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1.
  • Sveningsson, Malin, 1968 (författare)
  • Doing gender in a Swedish Internet community
  • 2006
  • Ingår i: Paper presented at the 9th Nordic Youth Research Information Symposium, NYRIS 9, Landscapes of Youth, 12-14 January, 2006, Stockholm.
  • Konferensbidrag (refereegranskat)
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4.
  • Sveningsson, Malin, 1968 (författare)
  • Representations of gender in a Swedish Internet community
  • 2007
  • Ingår i: Paper presented at the 3rd Christina conference on women’s studies & the 4th European gender and ICT symposium, University of Helsinki, March 8-11, 2007.
  • Konferensbidrag (refereegranskat)
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6.
  • Sveningsson, Malin, 1968 (författare)
  • Ungdomars köns- och identitetsarbete på Internet
  • 2006
  • Ingår i: Kulturstudier i Sverige. Nationell forskarkonferens, 13–15 juni, 2005, Norrköping, Sweden. Linköping Electronic Conference Proceedings. ; , s. 977-996
  • Konferensbidrag (refereegranskat)
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7.
  • Sveningsson, Malin, 1968 (författare)
  • Young men’s gender- and identity work in a Swedish Web community
  • 2005
  • Ingår i: . Paper presented at Internet Research 6.0: Internet Generations. International and Interdisciplinary Conference of the Association of Internet, Chicago, October 5 - 9, 2005.
  • Konferensbidrag (refereegranskat)
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8.
  • Sveningsson, Malin, 1968 (författare)
  • Young women’s gender-and identity work in a Swedish web community.
  • 2004
  • Ingår i: Paper presented at Internet Research 5.0: Ubiquity? International and Interdisciplinary Conference of the Association of Internet Researchers at the University of Sussex, England, 19-22nd September 2004.
  • Konferensbidrag (refereegranskat)
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9.
  • Mathew Martin, Poothullil John, 1965- (författare)
  • Web Accessibility for Persons with Disabilities : Evidence from India
  • 2008
  • Ingår i: Communicator. - New Delhi, India : Indian Institute of Mass Communication. - 0588-8093. ; XLIII:1, s. 28-56
  • Tidskriftsartikel (refereegranskat)abstract
    • Websites are today the face of an organization, with Global reach. The Information and Technology (IT) Act 2000 of India, is entirely silent on the subject of web accessibility. However the United Nations Convention on the Rights of Persons with Disabilities (UNCRPD) guidelines of 2009, which has been ratified by Govt. of India, of which Article 9.2 (g) & (h) especially lays down that, states should facilitate access for Persons with disabilities (PWDs) to new information and communication technologies, especially the Internet. A study was undertaken on 3rd December 2009, to analyze the qualities of a website designed by Government Organizations (GOs) and Non-Government Organizations (NGOs) working for PWDs in terms of Information & Dissemination, Accessibility, Design and Interactive participatory features. The main contribution of this study is to illuminate the features of websites used by GOs and NGOs working for PWDs in India and its accessibility.
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12.
  • Sveningsson, Malin, 1968 (författare)
  • Cyberlove. Creating Romantic Relationships on the Net.
  • 2000
  • Ingår i: Paper presented at the conference Internet Research 1.0: The State of the Interdiscipline. The Association of Internet Researchers First International Conference. September 14-17, 2000, University of Kansas in Lawrence, Kansas, USA..
  • Konferensbidrag (refereegranskat)
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13.
  • Sveningsson, Malin, 1968 (författare)
  • Moral Codes and Double Standards in a Swedish Web Chat
  • 2001
  • Ingår i: Paper presented at the conference Internet Research 2.0: Interconnections. The Association of Internet Researchers Second International Conference.October 10-14, 2001, University of Minnesota, USA..
  • Konferensbidrag (refereegranskat)
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14.
  • Sveningsson, Malin, 1968 (författare)
  • Play and Performance in a Swedish Web Chat
  • 2001
  • Ingår i: . Paper presented at the 15th Nordic Conference on Media and Communication Research, Reykjavik, Island, August 11-13 2001..
  • Konferensbidrag (refereegranskat)
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15.
  • Westlund, Oscar, 1979 (författare)
  • The adoption of mobile media by young adults in Sweden
  • 2007
  • Ingår i: Mobile Media 2007. - 9781864878905
  • Konferensbidrag (refereegranskat)abstract
    • A qualitative analysis of adoption and use of mobile media among young adults. Discusses the reasons to why people have not adopted mobile media. The article gives special attention to journalistic news for mobile devices.
