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Search: AMNE:(SOCIAL SCIENCES Media and Communications Human Aspects of ICT) > (2005-2009)

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1.
  • Mathew Martin, Poothullil John, 1965- (author)
  • Web Accessibility for Persons with Disabilities : Evidence from India
  • 2008
  • In: Communicator. - New Delhi, India : Indian Institute of Mass Communication. - 0588-8093. ; XLIII:1, s. 28-56
  • Journal article (peer-reviewed)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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2.
  • Sokoler, Tomas, et al. (author)
  • Embracing ambiguity in the design of non-stigmatizing digital technology for social interaction among senior citizens
  • 2007
  • In: Behavior and Information Technology. - : Taylor & Francis. - 0144-929X .- 1362-3001. ; 26:4, s. 297-307
  • Journal article (peer-reviewed)abstract
    • In this paper we report our early experience with the design of technology for senior citizens. We take as our point of departure a pre-study of the ways in which older adult living occurs at three different senior housing facilities in southern Sweden. We contribute to the current debate concerning the ways in which digital technology can be designed to enable new types of living arrangements for the ever growing population of older people. We focus on technology designed to support the social rather than physical challenges of growing older. In particular we discuss how designing for social interaction can circumvent the stigma associated with being lonely in light of diminishing social networks, changed patterns of interactions with family, moving to a new neighbourhood, and the loss of a spouse. We will suggest that designers, in the design of digital technology for social interaction, deliberately leave room for ambiguity to make it possible for people to leave their intentions of use unarticulated. Furthermore, recognizing that many everyday activities already act as enablers for social interaction, we suggest utilizing such activities as an approach for design. We will support our suggestions by introducing three perspectives: a perspective emphasizing that the population of older adults is one of resourceful individuals; a perspective on social interaction emphasizing its circumstantial nature as an inherent part of everyday activities; and a perspective on the role of digital technology emphasizing its role as merely one of many resources present for human action. Finally, we will present an example concept showing how an enhanced TV remote control may be designed to enable social interactions without inflicting too much on the original experience of watching TV and most importantly, without stigmatizing the people using the remote control as lonely individuals craving the company of others.
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3.
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4.
  • Persson, Christian, 1960-, et al. (author)
  • New Business Forms in e-Business and Media “e-Media”
  • 2008
  • Reports (other academic/artistic)abstract
    • In a preliminary study a Nordic network for e-Business has been established between the media industry, vendors, service providers and scientists. This network has performed this project with the scope to develop new new innovative service forms and products for this new business area called ”e-Media”, and to identify the value chains and new business models needed for this area.The study first analyses the strucrural changes in the media and allied industries, i.e. content creation and advertising. Thereafter, a framework for innovations in e-Media is built together with a variety of business models. The framework is then used to identify new innovative service embryos for e-Media. Finally eight new services are exploited in industrial case studies.The outcome of the project is an extensive description of innovation methods, business models, more than sixty innovation embryos for exploitation and eight examples of more or less successfully exploited e-Media pilot cases. The project also elucidates the huge business potential of e-Media.
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5.
  • Kyhlbäck, Hans, et al. (author)
  • Replace an Old Functioning Information System with a New One-What Does it Take?
  • 2009
  • In: Handbook of Research on Advances in Health Informatics and Electronic Healthcare Applications. - Hershey - New York : Medical Information Science Reference. - 9781605660301
  • Book chapter (peer-reviewed)abstract
    • This chapter addresses a problem that is often experienced when ICT systems are being implemented in a work practice. Posed as a question, it might be formulated like this: What does it take to replace an old functioning information system with a new one? Findings are grounded on a long-term case study at a community elder care. Chapter used the Development Work Research (DWR) approach that is an interventionist methodology comprising ethnography as well as design experiment. During the case study, a new digital case book for the community wound care was developed. However, as it turned out, the nurses´ established practice favored the old-fashioned mobile information system. First conclusion of this chapter is that an old-fashioned information system within health care work will not successfully be replaced by a new one, unless the new is better “as a whole”, that is, better supports work practices of a range of occupational and professional workers. Second conclusion is that when designing information system for the public sector, system designers will almost always face dilemmas based on a contradiction between central, high level interest and local level work-practice perspectives. The third conclusion is that in order to succeed in the design of new information and communication system, the distinctive features of the work activities in question have to be delineated by ethnographic studies, and taken into consideration in the design process.
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6.
