1. |
- Berbyuk Lindström, Nataliya, 1978, et al.
(författare)
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“Just Google Translate It!” ICT Use of Migrant IT professionals for Mitigating Workplace Integration Challenges
- 2022
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Ingår i: AMCIS (Americas Conference on Information Systems), Minneapolis, MI, August 10-14.
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Konferensbidrag (refereegranskat)abstract
- IT professionals represent a growing group of highly educated migrants in different countries, yet research on their workplace integration is scarce. Applying a combined theoretical framework of Hofstede's culture dimensions and functional theory of language approach, this paper addresses the research need in investigating how migrant IT professionals to Sweden integrate into the workplace and the role of ICTs in mitigating integration challenges. Fifteen (15) interviews with IT professionals from India and Pakistan were analyzed using Thematic Content Analysis. Results uncover migrants experiencing language barriers and cultural differences, which impede developing relationships with colleagues and career opportunities. Our findings indicate that although ICTs, primarily machine translation applications, are indispensable for supporting communication between migrants and locals, collegial support is still essential for managing intercultural interactions, contributing to migrants’ feelings of connectedness at work and a sense of belonging. Workplace inclusion and suggestions for practitioners are discussed.
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2. |
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Theoretical Information Studies : Information In The World
- 2020
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Samlingsverk (redaktörskap) (refereegranskat)abstract
- This is the first attempt to delineate the synthetic field of the theoretical study of information, treating information as the basic phenomenon on the fundamental level of the world, encompassing nature, technology, individuals and society. The exploration of information is done within Info-computational approaches, to natural and social phenomena such as Bioinformatics, Information Physics, Informational Chemistry, Computational Physics, Cognitive and Social sciences, with special emphasis on interdisciplinary, crossdisciplinary and transdisciplinary knowledge. The book presents results of collaboration across research fields within info-computational and info-structural frameworks, in attempt to better theoretically and conceptually capture the phenomenon of information and its dynamics (such as computation and communication), as they appear on different levels of organization, on different scales and in different contexts.
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3. |
- Viktorelius, Martin, et al.
(författare)
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Automation and the imbrication of human and material agency : A sociomaterial perspective
- 2021
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Ingår i: International journal of human-computer studies. - London : Elsevier. - 1071-5819 .- 1095-9300. ; 145, s. 1-11
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Tidskriftsartikel (refereegranskat)abstract
- Automation is projected to transform many industries and work domains and enable both increased levels of safety and efficiency by reallocating many of the functions traditionally performed by operators. However, research on the relation between automation and work practice is lagging and needs to be further explored in order to ground the debate and design of automated work on a sound empirical basis reflecting work in actual organizational settings. In particular, research is needed that offers rich naturalistic representations of human automation interaction that accounts for the mutual shaping of human and material agency over time. The ethnographic workplace study reported in this paper draws on the sociomaterial practice perspective and on the theory of imbrication to analyze a case in which an automatic speed regulation system was installed onboard five large passenger ferries in order to improve the energy efficiency of the execution of voyages. The results show how the adoption, appropriation and use of automated technologies is inextricable from the local patterns of social interaction and collaboration. The study contributes with a deeper understanding of the relation and entanglement of the social and technological elements in human automation interaction.
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4. |
- Geissinger, Andrea, et al.
(författare)
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Assessing user perceptions of the interplay between the sharing, access, platform and community- based economies
- 2020
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Ingår i: Information Technology and People. - : Emerald Group Publishing Limited. - 0959-3845 .- 1758-5813. ; 33:3, s. 1037-1051
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Tidskriftsartikel (refereegranskat)abstract
- Purpose: Digitally intermediated peer-to-peer exchanges have accelerated in occurrence, and as a consequence, they have introduced an increased pluralism of connotations. Accordingly, this paper aims to assess user perceptions of the interplay between the sharing, access, platform, and community-based economies.Design/methodology/approach: The sharing, access, platform, and community-based economies have been systematically tracked in the social media landscape using Social Media Analytics (SMA). In doing so, a total material of 62,855 publicly posted user-generated content concerning the four respective economies were collected and analyzed.Findings: Even though the sharing economy has been conceptually argued to be interlinked with the access, platform, and community-based economies, the empirical results of the study do not validate this interlinkage. Instead, the results regarding user perceptions in social media show that the sharing, access, platform, and community-based economies manifest as clearly separated.Originality/value: This paper contributes to existing literature by offering an empirical validation, as well as an in-depth understanding, of the sharing economy's interlinkage to other economies, along with the extent to which the overlaps between these economies manifest in social media.
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5. |
- Gustafsson, Susanne, et al.
(författare)
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Evaluation of an interactive showroom to increase general knowledge about welfare technology and its potential in municipal care settings
- 2020
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Ingår i: Scandinavian Journal of Occupational Therapy. - : Taylor & Francis. - 1103-8128 .- 1651-2014. ; 27:8, s. 591-600
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Tidskriftsartikel (refereegranskat)abstract
- Background: Welfare Technology (WT) can promote participation in activity. Thus, initiatives to support the implementation of WT products and services in municipality care settings needs to be developed and evaluated to benefit end-users. Objective: To evaluate an interactive showroom of WT. Material and method: Municipal employees (n = 217) filled in a questionnaire before and after they visited an interactive showroom of WT. Findings: The number of participants confirming WT’s potential to contribute to municipal operation areas increased in seven out of eight areas after their visits (p < 0.05). A statistically significant increase was also found regarding general knowledge of and confidence in WT and its potential value. Conclusion: A visit to the interactive showroom increased the perceived general knowledge and appreciated value of WT. The perception of the possibility of implementing WT in various municipal operation areas also increased, which may contribute to the implementation of WT in municipal care settings.
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6. |
- Uusimäki, Liisa, 1959, et al.
(författare)
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VET Education for Sustainable Development in Sweden.
- 2024
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Ingår i: Ametller, J., Asikainen, E., Gual Oliva, M., & Němejc, K. Eds. (2024) Teacher Training for Education for Sustainable Development: Developing a Shared Competence Framework.. - Prague, Czech Republic : Czech University of Life Sciences.
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Bokkapitel (refereegranskat)abstract
- The book “Teacher Training for Education for Sustainable Development: Developing a Shared Competence Framework” is tangible evidence of the collaborative efforts of committed researchers, educators and policy makers who are striving to improve the quality of teacher education for sustainable development. This work crystallizes valuable insights gained from in-depth research, workshops and interviews conducted in five collaborating countries, and lays the foundation for a unified competency framework that crosses borders and strengthens the global dialogue on education.
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7. |
- Bashitialshaer, Raed, et al.
(författare)
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Obstacles to Applying Electronic Exams amidst the COVID-19 Pandemic : An Exploratory Study in the Palestinian Universities in Gaza
- 2021
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Ingår i: Information. - : MDPI. - 2078-2489. ; 12:6
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Tidskriftsartikel (refereegranskat)abstract
- In the context of the COVID-19 pandemic, we aim to identify and understand the obstacles and barriers in applying electronic exams successfully in the process of distance education. We followed an exploratory descriptive approach through a questionnaire (one general, open question) with a sample of university teachers and students in four of the largest universities Palestinian in Gaza. A total of 152 were returned from 300 distributed questionnaires. The results indicate that the university teachers and students faced 13 obstacles, of which 9 were shown to be shared between teachers and students, with a significant agreement in the regression analysis. Several of the obstacles perceived by respondents are in line with the literature and can be addressed by improved examination design, training, and preparation, or use of suitable software. Other obstacles related to infrastructure issues, leading to frequent power outages and unreliable internet access. Difficult living conditions in students’ homes and disparities in access to suitable devices or the internet make social equity in connection with high-stakes examinations a major concern. Some recommendations and suggestions are listed at the end of this study, considering local conditions in the Gaza governorates.
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8. |
- Berbyuk Lindström, Nataliya, 1978, et al.
