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Sökning: WFRF:(Yttergren Björn)

  • Resultat 1-11 av 11
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1.
  • Alsarve [Arvidsson], Daniel, 1976- (författare)
  • I ständig strävan efter framgång? : föreningsdemokratins innehåll och villkor i Örebro Sportklubb 1908-89
  • 2014
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • The aim of this dissertation is to study the conditions of and changes in sociative democracy processes at club level. One sports club is studied, Örebro Sportklubb (ÖSK), from its foundation in 1908 up to 1989. The main sources are club minutes, member magazines and annual reports. Democracy, and its twofolded relation to sport and economy processes, is the main problem area of the study. The specific question is how aspirations for economic effectiveness and sporting success influenced the democracy processes in ÖSK between 1908 and 1989.The Swedish sports movement has been described as a democratic movement. But the same movement has also been portrayed as an undemocratic movement made of men, for men. The study is based on a broad understanding of the democracy concept where issues of representativeness, influence, participation and knowledge are prominent. At a club level, the study is analysing the contents of the Swedish sports movement's democracy and its change during the 1900s. The thesis also illustrates how the pursuit of economic efficiency affected the associative democracy. These efficiencies were visible already in the 1920s, but was deepened during the 1970s. In short, the democratic range decreased, and successful sections became less and less motivated to finance the deficits of other sections.But the increased market orientation did not only represent a threat to the associative democracy. Marketisation and commercialization also preconditioned the democracy. At the club arena (Eyravallen), the members met in the clubhouse and café which, in turn, deepened the social capital and friendships within the club.
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  • Lind, Anders, Lektor på konstnärlig grund, et al. (författare)
  • Challenges in the Development of an Easy-Accessed Mobile Phone Orchestra Platform
  • 2021
  • Ingår i: WAC Proceedings. - Barcelona.
  • Konferensbidrag (refereegranskat)abstract
    • How can an easy-access Mobile Phone Orchestra (MPO) platform be developed to facilitate high-end, flexible artistic expressions suitable for concert hall performances? Moreover, what challenges and possibilities arise in the development process of a novel MPO platform embracing school children as performers? In this paper, we discuss potential answers to these questions, which were integrated in the development process of mobilephoneorchestra.com. In particular, we highlight the main challenge of developing a performance platform that is both mobile and artistically rewarding, but still easily accessed by schoolchildren. Mobilephoneorchestra.com was developed as a Web Audio API to enable large-scale concert hall performances of fixed polyphonic contemporary art music. It is a kind of philharmonic orchestra for electronic sounds that embraces school children as performers and uses smart phones as instruments. Through an autoethnographic approach, our research was carried out in multiple iterations, inspired by action research. In this paper, we present findings from three iterations that include performances of music involving MPO. Schoolchildren/youths between 10 and 17 years old were addressed as MPO performers. The findings reveal both the artistic challenges of the platform and the possibilities. We specifically highlight the use of mobile music interfaces in combination with animated notation as a novel approach for an MPO concept.
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  • Lind, Anders, Lektor på konstnärlig grund (författare)
  • The tap quartet : an interactive musical instrument
  • 2013
  • Annan publikation (utställning/event) (övrigt vetenskapligt/konstnärligt)abstract
    • The Tap Quartet – a novel musical instrument comprising four watertaps – was created using off-the-shelf components and visual programming in Max/MSP. The use of everyday objects sought to enable people to quickly master the instrument, regardless of their musical backgrounds, and collectively create musical textures in a participatory art context. 
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  • Mullaney, Tara, et al. (författare)
  • Positional acts : using a kinect sensor to reconfigure patient roles within radiotherapy treatment
  • 2014
  • Ingår i: Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction. - New York, NY, USA : ACM. ; , s. 93-96
  • Konferensbidrag (refereegranskat)abstract
    • With many medical procedures done today, patients are forced to act as passive recipients of care, while nurses and doctors are actively involved in the process of diagnosis or treatment. In this paper, we focus upon patient positioning for radiotherapy treatment, looking at the immobilization and positioning techniques used, and the role of the patient in this process. Our desire to engage patients in the positioning process led to the creation of an experimental positioning system which can enable patients to self-position themselves for treatment. Utilizing the body tracking and skeletal data capabilities of a Kinect™ sensor, our prototype provides visualizations of where an individual's body is in relation to the desired position, and when these two positions have become correctly aligned. Testing demonstrated how our prototype could be used to actively engage patients in the positioning process together with care providers, in a mutually empowering and supportive way.