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16.
  • Röhle, Theo, 1976- (författare)
  • Desperately seeking the consumer : Personalized search engines and the commercial exploitation of user data
  • 2007
  • Ingår i: First Monday. - : University of Illinois Libraries. - 1396-0466. ; 12:9
  • Tidskriftsartikel (refereegranskat)abstract
    • With reference to surveillance studies theory, this paper critically assesses the role of personalized search engines as a mediator between advertisers and users. It first sketches the economic and technical background of online marketing and personalized searches. Then, it engages in an in-depth discussion of two examples of personalized search engines with regard to the data collection process used and the way in which this data is used for advertising purposes. The discussion shows that users' information needs, as well as their personal data, are subject to a growing pressure in terms of commercial exploitation. Essentially, search engines now fulfill the task of translating information needs into consumption needs.
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17.
  • Röhle, Theo, 1976- (författare)
  • ’Think of it first as an advertising system’ : Personalisierte Online-Suche als Datenlieferant des Marketings
  • 2007
  • Ingår i: Kommunikation@gesellschaft. - 1616-2617. ; 8:1
  • Tidskriftsartikel (refereegranskat)abstract
    • Suchmaschinen gehören seit langem zu den wichtigsten Werbeträgern im Netz und es wird mittlerweile offen zugestanden, dass die gezielte Vermarktung von Werbeplätzen sich zur Kernaufgabe der Suchmaschinenbetreiber entwickelt hat. Um dem Ruf nach relevanteren Suchergebnissen nachkommen zu können, binden neue Formen der personalisierten Suche immer weitere Bereiche des Nutzerverhaltens in den Suchprozess ein, gleichzeitig schaffen die gesammelten Daten aber auch die Grundlage für eine noch engere Verzahnung ökonomischer Interessen mit dem persönlichen Nutzungskontext. Mit Bezug auf aktuelle Theoriebildung aus den "Surveillance studies" diskutiert der Beitrag die Rolle der personalisierten Suche als Bindeglied zwischen Nutzer und Werbung. Sowohl die Entwicklung der Online-Werbung als auch die technischen Grundlagen der personalisierten Suche werden skizziert, um schließlich an zwei konkreten Beispielen zu erläutern, welche Daten bei der personalisierten Suche erhoben werden und wie diese zu Werbezwecken verwendet werden können. Dabei wird deutlich, dass die zunächst zur Verbesserung der Suchergebnisse erhobenen Nutzerinformationen einem immer stärkeren kommerziellen Verwertungsdruck ausgesetzt sind.
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18.
  • Zimmerman, Ewa, et al. (författare)
  • Emergent functions in Intranet information management
  • 2003
  • Ingår i: Knowledge Management in Electronic Government. - Berlin, Heidelberg : Springer Berlin/Heidelberg. - 9783540401452 - 9783540448365 ; , s. 186-191
  • Konferensbidrag (refereegranskat)abstract
    • Organizations and municipalities implements advanced information technology, intranets, in order to enhance information management within the organization.. This technology is implemented with great reliance on the technology aspect. New functions emerge as a consequence of technology, functions not planned for. This paper puts focus one such function, the key persons responsible for publishing on intranets. A descriptive study shows that these persons do exist and describes some problems they appreciate.
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19.
  • Bennerstedt, Ulrika, 1979 (författare)
  • Lessons learned from ’being’ virtually there: Worded action in the perceptual field of online computer games
  • 2008
  • Ingår i: Paper presented at ECER 2008, From teaching to Learning (September 2008, Gothenburg, Sweden).
