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Sökning: WFRF:(Rouse Rebecca)

  • Resultat 1-10 av 37
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1.
  • Bentham, James, et al. (författare)
  • A century of trends in adult human height
  • 2016
  • Ingår i: eLIFE. - 2050-084X. ; 5
  • Tidskriftsartikel (refereegranskat)abstract
    • Being taller is associated with enhanced longevity, and higher education and earnings. We reanalysed 1472 population-based studies, with measurement of height on more than 18.6 million participants to estimate mean height for people born between 1896 and 1996 in 200 countries. The largest gain in adult height over the past century has occurred in South Korean women and Iranian men, who became 20.2 cm (95% credible interval 17.522.7) and 16.5 cm (13.319.7) taller, respectively. In contrast, there was little change in adult height in some sub-Saharan African countries and in South Asia over the century of analysis. The tallest people over these 100 years are men born in the Netherlands in the last quarter of 20th century, whose average heights surpassed 182.5 cm, and the shortest were women born in Guatemala in 1896 (140.3 cm; 135.8144.8). The height differential between the tallest and shortest populations was 19-20 cm a century ago, and has remained the same for women and increased for men a century later despite substantial changes in the ranking of countries.
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2.
  • Bentham, James, et al. (författare)
  • A century of trends in adult human height
  • 2016
  • Ingår i: eLIFE. - : eLife Sciences Publications Ltd. - 2050-084X. ; 5
  • Tidskriftsartikel (refereegranskat)abstract
    • Being taller is associated with enhanced longevity, and higher education and earnings. We reanalysed 1472 population-based studies, with measurement of height on more than 18.6 million participants to estimate mean height for people born between 1896 and 1996 in 200 countries. The largest gain in adult height over the past century has occurred in South Korean women and Iranian men, who became 20.2 cm (95% credible interval 17.5–22.7) and 16.5 cm (13.3– 19.7) taller, respectively. In contrast, there was little change in adult height in some sub-Saharan African countries and in South Asia over the century of analysis. The tallest people over these 100 years are men born in the Netherlands in the last quarter of 20th century, whose average heights surpassed 182.5 cm, and the shortest were women born in Guatemala in 1896 (140.3 cm; 135.8– 144.8). The height differential between the tallest and shortest populations was 19-20 cm a century ago, and has remained the same for women and increased for men a century later despite substantial changes in the ranking of countries.
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4.
  • Ahmed, Syed Ishtiaque, et al. (författare)
  • Citational justice and the politics of knowledge production
  • 2022
  • Ingår i: interactions. - : Association for Computing Machinery (ACM). - 1072-5520 .- 1558-3449. ; 29:5, s. 78-82
  • Tidskriftsartikel (refereegranskat)abstract
    • Citation is how we acknowledge our debt to those who came before; those who helped us find our way when the way was obscured because we deviated from the paths we were told to follow. Sara Ahmed reminds us that just citational practices recognize the knowledge contributions of less dominant, routinely overlooked voices. Pursuing citational justice, then, entails moving away from individualistic views of authorship and toward a shared, reciprocal understanding of how knowledge is produced. Drawing from our experiences working within HCI, we extend an invitation for a just citational practice—one that makes space for the diversity of human experience and recognizes that human-computer interactions must be responsive to cultural and geographic differences. We outline parts of our ongoing conversations as a collective to motivate a careful citation practice across our field, interrogating how we can best honor one another’s ideas and labor without alienation or appropriation.
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5.
  • Berg Marklund, Björn, 1988-, et al. (författare)
  • Contextualizing Game Literacy : A transhistorical approach to understanding Game-Based Learning environments
  • 2020
  • Ingår i: Proceedings of the 15th International Conference on the Foundations of Digital Games. - New York : Association for Computing Machinery (ACM). - 9781450388078
  • Konferensbidrag (refereegranskat)abstract
    • The nature of ‘reading’ different types of texts, across all media, is fundamentally beholden to the concept of ‘literacy’. The concept of literacy is well established in media studies – from books, to film, and visual, performing and interactive arts – and as such it has a wide range of applicability. All forms of media constitute a semiotic milieu in which signifiers and codes mean different things depending on the form’s unique language and the contexts and manner in which individual participants, or “readers”, approach them. In the field of digital games research, literacy is commonly defined as a narrower concept that refers to the ability to identify affordances and interact with game components with a high degree of confidence. This focus on capability is understandable to a degree: the unique aspect of games as a medium is often considered to specifically be its interactability, and thus being able to interact becomes synonymous with being ‘game literate’. In this paper, however, we will both describe how literacy in games would benefit from a more nuanced, transhistorical view of interactability, as well as provide examples from many kinds of media beyond games to demonstrate that interaction literacy is neither novel nor unique to the medium of games. Understanding this rich history would provide a broader foundation of referential literature for game scholars to use when discussing the concept of game literacy and the interactability of media in general.
