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Sökning: WFRF:(Björk Staffan)

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1.
  • Björk, Staffan, 1973, et al. (författare)
  • Undercurrents – A Computer-Based Gameplay Tool to Support Tabletop Roleplaying
  • 2010
  • Ingår i: Nordic DiGRA 2010.
  • Konferensbidrag (refereegranskat)abstract
    • This paper introduces Undercurrents, a computer-based gameplay tool for providing additional communication and media streams during tabletop roleplaying sessions. Based upon a client-server architecture, the system is intended to unobtrusively support secret communication, timing of audio and visual presentations to game events, and real-time documentation of the game session. Potential end users have been involved in the development and the paper provides details on the full design process.
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2.
  • Anderson, Leif G, 1951, et al. (författare)
  • Variability in river runoff distribution in the Eurasian Basin of the Arctic Ocean
  • 2004
  • Ingår i: Journal of Geophysical Research-Oceans. - 0148-0227. ; 109:C1
  • Tidskriftsartikel (refereegranskat)abstract
    • The distribution of freshwater within the Arctic Ocean and its export from it are intimately involved in climate and climate change processes both within and outside the Arctic Ocean. River runoff in the Arctic Ocean constitutes a major part of the Arctic Ocean freshwater budget. Within the Arctic Ocean, variability in the distribution of river runoff will be reflected in the location of the cold halocline that isolates the sea ice from the warm Atlantic Layer. Outside the Arctic Ocean, such variability will impact on the salinity of North Atlantic waters (Great Salinity Anomaly) and on deep convection areas of the North Atlantic Ocean, and thereby potentially on global thermohaline circulation. Rivers entering the Arctic Ocean have high levels of total alkalinity that contribute significantly to the total alkalinity of the surface Polar Mixed Layer. We exploit total alkalinity data to trace river runoff in the surface Polar Mixed Layer and to observe variability in the river runoff distribution in the Eurasian Basin over the period 1987-2001. The river runoff front changed from a position over the Gakkel Ridge in 1987 and 1991 to over the Lomonosov Ridge in 1996, and returned to a midpoint between the two ridges in 2001. Wind field changes as characterized by the Arctic Oscillation index are considered to be a major factor in determining ice and surface water flow. We note a correlation with 4-6 years delay between changes in river runoff distribution and the Arctic Oscillation index. We show that the delay can be inferred from a geostrophic flow calculation.
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3.
  • Arvidson, Johan, et al. (författare)
  • Medical follow-up visits in adults 5-25 years after treatment for childhood acute leukaemia, lymphoma or Wilms' tumour
  • 2006
  • Ingår i: Acta Paediatrica. - : Wiley. - 0803-5253 .- 1651-2227. ; 95:8, s. 922-928
  • Tidskriftsartikel (refereegranskat)abstract
    • Aim: One aspect of organizing medical follow-up for adult survivors of childhood cancer is to determine to what extent the former patient experiences a need for health services. In the present paper, we studied how the healthcare needs, both subjectively and objectively, were fulfilled for our former patients. Methods: 335 survivors over 18 y of age, with a follow-up time of more than 5 y after completion of therapy, were sent a questionnaire probing their present use of health services. Results: The response rate was 73%. A majority ( 60%) of the survivors had no regular follow-up visits, and 42% of these reported that they missed not having one. More than one third were thus far dissatisfied with the follow-up programme. Only 3% of those who had regular follow-ups found them "unnecessary''. Complaints subjectively related to their diseases or treatments were reported by 47%. Out of all responders, 34% did not miss having regular follow-up visits. Neither perceived disease-related complaints nor radiation therapy was a predictor for having a scheduled follow-up visit.
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4.
  • Back, Jon, 1977- (författare)
  • Designing Activity and Creating Experience : On People’s Play in Public places
  • 2013
  • Licentiatavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This thesis deals with the design of play in public places; this can mean both pervasive games and other freer play activities. In these activities (as well as in many other game activities) the same game can spur many different ways to play it, and the same activity can be experienced differently by different players, and even differently on different occasions for the same player. An activity such as playing must be observed as a whole. The surrounding cul- ture, player preconceptions and the emergent mood within the group will affect the experience.By analysing previous frameworks, and using own design examples, a three level design framework is developed, functioning as a lens towards understanding the design of playful activities. The framework focuses on the player perspective, offering game design as an invitation and encouragement to engage in certain activities. The framework distinguishes between design at three levels:Designed construct (e.g. artefacts and rules)ActivityExperiencesBut it remains to be understood why people engage in the activities that lead to playful experiences. What encourages playful engagement? And why do people want to play one game, and not another?This question can be split into two parts:Engagement: starting to be interested in the activityCommitment: actually caring for the experienceThis issue is identified in the thesis, and examples show how convoluted this problem is, in particular in pervasive game settings. Challenges are pre- sented for future work.
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5.