  • Konferensbidrag (refereegranskat)abstract
    • Computer games are assumed to, for better or worse, influence knowledge, beliefs and attitudes of the user. Assumptions are often based on computer games complex environments and visual components. This has brought along expectations about using computer games within education for pedagogical purposes. Though, attempts to use computer games in education has shown to be a complicated affair, demanding structures surrounding such attempts that often is not met. Further, research show that games cannot be used in ways that other media have been invoked in education. Computer games as category is used to a wide array of products. Those different genres give rise to different activities from the players. Online game environments are a category which can be seen as the next computer game area to be glanced at for pedagogical purposes. Though, earlier research on learning and computer games are based on computer game formats that lack crucial features from online games. The most obvious difference is that players’ meet other players within these online spaces, and interact through virtual bodies. The most popular and developed virtual worlds focus game-specific contents. This paper take such online game worlds (i.e. massively multiplayer online role-playing games, MMORPG) as focus for scrutinizing players activity. How, then, are online game formats to be understood in relation to learning aspects? Earlier research concerning Massively Multiplayer Online Games has, among all, studied the lingo developed between players’ in online games. This paper advocates for studying online gaming worlds as domains in itself. In other words, how players’ manage their virtual bodies (i.e. the avatar) in conduct with others in task-oriented group activities, or the work players do when they role-play a character through the mediated tool of the avatar. To play, live and communicate in online games, players’ need to master their avatar through typing in chat channels and using interaction methods that have been institutionalized in these online spheres. These institutionalized ways to act and be, stems from earlier technological online environments. Hence, the paper argues that the skills and competencies needed to “be” in an online game space must be considered before embracing them for learning potentials outside activities that is done in ordinary “virtual” life. The empirical material comes from screen-captured video-recorded avatar-interaction within the online games World of Warcraft and The Lord of the Rings Online. Detailed transcripts have been transformed into sequential art to highlight aspects of the activities to make the setting understandable for outsiders.
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20.
  • Bennerstedt, Ulrika, 1979 (författare)
  • Sheeping, sapping and avatars-in-action: An in-screen perspective on online gameplay
  • 2008
  • Ingår i: In S. Mosberg Iversen (Ed.), Proceedings of The [Player] Conference. IT University of Copenhagen, Denmark, August 2008. ; , s. 28-52
  • Konferensbidrag (refereegranskat)abstract
    • This paper is about the various practices that players use to coordinate their in-game activities. In the paper, screen-captured video data of one group of players’ gameplay are scrutinized in order to explicate coordination work. Instead of seeing interaction between online players as design issues or focusing off-screen events, the paper reframes in-screen collaboration activities as participants’ concerns. In order to explore empirical examples of players’ accomplishment of tight coordination in massively multiplayer online games, ethnomethodological influenced interaction analysis is used. The paper elaborates a player perspective by bridging the researcher’s knowledge of gameplay with empirical in-screen data. This study shows the work players do as coordinated, referential activities; accomplished by means of avatar movements and actions, as well as highlighted and made observable by visual markers and gaming discourse. The players’ achievement of mundane, jointly activities are termed routine play.
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21.
  • Bennerstedt, Ulrika, 1979, et al. (författare)
  • The Spellbound Ones: Illuminating Everyday Collaborative Gaming Practices in a MMORPG
  • 2009
  • Ingår i: In C. O'Malley, D. Suthers, P. Reimann, A. Dimitracopoulou (Eds.), Proceedings of Computer Supported Collaborative Learning. ; (CSCL 2009):Rhodes, Greece, s. 404-413
  • Konferensbidrag (refereegranskat)abstract
    • A common argument about computer games and learning is that the commitment gamers have might be transformed and used in educational practices. In order to unpack gamers’ commitment, the present study investigates collaboration in a Multiplayer Online Role-Playing Game (MMORPG). It investigates gamers’ practices in order to expose their everyday gaming activities and knowledge domains. Drawing on detailed descriptions of team gaming practices, the paper highlights that gamers’ of MMORPGs are hands-on experts in handling a game interface. Their expertise is about skilled stances tied to gaming structures. Also, gamers are members in certain communities and adhere to both community specific epistemologies and to generic ones. These gaming stances are from certain educational approaches difficult to make-sense of, while gamers’ commitments in other perspectives become means for learning. Lastly, in relation to MMORPGs and education, a neglected issue concerns social pressure in gaming communities, resulting in various forms of participation.
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22.
  • Bennerstedt, Ulrika, 1979 (författare)
  • Walking as a dragon slayer: Analyzing online gamers make-believe discourse within a coordinated game activity
  • 2008
  • Ingår i: Space Interaction Discourse International Conference, November 2008, Aalborg, Denmark.
