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Sökning: hsv:(SAMHÄLLSVETENSKAP) hsv:(Medie och kommunikationsvetenskap) > Högskolan Väst

  • Resultat 1-10 av 544
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1.
  • Jungselius, Beata, 1982-, et al. (författare)
  • Keeping Memories Alive : A Decennial Study of Social Media Reminiscing, Memories, and Nostalgia
  • 2023
  • Ingår i: Social Media + Society. - : Sage Publications. - 2056-3051. ; 9:4, s. 1-15
  • Tidskriftsartikel (refereegranskat)abstract
    • In this article, we present findings from an analysis of social media users’ own descriptions of having lived with social media for over a decade. In doing so, we draw upon the users’ reflections as related in data collected over 10 years. We present findings from a unique dataset of 36 stimulated-recall interviews, where we have studied the same group of informants in 2012, 2017, and 2022. While previous work on reminiscing, memories, and social media have relied on descriptions of practices as they are remembered, our approach has allowed us to follow and examine how users reflect upon their own practices over time. In this article, we focus on social media reminiscing practices and show how social media users seek and engage with previously posted social media content to reminisce and how their reflecting upon how their social media practices have evolved over time evoke ambiguous feelings. Drawing upon previous work and our own empirical material, we define and discuss social media nostalgia. We describe how social media users experience both personal social media nostalgia (referring to how I was), and historical social media nostalgia (referring to how it was) when reflecting upon past social media practices and demonstrate how social media users nostalgize as they interact with and through social media memories. Finally, we discuss our findings in relation to the interplay between reminiscing practices and technology and point to how social media memories represent a detailed insight into an ongoing social transformation of everyday life.
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2.
  • Spante, Maria, 1967 (författare)
  • Connected Practice: The Dynamics of Social Interaction in Shared Virtual Environment
  • 2009
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This thesis investigates the phenomenon of social interaction in shared virtual environments (SVEs), supported by virtual reality (VR) systems over time. SVEs are computer generated 3D graphical spaces where geographically distributed people can meet and interact with each other in a graphical space. Although there have been a number of studies about social interaction in SVEs, there has been a lack of research looking into changes over time, which this thesis does.In order to gain more knowledge about social interaction over the longer term, this thesis compares and contrasts four different types of VR systems that supported various SVEs. Two of the systems were internet based SVEs on desktop computers where many users could interact at the same time. One of the SVEs had voice based communication. The other SVE had text based communication. The other two were based in laboratory settings. One setting was networked immersive projection technologies (IPT) in which two participants performed a variety of tasks together. The other was one IPT connected to a desktop VR and participants changed systems half way through the trial in which they collaboratively solved a task together. In both settings voice based communication were used. Observations and other methods of analysis were carried out, focusing on differences and similarities in peoples behaviors in the process of social interaction over time in SVEs.The six papers contained in this thesis explore social interaction over time in shared virtual environments. This thesis argues that technology becomes not only a tool for social interaction; it also becomes a key aspect in social interaction. While the technology filters out some of the social cues we are familiar with from face to face situations, it also ‘filters in’ new cues that become important for how people can connect to each other in the shared virtual environment. Over time, these social cues, that people creates among themselves while using the technology, become essential for people learn about; otherwise they find it difficult to relate to each other and do things together in the shared virtual environments.The more difficulties people have in figuring out how to use the technology while interacting with others, the less they will accept the technology as an appropriate tool for connecting people and doing things together. The reason for this is that social and technical issues can only be separated analytically in shared virtual environments; in practice, as this thesis shows, they are highly intertwined.This thesis puts forward a dynamic model identifying the importance of looking more explicitly at individuals, technology, task and time while studying social interaction in SVEs. In this way, the thesis combines a number of insights both from previous social science theories of social interaction and practices - together with observations from the studies this thesis builds on. The thesis puts forward a concept that includes these insights - connected practice, defined as the dynamics of social interaction in technical systems. This concept can guide future studies to incorporate both technical and social aspects over time since it was shown to be the key to understanding the phenomenon of this thesis. It is finally suggested in the thesis that the concept connected practice can be utilized in other technical systems apart from SVEs in future research of social interaction in technical systems.
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4.
  • Hedman, Ulrika, 1966 (författare)
  • Making the most of Twitter: How technological affordances influence Swedish journalists’ self-branding
  • 2017
  • Ingår i: Journalism. - : SAGE Publications. - 1464-8849 .- 1741-3001.
  • Tidskriftsartikel (refereegranskat)abstract
    • Journalists are among the most frequent users of Twitter, and Twitter has become an important platform for personal branding. Social media logic promotes not only a chase for virality and impressive metrics but also a mix of professional, personal, and private content, as well as sharing, interaction, and dialogue. Focusing one aspect of social media logic, the aim of this study is to analyze how the technological affordances of Twitter shape journalists’ self-branding in their account presentations and whether there are differences between groups of journalists. The study draws on a quantitative content analysis of Swedish journalists’ Twitter presentations and account information (N = 2543). The findings suggest that Swedish journalists on Twitter brand themselves as being more audience oriented, networking, and individualistic, projecting a mixed identity including both professional and personal features, and that social media logic influence journalists’ self-branding.