(författare)
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Who are Metrics Team’s Stakeholders, What Do They Expect, and How to Communicate with Them? Conducting Stakeholder Mapping with Focus on Communication in Agile Software Development Organization
- 2022
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Ingår i: International Conference on Information Systems (ICIS), SIGITPROJMGMT 17th International Research Workshop on Information Technology Project Management, Copenhagen, December 10, 2022-01-01.
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Konferensbidrag (refereegranskat)abstract
- As an increasing number of organizations create metrics teams, conducting stakeholder mapping is pivotal for identifying and analyzing metrics stakeholders’ expectations for reducing the risks of miscommunication and project failure. Further, though team-stakeholder communication is essential for successful collaboration, few studies focus on it in software measurement context. This case study seeks to identify and analyze metrics team’s stakeholders, with a special focus on communication challenges in team-stakeholder contacts. Inspired by Bryson's Basic Stakeholder Analysis Techniques and Mitchell, Agle, and Wood's theoretical model for stakeholder identification, a stakeholder mapping exercise was conducted using interactive workshops and follow-up interviews with 16 metrics team members and their stakeholders. The results illustrate the complexity of identifying stakeholders in agile organizations, the importance of developing a metrics culture, and enhancing transparency in team-stakeholder communication. The study aims to contribute to the development of stakeholder theory and offers insights into communication in software engineering context.
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9. |
- Dafgård, Lena, 1958
(författare)
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Digital Distance Education – A Longitudinal Exploration of Video Technology
- 2020
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Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
- The context of this thesis is digital distance education. Distance education has developed from correspondence courses, based on letters sent by mail between student and teacher, to digital distance education with interactive video classes from anywhere, as long as a computer/tablet/smartphone and an Internet connection are available. The development of technology, particularly with the introduction of the Internet, has completely changed the possibilities for teaching, learning, interaction, and communication at a distance. Many technologies can be used in distance education, but this thesis aims to: Better understand the possibilities and limitations of video in digital distance higher education. The research has three elements of analysis: 1) video technology, 2) distance courses, and 3) distance teachers. Each allows a focus on how distance courses with video are designed and on teachers’ perspectives on the use of video in distance education. The first focus on course design is examined through two research questions. RQ1 asks, How is digital video used in distance higher education? When teachers design distance courses with digital video; a) which categories of video are used or not used? b) how much are these categories used? c) why are they used or not used? And d) how are they used? Complementing RQ1, RQ2 asks, How do course designers respond to the possibilities and limitations of video for distance higher education? Addressing the second focus of the thesis on teacher perspectives, RQ3 asks, What are the teacher’s attitudes and perceptions about the use of digital video in distance higher education? With a comprehensive literature review as a foundation, the results of this thesis include a classification system with two main categories; recorded and live video that is developed and used to orient an empirical investigation. The data for this investigation was collected through a national web-based questionnaire. Then, based on the survey, a specific higher education institution was selected for an interview study with teachers using video conferencing in distance courses in Teacher education. Interaction and communication are central concepts in this thesis, and the analytical lens combines the socio-cultural perspective and the theory of affordances. The results indicate that across types, video is mostly used as a supplement to other resources. Further, a correspondence is found concerning, on the one hand, teachers’ experience of distance education and participation in in-service training, and on the other hand, their use of video in teaching. In general, the most reported reasons why teachers do not use video are that it does not bring anything and takes too much time. Many of the constraints that teachers perceive are related to time; e.g. competition between an ambition to teach according to a student-centred approach but also a strong feeling of responsibility of delivering content to students. The technology of video has the affordances of mediating a teaching and learning environment similar to the one in the classroom, but conditions such as large groups or many students and the difficulty of perceiving non-verbal signals through video, affect the communication situation negatively and reduce possibilities of interaction. As a systematic study investigating the mainstream use of technology and media, this thesis contrasts with many other studies, which are often relatively small and local in nature, conducted by enthusiastic teachers investigating the use of one specific technology. The results show how the mainstream use of technologies such as video change conditions for distance teaching and influence how we think and interact with others and our environment.
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10. |
- Holstein, Tobias, et al.
(författare)
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Real-world ethics for self-driving cars
- 2020
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Ingår i: Proceedings - 2020 ACM/IEEE 42nd International Conference on Software Engineering: Companion, ICSE-Companion 2020. - New York, NY, USA : IEEE Computer Society. - 9781450371223 ; , s. 328-329, s. 328-329
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Konferensbidrag (refereegranskat)abstract
- Ethical and social problems of the emerging technology of selfdriving cars can best be addressed through an applied engineeringethical approach. However, currently social and ethical problemsare typically being presented in terms of an idealized unsolvabledecision-making problem, the so-called Trolley Problem. Instead,we propose that ethical analysis should focus on the study of ethicsof complex real-world engineering problems. As software plays acrucial role in the control of self-driving cars, software engineeringsolutions should handle actual ethical and social considerations. Wetake a closer look at the regulative instruments, standards, design,and implementations of components, systems, and services and wepresent practical social and ethical challenges that must be met inthe ecology of the socio-technological system of self-driving carswhich implies novel expectations for software engineering in theautomotive industry.
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11. |
- Jarlbrink, Johan, docent, 1978-, et al.
(författare)
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From Big Bang to Big Data : A History of the Media
- 2023
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Bok (refereegranskat)abstract
- More than just newspapers, television, and social networks, media are the means by which any information is communicated, from cosmic radiation traces to medieval church bells to modern identity documents. Cultures are held together as much by bookkeeping and records as they are by stories and myths. From Big Bang to Big Data is a long history of the media – how it has been established, used, and transformed from the beginning of recorded time until the present. It is not primarily a story of revolutions and innovations, but of continuities and overlaps that reveal surprising patterns across history. Many media were invented as ways to store and share information, and many have served as powerful tools for administration and control. The concerns raised about media today, whether about privacy, piracy, or anxieties over declining cultural standards, preoccupied earlier generations too. In a playful style, accompanied by more than one hundred illustrations, the authors show us how every society has been a media society in its own way. From antique graffiti to last year’s viral YouTube clip, the past is only approachable through media. From Big Bang to Big Data provides a new way of thinking about media in history – and about human societies past and present.
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12. |
- Larsson, Stefan, et al.
(författare)
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Smart City Governance - AI Ethics in a Spatial Context : Select papers from 2021/2022
- 2022
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Rapport (populärvet., debatt m.m.)abstract
- This brief anthology presents the basics of the interdisciplinary course called “Smart City Governance – AI Ethics in a Spatial Context”, given at Lund University. Furthermore, it includes three papers and a task written by students from the class of 2021/2022 in order to show examples of the topics possible to analyse when combining engineering students from programmes on data, ICT and land surveying with students from the humanities or social sciences.Head of course is Stefan Larsson, Associate Professor at the Department of Technology and Society at LTH, Lund University. As a socio-legal scholar and lawyer at a faculty of engineering, he leads a group studying governance and issues of trust and transparency with autonomous and AI-driven technologies in domains ranging from the public sector to consumer markets, medicine and social robotics.Laetitia Tanqueray is a Teaching Assistant on this course, and canvas coordinator. Laetitia holds bachelors’ in English Law and French Law and a master’s in Sociology of Law. She is a project assistant at the Department of Technology and Society at LTH, Lund University, investigating questions related to socio-legal robotics.
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13. |
- Monstad, Therese, 1973-, et al.