  • Konferensbidrag (refereegranskat)abstract
    • Computer game activities can be mistaken for an easygoing and non-communicative form of entertainment. Such descriptions have shortcomings when seen in relation to what players do in an online game world. Knowledge about the game interface and game specific tasks within the game world is a starting point to act in such social world. As a social world the complexness originates from the multifarious activities players do together when playing and socializing. As such, online game worlds consist of communication mediated through typed text in chat channels (or voice-chat), and interaction between the player’s puppet (i.e. avatar), the game world and other players doings. Such avatar-mediated-interaction has been said to be insufficient in relation to what we do in face-to-face settings (cf. Moore, Ducheneaut & Nickell, 2007). The point of departure in this work concern the ways players actively maintain a role-play discourse concerning something else than is visible in the game space, while at the same time achieve a coordinated game activity. Instead of seeing this layered activity as insufficient or problematic, the material is seen as activities that players do as “visible-rational-and-reportable-for-all-practical-purposes” (Garfinkel, 1967, p. vii). The empirical material comes from naturally occurring video-recorded avatar-interaction within the online game World of Warcraft. Detailed transcripts have been transformed into sequential art to highlight aspects of the recordings to make the setting understandable for outsiders. Further, the empirical material is also used to raise issues in relation to how to collect and utilize transcriptions of such data.
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23.
  • Bennerstedt, Ulrika, 1979 (författare)
  • Welcome to the digital puppet show: Positioning work and make-believe methods in role play MMORPG servers
  • 2008
  • Ingår i: In S. Mosberg Iversen (Ed.), Proceedings of The [Player] Conference. IT University of Copenhagen, Denmark, August 2008. ; , s. 53-87
  • Konferensbidrag (refereegranskat)abstract
    • In this paper it will be suggested that a role play MMORPG server is a complex, institutionalized practice which is built on competent acting in and through a digital puppet. The paper takes departure in four different in-game situations to investigate players’ achievement of various social roles, where role play is one dimension of the interaction. This is made through methods stemming from interaction analysis. The empirical material consists of screen-captured video-recorded data from World of Warcraft and The Lord of the Rings Online. The detailed analysis makes visible the achievement of (in-character) role play, as well as social roles achieved out-of-character. The players’ competences are seen as interactional achievements where they by means of the avatar and other interface resources manage moment-by-moment positioning. Players are seen to make visible their positioning via their digital puppet to move and speak from three different footings; the physical player, the virtual personae and a fantasy character. Furthermore, through the multi-voiced activity the analysis point out players ever-present out of character stance when engaged in various kinds of ‘puppet shows’. Playing on a role play dedicated server demand skilled acting in social and technical characteristics to be able to produce and perceive phenomena seen and heard as a role play event.
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24.
  • Bennerstedt, Ulrika, 1979 (författare)
  • What does it take to 'be' a player? The skilled work of role-players in an online game space
  • 2008
  • Ingår i: Paper presented at Multimodality and Learning International Conference, June 2008, London.
  • Konferensbidrag (refereegranskat)abstract
    • This paper takes departure in arguments and beliefs of playing activities within fantasy role-play and information- and communication technology. Opinions on how to play a fantasy role-playing game have been active since the 70s. The tension stem from, on one side, to play a game with rules and specific outcomes (instrumental play). On the other side, living and breathing as a fantasy character. Also, interactive media, as digital games, have been assumed to diminish the gap between representation and represented phenomena. Such arguments and assumptions can be seen in relation to online game environments, such as World of Warcraft, where computer game rules exists side-by-side with social norms. On certain game servers, role-playing rules exists on a meta-level. In other words, how to be and act as a role-playing character are only regulated within the community of role-play members. The paper describes and analyzes one sequence of screen captured video-data of players’ management of player characters – so called avatars – in interaction with other avatars, focusing both role-play and instrumental play. The work is based on interaction analysis, with influences of methods used in conversation analysis and ethnomethodology. What will be highlighted through the analysis of player actions when managing the tools at hand, i.e. the avatar, the game environment and the discourse produced by text in chat windows, are the ways in which players achieve role-play and instrumental play. The norms and values in online games can be regarded as institutionalized ways where members make visible role-playing phenomena. The players’ avatars are seen to use methods to manage and maintain a role-play focused discourse and perception. And at the same, through movements and actions of avatars, players conduct coordinated instrumental play. What is investigated in this study is the work that is needed to become, what some would call, immersed, and others being ‘in-character’. Thus, players are not per se absorbed in the game experience. As such, the paper investigates the skills needed and used to achieve such play. Using Goodwin’s concept of professional vision when scrutinizing the players’ accomplishment, the activity consist of a practice where discourse, perception and practical action are meshed. The competences players present through their avatars actions is seen as intertwining creative discursive activities with perceptual awareness of the game space.