  • Balogh, Istvan, et al. (författare)
  • Work-related neck and upper limb disorders - Quantitative exposure-response relationships adjusted for personal characteristics and psychosocial conditions
  • 2019
  • Ingår i: BMC Musculoskeletal Disorders. - : Springer Science and Business Media LLC. - 1471-2474. ; 20:1
  • Tidskriftsartikel (refereegranskat)abstract
    • Background: We have previously reported quantitative exposure-response relationships between physical exposures recorded by technical methods, and complaints and diagnoses in the neck/shoulders, and the elbows/hands, based on group data. In the present study the number of workers was doubled, and information on individual factors, and psychosocial working conditions was used. Relationships between various kinds of exposure and response have been analysed in this larger and more detailed sample. Methods: The prevalence of complaints (Nordic Questionnaire) and diagnoses (clinical examination) were recorded in a number of occupational groups within which the participants had similar work tasks, 34 groups of female employees (N = 4733 women) and 17 groups of male employees (N = 1107 men). Age and other individual characteristics were recorded, as well as psychosocial work environment factors (job-content questionnaire) for most participants. Postures and velocities (inclinometry) of the head (N = 505) and right upper arm (N = 510), right wrist postures and velocities (electrogoniometry; N = 685), and muscular activity (electromyography; EMG) in the right trapezius muscle (N = 647) and forearm extensors (N = 396) were recorded in representative sub-groups. Exposure-response relationships between physical exposure and musculoskeletal disorders, adjusted for individual factors with Poisson regression were then calculated. The effect of introducing psychosocial conditions into the models was also assessed. Results: Associations were found between head velocity, trapezius activity, upper arm velocity, forearm extensor activity and wrist posture and velocity, and most neck/shoulder and elbow/hand complaints and diagnoses. Adjustment for age, other individual characteristics and psychosocial work conditions had only a limited effect on these associations. For example, the attributable fraction for tension neck syndrome among female workers with the highest quintile of trapezius activity was 58%, for carpal tunnel syndrome versus wrist velocity it was 92% in men in the highest exposure quintile. Conclusions: Based on the findings, we propose threshold limit values for upper arm and wrist velocity.
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6.
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7.
  • Baykal, G. E., et al. (författare)
  • Using Gameplay Design Patterns to Support Children's Collaborative Interactions for Learning
  • 2019
  • Ingår i: CHI EA '19 Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems. - New York, NY, USA : IEEE. - 9781450359719
  • Konferensbidrag (refereegranskat)abstract
    • Co-located games that bring players together have strong potential for supporting children's collaborative competencies. However, there is a challenge how to make results from research work related to this within Child-Computer Interaction (CCI) field easily transferable to future CCI research. Pursuing this challenge, we combined levels of Collaborative Activity (CA) with the design tool gameplay design patterns (GDPs). This combination was used to support comparative play tests of a co-located game with children who have learning difficulties. We report our observations on using our approach, arguing that the possibility of making patterns based on CA concepts such as Reflective Communication points towards collaborative GDPs. Furthermore, this study presents an exemplar that as a flexible and extensible tool GDPs can be used with different theories and models in the CCI field.
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8.
  • Bergström, Karl, et al. (författare)
  • Exploring Aesthetic Gameplay Design Patterns – Camaraderie in Four Games
  • 2012. - 13
  • Konferensbidrag (refereegranskat)abstract
    • This paper explores how a vocabulary supporting design-related discussions of gameplay preferences can be developed. Using the preference of experiencing camaraderie as an example, we have analyzed four games: the board games Space Alert and Battlestar Galactica, the massively multiplayer online game World of Warcraft, and the cooperative FPS series Left for Dead. Through a combination of the MDA model on how game mechanics give rise to game aesthetics via game dynamics, and the concept of aesthetic ideals in gameplay, we present gameplay design patterns related to achieving camaraderie. We argue that some of these patterns can be seen as aesthetic gameplay design patterns in that they are closely related to aesthetic ideals. Further, as a consequence, gameplay design pattern collections which include patterns related to all levels of the MDA model can be used as design tools when aiming for certain gameplay aesthetics.
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9.
  • Bergström, Karl, 1980, et al. (författare)
  • Exploring aesthetical gameplay design patterns: camaraderie in four games
  • 2010
  • Ingår i: Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media Environments. - New York, NY, USA : ACM.
  • Konferensbidrag (refereegranskat)abstract
    • This paper explores how a vocabulary supporting design-related discussions of gameplay preferences can be developed. Using the preference of experiencing camaraderie as an example, we have analyzed four games: the board games Space Alert and Battlestar Galactica, the massively multiplayer online game World of Warcraft, and the cooperative FPS series Left for Dead. Through a combination of the MDA model on how game mechanics give rise to game aesthetics via game dynamics, and the concept of aesthetic ideals in gameplay, we present gameplay design patterns related to achieving camaraderie. We argue that some of these patterns can be seen as aesthetic gameplay design patterns in that they are closely related to aesthetic ideals. Further, as a consequence, gameplay design pattern collections which include patterns related to all levels of the MDA model can be used as design tools when aiming for certain gameplay aesthetics.
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10.
  • Bergström, Karl, 1980, et al. (författare)
  • The Case for Computer-Augmented Games
  • 2014
  • Ingår i: Transactions of DiGRA. - 2328-9422. ; 1:3
  • Tidskriftsartikel (refereegranskat)abstract
    • In this article we introduce and explore the concept of Computer Augmented Games – the use of computer technology to provide support or tools for gaming activities rather than use the technology as the complete mediating platform. Several examples of these games are presented and placed in a design space using a multi-dimensional typology of games approach. Based on this, possible future directions for using computers to support gameplay are discussed.
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