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Sökning: hsv:(SAMHÄLLSVETENSKAP) > Högskolan Väst > Pareto Lena 1962

  • Resultat 1-10 av 66
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1.
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2.
  • Pareto, Lena, 1962-, et al. (författare)
  • Virtual reality, haptics and post-stroke rehabilitation in practical therapy
  • 2008
  • Ingår i: Proceedings of 7th International Conference on Disability, Virtual Reality and Associated Technologies. - : University of Reading. - 0704915006 ; , s. 245-252
  • Konferensbidrag (refereegranskat)abstract
    • We address the question of usefulness of virtual reality based rehabilitation equipment in practical therapy, by letting experienced therapists explore one such equipment during six months in their regular practice under natural circumstances. By protocols, questionnaires and focus group interviews we collect data regarding which activities they considered useful, why these are useful and what might improve usefulness of such activities, based on the therapists’ professional judgement and experiences. This resulted in a set of purposeful activities, identified values for therapeutic work, and design guidelines. The conclusion is that such equipment has benefits beyond real life training, that variation in content and difficulty levels is a key quality for wide suitability and that the combination of challenging cognitive activities which encourage motor training was considered particularly useful.
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3.
  • Babaheidari, Said Morad, 1964-, et al. (författare)
  • Work-integrated Learning in a Doctoral Course in Informatics
  • 2016
  • Ingår i: Proceedings of IRIS39, Information Systems Research Seminar in Scandinavia, Ljungskile, August 7-10, 2016. - 9789187531385 ; , s. 1-11
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • Being the first university in the world to provide doctoral program in Work-integrated Learning (WIL), we face the challenge of how to integrate doctoral courses into the WIL philosophy, which is the profile of the University West, Sweden. To exemplify what we mean by such a notion of integration, we introduce and demonstrate our proposed ontological approach to integrate a PhDcourse into the fundamental concepts underpinning WIL. The WIL within the context of informatics research (which is a subfield of the IS discipline) playsfive different roles of (1) the main course content, (2) the target occupation ofthe students and occupational field of the teachers, (3) the analytical perspective of the research activities in the course, (4) the educational method where teachers and students conduct collaborative research activities as a cognitive apprenticeship learning model, and (5) a co-authored research paper as outcome.The outcomes of such a conducted approach and lessons learned from the course will be thoroughly described. In the course, a meta-analysis of WIL informatics research will be performed to examine four dimensions which are: theories relevant for WIL; methods used in WIL research; occupational fields in WIL informatics studies; and roles of technology in WIL research. The course is arranged in the these phases: Local investigation; locally rooted research within the informatics field is examined by the course participants in dialogue with the authors of a number of published articles in order to see the extent and the how aspects of these identified WIL-oriented research work; Local synthesis; both teachers and the PhD students (i.e., course participants) explore the results and synthesize a local WIL-model; Global overview; a number of related international literature is selected and studied; Global synthesis; The local WIL model is compared to the global investigation. Co-authoring; a research paper is co-authored by the course participants and presented at a conference. By doing so, we enhance our understandings and thus contribute to one additional practical application of WIL's pedagogical philosophy, which influences the course content, the course format, the activities, the teaching-learning model,and the outcome of the course.
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4.
  • Broeren, Jurgen, et al. (författare)
  • Information and communication technology : a person-centered approach to stroke care
  • 2012
  • Ingår i: Proceedings of the 9th International Conference on Disability, Virtual Reality and Associated Technologies. - Readings : University of Readings. - 9780704915459 ; , s. 329-335
  • Konferensbidrag (refereegranskat)abstract
    • This report describes the possibilities of information and communication technology (ICT) in stroke care, addressing a person-centered care (PCC) approach. Attention is paid to user involvement, design, videogames, and communication between health care professionals mutually as well as with patients, and how to share performance data with an electronic health record. This is the first step towards a supportive ICT system that facilitates interoperability, making healthcare information and services available to citizen’s across organizational boundaries. 
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5.
  • Broeren, Jurgen, et al. (författare)
  • Stroke rehabilitation using m-Health Care and 3D virtual environments : work in progress
  • 2010
  • Ingår i: Proceedings of the 8th International Conference on Disability, Virtual Reality and Associated Technologies. - 9780704915022 ; , s. 115-122
  • Konferensbidrag (refereegranskat)abstract
    •  We have now started testing a telehealth system for stroke rehabilitation in a rural area in Sweden (NU- Hospital Group Area). For collection of assessments and audiovisual communication, the telehealth system has bidirectional contact with the home-based units. To date, three stroke subjects’ participated; they were instructed to play 3D computer games with the hemiplegic upper extremity. The intervention led to clinical changes for all subjects. The analysis of the audiovisual communication revealed that the both stroke subjects and therapists were not yet effective in regulating their turn taking process. The data suggests the feasibility of a distance based approach using 3D virtual environments for upper extremity rehabilitation after stroke.
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6.