(författare)
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The Communicative Constitution of Organizations in an Era of Re-materialization : A Case Study of Three Organizations
- 2024. - 1 uppl
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Ingår i: Organizational Communication in the Digital Era. - Cham : Springer Nature. - 9783031583063 - 9783031583070 ; , s. 253-272
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Bokkapitel (refereegranskat)abstract
- This chapter discusses the challenges and opportunities of digital transformation from the perspective of three organizations based on continuous interview and observation data gathered between late 2018 and the end of 2020. The purpose of such a discussion is to understand the importance of spatial co-existence and the significance of spatiality for meaningful organizational interaction. In other words—what happens to organizational members and the constitution, preservation and development of organizations, when the activity of “work” becomes detached from space? Of course, space or location matters more for some than others. For a telemarketer, space might be entirely insignificant, while for the priest and church-goer or the actor and theater-goer, the act of “going” somewhere to experience something is as important as what happens at the location, making the church and stage places that in themselves carry significance. This importance is represented in how churches and theater buildings often are majestic architectural achievements similar to other institutions of cultural, societal or financial importance that are housed in impressive locations such as banks, governments, court houses and universities.To discuss these questions, we draw on theories and perspectives of the communicative constitution of organizations (CCO) (e.g., Brummans et. al., 2014; Cooren, 2006; Putnam & Nicotera, 2009; Schoeneborn et al., 2018; Taylor & Van Every, 2000), and present a Sweden-based multisite case study (Ekström et al., 2021) of digital transformation consisting of three organizations whose common trait is that their core activities have historically speaking been dependent on either a physical location, physical spaces or face-to-face meetings. The three organizations in question are a major European financial institute, a church organization and a city theater—all institutions of traditional architectural and societal importance. As our relationship with these organizations deepened over the course of the pandemic, it allowed us as researchers to glimpse how digitalization has affected each one over time, and how each organization’s perspective of the challenges and opportunities of digitalization shifted and evolved before and throughout the pandemic.
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14. |
- Hansson, Karin, et al.
(författare)
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“We passed the trust on” : Strategies for security in #MeToo activism in Sweden
- 2020
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Ingår i: ECSCW 2019 - Proceedings of the 17th European Conference on Computer Supported Cooperative Work. - : European Society for Socially Embedded Technologies (EUSSET). - 2510-2591.
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Konferensbidrag (refereegranskat)abstract
- The #metoo movement can serve as a case for how networked online environments can provide settings for the mobilization of social movements, while also entail serious risks for those involved. In Sweden, over hundred thousand people were engaged in activities against sexual harassments and abuse, where social media were used to collect testimonies and to draft and discuss petitions that were later published in print news media. While HCI research on trust focus on how people trust technical systems, the authorities behind the system, or the user generated data, trust between peers in vulnerable communities is less researched. In this study, based on semi-structured interviews and a survey that involved 62 organizers of the Swedish #metoo movement, we therefore look into the question of how a secure and supportive environment was achieved among participants despite the scale of the activism. The result shows how trust was aggregated over networks of technical systems, institutions, people, shared values and practices. The organizers of the petitions used tools and channels at their disposal such as e.g. already established social media contexts that enabled the #metoo petitions to be formed easily and spread quickly. Establishing a supportive culture based on recognition and shared values was central for the movement. However, when the activism was scaled up, strategies were used to increase security by clarifying rules and roles, limiting access to information, restricting access to groups, and limiting the scope of communication.
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15. |
- Berbyuk Lindström, Nataliya, 1978, et al.
(författare)
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The effectiveness of using online education technologies in times of cascading crises: digital transformation of Ukrainian higher education
- 2022
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Ingår i: Act Sustainable Research Conference, 11-18/11, 2022, Gothenburg, Sweden.
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Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
- Higher education in Ukraine is passing its matriculation exam. For the third year in a row, Ukraine has been actively developing and deploying online education technologies as a response to external shocks. The initial trigger was the COVID-19 pandemic, which limited opportunities for face-to-face interactions. During the pandemic, Ukrainian universities created their own online education system by testing various online educational technologies. These technologies became a solid base for the restoration of the educational process in Ukrainian universities after the start of military hostilities in early 2022, connecting staff and students who had to leave their homes to protect their lives from a constant threat. Aim The aim of our research project “The effectiveness of using online education technologies in times of cascading crises” is to investigate the experienced impact of the Covid 19 pandemic and war on teaching and learning in Ukrainian higher education. Methodology In the project's first stage, we conducted forty semi-structured interviews with top management, research and teaching staff, and students from different parts of Ukraine about their experiences of using digital technologies for teaching and learning. The interviews have been transcribed, translated from Ukrainian/Russian into English, and analyzed using thematic content analysis. Key results/conclusions At the conference, we will present some preliminary results about the challenges and opportunities of using digital technologies in times of war, providing suggestions for improvement of online educational technologies used in crisis situations.
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16. |
- Bossetta, Michael, et al.
(författare)
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Gamification in Politics
- 2022
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Ingår i: Elgar Encyclopedia of Technology and Politics. - 9781800374263 - 9781800374256 ; , s. 304-308
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Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
- Although gamification is a popular term, the concept has rarely been applied to political studies. Therefore, this chapter provides an overview of the key features of gamification and offers an adapted definition of gamification suited to the study of electoral politics. To help illustrate this definition, two examples of gamification from recent campaigns are discussed: the uCampaign mobile application and contests promoted on social media. In concluding, I suggest theoretical and methodological approaches to study gamification in politics moving forward.
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17. |
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18. |
- Serholt, Sofia, 1986, et al.
(författare)
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Trouble and Repair in Child–Robot Interaction: A Study of Complex Interactions With a Robot Tutee in a Primary School Classroom
- 2020
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Ingår i: Frontiers in Robotics and AI. - : Frontiers Media SA. - 2296-9144. ; 7:46
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Tidskriftsartikel (refereegranskat)abstract
- Today, robots are studied and expected to be used in a range of social roles within classrooms. Yet, due to a number of limitations in social robots, robot interactions should be expected to occasionally suffer from troublesome situations and breakdowns. In this paper, we explore this issue by studying how children handle interaction trouble with a robot tutee in a classroom setting. The findings have implications not only for the design of robots, but also for evaluating their benefit in, and for, educational contexts. In this study, we conducted video analysis of children's group interactions with a robot tutee in a classroom setting, in order to explore the nature of these troubles in the wild. Within each group, children took turns acting as the primary interaction partner for the robot within the context of a mathematics game. Specifically, we examined what types of situations constitute trouble in these child–robot interactions, the strategies that individual children employ to cope with this trouble, as well as the strategies employed by other actors witnessing the trouble. By means of Interaction Analysis, we studied the video recordings of nine group interaction sessions (n = 33 children) in primary school grades 2 and 4. We found that sources of trouble related to the robot's social norm violations, which could be either active or passive. In terms of strategies, the children either persisted in their attempts at interacting with the robot by adapting their behavior in different ways, distanced themselves from the robot, or sought the help of present adults (i.e., a researcher in a teacher role, or an experimenter) or their peers (i.e., the child's classmates in each group). In terms of the witnessing actors, they addressed the trouble by providing guidance directed at the child interacting with the robot, or by intervening in the interaction. These findings reveal the unspoken rules by which children orient toward social robots, the complexities of child–robot interaction in the wild, and provide insights on children's perspectives and expectations of social robots in classroom contexts.
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19. |
- Berbyuk Lindström, Nataliya, 1978, et al.
(författare)
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Understanding Metrics Team-Stakeholder Communication in Agile Metrics Service Delivery
- 2021
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Ingår i: APSEC (Asian Pacific Software Engineering conference), December 6-10, Taiwan-Virtual.. ; 2021-December, s. 401-409
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Konferensbidrag (refereegranskat)abstract
- In this paper, we explore challenges in communication between metrics teams and stakeholders in metrics service delivery. Drawing on interviews and interactive workshops with team members and stakeholders at two different Swedish agile software development organizations, we identify interrelated challenges such as aligning expectations, prioritizing demands, providing regular feedback, and maintaining continuous dialogue, which influence team-stakeholder interaction, relationships and performance. Our study shows the importance of understanding communicative hurdles and provides suggestions for their mitigation, therefore meriting further empirical research.
