SwePub
Sök i SwePub databas

  Utökad sökning

Träfflista för sökning "swepub ;conttype:(scientificother);lar1:(sh);srt2:(2005-2009);hsvcat:1"

Sökning: swepub > Övrigt vetenskapligt/konstnärligt > Södertörns högskola > (2005-2009) > Naturvetenskap

  • Resultat 1-10 av 124
Sortera/gruppera träfflistan
   
NumreringReferensOmslagsbildHitta
1.
  • Arup, Ulf, et al. (författare)
  • Professor Ingvar Kärnfelt - a birthday tribute
  • 2009
  • Ingår i: The Lichenologist. - Cambridge : Cambridge University Press. - 0024-2829 .- 1096-1135. ; 41:5, s. 453-456
  • Tidskriftsartikel (övrigt vetenskapligt/konstnärligt)abstract
    • On 19 July 2009 Ingvar Kärnefelt celebrated his 65th birthday. This could have meant that we, his former students, would be celebrating him in his retirement from his position as head of the Biological Museums at Lund University. We are grateful that this is not the case, as Ingvar will carry on, probably for at least one or two more years. Instead, we celebrate Ingvar because he is the main reason for all of us having studied lichenology in Lund. This special issue of The Lichenologist is dedicated to him as a birthday tribute in honour of his long and fruitful lichenological career. The main authors of all the papers in this issue are former students of Ingvar. For several of us he has not only acted as supervisor but later also as the director of the Botanical Museum where we meet him in our daily work.
  •  
2.
  • Hallgren, Stefan, 1978- (författare)
  • Brain Aromatase in the guppy, Poecilia reticulata : Distribution, control and role in behaviour
  • 2009
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Oestrogens are produced by aromatisation of androgens by the aromatase enzyme. In the vertebrate brain this synthesis has vital functions in nerve protection, cell proliferation and nerve development during injury respectively brain development. Brain oestrogens are also crucial in activating certain reproductive and aggressive behaviours in mammals and birds. Teleosts have remarkably high activity of brain aromatase (bAA) compared to mammals and birds; 100-1000 times higher in brain regions like the hypothalamus, pre-optic area and optic tectum. The role of brain oestrogens in teleost behaviour is, however, less clear than in e.g. songbirds and rodents. This thesis studies the potential role of brain aromatase and brain oestrogens in the reproductive behaviour of the guppy male (Poecilia reticulata), how guppy brain aromatase responds to steroids and is distributed in the adult brain. The thesis shows that male behaviour can be affected by brain aromatase. Reduction of bAA by aromatase inhibitor treatment reduced the sexual behaviours sigmoid display and gonopodium swinging (I) and oestrogen receptor blocking with an oestrogen antagonist reduced the number of successful mating attempts (II). The anatomical study (IV) showed that brain aromatase is distributed in areas of the adult guppy brain that are connected to reproductive control and behaviour in vertebrates. Guppy bAA is stimulated by both androgens and oestrogens (III) but is more sensitive to oestrogens, especially in males, and could thus be used as an indicator of endocrine disruption at low concentrations found in the environment. The thesis can also conclude that females possess more brain aromatase than males, and that although it is expressed in the same pattern throughout the brain in both genders the enzymatic activity is differently distributed between the sexes.
  •  
3.
  • Jää-Aro, Kai-Mikael, et al. (författare)
  • Visualization
  • 2005
  • Ingår i: Introduction to High-Performance Computing—material for the PDC summerschool 2005. - Stockholm : Kungliga Tekniska högskolan.
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)
  •  
4.
  • Ceron, Julian, et al. (författare)
  • Caenorhabditis elegans comes of age
  • 2008
  • Ingår i: Genome Biology. - : Springer Science and Business Media LLC. - 1465-6906 .- 1474-760X. ; 9:6, s. 312-
  • Tidskriftsartikel (övrigt vetenskapligt/konstnärligt)
  •  
5.
  •  
6.
  •  
7.
  •  
8.
  •  
9.
  • Bonow, Madeleine A (författare)
  • Gård, gräns, giftermål : Familjestrategiers betydelse för markens och landskapets utformning i Norra Åsarps socken, Västergötland ca 1640-1880
  • 2005
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This dissertation deals with property rights and the implications of these for people, landscape and settlement in Norra Åsarp Parish in the province of Västergötland.The overarching aim of the thesis is to investigate systems of social rules and how these influence the structure of settlement and land use/ownership. The central question concerns how the peasant family reproduced and maintained social and physical boundaries and if there are any relationships between territoriality and social class.The analysis has led us to the unexpected result that there was a surprising degree of continuity concerning the individual field strips. This is remarkable since the social system otherwise showed a rather rapid rotation in farm occupancy. The intriguing question here is why it was like this in this area? Why were there no changes in the allotment system? To solve this question special attention is given to reproduction and farm practice at the individual level. The social structure was primarily characterised by families who farmed on a small scale. The farms belonging to a larger kinship group circulated between the relatives and were farmed by the most suitable couple available. The marital strategy made group identity well connected and the family identity become strong. The social system was to some extent readable in the landscape: the family tree was more or less written on the ground. This investigation may provide an explanation to why there were no changes in the allotment system.The basis of the taxation in Norra Åsarp may have been the allotment system itself and this may explain why nothing happens on the ground: land had to stay fixed and tied to specific homesteads, otherwise it would be hard to calculate the rights and duties of the farm.
