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Träfflista för sökning "WFRF:(Wetterstrand Martin) "

Sökning: WFRF:(Wetterstrand Martin)

  • Resultat 1-10 av 42
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  • Johansson, Martin, et al. (författare)
  • Activity and Artifact : The symbiosis of truck drivers' work
  • 2001
  • Konferensbidrag (refereegranskat)abstract
    • Abstract: This paper outlines design ideas from a project dealing with different interaction concepts for the design of a computer based navigation system for truck drivers. The incentive for thinking about interaction concepts is that programming of navigation systems often occurs while driving, since that is when the support is needed. We have been working with ethnographical studies of truck drivers driving both over short and long distances. There has been quite a lot of work done in the field of cars and navigation, in this paper however the main theme is not navigation in cars as such, but the truck environment as an example of a high-demanding room for work activities. This lead to a design situation where the artifact and the activity has to go together, the artifact has to ?melt-in? to the work practice. We discuss how the design of computational power can melt-in to the work-practice without demanding too much of the attention needed for driving the truck safely.
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  • Birney, Ewan, et al. (författare)
  • Identification and analysis of functional elements in 1% of the human genome by the ENCODE pilot project
  • 2007
  • Ingår i: Nature. - : Springer Science and Business Media LLC. - 0028-0836 .- 1476-4687. ; 447:7146, s. 799-816
  • Tidskriftsartikel (refereegranskat)abstract
    • We report the generation and analysis of functional data from multiple, diverse experiments performed on a targeted 1% of the human genome as part of the pilot phase of the ENCODE Project. These data have been further integrated and augmented by a number of evolutionary and computational analyses. Together, our results advance the collective knowledge about human genome function in several major areas. First, our studies provide convincing evidence that the genome is pervasively transcribed, such that the majority of its bases can be found in primary transcripts, including non-protein-coding transcripts, and those that extensively overlap one another. Second, systematic examination of transcriptional regulation has yielded new understanding about transcription start sites, including their relationship to specific regulatory sequences and features of chromatin accessibility and histone modification. Third, a more sophisticated view of chromatin structure has emerged, including its inter-relationship with DNA replication and transcriptional regulation. Finally, integration of these new sources of information, in particular with respect to mammalian evolution based on inter- and intra-species sequence comparisons, has yielded new mechanistic and evolutionary insights concerning the functional landscape of the human genome. Together, these studies are defining a path for pursuit of a more comprehensive characterization of human genome function.
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5.
  • Brandt, Eva, et al. (författare)
  • Design Lab : re-thinking what and how to design
  • 2005
  • Ingår i: Design spaces. - Helsingfors : Edita Publishing Oy. ; , s. 34-43
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • Over the last decades there has been a dramatic change in the design agenda within the field of IT design. With the increase of mobile and wireless devices and the massive expansion of Internet availability the classic object of design - is about to vanish. Even if we conceive the setting where information technology is used as a 'system', this system can hardly be seen as the outcome of a system design process. Arguably, IT design is today guided by new design agendas. Ubiquitous computing and from the user side information ecologies seem to be more appropriate labels for the emerging technology. The objects of design has correspondingly been changing from systems to devices, tools or information appliances. This radical opening of the question of what to design has led to an apparent confusion on how to design. Just as the field of information systems is about to mature with a broad and widely accepted repertoire of design approaches and methods, ranging from workflow analysis to user involvement, this battery of approaches is loosing ground in favor of more techno-centric explorations, such as Tangible Computing. In our view there seem to be a growing divide between mainly North American contributions to IT design emphasizing new information technology concepts such as ubiquitous computing, tangible interaction and augmented reality, and mainly European contributions emphasizing the role of particular information technology applications in the light of in-depth studies of the potential contexts of use.
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6.
  • Brandt, Eva, et al. (författare)
  • Design Lab : re-thinking what and how to design
  • 2005
  • Ingår i: Design spaces. - Helsingfors : Edita Publishing Oy. ; , s. 34-43
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • Over the last decades there has been a dramatic change in the design agenda within the field of IT design. With the increase of mobile and wireless devices and the massive expansion of Internet availability the classic object of design - is about to vanish. Even if we conceive the setting where information technology is used as a 'system', this system can hardly be seen as the outcome of a system design process. Arguably, IT design is today guided by new design agendas. Ubiquitous computing and from the user side information ecologies seem to be more appropriate labels for the emerging technology. The objects of design has correspondingly been changing from systems to devices, tools or information appliances. This radical opening of the question of what to design has led to an apparent confusion on how to design. Just as the field of information systems is about to mature with a broad and widely accepted repertoire of design approaches and methods, ranging from workflow analysis to user involvement, this battery of approaches is loosing ground in favor of more techno-centric explorations, such as Tangible Computing. In our view there seem to be a growing divide between mainly North American contributions to IT design emphasizing new information technology concepts such as ubiquitous computing, tangible interaction and augmented reality, and mainly European contributions emphasizing the role of particular information technology applications in the light of in-depth studies of the potential contexts of use.
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  • Kjellin, Harald, et al. (författare)
  • Assignments that increase students’ motivation in online courses
  • 2010
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • There is a high drop-out rate in distance courses. One of the reasons for this is that students miss the informal and collegial contact with other students that is otherwise provided in on-campus courses. The presented study is based on an assumption that if students could be encouraged to give each other more personal online feedback, the students would also take initiatives to informal and collegial contact via collaboration tools. The presented experiments demonstrate that a combination of specially designed assignments during distance courses will highly increase the amount of spontaneous feedback between students.
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  • Kjellin, Harald, 1951-, et al. (författare)
  • Assignments that increase students' motivation in online courses
  • 2010
  • Ingår i: Proceedings.
  • Konferensbidrag (refereegranskat)abstract
    • There is a high drop-out rate in distance courses. One of the reasons for this is that students miss the informal and collegial contact with other students that can be provided in on-campus courses. The presented study is based on an assumption that if students could be promoted to give each other more personal online feedback the students would also take initiatives to informal and collegial contact via collaboration tools. The presented experiments demonstrate that a combination of assignments during distance courses will highly increase the amount of spontaneous feedback between students.
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