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Sökning: hsv:(SAMHÄLLSVETENSKAP) hsv:(Medie och kommunikationsvetenskap) > Naturvetenskap

  • Resultat 1-10 av 1899
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1.
  • Berbyuk Lindström, Nataliya, 1978, et al. (författare)
  • “Just Google Translate It!” ICT Use of Migrant IT professionals for Mitigating Workplace Integration Challenges
  • 2022
  • Ingår i: AMCIS (Americas Conference on Information Systems), Minneapolis, MI, August 10-14.
  • Konferensbidrag (refereegranskat)abstract
    • IT professionals represent a growing group of highly educated migrants in different countries, yet research on their workplace integration is scarce. Applying a combined theoretical framework of Hofstede's culture dimensions and functional theory of language approach, this paper addresses the research need in investigating how migrant IT professionals to Sweden integrate into the workplace and the role of ICTs in mitigating integration challenges. Fifteen (15) interviews with IT professionals from India and Pakistan were analyzed using Thematic Content Analysis. Results uncover migrants experiencing language barriers and cultural differences, which impede developing relationships with colleagues and career opportunities. Our findings indicate that although ICTs, primarily machine translation applications, are indispensable for supporting communication between migrants and locals, collegial support is still essential for managing intercultural interactions, contributing to migrants’ feelings of connectedness at work and a sense of belonging. Workplace inclusion and suggestions for practitioners are discussed.
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2.
  • Berbyuk Lindström, Nataliya, 1978, et al. (författare)
  • Who are Metrics Team’s Stakeholders, What Do They Expect, and How to Communicate with Them? Conducting Stakeholder Mapping with Focus on Communication in Agile Software Development Organization
  • 2022
  • Ingår i: International Conference on Information Systems (ICIS), SIGITPROJMGMT 17th International Research Workshop on Information Technology Project Management, Copenhagen, December 10, 2022-01-01.
  • Konferensbidrag (refereegranskat)abstract
    • As an increasing number of organizations create metrics teams, conducting stakeholder mapping is pivotal for identifying and analyzing metrics stakeholders’ expectations for reducing the risks of miscommunication and project failure. Further, though team-stakeholder communication is essential for successful collaboration, few studies focus on it in software measurement context. This case study seeks to identify and analyze metrics team’s stakeholders, with a special focus on communication challenges in team-stakeholder contacts. Inspired by Bryson's Basic Stakeholder Analysis Techniques and Mitchell, Agle, and Wood's theoretical model for stakeholder identification, a stakeholder mapping exercise was conducted using interactive workshops and follow-up interviews with 16 metrics team members and their stakeholders. The results illustrate the complexity of identifying stakeholders in agile organizations, the importance of developing a metrics culture, and enhancing transparency in team-stakeholder communication. The study aims to contribute to the development of stakeholder theory and offers insights into communication in software engineering context.
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3.
  • Asai, Ryoko (författare)
  • Social Media Supporting Democratic Dialogue
  • 2013
  • Ingår i: Ambiguous Technologies. - Lisbon : Autónoma University. ; , s. 36-43
  • Konferensbidrag (refereegranskat)abstract
    • The term of “social media” appears in newspapers and magazines everyday and the huge number of people use social media actively in daily life. Nowadays, in the highly Information and Communication Technology (ICT) developed country Japan, Japanese people enroll in social media and evolve a new way of communicating with others based on the “virtual” social distance between them. Among social media, Twitter has been focusing on its strong power as the tool for political change recent years. While Twitter has of-expressed problems as well as the “traditional” social media, it is characterized by the limited number of characters, strong propagation and optional reciprocity. Those characteristics stimulate people’s communication online and bring about opportunities for social interaction and democratic dialogue. On the other hand, in the deluge of information, we need to nurture skills to utilize critical and rational way of thinking through dialogue not only between others also between themselves internally. This study explores characteristics of social media and differences between “traditional” social media and Twitter, and how the difference affects people’s information behavior in Japan.
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4.