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20. |
- Viktorelius, Martin, 1987
(författare)
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Saving energy at sea: seafarers’ adoption, appropriation and enactment of technologies supporting energy efficiency
- 2020
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Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
- The shipping industry is currently facing a major challenge related to environmental sustainability and energy efficiency. New regulations and ambitious international goals that aim at mitigating carbon-based emissions with 50 %, demands on profitability, along with a growing awareness about the climate change, has prompted the maritime sector to increasingly focus on how to improve energy efficiency and reduce fuel consumption in ship operations. This thesis aims at describing and understanding the challenges of improving energy efficiency seen from the lens of crew members’ work and to investigate the adoption, appropriation and use of particular technologies, purported to support energy efficiency in ship operation. Using an ethnographic approach and drawing on various practice-based concepts and theories such as communities of practice, activity theory and the imbrication of material and social agency, the four papers (I – IV) included in the thesis were based on extensive field studies in two shipping companies and onboard 11 passenger ferries. The empirical studies revealed that the introduction of new technologies and their subsequent incorporation in and change of established skills and practices is a complex social process depending on the knowing and learning of practitioners as well as their activities, meanings, identities and norms as developed and negotiated in specific settings over time. The thesis contributes to our general understanding of the situated process of adoption, appropriation and use of new technologies in the maritime domain and the sociomaterial nature of energy efficiency.
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21. |
- Viktorelius, Martin
(författare)
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Adoption and use of energy-monitoring technology in ship officers’ communities of practice
- 2020
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Ingår i: Cognition, Technology & Work. - : Springer. - 1435-5558 .- 1435-5566. ; 22, s. 459-471
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Tidskriftsartikel (refereegranskat)abstract
- The paper offers an analysis of how an energy-monitoring system was implemented and eventually adopted by the crew members in a shipping company. It illustrates how the social process of enacting the system as a collaborative technology-in-practice, enabling a significant reduction in energy consumption, was contingent on the negotiation of meaning and mutual learning among crew members in their community of practice. The case study contributes to the literature on the relation between information technology, organization and energy efficiency by investigating the socially situated nature of technology implementation and work practice change. The findings’ implications for the role of information technology in improving energy efficiency in shipping are discussed.
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22. |
- Berbyuk Lindström, Nataliya, 1978, et al.
(författare)
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How to Succeed in Communicating Software Metrics in Organization?
- 2022
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Ingår i: AMCIS (Americas Conference on Information Systems), Minneapolis, MI, August 10-14. - : AMCIS 2022 TREO 80.
-
Konferensbidrag (refereegranskat)abstract
- While software metrics are indispensable for quality assurance, using metrics in practice is complicated. Quality, productivity, speed, and efficiency are important factors to be considered in software development (Holmstrom et al. 2006; Svensson 2005). Measuring correct metrics and using them in the right and transparent way contributes to pushing development in a desirable direction, leading to achieving projected goals and outcomes (Staron and Meding 2018). On the other hand, tracking the wrong metrics, and failing to interpret and communicate them properly results in a stressful work environment, conflicts, distrust, lower engagement, and decreased productivity (de Sá Leitão Júnior 2018; Ellis et al. 1991; Staron 2012). To ensure proper and effective use of metrics in organizations, successful communication around metrics is essential (Lindström et al. 2021; Post et al. 2002; Staron and Meding 2015). The purpose of this study is to understand and improve communication about metrics in contexts of contemporary software development practice in organizations. This is achieved by identifying the bottlenecks in the process of communication around metrics and how to overcome them in practice. Drawing on 38 semi-structured interviews and interactive workshops with metrics teams members and stakeholders from three organizations, we identify three interrelated challenges including limited knowledge about metrics and lack of terminology, uncoordinated use of multiple communication channels, and sensitivity of metrics, which influence workplace communication, trust, and performance. Our study shows the importance of developing metrics terminology to ensure the development of a shared understanding of metrics. Further, raising awareness about the affordances such channels as dashboards, email, MS Teams meetings/chat, stand up meetings, reports, etc., commonly used in software organizations, and how they can be combined to successfully transfer information about metrics is essential (Verhulsdonck and Shah 2020). It becomes especially important in remote work practices. Finally, though metrics is a powerful tool for decision making, enhancing transparency, and steering development in the desired direction, they can also turn into finger-pointing, blaming, and a pressing tool, resulting in stress and conflicts (Streit and Pizka 2011). The findings also indicate the importance of creating a culture around metrics, clarifying, and informing about the purpose of metrics in the organization (Umarji and Seaman 2008). We plan to build on the early findings of this study to develop a comprehensive framework for successful software metrics communication within organizations.
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23. |
- Eddebo, Johan, Dr, 1985-, et al.
(författare)
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Automatic Detection of Hate Speech : a Case-Study of Alt-Right Videos
- 2024
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Ingår i: F1000Research. - : F1000 Research Ltd. - 2046-1402. ; 13:328, s. 1-15
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Tidskriftsartikel (refereegranskat)abstract
- BackgroundIdentifying hate speech (HS) is a central concern within online contexts. Current methods are insufficient for efficient preemptive HS identification. In this study, we present the results of an analysis of automatic HS identification applied to popular alt-right YouTube videos.MethodsThis essay describes methodological challenges of automatic HS detection. The case study concerns data on a formative segment of contemporary radical right discourse. Our purpose is twofold. (1) To outline an interdisciplinary mixed-methods approach for using automated identification of HS. This bridges the gap between technical research on the one hand (such as machine learning, deep learning, and natural language processing, NLP) and traditional empirical research on the other. Regarding alt-right discourse and HS, we ask: (2) What are the challenges in identifying HS in popular altright YouTube videos?ResultsThe results indicate that effective and consistent identification of HScommunication necessitates qualitative interventions to avoid arbitrary or misleading applications. Binary approaches of hate/non-hate speech tend to force the rationale for designating content as HS. A context-sensitive qualitative approach can remedy this by bringing into focus the indirect character of these communications. The results should interest researchers within social sciences and the humanities adopting automatic sentiment analysis and for those analysing HS and radical right discourse.ConclusionsAutomatic identification or moderation of HS cannot account for an evolving context of indirect signification. This study exemplifies a process whereby automatic hate speech identification could be utilised effectively. Several methodological steps are needed for a useful outcome, with both technical quantitative processing and qualitative analysis being vital to achieve meaningful results. With regard to the alt-right YouTube material, the main challenge is indirect framing. Identification demands orientation in the broader discursive context and the adaptation towards indirect expressions renders moderation and suppression ethically and legally precarious.
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24. |
- Jedel, Izabella, 1996, et al.
(författare)
-
An industry experiment of academic performance and drop-out in gamified distance education
- 2021
-
Ingår i: CEUR Workshop Proceedings. - 1613-0073.
-
Tidskriftsartikel (refereegranskat)abstract
- In an experimental study with 1780 adults who participated in distance education, it was shown that gamification did not have an effect on performance, drop-out rate and pass-rate compared to a control group. Although no effect was shown, descriptive survey data suggests that the students were positive towards having similar gamification in other courses and would likely recommend the course due to the design. While previous research on gamification in online education indicates that gamification can have a positive effect, gamification researchers highlight the importance of context and design for successful implementations. The present study supports the need for context considerations and psychological design in gamifying online education. Furthermore, the present study highlights the need for a more nuanced understanding of engagement measures in gamification research and for more practical frameworks regarding the successful application of gamification in online education.
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25. |
- Jedel, Izabella, 1996, et al.
(författare)
-
Factors Related to the Use and Perception of a Gamified Application for Employee Onboarding
- 2021
-
Ingår i: Human Interaction, Emerging Technologies and Future Applications IV. - Cham : Springer. - 2194-5357.
-
Konferensbidrag (refereegranskat)abstract
- Effective employee onboarding will be crucial for organizations to consider in the upcoming years. One approach to create scalable and engaging employee onboarding is through utilizing gamification; the use of game elements in a non-game context. In the present case, a multi-sited ethnographical approach was conducted, following the development of a gamified mobile application for the onboarding purpose of new employees at a global manufacturing company. The results showed that the use of the application had been low and that there was a lack of gamefulness, perceived ease of use and perceived usefulness. From the case, three main factors are discussed related to the use and perception of the application; conducting early user testing; considering onboarding practices; and designing for gamefulness.
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26. |
- Burgin, Mark, 1940, et al.