  •  
10.
  • Eladhari, Mirjam Palosaari, 1971- (författare)
  • Characterising action potential in virtual game worlds applied with the mind module
  • 2009
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Because games set in persistent virtual game worlds (VGWs) have massive numbers of players, these games need methods of characterisation for playable characters (PCs) that differ from the methods used in traditional narrative media. VGWs have a number of particularly interesting qualities. Firstly, VGWs are places where players interact with and create elements carrying narrative potential. Secondly, players add goals, motives and driving forces to the narrative potential of a VGW, which sometimes originates from the ordinary world. Thirdly, the protagonists of the world are real people, and when acting in the world their characterisation is not carried out by an author, but expressed by players characterising their PCs. How they can express themselves in ways that characterise them depend on what they can do, and how they can do it, and this characterising action potential (CAP) is defined by the game design of particular VGWs. In this thesis, two main questions are explored. Firstly, how can CAP be designed to support players in expressing consistent  characters in VGWs? Secondly, how can VGWs support role-play in their rule-systems? By using iterative design, I explore the design space of CAP by building a semiautonomous agent structure, the Mind Module (MM) and apply it in five experimental prototypes where the design of CAP and other game features is derived from the MM. The term semiautonomy is used because the agent structure is designed to be used by a PC, and is thus partly controlled by the system and partly by the player. The MM models a PC's personality as a collection of traits, maintains dynamic emotional state as a function of interactions with objects in the environment, and summarises a PC's current emotional state in terms of `mood'.   The MM consists of a spreading-activation network of affect nodes that are interconnected by weighted relationships.  There are four types of affect node: personality trait nodes, emotion nodes, mood nodes, and sentiment nodes. The values of the nodes defining the personality traits of characters govern an individual PC's state of mind through these weighted relationships, resulting in values characterising for a PC's personality. The sentiment nodes constitute emotionally valenced connections between entities. For example, a PC can `feel' anger toward another PC. This thesis also describes a guided paper-prototype play-test of  the VGW prototype World of Minds, in which the game mechanics build upon the MM's model of personality and emotion. In a case study of AI-based game design, lessons learned from the test are presented. The participants in the test were able to form and communicate mental models of the MM and game mechanics, validating the design and giving valuable feedback for further development. Despite the constrained scenarios presented to test players, they discovered interesting, alternative strategies, indicating that for game design the `mental physics' of the MM may open up new  possibilities.The results of the play-test influenced the further development of the MM as it was used in the digital VGW prototype the Pataphysic Institute. In the Pataphysic Institute the CAP of PCs is largely governed by their mood. Depending on which mood  PCs are in they can cast different `spells', which affect values such as mental energy, resistance and emotion in their targets. The mood also governs which `affective actions' they can perform toward other PCs and what affective actions they are receptive to. By performing affective actions on each other PCs can affect each others' emotions, which - if they are strong - may result in sentiments toward each other. PCs' personalities govern the individual fluctuations of mood and emotions, and define which types of spell PCs can cast. Formalised social relationships such as friendships affect CAP, giving players more energy, resistance, and other benefits. PCs' states of mind are reflected in the VGW in the form of physical manifestations that emerge if an emotion is very strong. These manifestations are entities which cast different spells on PCs in close proximity, depending on the emotions that the manifestations represent. PCs can also partake in authoring manifestations that become part of the world and the game-play in it. In the Pataphysic Institute potential story structures are governed by the relations the sentiment nodes constitute between entities.Because games set in persistent virtual game worlds (VGWs) have massive numbers of players, these games need methods of characterisation for playable characters (PCs) that differ from the methods used in traditional narrative media. VGWs have a number of particularly interesting qualities. Firstly, VGWs are places where players interact with and create elements carrying narrative potential. Secondly, players add goals, motives and driving forces to the narrative potential of a VGW, which sometimes originates from the ordinary world. Thirdly, the protagonists of the world are real people, and when acting in the world their characterisation is not carried out by an author, but expressed by players characterising their PCs. How