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Sökning: WFRF:(Berglund Erik) > (2020-2024)

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1.
  • Berglund, Aseel, 1973-, et al. (författare)
  • Liopep: A Gamified Casual Exergame Application to help Office Workers not be Active Couch Potatoes
  • 2023
  • Ingår i: Proceeding of the <em>2023 IEEE 11th International Conference on Serious Games and Applications for Health</em>. - : Institute of Electrical and Electronics Engineers (IEEE). - 9798350346077 - 9798350346084
  • Konferensbidrag (refereegranskat)abstract
    • Prolonged sedentary life is associated with several health risks. Office work is characterized by prolonged sedentary time and contributes significantly to the total sedentary exposure for office employees. This work aims to investigate the combination of casual exergames with gamification, two concepts that can impact behavior change, to decrease the prolonged sitting time for office workers, by interrupting long periods of sitting. A gamified web-based break application for micro-training using casual exergames and movement exercises was designed. A user study with office workers was conducted where workers had access to the application for 45 weeks, during which reward-based gamification was introduced in the application during an 11-week period and usage was compared before, during, and after the introduction of the reward-based game elements. The results showed that participants reported a positive experience of the application and that the breaks during the reward-based gamification period was higher compared to the period before and after the inclusion of the reward-based gamification.
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2.
  • Berglund, Aseel, 1973-, et al. (författare)
  • The Attractiveness and Effectiveness of Upper Body and Full Body Casual Exergame Controllers
  • 2023
  • Ingår i: <em>2023 IEEE 11th International Conference on Serious Games and Applications for Health</em>, SeGAH, IEEE, 2023. - : IEEE. - 9798350346077 - 9798350346084
  • Konferensbidrag (refereegranskat)abstract
    • Exergames, active videogames in which players use their bodies to control the game, have been successful under certain conditions to produce enjoyable experiences and physical benefits. Casual exergames have been developed with simple game mechanics and short game play durations with the intent to promote exertion. Previous research has suggested that using full body game controllers in exergames compared to upper body movements has greater potential in producing high levels of exertion. In the present work we explore the impact of using upper compared to full body exergame controllers on players’ level of perceived immersion, perceived control, and perceived exertion in the context of casual exergames. A between subject, quasi-experiment was conducted with 80 participants, playing the same casual exergame with either upper body movement controllers or full body movement controllers. The results showed a significant difference between groups in terms of perceived control but not in terms of perceived immersion or perceived exertion. Based on the findings we recommend that casual exergame designers do not overlook the use of upper body game controllers in casual exergames but consider them as an alternative to using full body game controllers. 
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3.
  • Berglund, Aseel, 1973-, et al. (författare)
  • Understanding and assessing gamification in digital healthcare interventions for patients with cardiovascular disease
  • 2022
  • Ingår i: European Journal of Cardiovascular Nursing. - : Oxford University Press. - 1474-5151 .- 1873-1953. ; 21:6, s. 630-638
  • Tidskriftsartikel (refereegranskat)abstract
    • Gamification is defined as the use of game design elements in contexts other than gaming to increase user engagement and experience. Gamification in cardiovascular care can contribute to positively change health behaviour with possible effects and benefits on physical health and mental well-being. Based on previous literature, in this article we describe: the conceptualization of gamification, the five gamification principles for gamified digital health programmes or applications, the six most common game elements used to impact health behaviour applied in gamified digital health interventions and finally scientifically validated instruments to use for assessment of gamification in terms of self-reported psychological outcomes.
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4.
  • Berglund, Erik, 1971-, et al. (författare)
  • Considerations for Player Enjoyment and Exertion in Casual Exergames
  • 2024
  • Ingår i: Proceedings of the 57th Hawaii International Conference on System Sciences. - : University of Hawai'i at Manoa. - 9780998133171 ; , s. 1328-1337
  • Konferensbidrag (refereegranskat)abstract
    • One approach to reduce sedentary behavior isthrough casual exergames, exergames with simplegame mechanics played during short time increments.Casual exergames have shown success in producingenjoyable experiences and sufficient levels of exertion.Yet, previous research has neglected what to considerin order to design enjoyable and exerting experiencesin casual exergames. The present work explores thisaspect through an exploratory mixed methodsresearch design, comparing the perceived exertionand enjoyment of four different casual exergames. Inrelation to traditional exergame guidelines werecommend that casual exergames focus on allowingfor high ambiguity of movements, balance thecognitive complexity of the game, and direct players’attention from the body by utilizing fast game pace. 
