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Sökning: WFRF:(Waern Annika 1960 )

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1.
  • Söderberg, Mia, 1977, et al. (författare)
  • Psychosocial work environment, job mobility and gender differences in turnover behaviour: a prospective study among the Swedish general population
  • 2014
  • Ingår i: BMC Public Health. - : Springer Science and Business Media LLC. - 1471-2458. ; 14
  • Tidskriftsartikel (refereegranskat)abstract
    • BACKGROUND: Throughout the literature, substantial evidence supports associations between poor psychosocial work characteristics and a variety of ill-health outcomes. Yet, few reports strategies workers carry out to improve detrimental work conditions and consequently their health, such as changing jobs. The aim of this study was to examine if adverse psychosocial work exposure, as measured with the job demand-control and effort-reward imbalance models, could predict job mobility over a 5 years observation period. METHOD: Participants were working men and women (n = 940; 54.3% women), aged 24-60 years from the population of Gothenburg and surrounding metropolitan area. Job demand-control and effort-reward variables were compared with independent t-tests and chi2-test in persons with and without job mobility. Multivariate logistic regression was used to analyse whether psychosocial factors could predict job mobility. All regression analyses were stratified by gender. RESULTS: Exposure to a combination of high demands-low control or high imbalance between effort and reward was related to increased odds of changing jobs (OR 1.63; CI 1.03-2.59 and OR 1.46; CI 1.13-1.89 respectively). When analysing men and women separately, men had a higher OR of changing jobs when exposed to either high demands-low control (OR 2.72; CI 1.24-5.98) or high effort-reward imbalance (OR 1.74; CI 1.11-2.72) compared to reference values. The only significant associations for women was slightly decreased odds for turnover in high reward jobs (OR 0.96; CI 0.92-0.99). CONCLUSIONS: The results indicate that workers will seek to improve poor work environment by changing jobs. There were notable gender differences, where men tended to engage in job mobility when exposed to adverse psychosocial factors, while women did not. The lack of measures for mechanisms driving job mobility was a limitation of this study, thus preventing conclusions regarding psychosocial factors as the primary source for job mobility.
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2.
  • Alvarado, Oscar, et al. (författare)
  • Towards Algorithmic Experience : Initial Efforts for Social Media Contexts
  • 2018
  • Ingår i: Proceedings of the 2018 chi conference on human factors in computing systems (CHI 2018). - New York, NY, USA : ASSOC COMPUTING MACHINERY.
  • Konferensbidrag (refereegranskat)abstract
    • Algorithms influence most of our daily activities, decisions, and they guide our behaviors. It has been argued that algorithms even have a direct impact on democratic societies. Human - Computer Interaction research needs to develop analytical tools for describing the interaction with, and experience of algorithms. Based on user participatory workshops focused on scrutinizing Facebook's newsfeed, an algorithm-influenced social media, we propose the concept of Algorithmic Experience (AX) as an analytic framing for making the interaction with and experience of algorithms explicit. Connecting it to design, we articulate five functional categories of AX that are particularly important to cater for in social media: profiling transparency and management, algorithmic awareness and control, and selective algorithmic memory.
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3.
  • Back, Jon, 1977-, et al. (författare)
  • Designing for Transformative Play
  • 2017
  • Ingår i: ACM Transactions on Computer-Human Interaction. - : Association for Computing Machinery (ACM). - 1073-0516 .- 1557-7325. ; 24:3
  • Tidskriftsartikel (refereegranskat)abstract
    • Numerous studies have foregrounded how play is only partially shaped by the artifacts that their designers design. The play activity can change the structures framing it, turning players into co-designers through the mere act of playing. This article contributes to our understanding of how we can design for play taking into account that play has this transformative power. We describe four ways that players can engage with framing structures, which we classify in terms of whether players conform to explore, transgress, or (re)create them. Through the examples of three case studies, we illustrate how this model has been useful in design: as an analytical tool for deconstructing player behavior, to articulate design goals and support specific design choices, and for shaping the design process.
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4.
  • Back, Jon, 1977-, et al. (författare)
  • GIFT: Hybrid Museum Experiences through Gifting and Play
  • 2018
  • Ingår i: Proceedings of the Workshop on Cultural Informatics. ; , s. 31-40
  • Konferensbidrag (refereegranskat)abstract
    • he GIFT project develops new approaches to creating hybrid physi-cal-digital visitor experiences in museums. Through design exploration of two concepts focusing on gifting and playful appropriation, the project charts how museums can create a deeper and more meaningful experience by giving visitors the tools to tell their own stories. The project is highly cross-disciplinary com-bining HCI research, artist-led exploration, technology explorations, and experi-ence design in collaboration with museums. Furthermore, the project gathers 10 prominent museums from Europe and the US in an action research project that both serves to ground the prototypes and framework in the needs of museums, while also facilitating the museum sector's need to become 'digital-ready', under-standing and capitalising on digital technology. As the project has progressed through half of its duration, we report on initial findings and how these have shaped our direction of progress.
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5.
  • Back, Jon, 1977-, et al. (författare)
  • Playing close to home : Interaction and emerging play in outdoor play installations
  • 2018
  • Ingår i: CHI '18 Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450356206 - 9781450356213
  • Konferensbidrag (refereegranskat)abstract
    • Outdoor play is becoming an increasingly marginalised activity in the urban landscape. Even in HCI, research on interactive solutions for outdoor play has largely been limited to special areas and in particular playgrounds. But children play everywhere, and especially play close to home is central in children's play activities. In this article we draw upon knowledge about designing for children's play in interaction design as well as in landscape architecture, to study how interactive play installations can be integrated in outdoor environments of a residential area. We present a field study in which digitally enhanced play installations were installed, in dialogue with the landscape, in between the buildings of a residential area. We focus on how emerging play activities made use of the installations as well as of the surrounding landscape in expected as well as unexpected ways. Based on the observations, we discuss how residential play is special, and how this affects how to design for it.