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25.
  • Linderoth, Jonas, 1970 (författare)
  • Animated game pieces, avatars as roles, tools and props
  • 2005
  • Ingår i: Proceedings of the {player} conference. ; :IT University of Copenhagen
  • Konferensbidrag (refereegranskat)abstract
    • Since Turkle’s seminal work Life on the screen (1995), avatars have been described as a form of alter egos, being means for exploring and playing with identity. Following this line of reasoning, computer gaming is seen as an activity where we become immersed in a fictitious world, pretending to be the character we play. Drawing upon empirical observations of children’s game-play I argue that the relation between the avatar and the player is a more multifaceted affair. The meanings of avatars depend upon how they are framed by the player, thus they can have at least three different functions. Avatars can become roles for socio-dramatic interaction. As extensions of the player’s agency, avatars can become tools for handling the game state. Finally when choosing and using avatars in the presence of others, avatars can become a part of our identity, not as alter egos but as props for our presentation of self on the social arena surrounding the game.
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  • Westlund, Oscar, 1979 (författare)
  • Diffusion of Internet for Mobile Devices in Sweden
  • 2008
  • Ingår i: Nordic and Baltic Journal of Information and Communications Technologies (nb!ict). - 1902-097X. ; 2:1, s. 39-47
  • Tidskriftsartikel (refereegranskat)abstract
    • Diffusion of mobile internet is presently taking place and the mobile phone is being transformed from a predominantly communication device into a multimedia device that can be used for mobile internet. This paper outlines empirical arguments why usage is a more preferable measure than ownership of devices. Diffusion of mobile internet in Sweden between 2006 and 2007 is analysed and the characteristics of the early-adopters are identified. Furthermore, the paper provides explanations for the rate of diffusion via an analysis of attitudes towards different attributes of mobile internet services.
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29.
  • Woolgar, Steve, et al. (författare)
  • Virtual witnessing in a virtual age : A prospectus for social studies of e-science
  • 2006
  • Ingår i: New Infrastructures for Knowledge Production. - : IGI Global. - 9781591407171 - 1591407176 - 9781591407195 - 9781591407188 ; , s. 1-25
  • Bokkapitel (refereegranskat)abstract
    • Despite a substantial unfolding investment in Grid technologies (for the development of cyberinfrastructures or e-science), little is known about how, why and by whom these new technologies are being adopted or will be taken up. This chapter argues for the importance of addressing these questions from an STS (science and technology studies) perspective, which develops and maintains a working scepticism with respect to the claims and attributions of scientific and technical capacity. We identify three interconnected topics with particular salience for Grid technologies: data, networks, and accountability. The chapter provides an illustration of how these topics might be approached from an STS perspective, by revisiting the idea of “virtual witnessing”—a key idea in understanding the early emergence of criteria of adequacy in experiments and demonstrations at the birth of modern science—and by drawing upon preliminary interviews with prospective scientist users of Grid technologies. The chapter concludes that, against the temptation to represent the effects of new technologies on the growth of scientific knowledge as straightforward and determinate, escientists are immersed in structures of interlocking accountabilities which leave the effects uncertain.
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30.
  • Axelsson, Ann-Sofie, et al. (författare)
  • Att etablera ett kollaboratorium inom biblioteks- och informationsvetenskap : behov och utmaningar från ett praktikerperspektiv
  • 2007
  • Ingår i: Svensk biblioteksforskning. - : Högskolan i Borås. - 0284-4354 .- 1653-5235. ; 16:1, s. 1-13
  • Tidskriftsartikel (refereegranskat)abstract
    • This article describes a study that investigated the need for and challenges connected to the establishment of a collaboratory - a sociotechnical forum where information and other resources can be made accessible and used by practitioners within library and information science. In order to identify needs and challenges interviews were carried out with a number of practitioners at a number of different institutions. The results reveal that there is a need for a collaboratory in order to facilitate the sharing of personal knowledge “on demand”. It is of great importance that the collaboratory is well integrated with practitioner’s daily activities.
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32.