  • Dafgård, Lena, 1958 (författare)
  • Digital Distance Education – A Longitudinal Exploration of Video Technology
  • 2020
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • The context of this thesis is digital distance education. Distance education has developed from correspondence courses, based on letters sent by mail between student and teacher, to digital distance education with interactive video classes from anywhere, as long as a computer/tablet/smartphone and an Internet connection are available. The development of technology, particularly with the introduction of the Internet, has completely changed the possibilities for teaching, learning, interaction, and communication at a distance. Many technologies can be used in distance education, but this thesis aims to: Better understand the possibilities and limitations of video in digital distance higher education. The research has three elements of analysis: 1) video technology, 2) distance courses, and 3) distance teachers. Each allows a focus on how distance courses with video are designed and on teachers’ perspectives on the use of video in distance education. The first focus on course design is examined through two research questions. RQ1 asks, How is digital video used in distance higher education? When teachers design distance courses with digital video; a) which categories of video are used or not used? b) how much are these categories used? c) why are they used or not used? And d) how are they used? Complementing RQ1, RQ2 asks, How do course designers respond to the possibilities and limitations of video for distance higher education? Addressing the second focus of the thesis on teacher perspectives, RQ3 asks, What are the teacher’s attitudes and perceptions about the use of digital video in distance higher education? With a comprehensive literature review as a foundation, the results of this thesis include a classification system with two main categories; recorded and live video that is developed and used to orient an empirical investigation. The data for this investigation was collected through a national web-based questionnaire. Then, based on the survey, a specific higher education institution was selected for an interview study with teachers using video conferencing in distance courses in Teacher education. Interaction and communication are central concepts in this thesis, and the analytical lens combines the socio-cultural perspective and the theory of affordances. The results indicate that across types, video is mostly used as a supplement to other resources. Further, a correspondence is found concerning, on the one hand, teachers’ experience of distance education and participation in in-service training, and on the other hand, their use of video in teaching. In general, the most reported reasons why teachers do not use video are that it does not bring anything and takes too much time. Many of the constraints that teachers perceive are related to time; e.g. competition between an ambition to teach according to a student-centred approach but also a strong feeling of responsibility of delivering content to students. The technology of video has the affordances of mediating a teaching and learning environment similar to the one in the classroom, but conditions such as large groups or many students and the difficulty of perceiving non-verbal signals through video, affect the communication situation negatively and reduce possibilities of interaction. As a systematic study investigating the mainstream use of technology and media, this thesis contrasts with many other studies, which are often relatively small and local in nature, conducted by enthusiastic teachers investigating the use of one specific technology. The results show how the mainstream use of technologies such as video change conditions for distance teaching and influence how we think and interact with others and our environment.
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5.
  • Spante, Maria, 1967 (författare)
  • Connected Practice: The Dynamics of Social Interaction in Shared Virtual Environment
  • 2009
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This thesis investigates the phenomenon of social interaction in shared virtual environments (SVEs), supported by virtual reality (VR) systems over time. SVEs are computer generated 3D graphical spaces where geographically distributed people can meet and interact with each other in a graphical space. Although there have been a number of studies about social interaction in SVEs, there has been a lack of research looking into changes over time, which this thesis does.In order to gain more knowledge about social interaction over the longer term, this thesis compares and contrasts four different types of VR systems that supported various SVEs. Two of the systems were internet based SVEs on desktop computers where many users could interact at the same time. One of the SVEs had voice based communication. The other SVE had text based communication. The other two were based in laboratory settings. One setting was networked immersive projection technologies (IPT) in which two participants performed a variety of tasks together. The other was one IPT connected to a desktop VR and participants changed systems half way through the trial in which they collaboratively solved a task together. In both settings voice based communication were used. Observations and other methods of analysis were carried out, focusing on differences and similarities in peoples behaviors in the process of social interaction over time in SVEs.The six papers contained in this thesis explore social interaction over time in shared virtual environments. This thesis argues that technology becomes not only a tool for social interaction; it also becomes a key aspect in social interaction. While the technology filters out some of the social cues we are familiar with from face to face situations, it also ‘filters in’ new cues that become important for how people can connect to each other in the shared virtual environment. Over time, these social cues, that people creates among themselves while using the technology, become essential for people learn about; otherwise they find it difficult to relate to each other and do things together in the shared virtual environments.The more difficulties people have in figuring out how to use the technology while interacting with others, the less they will accept the technology as an appropriate tool for connecting people and doing things together. The reason for this is that social and technical issues can only be separated analytically in shared virtual environments; in practice, as this thesis shows, they are highly intertwined.This thesis puts forward a dynamic model identifying the importance of looking more explicitly at individuals, technology, task and time while studying social interaction in SVEs. In this way, the thesis combines a number of insights both from previous social science theories of social interaction and practices - together with observations from the studies this thesis builds on. The thesis puts forward a concept that includes these insights - connected practice, defined as the dynamics of social interaction in technical systems. This concept can guide future studies to incorporate both technical and social aspects over time since it was shown to be the key to understanding the phenomenon of this thesis. It is finally suggested in the thesis that the concept connected practice can be utilized in other technical systems apart from SVEs in future research of social interaction in technical systems.
