannesson, Martina (1)
Nandakumar, Kutty Se ... (1)
visa färre...
Lärosäte
Luleå tekniska universitet (6)
Lunds universitet (2)
Umeå universitet (1)
Uppsala universitet (1)
Högskolan i Halmstad (1)
Stockholms universitet (1)
visa fler...
Linköpings universitet (1)
Karolinska Institutet (1)
Sveriges Lantbruksuniversitet (1)
visa färre...
Språk
Engelska (9)
Forskningsämne (UKÄ/SCB)
Medicin och hälsovetenskap (5)

År

Kungliga biblioteket hanterar dina personuppgifter i enlighet med EU:s dataskyddsförordning (2018), GDPR. Läs mer om hur det funkar här.
Så här hanterar KB dina uppgifter vid användning av denna tjänst.

 
pil uppåt Stäng

Kopiera och spara länken för att återkomma till aktuell vy