(författare)
-
Introduction
- 2020
-
Ingår i: THEORETICAL INFORMATION STUDIES: Information in the world. - : WORLD SCIENTIFIC. - 9789813277496 ; , s. ix-xxi
-
Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
- Theoretical Information Studies is the second volume which together with Philosophy and Methodology of Information comprises a two-volume edition with the aim of laying out the foundation of the emerging research field of the Study of Information. It is based on the Summit “Digitalisation for a Sustainable Society” organized by the International Society for the Study of Information held in Gothenburg in 2017 (http://is4si-2017.org). This volume contains a selection of the best theoretical contributions from the Gothenburg summit, together with a number of invited contributions of leading contemporary researchers in the field of the Study of Information. https://www.worldscientific.com/doi/pdf/10.1142/9789813277496_0001
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27. |
- Laurell, Christofer, 1987, et al.
(författare)
-
Analysing uber in social media - Disruptive technology or institutional disruption?
- 2021
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Ingår i: Digital Disruptive Innovation. ; , s. 517-539
-
Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
- Extant literature suggests that market disruptions take place because of two main reasons: technological disruption or institutional change. In view of these two alternative explanations, this paper aims to explore how the recent rise of the collaborative consumption platform Uber is perceived by consumers and whether this platform is primarily regarded as a technological innovation or as an insti-tutional disruption. Drawing from a dataset of more than 6500 user-generated contents in social media, our findings suggest that Uber is not primarily per¬ceived as a technological innovation, but rather as an institutional disruption.
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28. |
- Weilenmann, Alexandra, 1974, et al.
(författare)
-
Selfies in the wild: Studying selfie photography as a local practice
- 2020
-
Ingår i: Mobile Media and Communication. - : SAGE Publications. - 2050-1579 .- 2050-1587. ; 8:1, s. 42-61
-
Tidskriftsartikel (refereegranskat)abstract
- Previous research on selfies has primarily focused on selfies as media products rather than as an activity. In this paper, we examine selfies as a situated practice, connecting the social media phenomenon to the local spaces where it is performed. Based on ethnographic studies of selfie photography, we present and discuss three aspects of selfies in the wild. First, we consider selfies as part of a larger photographic context and show how they are often taken in series with other genres of images. Second, we expand upon the notion of selfies as conversation and show how selfie photographers exchange messages with remote friends and followers while attending to the local environment. Third, we discuss socializing around selfies, examining how copresent friends socialize around the production of selfies. These findings show the importance of considering selfies beyond the online context, and highlight the many ways that selfies are interweaved with our everyday activities.
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29. |
- Bäckström, Caroline, et al.
(författare)
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Expecting parents' perceptions of the digital parental support "childbirth journey" constructed as a serious game : an intervention study
- 2022
-
Ingår i: Digital Health. - : Sage Publications. - 2055-2076. ; 8
-
Tidskriftsartikel (refereegranskat)abstract
- Objective: The aim of this study was to explore expecting parents’ perceptions of the Childbirth Journey as an intervention that includes medical information for parental support, constructed as a serious game.Methods: In this qualitative study, semi-structured interviews were held with expecting parents in Sweden who were able to talk about specific parts of the Childbirth Journey they appreciated or found difficult to understand. A phenomenographic methodology was employed for data analysis.Results: Participants perceived the Childbirth Journey to be easily accessible and customized with reliable information. The design and features of the intervention were perceived by the expecting parents to enhance the intervention’s usability, appeal, and trustworthiness. When parental couples used the Childbirth Journey together, it gave them an opportunity to discuss and better understand each other’s situation. The participants proposed several changes to the existing version of the game, mostly related to extending practical information and illustrated scenarios but also to the further development of the game’s design and animations. The participants found the Knowledge portal to be the most appealing part of the Childbirth Journey.Conclusions: The Childbirth Journey intervention was concluded to be a valuable digital complement to in-person profes- sional support, especially given the current COVID-19 pandemic restrictions in place in Sweden, which do not allow antenatal visits by partners. However, in its current form, the Childbirth Journey has some deficiencies and would therefore benefit from further development and exploration.
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30. |
- Palmquist, Adam, 1983, et al.
(författare)
-
Design Implications for a Gamified Recycling House
- 2022
-
Ingår i: HCI in Games. - Cham : Springer. - 0302-9743 .- 1611-3349. - 9783031056369 - 9783031056376 ; , s. 289-305
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Bokkapitel (refereegranskat)abstract
- This paper encircles explorative design research in a multiple stakeholder triple helix project concerning circular economy and household recycling. Design ethnography was employed to find implications for outlining a gamification artifact that would facilitate recycling behaviors. We collected our data during 27 weeks by attending two field sites: Site A, project stakeholder meetings and a participatory design workshop, and Site B, semistructured interviews in the household stakeholders’ residences. Our thematic analysis of the sites’ collected ethnographic record extrapolated two specific categories: Stakeholder requirements and Gamification ruleset, together enfolding five key-themes and various sub-themes that could be used to inform the design of a gamification artifact aimed at recycling. Also, based on our research, we propose two research propositions regarding storytelling and understanding for further gamification design researchers to investigate.
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31. |
- Rossitto, Chiara, et al.
(författare)
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Data-Enabled Sustainability : The Collective Work of Turning Data into Actions for Environmental Care
- 2023
-
Ingår i: CSCW '23 Companion. - : Association for Computing Machinery. - 9798400701290 ; , s. 506-511
-
Konferensbidrag (refereegranskat)abstract
- This one-day workshop invites discussions on the role of data and data-enabled practices in addressing challenges of environmental sustainability. Fostering acts of care for the environment is a complex endeavor entailing multi-lifespan relations to people and institutions, to the environment and other non-human actors, and to existing infrastructures and processes. The workshop addresses such challenges by exploring the role of data, and the work of making them actionable for the many actors involved in protecting the environment. It will bring together interdisciplinary scholars, representatives of public institutions, activists, environmental collectives, and IT practitioners interested in the design of more sustainable futures. The workshop will discuss analytical and design issues of data-enabled sustainability, along with the practical opportunities of using data to infrastructure acts of care for the environment. The workshop will accommodate up to twenty participants and will be mainly run on-site.
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32. |
- Dodig Crnkovic, Gordana, 1955, et al.
(författare)
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Recent books delineating the emergent academic filed of the Study of Information
- 2020
-
Ingår i: Proceedings (MDPI). - Basel Switzerland : MDPI. - 2504-3900. ; 47:1
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Tidskriftsartikel (refereegranskat)abstract
- One of the imperative tasks of theoretical information studies is exploration of methods and techniques of presentation of information. In this article, we study the presentation of information in the following three books describing the results of the collaboration of researchers with the goal of defining the emergent filed of the Study of Information: Philosophy and Methodology of Information: The Study of Information in a Transdisciplinary Perspective (2019), Theoretical Information Studies: Information in the World (2020) and Information and Computation (2011), published by World Scientific Publishing Co. Series in Information Studies.
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33. |
- Ljungblad, Sara, 1977, et al.
(författare)
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Is There a Need for Critical Robotics Research?
- 2022
-
Ingår i: Social Robots in Social Institutions: Proceedings of Robophilosophy 2022. - : IOS Press. - 0922-6389 .- 1879-8314. - 9781643683744 ; , s. 663-666
-
Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
- What research questions and approaches are currently missing in the field of human-robot interaction research? We discuss humanistic and critical dimensions of critical robotics - an initiative created to investigate a possible paradigm shift in the field of robotics research. Robotic solutions are increasingly presented as a potentially desirable and emerging technologies in different social domains and institutions. At the same time, both this vision and the reality of robots in society pose a great deal of challenges. We provide some background to the critical robotics movement and present examples of research that takes a critical robotics perspective.
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34. |
- Baytas, Mehmet Aydin, 1988, et al.
(författare)
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Stakeholders and Value in the NFT Ecosystem : Towards a Multi-disciplinary Understanding of the NFT Phenomenon
- 2022
-
Ingår i: Conference on Human Factors in Computing Systems - Proceedings. - New York, NY, USA : Association for Computing Machinery (ACM).