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7.
  • Appelgren, Ester, et al. (författare)
  • The media consumers’ conscious and unconscious choices : a key to understanding the news media consumption of tomorrow
  • 2014
  • Ingår i: Colloque International Communication Électronique Cultures et Identités, 11, 12 & 13 juin 2014. - : The IUT of Le Havre : Information-Communication Department CIRTAI IDEES (UMR6228). ; , s. 1-8, s. 521-528
  • Konferensbidrag (refereegranskat)abstract
    • The digital society of today is dramatically different than that of a decade ago. During the past decades computers have gone from being clearly visible and at the center of attention to becoming an integrated and omnipresent part of our everyday lives. Today, individuals are catching up on a reality where homes, workplaces and society to a large extent consist of microprocessors that collect, analyze and present information. With regards to news and information sharing, it may seem that the users, thanks to greater ability to choose content, hold the upper hand in this process. However, since these data are constantly collected and analyzed for various purposes by companies, for example in the media industry, the users’ choices may not be as unconditional as they may think they are. Using the Swedish media market as an example, this exploratory paper discusses the interdependency between people’s choices and the market-driven choices made by the media industry in relation to news, and the impact these choices may have on media consumption and the media market.
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9.
  • Bossetta, Michael, et al. (författare)
  • Gamification in Politics
  • 2022
  • Ingår i: Elgar Encyclopedia of Technology and Politics. - 9781800374263 - 9781800374256 ; , s. 304-308
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • Although gamification is a popular term, the concept has rarely been applied to political studies. Therefore, this chapter provides an overview of the key features of gamification and offers an adapted definition of gamification suited to the study of electoral politics. To help illustrate this definition, two examples of gamification from recent campaigns are discussed: the uCampaign mobile application and contests promoted on social media. In concluding, I suggest theoretical and methodological approaches to study gamification in politics moving forward.
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10.
  • Eddebo, Johan, Dr, 1985-, et al. (författare)
  • Automatic Identification of Hate Speech : A Case-Study of alt-Right YouTube Videos
  • 2024
  • Ingår i: F1000Research. - : F1000 Research Ltd. - 2046-1402. ; 13:328, s. 1-23
  • Tidskriftsartikel (refereegranskat)abstract
    • BackgroundIdentifying hate speech (HS) is a central concern within online contexts. Current methods are insufficient for efficient preemptive HS identification. In this study, we present the results of an analysis of automatic HS identification applied to popular alt-right YouTube videos.MethodsThis essay describes methodological challenges of automatic HS detection. The case study concerns data on a formative segment of contemporary radical right discourse. Our purpose is twofold. (1) To outline an interdisciplinary mixed-methods approach for using automated identification of HS. This bridges the gap between technical research on the one hand (such as machine learning, deep learning, and natural language processing, NLP) and traditional empirical research on the other. Regarding alt-right discourse and HS, we ask: (2) What are the challenges in identifying HS in popular altright YouTube videos?ResultsThe results indicate that effective and consistent identification of HScommunication necessitates qualitative interventions to avoid arbitrary or misleading applications. Binary approaches of hate/non-hate speech tend to force the rationale for designating content as HS. A context-sensitive qualitative approach can remedy this by bringing into focus the indirect character of these communications. The results should interest researchers within social sciences and the humanities adopting automatic sentiment analysis and for those analysing HS and radical right discourse.ConclusionsAutomatic identification or moderation of HS cannot account for an evolving context of indirect signification. This study exemplifies a process whereby automatic hate speech identification could be utilised effectively. Several methodological steps are needed for a useful outcome, with both technical quantitative processing and qualitative analysis being vital to achieve meaningful results. With regard to the alt-right YouTube material, the main challenge is indirect framing. Identification demands orientation in the broader discursive context and the adaptation towards indirect expressions renders moderation and suppression ethically and legally precarious.
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