they can express themselves in ways that characterise them depend on what they can do, and how they can do it, and this characterising action potential (CAP) is defined by the game design of particular VGWs. In this thesis, two main questions are explored. Firstly, how can CAP be designed to support players in expressing consistent  characters in VGWs? Secondly, how can VGWs support role-play in their rule-systems? By using iterative design, I explore the design space of CAP by building a semiautonomous agent structure, the Mind Module (MM) and apply it in five experimental prototypes where the design of CAP and other game features is derived from the MM. The term \textit{semiautonomy} is used because the agent structure is designed to be used by a PC, and is thus partly controlled by the system and partly by the player. The MM models a PC's personality as a collection of traits, maintains dynamic emotional state as a function of interactions with objects in the environment, and summarises a PC's current emotional state in terms of `mood'.   The MM consists of a spreading-activation network of affect nodes that are interconnected by weighted relationships.  There are four types of affect node: personality trait nodes, emotion nodes, mood nodes, and sentiment nodes. The values of the nodes defining the personality traits of characters govern an individual PC's state of mind through these weighted relationships, resulting in values characterising for a PC's personality. The sentiment nodes constitute emotionally valenced connections between entities. For example, a PC can `feel' anger toward another PC. This thesis also describes a guided paper-prototype play-test of  the VGW prototype World of Minds, in which the game mechanics build upon the MM's model of personality and emotion. In a case study of AI-based game design, lessons learned from the test are presented. The participants in the test were able to form and communicate mental models of the MM and game mechanics, validating the design and giving valuable feedback for further development. Despite the constrained scenarios presented to test players, they discovered interesting, alternative strategies, indicating that for game design the `mental physics' of the MM may open up new  possibilities.The results of the play-test influenced the further development of the MM as it was used in the digital VGW prototype the Pataphysic Institute. In the Pataphysic Institute the CAP of PCs is largely governed by their mood. Depending on which mood  PCs are in they can cast different `spells', which affect values such as mental energy, resistance and emotion in their targets. The mood also governs which `affective actions' they can perform toward other PCs and what affective actions they are receptive to. By performing affective actions on each other PCs can affect each others' emotions, which - if they are strong - may result in sentiments toward each other. PCs' personalities govern the individual fluctuations of mood and emotions, and define which types of spell PCs can cast. Formalised social relationships such as friendships affect CAP, giving players more energy, resistance, and other benefits. PCs' states of mind are reflected in the VGW in the form of physical manifestations that emerge if an emotion is very strong. These manifestations are entities which cast different spells on PCs in close proximity, depending on the emotions that the manifestations represent. PCs can also partake in authoring manifestations that become part of the world and the game-play in it. In the Pataphysic Institute potential story structures are governed by the relations the sentiment nodes constitute between entities.
  •  
Skapa referenser, mejla, bekava och länka
  • Resultat 1-10 av 124
Typ av publikation
doktorsavhandling (42)
konferensbidrag (25)
bokkapitel (20)
tidskriftsartikel (15)
rapport (11)
samlingsverk (redaktörskap) (3)
visa fler...
forskningsöversikt (3)
proceedings (redaktörskap) (2)
licentiatavhandling (2)
bok (1)
visa färre...
Typ av innehåll
Författare/redaktör
Hernwall, Patrik (12)
Mattsson, Jan-Eric, ... (8)
Gunnarsson, Jonas (3)
Bergman, Jan (3)
Allard, Ann-Sofie (3)
Gilek, Michael (3)
visa fler...
Janosik, Tomasz (3)
Iverfeldt, Kerstin (2)
Topp, Elin Anna (2)
Holmquist, Lars Erik (2)
Hedlund, Johanna (2)
Green, Anders (2)
Olsson, Niklas (2)
Andrén, Elinor (2)
Christensen, Henrik (1)
Henriksson, Greger (1)
Dinnétz, Patrik (1)
Langel, Ülo (1)
Karlsson, Mikael (1)
Edlund, Charlotta (1)
Forsberg, Lars (1)
Forstorp, Per-Anders (1)
Björck, Svante (1)
Kitambi, Satish Srin ... (1)
Björklund, Stefan, P ... (1)
Jansson, Ulf (1)
Jonsson, Martin, 197 ... (1)
Jakobsson, Peter (1)
Thell, Arne (1)
Aigars, Juris (1)
Jonsson, Martin (1)
Bergman, Birgitta (1)
Conley, Daniel (1)
Bjerling, Pernilla, ... (1)
Nygård, Odd, Profess ... (1)
Jensen, J. B. (1)
Larsson, Kristina (1)
Thollesson, Mikael (1)
Lönn, Mikael (1)
Slätt, Johnny (1)
Ehrlén, Johan, Profe ... (1)
Edlund, Anna (1)
Bengtsson, Bengt-Eri ... (1)
Andrén, Thomas (1)
Clarke, Annemarie (1)
Telford, Richard (1)
Weckström, Kaarina (1)
Vilbaste, Sirje (1)
Johnsen, Torbjørn (1)
Juggins, Steve (1)
visa färre...
Lärosäte
Karolinska Institutet (22)
Stockholms universitet (15)
Uppsala universitet (10)
Kungliga Tekniska Högskolan (8)
Naturvårdsverket (3)
visa fler...
Linnéuniversitetet (3)
Linköpings universitet (2)
Lunds universitet (2)
Sveriges Lantbruksuniversitet (2)
Göteborgs universitet (1)
Högskolan i Gävle (1)
Mittuniversitetet (1)
visa färre...
Språk
Engelska (104)
Svenska (19)
Norska (1)
Forskningsämne (UKÄ/SCB)
Samhällsvetenskap (23)
Humaniora (6)
Lantbruksvetenskap (3)
Teknik (1)
Medicin och hälsovetenskap (1)

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