-
Konferensbidrag (refereegranskat)abstract
- Non-fungible tokens (NFTs) have been a defining trend for design, technology, and business in 2021. The value, legitimacy, and utility of NFTs is disputed: proponents highlight revolutionary economic and cultural potentials of an open, secure, and immutable ownership database, while opponents are displeased by the environmental issues and abundant wrongdoing in the ecosystem. Nevertheless, the phenomenon is relevant to HCI, and signifies important developments for future interactive products. To better understand the NFT phenomenon, and to inform future HCI research and design, we investigated the stakeholders in the NFT ecosystem and relations between them. Based on open data we mined from the social news website Hacker News, we contribute the first data-backed model of stakeholders in the NFT ecosystem. The model reveals a nuanced account of the outlooks of creators, owners, and technologists; identifies investment firms and auction houses as arbiters of knowledge and value; and presents implications for future research.
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35. |
- Holgersson, Jesper, PhD, 1974-, et al.
(författare)
-
Reducing digital exclusion of seniors - Exploring the lasting effects of collaborative training sessions
- 2020
-
Ingår i: Proceedings of Ongoing Research, Practitioners, Posters, Workshops, and Projects at EGOV-CeDEM-ePart 2020 co-located with the IFIP WG 8.5 International Conference EGOV-CeDEM-ePart 2020. - : CEUR-WS.org. ; , s. 117-125
-
Konferensbidrag (refereegranskat)abstract
- Today's digital society is developing rapidly and the number of smart and innovative digital services is increasing every day. However, the rapid digitalization may also lead to the exclusion of some groups. Senior citizens are one of these groups at risk. The most common way of combating digital exclusion among seniors is to offer education and hands-on training. The short term effects of such education initiatives have shown positive results but the long term lasting effects of digital training have not been explored to any greater extent. Data was collected via semi structured interviews with seniors who had previously participated in training sessions targeting Swedish seniors with a desire to become more digital. The results show that although the immediate effect of participating in training is positive, more individualized training is needed to achieve a lasting effect.
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36. |
- Jedel, Izabella, 1996, et al.
(författare)
-
Teachers’ perception and adoption of a gamified blended learning implementation in upper secondary education
- 2021
-
Ingår i: CEUR Workshop Proceedings. - 1613-0073.
-
Tidskriftsartikel (refereegranskat)abstract
- The present explorative case study addresses teacher perception and adoption of a gamification implementation in five classes consisting of 127 students at an upper secondary school in Sweden. Multisession semi-structured interviews with three teachers involved in the implementation were conducted, followed by thematic analysis based on Moore and Benbasat’s model for Adoption of information technologies. The main results indicate that adoption factors should be considered when implementing gamification in the classroom. This relates to connecting the gamification design to student progress, communicating with teachers on the relative advantage of the implementation, considering teachers’ needs, such as technology support, preparation, collaboration and clarification, and visualizing the outcomes of gamification implementations to teachers
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37. |
-
Lärarens ledarskap - professionell pedagogisk praktik
- 2022
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Samlingsverk (redaktörskap) (övrigt vetenskapligt/konstnärligt)abstract
- Att läraren är en ledare, det är nog alla överens om. Men vad handlar ledarskapet egentligen om? Den här boken tar sig an det komplexa ledarskapet och dess praktik genom att belysa lärarens ledarskap ur en rad olika aspekter. Lärarens ledarskap är en förutsättning för att undervisningen ska leda till lärande. I undervisningssituationen ska läraren på samma gång balansera undervisning, relationer och ordningsfrågor. Detta förutsätter att den enskilde läraren har didaktisk och relationell kompetens samt kompetens att leda grupper. Samtidigt behöver läraren kunna avläsa och förstå de system som skolan omfattar, och vilka faktorer utanför lärarens dagliga verksamhet som kommer att påverka möjligheterna för läraren att leda och att utveckla sitt ledarskap. I den här boken får läraren redskap för att utveckla ett gott ledarskap genom praktiknära exempel, kopplade till forskning inom varje område. I bokens olika delar speglas det komplexa samspelet mellan elever, lärare och den kontext de befinner sig i samt hur läraren kan navigera sitt ledarskap för att åstadkomma ett hållbart lärande hos eleverna. I ett antal innehållsrika forskningsbaserade kapitel med praktiknära resonemang belyser bokens författare flera olika aspekter av lärarens pedagogiska ledarskap. Här kan läsaren ta del av kapitel som bland annat behandlar ledarskapsteorier, relationellt klassrumsledarskap, konflikthantering, pedagogiskt ledarskap online och lärares ledarskap i en mångkulturell skola.
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38. |
- Yoo, Daisy, et al.
(författare)
-
Computational Alternatives Vignettes for Place- and Activity-Centered Digital Services in Public Libraries
- 2020
-
Ingår i: Conference on Human Factors in Computing Systems - Proceedings. - New York, NY, USA : ACM.
-
Konferensbidrag (refereegranskat)abstract
- We investigate how to design community technologies for public events. We do so with a focus on technologies that give rise to new forms of participation and knowledge co-production in public libraries. Specifically, we deployed a digital service at a major public library during its four-week creative workshop series. The system offered an alternative way for people to work together as a community, to go beyond achieving individual goals, and to contribute to the achievement of public goals (e.g., building community bookshelves). We report on how the system has reconfigured physical spaces and afforded new social practices in the library. We propose Computational Alternatives as a fruitful approach for gaining situated, nuanced insights into a technology's possible adoption. We offer key insights in the form of computational alternatives vignettes - grounded stories that encapsulate sociotechnical implications of technology, pointing to plausible alternative futures.
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39. |
- Svensson, Torbjörn, Adjunkt, 1969-
(författare)
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From games to news : Creating an engagement model for digital local news
- 2024
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Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
- The transition of local news from the analog, printed format to a digital format, fit for our increasingly digitized media technology society, has not been as straight-forward as was imagined at the dawning of the World Wide Web. Newspapers, in particular local newspapers, were quite fast in trying to adapt to the new technology platform and put their content on the web. User experiences of reading news have certainly evolved since 1995, with the introduction, for example, of the smartphone and proprietary news apps. However, there has been no deep or consistent commitment to understanding more specifically how the digital format can provide a means of interactivity for users and support a range of content and means to engage it. The digital news format does enable interaction between readers and news staff, and, not least, between users in real-time. However, many features for engagement are currently under-explored. Other media, for example computer games, have developed new ways to engage their audience of players both in terms of how the media is distributed and also how the content is personally adaptive, for example, to the unique skill level of players, or by offering them freedom of action to explore content, and/or by enabling increasing communication among player groups.The main knowledge contribution of this research is a novel model for reader engagement in digital local news. The model is constructed by transferring features for user needs satisfaction and engagement in digital games to the realm of digital local news. Self Determination Theory, which establishes ways of describing user engagement in general, and when applied to computer games specifically, forms the basis of the research. Additionally detailed knowledge about user types counters a traditional ‘one to many’ broadcast logic and supports greater understanding of heterogeneity within reader groups. The model also defines the digital maturity of the different features across a spectrum, from substitution via modification to disruption (Su-Mo-Di). For example, some digital features replicate those from the analog printed version II of the newspaper (substitution), while some are impossible to implement in a paper format (disruption).The aim of the research is to outline a unique model of engagement and illustrate how to apply the varied and detailed features when applied to digital local news. This usage of game engagement transferred to digital news contexts also allows alternative ways to interpret the term gamification. Classically gamification has been defined as using game design elements in non-game contexts, where typical game features like points, leaderboards, and badges have been introduced into a significant variation of media and forms, often to increase effectiveness or output from processes. This research contests that view and suggests that gamification can be used to engage mechanisms from games on a higher or more abstract level than actual game mechanics.The method for transferring this form of game engagement to digital local news engagement is built on a process where the more detailed strategies for making computer games engaging are abstracted and re-applied to the field of digital local news. These strategies form the basis for the unique engagement model illustrated within the thesis. These engagement aspects drawn from the model are further elaborated and used to examine specific examples and two prototypes focused on digital local news. The conclusions demonstrate that a focus on engagement through many varied applications can offer a rich method to increase and to analyze user experiences and to design novel features specific to enhancing digital local news.