  • Frølunde, Lisbeth, et al. (författare)
  • Methodologies for tracking learning paths: designing the on-line research study Making a Filmmaker
  • 2009
  • Ingår i: MedieKultur. - Aalborg : Sammenslutningen af Medieforskere i Danmark. - 0900-9671 .- 1901-9726. ; 46, s. 73-85
  • Tidskriftsartikel (refereegranskat)abstract
    • The article concerns the design of a collaborative research project (2008-09) entitled Making a Filmmaker, which examines how young Scandinavian filmmakers create their own learning paths in formal and/or informal contexts. Our interest is in how learning experiences and contexts motivate the young filmmakers: what furthers their interest and/or hinders it, and what learning patterns emerge. The aim of this article is to present and discuss issues regarding the methodology and methods of the study, such as developing a relationship with interviewees when conducting interviews online (using MSN). We suggest two considerations about using online interviews: how the interviewees value the given subject of conversation and their familiarity with being online. The benefit of getting online communication with the young filmmakers is the ease it offers, because it is both practical and appropriates a meeting platform that is familiar to our participants.
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  • Sonnenwald, Diane H., et al. (författare)
  • Designing to support situational awareness across distances : An example from a scientific collaboratory
  • 2004
  • Ingår i: Information Processing & Management. ; 40:6, s. 989-
  • Tidskriftsartikel (refereegranskat)abstract
    • When collaborating individuals rely on situation awareness (the gathering, incorporation and utilization of environmental information) to help them combine their unique knowledge and skills and achieve their goals. When collaborating across distances, situation awareness is mediated by technology. There are few guidelines to help system analysts design systems or applications that support the creation and maintenance of situation awareness for teams or groups. We propose a framework to guide design decisions to enhance computer-mediated situation awareness during scientific research collaboration. The foundation for this framework is previous research in situation awareness and virtual reality, combined with our analysis of interviews and observations of collaborating scientists. The framework suggests that situation awareness is comprised of contextual, task and process, and socio-emotional information. Research in virtual reality systems suggests control, sensory, distraction and realism attributes of technology contribute to a sense of presence (Witmer & Singer, 1998). We suggest that consideration of these attributes with respect to contextual, task and process, and socio-emotional information provides insights to guide design decisions. We used the framework when designing a scientific collaboratory system. Results from a controlled experimental evaluation of the collaboratory system help illustrate the framework's utility.
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36.
  • Nygren-Junkin, Lilian, 1949 (författare)
  • All Teachers Are Language Teachers! On language promoting strategies in the multilingual classroom.
  • 2007
  • Ingår i: Conference volume, VIPSI-2007 Amalfi.
  • Tidskriftsartikel (refereegranskat)abstract
    • Abstract, the LEA-project. The Language Educator Awareness (LEA) Project has over the past two years, under the auspices of the Council of Europe, worked on creating materials and activities to raise awareness among teachers(-to-be) about the fact that – regardless of what they “officially” teach – they are all language educators as well, indirectly teaching the language of instruction. Increasingly, in classrooms across Europe, we find a student body that is linguistically heterogeneous. This requires that teachers be equipped with tools to meet the needs of all pupils and to work in ways that promote both subject matter learning and language skills. This is a win-win situation. The pupils learn not only the curriculum content but also the school/majority language, and preferably develop their first language as well to an adult proficiency level. Content learning of any kind is in peril if the language used in the classroom is incomprehensible to the learner. The dual purpose of the LEA project is thus provide awareness raising and language-promoting materials for pre-service and in-service training. In addition, activities aimed at developing positive attitudes towards cultural diversity, most of which can be readily adapted for use in a variety of classrooms. This may in turn give rise to questions about the normative cultural view that is often a product of the majority perspective.
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39.
  • Johnson, Ericka, et al. (författare)
  • Viagra Selfhood: Pharmaceutical Advertising and the Visual Formation of Swedish Masculinity
  • 2009
  • Ingår i: Health Care Analysis. - : Springer Science and Business Media LLC. - 1065-3058 .- 1573-3394. ; 17:2, s. 144-159
  • Tidskriftsartikel (refereegranskat)abstract
    • Using material from the Pfizer sponsored website providing health information on erectile dysfunction to potential Swedish Viagra customers (www.potenslinjen.se), this article explores the public image of masculinity in relation to sexual health and the cultural techniques for creating pharmaceutical appeal. We zoom in on the targeted ideal users of Viagra, and the nationalized, racialized and sexualized identities they are assigned. As part of Pfizer’s marketing strategy of adjustments to fit the local consumer base, the ways in which Viagra is promoted for the Swedish setting is telling of what concepts of masculinity are so stable and unassailable that they can withstand the association with a drug that is, in essence, an acknowledgement of ‘failed’ masculinity and ‘dysfunctional’ sexuality. With comparative national examples, this study presents a take on the ‘glocalized’ cultural imaginary of Viagra, and the masculine subject positions it engenders.
