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Sökning: hsv:(SAMHÄLLSVETENSKAP) hsv:(Medie och kommunikationsvetenskap) > Högskolan i Skövde

  • Resultat 1-10 av 257
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2.
  • Loman, Stina (författare)
  • Hon skuggar publiken
  • 2018
  • Ingår i: Biblioteksbladet. - Stockholm : Svensk biblioteksförening. - 1651-5447. ; :3, s. 29-32
  • Tidskriftsartikel (övrigt vetenskapligt/konstnärligt)abstract
    • Vilket bibliotek möter dina besökare? Hittar de vad de söker? Ett sätt attfå svar är att testa biblioteket på användarna. Anneli Friberg på Linköpingsuniversitetär en av dem som jobbat längst med UX i biblioteket.
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3.
  • 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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4.
  • Roos, John Magnus (författare)
  • The winner takes IT all : Swedish digital divides in global internet usage
  • 2018. - 1
  • Ingår i: Digital Transformation and Global Society. - Cham : Springer Nature Switzerland AG. - 9783030028459 - 9783030028466 ; , s. 3-18
  • Bokkapitel (refereegranskat)abstract
    • In the present study, we examined the influence of personality factors and demographic factors on Internet usage. Personality was defined from the Five Factor Model of personality in terms of Openness, Conscientiousness, Extraversion, Agreeableness, and Neuroticism, while demographic factors were defined as gender, age and socioeconomic status (e.g. income and educational attainment). The results from a large, representative Swedish sample (N = 1,694) show that global Internet usage can be explained by a high degree of Extraversion, young age and high socioeconomic status. Our findings are consistent with some previous studies, but in contrast with others. We discuss contrasting results in terms of different study designs, cultures and time periods of Internet development. The results are discussed in terms of the “rich get richer model” and digital divides, and what broader implication our findings might have for society. The study may help facilitate our understanding regarding future challenges in the Internet design. 
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5.
  • Friberg, Anneli (författare)
  • Why continuous usability testing can and should be part of regular library activity - from a UX librarian’s point of view
  • 2017
  • Ingår i: REVY. - Aarhus N, Denmark : Danish Research Library Association. - 1904-1969. ; 40:1
  • Tidskriftsartikel (övrigt vetenskapligt/konstnärligt)abstract
    • The interest for user experience (UX) and usability in libraries has grown rapidly over the past years and has now become an essential tool for developing and assessing a library’s digital services and physical spaces. At Linköping University Library (LiUB) we are slowly moving towards a user-centered culture, where users are being observed interacting with both physical and virtual spaces, but this article will only focus on the library’s online presence. The main objective is to argue for continuous usability testing as a part of regular library activity.
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6.
  • Holloway-Attaway, Lissa, et al. (författare)
  • Performing Heritage and Creating Community Through Digital Games, Narrative Agency and Critical Play
  • 2020
  • Konferensbidrag (refereegranskat)abstract
    • Interactive digital media, and in particular digital games, are an increasingly prevalent component of museums and other public cultural spaces to help engage visitors. However, despite their growing presence, they remain under-explored in the ways they mediate a wide variety of cultural expressions and interactions through their differing and unique narrative affordances. Such storytelling differences must be accounted for in order to understand how they may be facilitated and curated with visitors/players in mind. The medium is defined by diminished authorial control in favor of free play and individual agency of expression for players. As such games for heritage present interesting challenges for those who may want to develop, facilitate, and curate them in cultural contexts and with historically accurate content. In fact, the lack of control over content once it becomes interactive and playful can present significant challenges to museum curators, pedagogues and guides. As facilitators of cultural knowledge, they often need to strike a balance between informing visitors/players about cultural heritage and history through deliberately crafted narratives - something museums are well equipped to do - while also providing players with more agency to individually express themselves and to re-write cultural heritage stories and histories through narrative play. In this paper, we present three case studies that exemplify how digital games can be used to give children a less restrictive narrative framework in which they can perform and express history and cultural heritage, rather than by merely re-enacting it. Through these three cases, we describe the processes involved in using digital games as a collaborative stage, or performative platform, on which participants can craft their own narratives to experience and express their own histories and build connections to others in a shared community of play.
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7.
  • Rambusch, Jana, et al. (författare)
  • A pre-study on spectatorship in eSports
  • 2017
  • Konferensbidrag (refereegranskat)abstract
    • A pre-study of spectators' perspectives on eSports was conducted in collaboration with two Swedish game development companies. The main goal was to identify factors that contribute to qualitative spectator experiences and how they can influence game design. A qualitative approach was chosen to explore spectators' perspectives on eSports through observations and focus-group interviews of 28 participants in total. Results indicate that spectatorship is a complex issue that goes beyond the mere watching of a game. We identified four themes that are important for qualitative spectator experiences: the need for an overview of game events; highlighting and exposing hidden objects and events; viewer- and commentator-friendly game pacing; the importance of professional commentators and casters. Based on the results, we present design guidelines and recommendations for the development of games in eSports.
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8.
  • Svensson, Torbjörn, Adjunkt, 1969- (författare)
  • From games to news : Creating an engagement model for digital local news
  • 2024
  • 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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9.
  • Deraz, Hossam, 1971-, et al. (författare)
  • Factors Predicting Consumers' Assessment of Advertisments on Social Networking Sites
  • 2015
  • Ingår i: International Journal of Digital Information and Wireless Communications (IJDIWC). - Hong Kong : The Society of Digital Information and Wireless Communications. - 2225-658X .- 2225-658X. ; 5:2, s. 111-123
  • Tidskriftsartikel (refereegranskat)abstract
    • Marketers act on social networking sites (SNSs) in order to be more efficient in merchandising their products and/or services. Even so, the scope of the published studies regarding the assessment of advertisements on social networking sites (SNAs) is limited. Consequently, the present study aimed to consider credibility and interactivity, in addition to information, entertainment and irritation values, as main factors for consumers’ assessment of SNAs, as perceived by SNSs’ users.An analysis of empirical data helped to identify four main factors for assessing SNAs. These were: information value, entertainment value, credibility value and interactivity value. Irritation value was the only factor that had no significant effect on the assessment of SNAs. Furthermore, based on the beta coefficients, the information and entertainment values of SNAs, in conjunction with credibility and interactivity values, had different outcomes from previous studies. Consequently, the interactivity value was the strongest among the four predictors for assessing SNAs.
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10.
  • Gustavsson, Per M., 1965-, et al. (författare)
  • Machine Interpretable Representation of Commander's Intent
  • 2008
  • Ingår i: Proceedings of the 13th International Command and Control Research and Technology Symposium (13th ICCRTS).
  • Konferensbidrag (refereegranskat)abstract
    • The Network-Centric approach envisioned in the Global Information Grid enables the interconnection of systems in a dynamic and flexible architecture to support multi-lateral, civilian and military missions. Constantly changing environments require commanders to plan for missions that allow organizations from various nations and agencies to join or separate from the teams performing the missions, depending on the situation, as missions unfold. The uncertainty within an actual mission, and the variety of potential organizations that support the mission after it is underway, makes Command Intent (CI) a critical concept for the mission team. With new and innovative information technologies, CI can now be made available to the team of organizations in a coalition environment. Using a flexible and linguistically based approach for representing CI allows Intent to be interpreted and processed by all participants – both humans and machines. CI representations need to be able to express mission team’s purpose, the anticipated End-State of the mission and desired key tasks. In this work, the expression of CI is developed to enable the structure and dynamics of collaboration support.
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