  • Ekström, Sara, et al. (författare)
  • New Teacher Roles With Social Robots as Actors in the Classroom
  • 2020
  • Ingår i: INTED 2020. - : International Association for Technology, Education and Development. - 9788409179398 ; , s. 6636-6644
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • Robots are entering the classrooms and provide new opportunities for education. Educational robots can either be used for programming, or as new types of social actors where these robots are designed to play different roles such as teachers, tutors, peers or tutees. However, new social actors affect the scene for learning by altering the social dynamics in the classroom, which in turn affects the roles of the other actors. In this study we explore the role of teachers in robot-enhanced classrooms, and ask the question: What new teacher roles emerge when robots enter the classroom as social actors? In this study we explore a setting where a student plays an educational mathematics game together with a humanoid robot on an interactive whiteboard, guided and supported by teachers and peers from the class. Four classes of school children in 2nd and 41h grade participated and played for about 5 minutes each. The game playing sessions were video-recorded, and 32 sessions were randomly selected, transcribed, coded and thematically analyzed using Interaction Analysis. Situations in which the teacher acted were analyzed to investigate when and why the teacher intervened and what types of support that was provided to the student. Results show that the teacher took several roles during the sessions. Traditional roles include moderator organizing the learning and managing social interactions as well as educator supporting the student’s learning by scaffolding mathematical problems and game-playing strategies. In addition, the teacher had to act technical facilitator handling problems and challenges with using the robot, and the role as interaction mentor guiding and supporting the student to manage the social interaction with the robot. The latter two roles are challenging and unfamiliar to most teachers. We conclude that using robots as social actors in education introduce new, challenging teacher roles requiring substantial and specific digital competence.
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7.
  • Ekström, Sara (författare)
  • Teaching with social robots
  • 2023
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • The school's digitalization is an ongoing process that brings new didactic opportunities, but also challenges. Social educational robots entail a complex teaching situation and affect the teacher's role, actions, and responsibilities in the classroom. Through observations in an authentic classroom context, this thesis aims to provide a nuanced and realistic picture of how teaching with social robots can unfold. Social educational robots have previously been explored in different educational contexts, but few studies shed light on the teacher role. Nor is it discussed what new aspects of digital competence become important when teaching with educational technologies that exhibit social behaviour. This thesis studies teacher actions and intended actions in a learning activity where a child collaborates with a social educational robot. In the activity, the robot is designed to act as a learning companion (tutee), the child acts as a teacher (tutor), and sometimes a few peers participate. The study is based on video observations of teachers' dialogues and behaviours in this learning activity, and a total of 25 hours of recorded video material has been analysed. The observations are supplemented with interviews, workshops, and questionnaires, where more teachers reflect on teaching with social robots.The result shows that social educational robots may contribute to relevant learning situations but also introduce new teacher roles, bringing additional challenges. The teacher's most prominent role in this learning activity is as an interaction mentor, in which the teacher assists the verbal and non-verbal interaction between the child and the robot, such as verbal communication fluency, explaining the robot's behaviour to the child, and maintaining attention.The result also identifies challenges that may emerge if social educational robots are used for teaching and learning. One of these challenges is due to the teacher relating to the robot as a didactic tool as well as a social actor, interchangeably. This duality causes conflicts in the teacher's actions, as the two perspectives call for different behaviours. The thesis also shows that using social educational robots entails new demands for adequate digital competence.
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8.
  • Gellerstedt, Martin, 1966-, et al. (författare)
  • The Goalkeeper : a tool for monitoring learning outcomes in PhD education
  • 2015
  • Ingår i: ICERI2015 Proceedings. - : IATED Academy. - 9788460826576 ; , s. 6223-6230
  • Konferensbidrag (refereegranskat)abstract
    • The journey from being a new Ph. D.-candidate towards passing the doctorate grade is often a bumpy road with both unexpected and complex challenges that has to be turned in to learning experiences that adds to progression. In this paper we describe the development and use of a tool (the Goalkeeper) designed to support, structure and visualize this journey. It is a tool for supervisors, doctorate students as well as people responsible for quality assurance of a doctorate education. Based on our experiences of having utilised the tool we argue that it is important that the implementation of such a tool is firmly grounded in a quality culture where support of progression and formative assessment dominate over summative assessment and control.
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9.
  • Gråsjö, Urban, 1962-, et al. (författare)
  • Experience Design : Understanding the Role of Technology for Virtual Experiences
  • 2005
  • Ingår i: WSEAS Transactions on Information Science and Applications.
  • Konferensbidrag (refereegranskat)abstract
    • Abstract: New technologies have always teased the imagination of avant-garde artists on how to challenge existing cultural paradigms. For instance, experience design for the creative industries of today provides exciting challenges with a potential to innovate practices and creating new ways of interaction between the artist and her audience. In an ongoing research project we aim at framing the design space for virtual experiences. The paper presents and discusses the role of technology in such context and use three ongoing case studies where ICT has been used to augment and support consumers of cultural experiences. The analysis shows how technology-driven interventions are less oriented towards radical change compared to interventions that are rooted in their nondigital origins. 1.
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10.
  • Gråsjö, Urban, 1962-, et al. (författare)
  • Experience Design : Understanding the Role of Technology for Virtual Experiences
  • 2006
  • Ingår i: Proceedings of 29th Information System Research Seminar in Scandinavia, IRIS 29.
  • Konferensbidrag (refereegranskat)abstract
    • New technologies have always teased the imagination of avant-garde artists on how to challenge existing cultural paradigms. For instance, experience design for the creative industries of today provides exciting challenges with a potential to innovate practices and creating new ways of interaction between the artist and her audience. In an ongoing research project we aim at framing the design space for virtual experiences. The paper presents and discusses the role of technology in such context and use three ongoing case studies where ICT has been used to augment and support consumers of cultural experiences. The analysis shows how technology-driven interventions are less oriented towards radical change compared to interventions that are rooted in their nondigital origins.
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