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40.
  • Ekelin, Annelie, et al. (författare)
  • KomInDu : A Small Project about Big Issues
  • 2004
  • Ingår i: The proceedings from the biennial Participatory Conferences (PDC)2004. - Toronto : CPSR. - 1581138512
  • Konferensbidrag (refereegranskat)abstract
    • In this short paper, we present glimpses from an interdisciplinary research and development project aimed at enhancing local democracy by developing ICT support for the consultation process around the comprehensive plan of a municipality. For the participating researchers, the project offered the opportunity of combining and comparing approaches and methods from two different design traditions that share democratic ideals and ambitions of nurturing citizen/user participation in design processes. This proved to be more challenging than we had originally anticipated. Differences in perspective gave different interpretations of the design context as well as of how participatory the processes actually were.
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41.
  • Persson, Christian, 1960- (författare)
  • Personalized Printing used as a One-to-One Enabler
  • 2003
  • Ingår i: Building the Knowledge Economy. - 1 58603 3794 ; , s. 329-336
  • Konferensbidrag (refereegranskat)abstract
    • The penetration of digital printers in the graphic arts industry today is rather high. However, only a small percentage of the equipment’s capacity is used for personalized printing. It is instead used for the ordinary production of smaller editions. This means that the primary intention of the technology as a tool to produce personalized material has not been realized. One reason for this is the basic lack of understanding towards the business models that can guide personalized printing and how these models can generate value to the actors on the market. The aim of this paper is to contribute to the basic knowledge of personalized printing as an enabler for a one-to-one information strategy. The question of how personalized printed matter combined with electronically distributed information can be a tool in an information and communication strategy for an industrial manufacturer is also discussed.
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42.
  • Kroon Lundell, Åsa, et al. (författare)
  • The complex visual gendering of political women in the press
  • 2008
  • Ingår i: Journalism Studies. - London : Routledge. - 1461-670X .- 1469-9699. ; 9:6, s. 891-910
  • Tidskriftsartikel (refereegranskat)abstract
    • In this article, we present an analysis of how gendering is “being done” in press visuals of women in politics. In short, we will argue that women professionals working within the area of politics are gendered and type-cast in more complex ways than previous research has yet shown. In a qualitative analysis of visuals from three different political scandals in Sweden involving prominent political women, we analyse the diversified ways of portraying women in visuals that do not simply reproduce the idea that the gendering of women uncritically correlates with concepts like sexualization, objectification, passivity and otherness. As on-lookers of a professional woman in politics caught in a pressing situation in a photograph, we will argue that at times we may be invited to see her as both an Other and a person with whom we can identify ourselves with. Or a woman may be positioned as an object with a focus on appearance, but not by emphasizing her femininity and sexuality but by doing exactly the reverse. We will also discuss the complexity that is related to the various contextual factors that come into play when press photographers and editors communicatively “work” at accomplishing specific gendered visual “preferred readings”.
  •  
43.
  • Dittrich, Yvonne, et al. (författare)
  • Making e-Government Happen. Everyday co-development of services, citizenship and technology.
  • 2003
  • Konferensbidrag (refereegranskat)abstract
    • In a joint research project concerning the use and design of IT in public services, we are using a simple figure of on-going, design-oriented interactions to highlight shifting foci on relationships of codevelopment of services, citzenship and technology. We bring together a number of concrete examples of this on-going everyday co-development, presented from the different perspectives that we, as researchers from different disciplines and traditions, represent in the project. The article explores and discusses wokring relations of technology production and use that we see as central to what is actually making e-government happen - or not happen. The main challenge in this area, as we see it, concerns making visible, and developing supportive infrastructures for, the continuing local adaptation, development and design in use of integrated IT and public services.
  •  
44.
  •  
45.
  • Hansson, Thomas (författare)
  • Learning Objects and Focus Groups on Zing
  • 2009
  • Konferensbidrag (refereegranskat)abstract
    • It is an unsettled issue between research traditions how to negotiate the implied rather than acknowledged dispute between individual agency, i.e. e the ability, need and urge of an individual to act on/in the world and the functioning of a social system. Relations between people are just as crucial for negotiating a learning object as is the individual initiative. I resolve part of the debate by drawing on a digital classroom tool deployed for facilitating verbal group interaction.