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40. |
- Dodig-Crnkovic, Gordana, 1955, et al.
(författare)
-
Discussion on the Relationship between Computation, Information, Cognition, and Their Embodiment
- 2023
-
Ingår i: Entropy. - : MDPI AG. - 1099-4300. ; 25
-
Tidskriftsartikel (refereegranskat)abstract
- Three special issues of Entropy journal have been dedicated to the topics of “Information-Processing and Embodied, Embedded, Enactive Cognition”. They addressed morphological computing, cognitive agency, and the evolution of cognition. The contributions show the diversity of views present in the research community on the topic of computation and its relation to cognition. This paper is an attempt to elucidate current debates on computation that are central to cognitive science. It is written in the form of a dialog between two authors representing two opposed positions regarding the issue of what computation is and could be, and how it can be related to cognition. Given the different backgrounds of the two researchers, which span physics, philosophy of computing and information, cognitive science, and philosophy, we found the discussions in the form of Socratic dialogue appropriate for this multidisciplinary/cross-disciplinary conceptual analysis. We proceed as follows. First, the proponent (GDC) introduces the info-computational framework as a naturalistic model of embodied, embedded, and enacted cognition. Next, objections are raised by the critic (MM) from the point of view of the new mechanistic approach to explanation. Subsequently, the proponent and the critic provide their replies. The conclusion is that there is a fundamental role for computation, understood as information processing, in the understanding of embodied cognition.
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41. |
- Braje, Ivana Nacinovic, et al.
(författare)
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The changing determinants of tourists' repurchase intention : the case of short-term rentals during the COVID-19 pandemic
- 2022
-
Ingår i: International Journal of Contemporary Hospitality Management. - : Emerald Group Publishing Limited. - 0959-6119 .- 1757-1049. ; 34:1, s. 159-183
-
Tidskriftsartikel (refereegranskat)abstract
- Purpose Adopting Ajzen's theory of planned behaviour theoretical framework, this paper aims to explore repurchase intentions among short-term rental users and changes in determinants of repurchase intention in the context of the COVID-19 pandemic. Design/methodology/approach Data for the research was collected via a cross-country quantitative survey (N = 1,433) in five European countries: Croatia, Italy, Spain, Turkey and the UK during 2020. Trust, perceived value, authenticity and perceived risk were incorporated into the structural equation model as part of an integrated analysis of antecedents of repurchase intention. Findings Perceived value and authenticity are the key drivers of a positive attitude to repurchase of short-term rentals even after the pandemic. The pandemic modified the role of perceived risk in determining attitude towards short-term rentals as perceived risks could negatively affect attitude and repurchase intention after COVID-19. Trust in the platform and the host became a significant determinant of repurchase intentions after the spread of COVID-19. Research limitations/implications The analysis has shown the link between attitude, subjective norms, perceived behavioural control and repurchase intention, and has thus demonstrated a successful application of the theory of planned behaviour to short-term rental users. Originality/value The results of this study suggest a possible reconceptualisation of repurchase determinants due to the pandemic. The study offers a timely contribution to the research on the impact of the pandemic on the determinants of tourists' repurchase intentions.
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42. |
- Su, Yanhui
(författare)
-
Data-driven method development and evaluation for indie mobile game publishing
- 2023
-
Ingår i: Multimedia tools and applications. - : Springer Nature Switzerland AG. - 1380-7501 .- 1573-7721. ; 82:7, s. 11047-11078
-
Tidskriftsartikel (refereegranskat)abstract
- With the emergence of mobile distribution channels, the traditional game value chain has produced new changes, leading to the emergence of the mobile value chain. Independent (Indie) game developers can upload their games directly through third-party app stores and publish them themselves. However, many indie game developers have issues with game publishing, especially updating the new version, promoting the market, and forecasting revenue for their games. This paper aims to provide a method to guide indie mobile game developers with mobile publishing. This new method mainly focuses on addressing the main challenges from the indie game developer’s side. The method includes a new concept of mobile game publishing logic and an online analysis tool along with the guidelines. It shows how to collect and analyze data and guide new version updates, marketing promotion, and revenue forecasts. In practice, the method was provided to six indie game companies and guided their mobile game publishing, and related data were collected and analyzed for evaluation. Based on the survey and interview results, the usefulness, usability, and confidence in the method were positive, and the method improved the indie game developers’ mobile game publishing and benefited their game business.
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43. |
- Lundmark, Sofia, PhD, et al.
(författare)
-
Didactical dilemmas with mobile phones in vocational educational classrooms
- 2021
-
Ingår i: INTED2021 Proceedings. - : The International Academy of Technology, Education and Development. - 9788409276660 ; , s. 8476-
-
Konferensbidrag (refereegranskat)abstract
- This paper presents ongoing research on vocational didactical dilemmas in Sweden, and examples from a study that focuses on didactical dilemmas with mobile phones in the vocational educational classroom. The paper is based on a tentative study of the risks identified in two different projects where young people in Swedish upper secondary schools' vocational programs have been video- and audio recorded, and interviewed. As the role of the mobile phone in the professional classroom has become more and more important, the fact that most young people in Sweden bring their mobile phones with them to school is nothing new in itself, everyone who has set foot in an upper secondary school knows that. What we know less about, however, is what the young people actually do with the mobile phones and what consequences this can have for the young people's everyday life in the actual classroom. The various examples that we present in this paper contains aspects of risks related to mobile phone use in the vocational classroom divided into two categories; first we present examples where we have identified risks related to safety and health; and then we focus on examples where it is primarily about social risks. The examples show that there is a difference in how the students orient themselves towards the mobile phone and risks as either: the mobile phone as a danger to the safety of the classroom or to the health of the individual student or her classmates, or that the mobile phone constitutes a risk for the students to be hung out in public. The fact that the use of the mobile phone can pose a health risk by stealing students' attention is an aspect of mobile phone that distinguishes the vocational programs from other educational classrooms; it can actually be dangerous to use the mobile phone even if it only in rare cases has consequences for the health of the studied participants. It also explains why the teachers in the studied vocational classrooms to a greater extent and more actively work to hinder the use of mobile phones among the students as it is included as part of the constant security thinking in the vocational classroom. The vocational teachers' normative view of the mobile phone as a risk factor also partly agrees with how the students orient themselves towards the use of the mobile phone. This paper shows that the students also orient themselves towards other risks than those the teacher’s pay attention to.In this paper, so forth, we show that there is a great need to study risk aspects of the presence of mobile phones in the classroom and the initial survey shows that mobile phones can pose risks in the form of security risks, as well as social vulnerability, and that we need new ways of attacking risk as a concept when we discuss students and their mobile phones in the vocational educational classroom. Based on the examples presented in the paper, there are also aspects of the difference between being at risk and risk-taking, for example when are the students in danger and when do they take risks by using the mobile phones in the classroom? Regardless, the mobile phone in the vocational classroom includes questions about risks that needs to be handled by as a didactic dilemma.
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44. |
- Gunnars, Fabian, et al.
(författare)
-
Adult Education Teacher’s Perception Of Gamification Implemented In Distance Education
- 2021
-
Ingår i: 4th annual International Conference of Education, Research and Innovation (ICERI), 8th and 9th of November 2021. - Barceló Sevilla Renacimiento, Sevilla, Spanien : IATED. - 9788409345496
-
Konferensbidrag (refereegranskat)abstract
- This paper discusses perceptions of educational gamification and its potential opportunities for reducing student dropout and teacher workload. Interviews of nine teachers and their technology acceptance were studied in conjunction with the implementation of a gamified online system during 2019, fully designed for distance education. Results indicate perceptions of reduced workload, prevention of students from handing in late, and facilitating activity in courses. However, perceptions of clear suspicion towards Educational Gamification also related acceptance as insufficient for behavioural intent until very conclusive result demonstrations of behavioural performance are available to the teachers. Implications for lifelong learning and ethical concerns are briefly discussed.