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  • Trotto, Ambra, 1975-, et al. (författare)
  • Ballade of Women: embodiment to trigger active knowledge
  • 2013
  • Ingår i: Proceedings of NODEM.
  • Konferensbidrag (refereegranskat)abstract
    • Ballade of Women is an interactive exhibition that aims at exploring human rights from a female perspective.It leverages on the concept of engagement through embodiment. Visitors of the exhibition are actors of the dynamic landscape that shapes around them and because of them. Visitors, through their sensitivity, interact with the installation, in a continuous dynamic, meaningful dialogue. They learn, grow and form a stance, because they are actively engaged in what they experience, in the dynamic space.In one space, the three original paintings are presented and, in another, an interactive installation that plays and elaborates on the themes of each of the three paintings is located. In the installation, representations of these three painting are fragmented, and float in the space, much as the information we have about their subjects has been fragmented by history and politics and the speed of our world. Set on rotating spindles, these fragments resist attempts by the viewer to capture them as a whole. The screens only provide a complete view of the paintings at selected times and from specific view-points in the room. When the screens are positioned in a fragmented way, they display media coming from online groups, discussing issues addressed in the exhibition. The screens’ movement is influenced by the physical presence of observers and by the online discussions.  Software continuously monitors news related to the treated themes and how these are addressed through posts and online discussions. The number of threads created from the internet is an input for the installation and influences the speed of movements and informative content. The soundscape allows the viewer to pick up fragments of the play of a selection of poems, related to the three themes. Verses are whispered and vanish, immediately after being heard.This dynamic experience suggests that each of us can contribute to compose a harmonious picture of the complex and controversial world of women's rights, by approaching it, and by being confronted with points of view of other people, facing the same topics from different perspectives all over the world.
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  • Waterworth, Eva Lindh, et al. (författare)
  • Mood Devices : Interactive media and mental health
  • 2004
  • Ingår i: E-Society 2004 : proceedings of the IADIS International Conference, Ávila, Spain, July 16-19, 2004. - : IADIS Press.
  • Konferensbidrag (refereegranskat)abstract
    • We introduce Mood Devices, interactive digital media and environments designed to alter the inter-actor’s psychological state. In particular, we describe three very different virtual reality (VR) environments: Relaxation Island, the Exploratorium, and the Achievement Room, developed with our partners as part of the EMMA (Engaging Media for Mental Health) project. Relaxation Island is designed to support established relaxation techniques, as part of interventions to assist individuals cope with specific anxieties such as examination stress. The Achievement Room gives users with chronic restricted mobility the opportunity to sing and play in a virtual concert, in front of an audience of avatars programmed to respond to their performance. The aim is to provide a sense of achievement and encourage a more positive attitude. The Exploratorium, as the name suggests, takes a more user-directed approach: It provides an environment that can be explored in an embodied way, with three specific zones designed to elicited widely different moods. All three environments can be run on a range of platforms, from high-end immersive VR, to pocket-sized PDAs and web-based applications. We see such interactive media as providing an important contribution to the future of ehealth programmes.
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11.
  • Yttergren, Björn, et al. (författare)
  • Typing with Gaze : An Interaction Design Perspective
  • 2012
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • In this position paper, we discuss some early in-house experiments in designing eye gaze input systems for text entry. We have focused primarily on improving the interface’s feedback for dwell time and selection, using both sound and visual feedback. While carrying out these design experiments, we have become interested in the potential of factors such as Read Text Events (RTE). While these are generally seen as disruptive, we have instead chosen to regard them as a natural part of the process of typing with gaze and tried to use RTE as a design element rather than a problem. In this paper, we present some initial ideas for how to design eye gaze input around it rather than against it.
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  • Resultat 1-11 av 11

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