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Sökning: WFRF:(Berglund Erik)

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1.
  • Berglund, Aseel, 1973-, et al. (författare)
  • Effects of Reactive and Strategic Game Mechanics in Motion-based Games
  • 2017
  • Ingår i: 2017 IEEE 5TH INTERNATIONAL CONFERENCE ON SERIOUS GAMES AND APPLICATIONS FOR HEALTH (SEGAH). - : IEEE. - 9781509054824
  • Konferensbidrag (refereegranskat)abstract
    • Motion-based games offer positive effects on physical, social, and mental health for the players and have been common during the past decade, enabled by commercial motion tracking devices. However, little is known about the impact of game mechanics on the player experience, movement, and performance in motion-based games. In this paper we present results from a study with 35 participants comparing two different game mechanics, one reactive and one strategic, for a casual motion-based game. The assumption was that a more strategic mechanic would lead to less movement but more enjoyment. However, there was no significant difference in player experience, performance, or movement between the two game mechanics. In addition, a key aspect for the players preferred game mechanics was the perceived amount of thinking the game mechanic required.
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2.
  • Berglund, Ann-Charlotte, et al. (författare)
  • InParanoid 6 : eukaryotic ortholog clusters with inparalogs
  • 2008
  • Ingår i: Nucleic Acids Research. - : Oxford University Press (OUP). - 0305-1048 .- 1362-4962. ; 36, s. D263-D266
  • Tidskriftsartikel (refereegranskat)abstract
    • The InParanoid eukaryotic ortholog database (http://InParanoid.sbc.su.se/) has been updated to version 6 and is now based on 35 species. We collected all available 'complete' eukaryotic proteomes and Escherichia coli, and calculated ortholog groups for all 595 species pairs using the InParanoid program. This resulted in 2 642 187 pairwise ortholog groups in total. The orthology-based species relations are presented in an orthophylogram. InParanoid clusters contain one or more orthologs from each of the two species. Multiple orthologs in the same species, i.e. inparalogs, result from gene duplications after the species divergence. A new InParanoid website has been developed which is optimized for speed both for users and for updating the system. The XML output format has been improved for efficient processing of the InParanoid ortholog clusters.
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3.
  • Berglund, Aseel, 1973-, et al. (författare)
  • Liopep: A Gamified Casual Exergame Application to help Office Workers not be Active Couch Potatoes
  • 2023
  • Ingår i: Proceeding of the <em>2023 IEEE 11th International Conference on Serious Games and Applications for Health</em>. - : Institute of Electrical and Electronics Engineers (IEEE). - 9798350346077 - 9798350346084
  • Konferensbidrag (refereegranskat)abstract
    • Prolonged sedentary life is associated with several health risks. Office work is characterized by prolonged sedentary time and contributes significantly to the total sedentary exposure for office employees. This work aims to investigate the combination of casual exergames with gamification, two concepts that can impact behavior change, to decrease the prolonged sitting time for office workers, by interrupting long periods of sitting. A gamified web-based break application for micro-training using casual exergames and movement exercises was designed. A user study with office workers was conducted where workers had access to the application for 45 weeks, during which reward-based gamification was introduced in the application during an 11-week period and usage was compared before, during, and after the introduction of the reward-based game elements. The results showed that participants reported a positive experience of the application and that the breaks during the reward-based gamification period was higher compared to the period before and after the inclusion of the reward-based gamification.
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4.
  • Berglund, Aseel, et al. (författare)
  • Paper Remote: An Augmented TV Guide and Remote Control
  • 2005
  • Ingår i: Universal Access in the Information Society (UAIS). - : Springer Science and Business Media LLC. - 1615-5289 .- 1615-5297. ; 4:4, s. 300-327
  • Tidskriftsartikel (refereegranskat)abstract
    • The television (TV) is one of the most common entertainment devices in homes. Searching and finding TV programs is a common task and using TV guides is one way of performing this. This paper presents three studies that are focused on examining audiences’ TV habits and TV guide usage, evaluating a new concept based on linking paper and pen with TV technology, and studying the audiences’ attitudes toward and anticipated interest in the future guide. The results of our first study emphasize the value of using paper based TV guides and also identify the deficiencies. We also found indications that the advantages and disadvantages of paper-based TV guides are related to the physical properties of paper. Thus, we suggest a solution that uses digital pen and paper technology to offer a new interaction method for TV. A research system “Paper Remote”, is developed and used in the two subsequent studies. Viewers tick designated areas on the paper-based guide to perform actions such as channel switching. However, this solution is not a substitute for the remote control device. We argue that these user studies on linking digital paper to the TV for everyday information navigation illuminate the possibilities of providing innovative solutions also for home information systems also.
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5.