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6.
  • Back, Jon, et al. (författare)
  • "We are two strong women" : Designing Empowerment in a Pervasive Game
  • 2013
  • Ingår i: Defragging game studies. - : DIGRA. ; , s. 126-135
  • Konferensbidrag (refereegranskat)abstract
    • Gender-aware design is important in computer games in general, and perhaps even more so in the design of pervasive games, as these are played in the ordinary world. As pervasive games blur the distinction between game and non-game situations, they influence the everyday lives of their players.We discuss the design process for the game ‘Codename Heroes’ from a gender-aware perspective. The focus is on how players reacted to the experience of playing the game during a sequence of design workshops. We found that playing the game made people less sensitive to ‘fear of the outside’. The participants were aware they ‘should’ feel unsafe in unknown neighbourhoods, but mostly did not. Furthermore, a combination of collaboration with internal competition fostered a sense of empowerment. Finally, we could confirm what previous researchers have seen, that women participants tended to blame themselves, rather than the technology or the situation, for errors.
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7.
  • Chadha, Siddharth, 1983- (författare)
  • Curating Precarity : Swedish Queer Film Festivals as Micro-Activism
  • 2021
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This research is based on ethnographic fieldwork conducted at Malmö Queer Film Festival and Cinema Queer Film Festival in Stockholm, between 2017-2019. It explores the relevance of queer film festivals in the lives of LGBTQIA+ persons living in Sweden, and reveals that these festivals are not simply cultural events where films about gender and sexuality are screened, but places through which the political lives of LGBTQIA+ persons become intelligible.The queer film festivals perform highly contextualized and diverse sets of practices to shape the LGBTQIA+ discourse in their particular settings. This thesis focuses on salient features of this engagement: how the queer film festivals define and articulate “queer”, their engagement with space to curate “queerness”, the role of failure and contingency in shaping the queer film festivals as sites of democratic contestations, the performance of inclusivity in the queer film festival organization, and the significance of these events in the lives of the people who work or volunteer at these festivals. The thesis combines an ethnographic approach with post-structuralist discourse theory and insights from other fields, including the growing academic discipline of film festival research, to de-construct the entrenched meanings, representations and ideologies that are embedded in signifying practices performed at the festival.  A recurring theme of this research is the way LGBTQIA+ persons living in Sweden find themselves abandoned and vulnerable in contemporary Swedish society. The thesis proposes that the queer film festivals become relevant through re-constructing the precariousness of LGBTQIA+ lives in Sweden, by engaging in various forms of micro-activism. The research describes how participants engage in micro-activist practices, bringing together people who become collectively aware that things can change. It unpacks the internal tensions between the various identity groups present at the festival, shows how these festivals struggle to construct a LGBTQIA+ community, and outlines the ways in which queer film festivals can be understood beyond the prism of identity politics. Through a detailed study of the two festivals, the thesis suggests a multi-faceted illustration of how micro-activism is performed in a post-rights society such as Sweden.
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8.
  • Cockton, Gilbert, et al. (författare)
  • Moving Towards a Journal-centric Publication Model for CHI : Possible Paths, Opportunities and Risks
  • 2019
  • Ingår i: CHI EA '19 EXTENDED ABSTRACTS. - New York, NY, USA : ASSOC COMPUTING MACHINERY. - 9781450359719
  • Konferensbidrag (refereegranskat)abstract
    • As a scholarly field, the ACM SIGCHI community maintains a strong focus on conferences as its main outlet for scholarly publication. Historically, this originates in how the field of computer science adopted a conference-centric publication model as well as in the organizational focus of ACM. Lately, this model has become increasingly challenged for a number of reasons, and multiple alternatives are emerging within the SIGCHI community as well as in adjacent communities. Through revisiting examples from other conferences and neighboring communities, this panel explores alternative publication paths and their opportunities and risks.
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9.
  • Duval, Jared, et al. (författare)
  • Reimagining Machine Learning's Role in Assistive Technology by Co-Designing Exergames with Children Using a Participatory Machine Learning Design Probe
  • 2023
  • Ingår i: The 25th International ACM SIGACCESS Conference on Computers and Accessibility. - : Association for Computing Machinery (ACM). - 9798400702204
  • Konferensbidrag (refereegranskat)abstract
    • The paramount measure of success for a machine learning model has historically been predictive power and accuracy, but even a gold-standard accuracy benchmark fails when it inappropriately misrepresents a disabled or minority body. In this work, we reframe the role of machine learning as a provocation through a case study of participatory work co-creating exergames by employing machine learning and its training as a source of play and motivation rather than an accurate diagnostic tool for children with and without Sensory Based Motor Disorder. We created a design probe, Cirkus, that supports nearly any aminal locomotion exergame while collecting movement data for training a bespoke machine learning model. During 5 participatory workshops with a total of 30 children using Cirkus, we co-created a catalog of 17 exergames and a resulting machine-learning model. We discuss the potential implications of reframing machine learning’s role in Assistive Technology for values other than accuracy, share the challenges of using “messy” movement data from children with disabilities in an everchanging co-creation context for training machine learning, and present broader implications of using machine learning in therapy games.
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10.
  • Eklund, Lina, 1982-, et al. (författare)
  • Life-cycle Analysis
  • 2019
  • Annan publikation (populärvet., debatt m.m.)
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