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6.
  • Mylonopoulou, Vasiliki, 1985, et al. (författare)
  • Searching for Empathy: A Swedish Study on Designing for Seniors
  • 2020
  • Ingår i: PervasiveHealth: Pervasive Computing Technologies for Healthcare. - New York, NY, USA : ACM. - 2153-1633.
  • Konferensbidrag (refereegranskat)abstract
    • This paper is a call to rethink how we describe groups of users and create design tools that may influence the design practice and foster specific mentalities. Many times, research literature plays an important part in the design process and decision making, yet the role it has in creating an understanding of the user is seldom discussed. To support a project focusing on designing for seniors, a multidisciplinary team selected relevant literature for the beginning of the design process. The literature selected consisted of 'mental' design tools such as methods, considerations, and design domains to support understanding and designing for seniors. This paper describes the tools suggested by the articles and concludes with a reflection on the effect of the literature we choose on the design process using the project as a design case.
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8.
  • Johansson, Lars-Olof, et al. (författare)
  • The dynamics of interaction : exploring a living lab innovation process from a community of practice
  • 2011
  • Ingår i: In proceedings of PACIS 2011, Pacific Asia Conference on Information systems, Brisbane, Australien.. - : PACIS. - 9781864356441 ; , s. nr 79-
  • Konferensbidrag (refereegranskat)abstract
    • This paper is based on a living lab project, which is an open, user-centric, innovation approach,where several actors from industry, user groups and academia are involved. The research question is:how can interaction dynamics be understood in a living lab innovation process? We applied an action-oriented research approach, where the empirical results are from The Find Project (TFP), which aim is to customize an ICT product based on the needs of a user group. The findings are analyzed from a community of practice perspective where three different communities, i) researchers from Halmstad Living Lab (HLL), ii) ICT developers (ICTD) and iii) next of kin of demented elderly persons (NOKD), represented the unit of analysis. We identified situations and activities that played a vital role for the innovation process in terms of boundary interaction dynamics. The contribution of our research to innovation theory is a combination and further exploration of the boundary spanning and communities of practice theories. We have developed a conceptual model describing the dynamics in boundary interactions of an ICT innovation process with regard to boundary objects-inuse and brokering. The conceptual model highlights two different levels of brokering: i) inner-level brokering and ii) outer-level brokering.
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9.
  • Arghavan Shahlaei, Charlotte, 1985-, et al. (författare)
  • Conceptualizing Competence : A Study On Digitalization Of Work Practices
  • 2020
  • Ingår i: Proceedings of the 28th European Conference on Information Systems (ECIS). - 9781733632515
  • Konferensbidrag (refereegranskat)abstract
    • Competence development at work has since long been a core managerial challenge and a topic that has received a steady research interest. In academia, the topic has been explored in what we see as two scholarly traditions: 1) the earlier scholarship on ‘competence’ where discussions of technology have largely been absent, and 2) the later scholarship on ‘digital competence’ where the focus has been on the individual’s abilities to use particular Information Technology (IT) artifacts. With the increased sophistication of digitalization in today’s society, we suggest—while attending to digitalization—competence scholarship needs to go beyond the study of individuals’ ability to use particular IT artifacts. One way to do so is to investigate how digitalization transforms work conditions, and how individuals respond to these shifts. In this study, we focus on the role of today’s cyber-infrastructural technology, such as social media, in re-writing work conditions. By examining, through in-depth interviews, how the work of communication practitioners is digitalized, we 1) extend the conceptualization of digital competence beyond the customary IT competence, and 2) suggest two levels of competence based on two empirically grounded conceptualizations; competence as the optimization of existing resources, and competence as the envisioning of new possibilities.
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10.
  • Pareto, Lena, 1962-, et al. (författare)
  • Virtual TeleRehab : A case study
  • 2011
  • Ingår i: Studies in Health Technology and Informatics. - 0926-9630 .- 1879-8365. - 9781607508052 ; 169, s. 676-80
  • Tidskriftsartikel (refereegranskat)abstract
    • We examined the efficacy of a remotely based occupational therapy intervention. A 40-year-old woman who suffered a stroke participated in a telerehabilitation program. The intervention method is based on virtual reality gaming to enhance the training experience and to facilitate the relearning processes. The results indicate that Virtual TeleRehab is an effective method for motivational, economical, and practical reasons by combining game-based rehabilitation in the home with weekly distance meetings. © 2011 European Federation for Medical Informatics. All rights reserved.
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