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45. |
- Rose, Jeremy, et al.
(författare)
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Digital Inclusion Competences for Senior Citizens : The Survival Basics
- 2020
-
Ingår i: Electronic Government. - Cham : Springer. - 9783030575984 - 9783030575991 ; , s. 151-163
-
Konferensbidrag (refereegranskat)abstract
- The rapid pace of digitalisation provides many smarter and more efficient ways of interacting with the world, but may also lead to the exclusion of some groups. Senior citizens are one of these groups at risk. Taking the European Digital Competence Framework for Citizens as a starting point, we investigate digital survival skills for the elderly. Data was collected from digital education workshops for senior citizens organized jointly between Telia, Swedish municipalities, and the researchers. We use content analysis to understand seniors’ perceptions of which competences they need to survive in an increasingly digital environment and provide a version of the Competence Framework targeted at senior citizen inclusion. Lessons for inclusion initiatives are drawn from the results.
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46. |
- YANG, Bo, 1989, et al.
(författare)
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Learning Alone Yet Together: Enhancing Between-Learner Social Connectivity at Scale
- 2022
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Ingår i: L@S '22: Proceedings of the Ninth ACM Conference on Learning @ Scale. - New York, NY, United States : Association for Computing Machinery.
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Konferensbidrag (refereegranskat)abstract
- MOOCs rely on asynchronous sessions to meet the individual need of a massive number of students geographically distributed. While the asynchronous design ensures the flexibility and accessibility of delivering courses at scale, the absence of synchronous opportunities brings up problems such as reduced interactivity and even the sense of isolation. However, as synchronicity in essence contradicts the asynchronous design which is considered to foster the fundamental appeal of MOOCs, adding synchronous parts to MOOCs in a simple and straightforward way is not feasible. To address this, an emerging functionality which is popular in entertainment video watching but newly used in MOOC learning is explored and evaluated. In this functionality, the lecture video and communication between learners are still implemented in an asynchronous way whereas the chat messages sent by previous and present learners in the process of watching are organized and displayed according to their sending timestamps along the video playback timeline to create an atmosphere of 'pseudo-synchronicity'. This study first evaluated the effect of this new design on learner interaction and compare the results with learners’ use of the traditional discussion posts which serves as the baseline of affording learning connectivity. Then the findings were contrasted and consolidated with the feedback from learners in a survey. Preliminary results show that despite the difficulty in translating the temporary learning connections into deeper social relationships, this new system can effectively deliver the sense of connectedness to learners in their MOOC learning process.
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47. |
- Ghita, Cristina, et al.
(författare)
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Going cold turkey! : An autoethnographic exploration of digital disengagement
- 2021
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Ingår i: Nordicom Review. - : Walter de Gruyter GmbH. - 1403-1108 .- 2001-5119. ; 42:s4, s. 152-167
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Tidskriftsartikel (refereegranskat)abstract
- As the dust of society-wide digitalisation settles, the search for meaningful technological encounters is becoming more urgent. While the Nordic countries embrace digitalisation, recent concerns regarding technology overuse have been gaining increased attention. This tendency is exemplified in practices of limiting digital use, called digital disengagement – an apparent paradox in Nordic societies where digital is the dominant paradigm. In this article, we explore the emergence of disconnection-centred devices called “dumbphones”, which cater to individuals wishing to escape hyperconnected lifestyles. Drawing on a new materialist perspective, we present a content analysis of dumbphones’ advertising material, followed by a collaborative autoethnographic study in which we replace our smartphones with dumbphones. We critically weigh the promises of the dumbphones against the actual experience of digital disengagement in Sweden. Our findings illustrate a struggle with digital technologies, even despite their absence, due to emerging workarounds and societal expectations of use.
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48. |
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49. |
- Ryczer-Dumas, Malgorzata, 1990-
(författare)
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Users' agencies : juxtaposing public portrayals and users' accounts of app-mediated cardiac arrest volunteer work in Sweden
- 2022
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Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
- This thesis embraces a social science research perspective to examine uses of the app SMSlivräddare (eng. SMSlifesaving), now Heartrunner, dedicated to alert volunteers nearby to assist people suspected to suffer from a cardiac arrest outside hospital. This case study of the uses of the health and medical app juxtaposes the public portrayals of the app, its prospective users, their agencies and use practices with the volunteer users’ own accounts. The analysis explores dimensions of the app’s and its users’ agencies as delegated by the technology’s portrayals and perceived by its users. It renders visible also possibly obscured aspects of the volunteer users’ agencies and practices at the time of the technology’s implementation in the two first regions, before its subsequent adoption in other Swedish regions and in Denmark. A medical research perspective has so far dominated the studies of lifesaving apps. Such research evaluates the patients’ health outcomes resulting from the app use by the volunteers and concentrates on the examination of the efficiency aspects of the app, such as how many users arrived and how many engaged in resuscitating the patients. At the same time, it contributes to the promissory discourses and instrumental approaches applied to understand the meanings and uses of health and medical apps. In contrast, building on the discourse and thematic analysis of the qualitative research material, this thesis seeks to highlight the users’ perspectives in their co-constructing of the SMSlifesaving technology through their app use practices; it embraces a socio-material theoretical approach and critically explores the users’ agencies as delegated by the discourses of the project developers, managers and evaluators of the medical technology and as negotiated by the users in their daily practices. This thesis, first, investigates the public portrayals of the app, its users and their agencies published online, in the user-recruiting practices, and in a medical research publication evaluating the SMSlifesaving technology. Next, it examines how the volunteers’ accounts describe the rationales of their entry into their SMSlifesaving app use practices, the social context embedding their entry and the meanings which they ascribe to their practices. Third, the study investigates how the volunteers’ accounts in juxtaposition to the online portrayals of the SMSlifesaving technology represent the volunteers’ app use before their receptions of the app’s notifications which inform them about cardiac-arrest cases nearby, at the time of reception of such notifications, and following acceptance of such notifications.Contributing to the field of critical social research on health and medical apps, the thesis identifies that both the SMSlifesaving app users and the technologies they co-construct have agencies. It illustrates the users’ agencies delegated and negotiated; the latter when they overcome the app everyday dependencies and judge the app-mediated volunteer work importance versus their paid work and private life commitments, develop dutiful engagement with the app and re-define the app’s medical promises for the patients and their families
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50. |
- Ingram Bogusz, Claire, et al.
(författare)
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Tracking the Digital Evolution of Entrepreneurial Finance: The Interplay Between Crowdfunding, Blockchain Technologies, Cryptocurrencies, and Initial Coin Offerings
- 2020
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Ingår i: IEEE Transactions on Engineering Management. - : Institute of Electrical and Electronics Engineers (IEEE). - 0018-9391 .- 1558-0040. ; 67:4, s. 1099-1108
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Tidskriftsartikel (refereegranskat)abstract
- A vibrant development is currently taking place in entrepreneurial finance due to the field's digital evolution over recent years. This article aims to assess the interplay between four of the key phenomena that has fuelled this development, namely crowdfunding, blockchain technologies, cryptocurrencies, and initial coin offerings (ICOs). By making use of social media analytics, public discussions on social media concerning crowdfunding, blockchain technologies, cryptocurrencies, and ICOs have been systematically tracked in social media over three time periods between the May 6, 2017, and October 2, 2018. In doing so, a total of 197 770 captured posts across social media platforms have been collected and analyzed. The results illustrate that discussions on blockchain technologies dominated the interplay in the first analyzed time period, that discussions on cryptocurrencies and ICOs dominated the interplay in the second analyzed time period, while discussions concerning blockchain technologies, cryptocurrencies, and ICOs highly converge in the third time period. By illustrating this shift over the analyzed time periods and by offering a systematic exploration of key characteristics of the interplay at hand, this article adds to previous literature on entrepreneurial finance by providing an empirical contribution which details the coevolution of these phenomena in recent years.
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