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5.
  • Berglund, Erik, et al. (författare)
  • Safety and pharmacodynamics of anti-CD2 monoclonal antibody treatment in cynomolgus macaques - an experimental study
  • 2020
  • Ingår i: Transplant International. - HOBOKEN NJ USA : Frontiers Media SA. - 0934-0874 .- 1432-2277. ; 33:1, s. 98-107
  • Tidskriftsartikel (refereegranskat)abstract
    • Anti-CD2 treatment provides targeted immunomodulatory properties that have demonstrated clinical usefulness to condition the immune system and to treat transplant rejection. The treatment is species-specific due to structural CD2 antigen differences between nonhuman primates and humans. Herein, we report the safety profile and efficacy of two modifications of the same anti-CD2 monoclonal antibody in cynomolgus macaques. Twelve subjects received one i.v. anti-CD2 (of rat or rhesus type) dose each, range 1-4 mg/kg, and were followed for 1-7 days. Treatment effects were evaluated with flow cytometry on peripheral blood and histopathological evaluation of secondary lymphoid organs. In vitro inhibitory activity on primary MHC disparate mixed lymphocyte reactions (MLRs) was determined. Upon anti-CD2 treatment, CD4(+), CD8(+) memory subsets were substantially depleted. Naive T cells and Tregs were relatively spared and exhibited lower CD2 expression than memory T cells. Early immune reconstitution was noted for naive cells, while memory counts had not recovered after one week. Both antibodies displayed a concentration-dependent MLR inhibition. Lymph node examination revealed no significant lymphocyte depletion. None of the animals experienced any significant study drug-related adverse events. This study outlines the safety and pharmacodynamic profile of primate-specific anti-CD2 treatment, relevant for translation of anti-CD2-based animal models into clinical trials.
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6.
  • Berglund, Erik, 1971-, et al. (författare)
  • The Effect of Assigned Goals in Casual Exergames on Performance, Exertion and Enjoyment
  • 2023
  • Ingår i: In <em>2023 IEEE 11th International Conference on Serious Games and Applications for Health</em>, SeGAH, IEEE, 2023. - : Institute of Electrical and Electronics Engineers (IEEE). - 9798350346077 - 9798350346084
  • Konferensbidrag (refereegranskat)abstract
    • Casual exergames offer potential in decreasing sedentary behavior. Yet, little is known about how casual exergames can be designed to provide higher levels of physical effectiveness and psychological attractiveness. From the lens of goal setting theory, we explore if assigned goals affect players performance, exertion, and enjoyment in a casual exergame. A quasi-experimental design was applied, comparing the performance, exertion, and enjoyment during two game rounds for a group exposed to a specific goal setting prompt in the second game round, compared to a control group. Further analysis was conducted on how the participants changes in performance, exertion and enjoyment between game rounds was affected by either receiving or not receiving the goal setting prompt. The results support the notion that assigned goals in casual exergames result in higher performance, exertion, and enjoyment on a group level. Furthermore, the results showed that on an individual level the assigned goal resulted in a higher increase in exertion between game rounds, but not in performance nor enjoyment. 
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7.
  • Berglund, Erik, et al. (författare)
  • The Potential of Seated and Standing Short Duration Casual Exergames to Increase Positive Affect
  • 2023
  • Ingår i: PROCEEDINGS OF THE 26TH INTERNATIONAL ACADEMIC MINDTREK, MINDTREK 2023. - : ASSOC COMPUTING MACHINERY. - 9798400708749 ; , s. 25-34
  • Konferensbidrag (refereegranskat)abstract
    • Decreasing sedentary behavior and taking active short duration breaks offers several positive benefits for office workers. One way to encourage active short duration breaks in an office environment is through the use of casual exergames. Previous research has shown that casual exergames offer benefits in terms of enjoyment, exertion, and increased positive affect. However, little is known about whether this holds true for short duration (e.g., 2 minutes) casual exergames and if seated compared to standing gameplay offers similar benefits. Through a quasi-experimental within-subjects design we investigated whether positive affect differs before and after short duration casual exergaming for seated and standing positions, and if seated compared to standing short duration casual exergaming differs in terms of positive affect, perceived exertion, enjoyment, and performance. The main results showed that short duration casual exergaming increased positive affect significantly for both standing and seated gameplay and that there were no differences between seated and standing gameplay in terms of positive affect, perceived exertion, enjoyment, and performance.