  •  
46.
  • Lennstrand, Bo, et al. (författare)
  • Net Society. Content Creation in Broadband Systems
  • 2000
  • Konferensbidrag (refereegranskat)abstract
    • The development of a broadband application which integrates TV, Internet, picture telephones etc has been going on for several years within Telia, Sweden's leading telecom operator. The prototype solutions have been developed from a vision of how the distant communication of the future could function. Results of a qualitative study of how the prototype is perceived by consumers and service providers are presented. Compared to the Internet, the NNS prototype was perceived as being simpler, less confusing, faster to navigate and suited for all kinds of people. This paper has two aims: to provide an inspiration for new applications in a broadband environment, and to indicate problems connected with presenting content in a broadband environment.
  •  
47.
  • Persson, Christian, 1960- (författare)
  • Concurrent Enterprising by means of a Broadband Portal
  • 2002
  • Ingår i: 8th International Conference on Concurrent Enterprising. - Nottingham : University of Nottingham. - 0 85358 113 4
  • Konferensbidrag (refereegranskat)abstract
    • The analysis in this paper is based on a hypermedia interface strategy. A broadband portal issued from the concept of the local metaphor (Fidler 1997) has been developed as a prototype. The prototype has been used as a demonstrator and is evaluated in focus group interviews with users and service providers. The prototype represents an example of a true Concurrent Enterprising system since the broadband portal gives independent customers and service providers the opportunity to cooperate and interact by help of a common technological platform.
  •  
48.
  • Persson, Christian, 1960- (författare)
  • Customisation of Information in The Manufacturing Industry
  • 2004
  • Ingår i: eAdoption and the Knowledge Economy: Issues, Applications, Case Studies. - Amsterdam : IOS Press. - 1 58603 470 7 ; , s. 1148-1155
  • Konferensbidrag (refereegranskat)abstract
    •   The production and distribution of information in connection with products and services is one of the most important functions in today’s business world. The ability to produce and deliver information to the right place on time is often crucial for the company’s reputation and sales. This paper address questions about how companies can establish a dynamic information system with the help of digital media technology and customisation of information. Customisation of information is a process where information is adapted and distributed on different media platforms. A case study of a manufacturing company with global information activity is presented. The case describes a renewal of the company's information strategy in relation to its customer’s preferences. The case demonstrates how multi-channel publishing, including electronic on-line medias, combined with digital printing can offer efficient tools to reach out to the customers with customized information.
  •  
49.
  • Persson, Christian, 1960-, et al. (författare)
  • From printed matters to information distribution New strategies in the Graphic Arts industry
  • 2004
  • Konferensbidrag (refereegranskat)abstract
    • Since the start of digitalization and the introduction of electronic medias suitable for publishing, i.e., the Internet, the printing industry has been struggling to find business models that can survive under these new conditions. Their main strategy up until now has been to find the niches where traditional printing matter is still unthreatened. Another strategy has been to approach the interactive electronic medias and personalize the printed matter with the help of digital printing presses, e.g., print-on-demand and personalized printing. However, long-term survival will demand a broader perspective. Far-sighted printing companies are therefore developing strategies that radically redefine their business. This paper discusses the reasoning behind the new strategies and presents a case study of a printing company that is transforming its activities from traditional printing into multi-channel production and information distribution.
  •  
50.
  • Wikström, Solveig, et al. (författare)
  • E-commerce after the dot com descent
  • 2002
  • Ingår i: Challenges and Achievements in E-business and E-work. - Amsterdam : IOS Press. - 1 58603 284 4 - 4 274 90541 1 ; , s. 69-76
  • Konferensbidrag (refereegranskat)abstract
    • Following a period of immense expectations for electronic commerce and its future role in buying and selling, the e-commerce business idea almost collapsed during the year 2000 when an image of e-commerce as a failure started to become widely spread. However, there are companies that run a profitable and healthy e-commerce business with no dependence on venture capital. In this paper we present new empirical material from ongoing research of successful e-commerce companies. We compare the service qualities of these companies with the success criteria derived from our previous research on consumers’ evaluation of the e-channel, where we hypothesized that the e-channel should be seen as a complementary channel to the traditional channels. Therefore, the focus in this paper is on multi-channel retailers and their interaction with the consumers. The aim is to identify the qualities that seem to characterize profitable e-commerce activities.
  •  
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