  • Berglund, Aseel, 1973-, et al. (författare)
  • The Attractiveness and Effectiveness of Upper Body and Full Body Casual Exergame Controllers
  • 2023
  • Ingår i: <em>2023 IEEE 11th International Conference on Serious Games and Applications for Health</em>, SeGAH, IEEE, 2023. - : IEEE. - 9798350346077 - 9798350346084
  • Konferensbidrag (refereegranskat)abstract
    • Exergames, active videogames in which players use their bodies to control the game, have been successful under certain conditions to produce enjoyable experiences and physical benefits. Casual exergames have been developed with simple game mechanics and short game play durations with the intent to promote exertion. Previous research has suggested that using full body game controllers in exergames compared to upper body movements has greater potential in producing high levels of exertion. In the present work we explore the impact of using upper compared to full body exergame controllers on players’ level of perceived immersion, perceived control, and perceived exertion in the context of casual exergames. A between subject, quasi-experiment was conducted with 80 participants, playing the same casual exergame with either upper body movement controllers or full body movement controllers. The results showed a significant difference between groups in terms of perceived control but not in terms of perceived immersion or perceived exertion. Based on the findings we recommend that casual exergame designers do not overlook the use of upper body game controllers in casual exergames but consider them as an alternative to using full body game controllers. 
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6.
  • Berglund, Aseel, 1973-, et al. (författare)
  • Understanding and assessing gamification in digital healthcare interventions for patients with cardiovascular disease
  • 2022
  • Ingår i: European Journal of Cardiovascular Nursing. - : Oxford University Press. - 1474-5151 .- 1873-1953. ; 21:6, s. 630-638
  • Tidskriftsartikel (refereegranskat)abstract
    • Gamification is defined as the use of game design elements in contexts other than gaming to increase user engagement and experience. Gamification in cardiovascular care can contribute to positively change health behaviour with possible effects and benefits on physical health and mental well-being. Based on previous literature, in this article we describe: the conceptualization of gamification, the five gamification principles for gamified digital health programmes or applications, the six most common game elements used to impact health behaviour applied in gamified digital health interventions and finally scientifically validated instruments to use for assessment of gamification in terms of self-reported psychological outcomes.
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7.
  • Berglund, David, et al. (författare)
  • Screening of mortality in transplant patients using an assay for immune function
  • 2011
  • Ingår i: Transplant Immunology. - : Elsevier BV. - 0966-3274 .- 1878-5492. ; 24:4, s. 246-250
  • Tidskriftsartikel (refereegranskat)abstract
    • BACKGROUND: So far, the ImmuKnow Immune Cell Function Assay (Cylex, Inc., Columbia, MD, USA) has been used to assess risks of infection and rejection in transplant patients. We hypothesized that the ImmuKnow assay might be used for mortality screening in transplant patients overall. METHODS: In the period of February 2007 to December 2009, at the Uppsala University Hospital, 362 patients who received either kidney, kidney+pancreas, kidney+islet cells, liver or liver+kidney allografts were randomly screened using the ImmuKnow assay. All causes of mortality were compared between two groups: patients with at least one ImmuKnow assay below 175ng/mL and patients with all ImmuKnow assays from 175ng/mL and above. Subsequently, the frequency of rejection within thirty days of the ImmuKnow assay was compared between these two groups. RESULTS: The study included 1031 ImmuKnow assays obtained from the 362 patients. A total of 111 patients had at least one ImmuKnow below 175ng/mL and 251 patients had all their ImmuKnow assays from 175ng/mL and above. By January 31st 2010, 16 of 111 patients (14.4%) with at least one ImmuKnow assay below 175ng/mL were deceased, compared to 13 of 251 patients (5.2%) with all ImmuKnow assays from 175ng/mL and above (p=0.0053, Fisher's exact test). There was no difference in the frequency of rejection between the two groups (19.8% versus 17.5%, p=0.66). CONCLUSIONS: In addition to assessing relative risks of infection and rejection in transplant patients, the ImmuKnow assay may be used to identify patients with increased risk of short-term mortality. Transplant patients being highly overimmunosuppressed as assessed by the ImmuKnow assay do not seem to have a lower risk of short-term rejection.
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8.
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9.
  • Berglund, Erik, et al. (författare)
  • Clinical Significance of Alloantibodies in Hand Transplantation : A Multicenter Study
  • 2019
  • Ingår i: Transplantation. - : LIPPINCOTT WILLIAMS & WILKINS. - 0041-1337 .- 1534-6080. ; 103:10, s. 2173-2182
  • Tidskriftsartikel (refereegranskat)abstract
    • Background. Donor-specific antibodies (DSAs) have a strong negative correlation with long-term survival in solid organ transplantation. Although the clinical significance of DSA and antibody-mediated rejection (AMR) in upper extremity transplantation (UET) remains to be established, a growing number of single-center reports indicate their presence and potential clinical impact. Methods. We present a multicenter study assessing the occurrence and significance of alloantibodies in UET in reference to immunological parameters and functional outcome. Results. Our study revealed a high prevalence and early development of de novo DSA and non-DSA (43%, the majority detected within the first 3 postoperative y). HLA class II mismatch correlated with antibody development, which in turn significantly correlated with the incidence of acute cellular rejection. Cellular rejections preceded antibody development in almost all cases. A strong correlation between DSA and graft survival or function cannot be statistically established at this early stage but a correlation with a lesser outcome seems to emerge. Conclusions. While the phenotype and true clinical effect of AMR remain to be better defined, the high prevalence of DSA and the correlation with acute rejection highlight the need for optimizing immunosuppression, close monitoring, and the relevance of an HLA class II match in UET recipients.
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10.
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