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8.
  • Berglund, Erik, 1971-, et al. (författare)
  • Using MediaPipe Machine Learning to Design Casual Exertion Games to Interrupt Prolonged Sedentary Lifestyle
  • 2023
  • Ingår i: HCI in Games. - 9783031359309 - 9783031359293 ; , s. 237-251
  • Konferensbidrag (refereegranskat)abstract
    • Casual exergames have shown potential in providing sufficient levels of exertion to decrease sedentary behavior. However, previous casual exergame implementations do not follow the guidelines of allowing for shorter (2-3 minute) active breaks during more regular increments. To evaluate if casual exergames could be applied following the guidelines of shorter more regular increments we designed and developed a casual exergame using MediaPipe. The resulting game, Balloon Pump, was evaluated at a game and cosplay festival with 60 participants playing the game. After game play, perceived exertion, control and immersion, and overall experience of the game, was measured and the performance and number of movements were noted. The results from the evaluation study showed that the game was perceived as controllable, had produced sufficient levels of exertion, and was perceived as fun. The immersive experience of the game was low and the participants commented on several ways in which this aspect could be improved, such as adding more incentives and variation in the game. 
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9.
  • Binder, Christian, et al. (författare)
  • CD2 Immunobiology
  • 2020
  • Ingår i: Frontiers in Immunology. - : Frontiers Media SA. - 1664-3224. ; 11
  • Forskningsöversikt (refereegranskat)abstract
    • The glycoprotein CD2 is a costimulatory receptor expressed mainly on T and NK cells that binds to LFA3, a cell surface protein expressed on e.g., antigen-presenting cells. CD2 has an important role in the formation and organization of the immunological synapse that is formed between T cells and antigen-presenting cells upon cell-cell conjugation and associated intracellular signaling. CD2 expression is upregulated on memory T cells as well as activated T cells and plays an important role in activation of memory T cells despite the coexistence of several other costimulatory pathways. Anti-CD2 monoclonal antibodies have been shown to induce immune modulatory effectsin vitroand clinical studies have proven the safety and efficacy of CD2-targeting biologics. Investigators have highlighted that the lack of attention to the CD2/LFA3 costimulatory pathway is amissed opportunity. Overall, CD2 is an attractive target for monoclonal antibodies intended for treatment of pathologies characterized by undesired T cell activation and offers an avenue to more selectively target memory T cells while favoring immune regulation.
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10.
  • Binder, Christian, et al. (författare)
  • Siplizumab, an Anti-CD2 Monoclonal Antibody, Induces a Unique Set of Immune Modulatory Effects Compared to Alemtuzumab and Rabbit Anti-Thymocyte Globulin In Vitro
  • 2020
  • Ingår i: Frontiers in Immunology. - : FRONTIERS MEDIA SA. - 1664-3224. ; 11
  • Tidskriftsartikel (refereegranskat)abstract
    • Antibodies are commonly used in organ transplant induction therapy and to treat autoimmune disorders. The effects of some biologics on the human immune system remain incompletely characterized and a deeper understanding of their mechanisms of action may provide useful insights for their clinical application. The goal of this study was to contrast the mechanistic properties of siplizumab with Alemtuzumab and rabbit Anti-Thymocyte Globulin (rATG). Mechanistic assay systems investigating antibody-dependent cell-mediated cytotoxicity, antibody-dependent cell phagocytosis and complement-dependent cytotoxicity were used to characterize siplizumab. Further, functional effects of siplizumab, Alemuzumab, and rATG were investigated in allogeneic mixed lymphocyte reaction. Changes in T cell activation, T cell proliferation and frequency of naive T cells, memory T cells and regulatory T cells induced by siplizumab, Alemtuzumab and rATG in allogeneic mixed lymphocyte reaction were assessed via flow cytometry. Siplizumab depleted T cells, decreased T cell activation, inhibited T cell proliferation and enriched naive and bona fide regulatory T cells. Neither Alemtuzumab nor rATG induced the same combination of functional effects. The results presented in this study should be used for further in vitro and in vivo investigations that guide the clinical use of immune modulatory biologics.
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