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6.
  • Corron, Amy, et al. (författare)
  • Game Over : The Perils of Framing Feminist Game Design Pedagogy as Repair versus Transformation
  • 2022
  • Ingår i: Catalyst: Feminism, Theory, Technoscience. - : University of Toronto Libraries - UOTL. - 2380-3312. ; 8:2, s. 1-26
  • Tidskriftsartikel (refereegranskat)abstract
    • Drawing on the experience of a multiyear research project bringing transformative pedagogies to game design education, we provide a critical reflection on the lack of sustainability of the project. Upon examination, we see that some reasons behind this perceived failure are due to institutional systems of power that seek to neutralize transformative feminist pedagogy as performative repair, resulting in the maintenance of existing curricula. Instead of fully engaging with transformative pedagogies, these teaching and learning methods are used as tools to provide a cursory fulfillment of the deep need for social justice education in games. We examine the ways in which structures and systems continually devalue and de-resource pedagogical work, specifically pedagogies that are centered in feminist, anti-racist, and critical approaches, as well as our own complicity within these oppressive structures at times. We draw connections with relevant disciplinary perspectives on higher education, and conclude by offering a framework for understanding the pitfalls that can hamper work with transformative pedagogical aims, characterized by the types of labor used to maintain the status quo, as well as a set of recommendations for moving beyond the frame of repair to sustainably and radically disrupt dominant pedagogies in games and related disciplines. 
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7.
  • From a praxis perspective: Being and becoming a doctoral supervisor : (JPHE Special Issue)
  • 2023
  • Samlingsverk (redaktörskap) (refereegranskat)abstract
    • This special issue brings together a unique collection of papers on doctoral supervision, including work from researchers both outside the pedagogy discipline as well as those centred within it. The contributions include research on factors that contribute to supervisor stress, professional learning programs for supervisors, advising ancestry, gender and power in supervision, and the formation of supervisors more generally.
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8.
  • Hollengreen, Laura, et al. (författare)
  • Design at the Border : Liminality, the Virtual, and Interior Transformation from Antiquity to Mixed Reality
  • 2022
  • Ingår i: Virtual Interiorities. - Pittsburgh, PA : ETC Press. - 9781387515547 - 9781387492497 ; , s. 137-171
  • Bokkapitel (refereegranskat)abstract
    • This chapter introduces elements of “liminal design,” deuned across his- torical and contemporary works as design that provides the “participant,” “passer-by,” or “pilgrim” with the potential of transformational experi- ence via the liminal or betwixt/between. Drawing connections between theory, history, and practice in mixed realities and liminality, we are pur- suing an emergent typology of liminal design abstracted from analysis of a trans-historical group of works that illuminates aspects of the ancient and medieval heritage of contemporary mixed reality (MR) technologies. This chapter is part of a larger ongoing project comparing examples of liminal design from the Middle Ages and contemporary mixed reality, which we begin here with three examples selected for the ways they res- onate across many characteristics with the concept of the border. The works to be discussed in this text include Qal’at Sim’an, the martyrium and cult site of Saint Simeon the Stylite, and associated objects (5th cen- tury, Syria); Border Memorial: Frontera de los Muertos (2012, John Craig Freeman); and Abraham Lincoln: War Veterans Project (2012, Krzysztof Wodiczko). 
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10.
  • Holloway-Attaway, Lissa, et al. (författare)
  • Designing Postdigital Curators : Establishing an Interdisciplinary Games and Mixed Reality Cultural Heritage Network
  • 2018
  • Ingår i: Advances in Digital Cultural Heritage. - Cham : Springer-Verlag New York. - 9783319757889 - 9783319757896 ; , s. 162-173
  • Bokkapitel (refereegranskat)abstract
    • As digital technologies have become more integrated in museum and cultural heritage contexts over the past decade, digital museums enter a new phase of coming into their own. This opens up opportunities for the incorporation of cutting-edge multiplayer gaming technologies and immersive mixed reality (MR) systems. To support nuanced and original engagement with the newly pervasive nature of the digital in museums, an interdisciplinary group of international researchers, designers, and museum professionals have established a new network: the Designing Digital Heritage Network (DDHN). The network operates to support research, design production, interdisciplinary collaboration, and the development of innovative new pedagogies and programs to ‘design’ the postdigital curators of the future. This paper outlines the mission and vision of the DDHN, and suggests initial directions for future research in the postdigital heritage field focused on interdisciplinary, performative, and game design approaches to production and exhibition. © 2018, Springer International Publishing AG, part of Springer Nature.
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