  • Lundberg, Jenny, et al. (author)
  • An Approach towards using Agent in Multi-Agent Systems to streamline emergency services
  • 2008
  • In: Proceedings of 5th International Conference on Information Technology and Applications. - Cairns, Austrailia. - 9780980326727
  • Conference paper (peer-reviewed)abstract
    • In emergency services, the evaluation of a situation is performed, manually, which includes synchronizing the services for each situation. However, the work requires divergent and decisive decisions resolved from several points of views, which would benefit from automating parts of the work. Using computer systems in life-critical domains can nvolve careful consideration of the work practice and of the situation components. In this paper, we propose using agents, intelligent agents and meta-agents, to streamline emergency services. The intelligent agents respond to both static and dynamic input in a flexible and structured way and perform required actions. From these actions, the meta-agents are created in which the divisions of dynamic and static information have an impact on the structure of the calculations but also on the outcome produced by the meta-agents. As an example application, we provide a scenario of agents and meta-agents in multi-agent systems, where the meta-agents hold systemic properties. The scenario has a strong grounding in the emergency service domain, in which we highlight coordination issues related to the multi-agents and the meta-agents.
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7.
  • Eriksén, Sara, et al. (author)
  • Mapping service quality : measuring and comparing quality of experience and quality of service for Internet-based map services
  • 2007
  • Conference paper (peer-reviewed)abstract
    • In this paper, we present an on-going research project in which we are focusing on examining how users of map-based services on-line experience the quality of these services when the traffic load is high, and how the users' experiences of acceptable or not acceptable quality can be related to measurable parameters which can be used to manage network traffic and improve technical solutions. The project is a multi- and interdisciplinary project in cooperation between researchers within human work science and informatics, and researchers within telecommunication systems. Additionally, there are two external partners in the project: a provider of Internet-based map services, and a municipality which uses this provider's map services regularly. One of the main methodological issues addressed in the project is how laboratory based, quantitative research methods from research on Quality of Service in the telecommunication systems area can be related to qualitative research methods focusing on workplace- or other live-world based use situations and Quality of Expereince as defined by users of the services. How can experiments and studies be designed, and results shared, such that both network traffic measuring and evaluation of user experiences retain their own paradigmatic validity and relevance, while fruitfully informing service design?
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8.
  • Rönkkö, Kari, et al. (author)
  • Inside Information 2 − Usability and User Research : Eight years of research and method development cooperation
  • 2009
  • Reports (other academic/artistic)abstract
    • This report is a follow up to the Inside Information – Usability and User Research at UIQ Technology report that was made available in October 2006. The initial report was written from an industrial point of view aimed to market UIQ Technology through the demonstration of the UIQ usability and user research philosophy. UIQ Technology Usability Metrics (UTUM) was important result here. UTUM was considered an extremely cost-effective method for keeping in focus what is important for users and handset makers. It was a tool for guiding development decisions as well as for validating the worthiness of design concepts. The two parts in UTUM was perceived by the company as an innovation in their software development practice. The first part was the relationship to users and attitude to their participation in the design process. The second part was how the company immediately and directly incorporated this usability understanding into the software development process. UTUM, together with other usability methods and results presented in this report, have been produced in an action research manner. Due to the closure of the company, the main author of the 2006 report, and the same researchers who also supported the writing of the initial report, decided to produce a follow-up and closure version of the initial report; as a way to summarize the results from the academic and industrial cooperation. In this updated version, eight years of joint action research and cooperative method development surrounding usability and user research is concluded.
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9.
  • Eliasson, Charlott (author)
  • Quality of Experience and Quality of Service in the Context of an Internet-based Map Service
  • 2008
  • Conference paper (other academic/artistic)abstract
    • Increasingly many work processes depend on Information and Communication Technology (ICT) services. These define the efficiency of how tasks are solved. The perceived usability of a service is heavily linked to the performance of the service, for instance the service responsiveness. Users do not like to wait; long response times (RTs) will interrupt their flow of thoughts and finally result in a loss of interest. Quality aspects, seen from the user’s point of view, have gained importance. While the rather traditional notion Quality of Service (QoS) is mostly related to technical quality parameters of the actual data transport, the more recently established notion of Quality of Experience (QoE) extends the notion of quality to include user perception and expectations. Obviously, QoE has strong subjective components and is also connected to the situation and context in which the user finds him- or herself. This work aims at finding quantitative relationships between QoE and QoS in order to provide application designers with means to adapt their application to available networks and the related conditions. We have particularly focused on a Geographical Information System (GIS) Map Service, with a web-based client-server application, used amongst others by professional users for tasks of urban planning. We have conducted user experiments to derive the relationship between user-perceived QoE, expressed qualitatively (through comments) and quantitatively (on the well-known scale from 1 = worst to 5 = best), and the response time, i.e. the time the user has to wait for the execution of a command. We have then established quantitative relationships between the response time and network problems such as losses and delays that have been generated in a controlled way using a traffic shaper between client and server.
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10.
  • Hansson, Thomas (author)
  • Learning Objects and Focus Groups on Zing
  • 2009
  • Conference paper (peer-reviewed)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.
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11.
  • Hillgren, Per-Anders (author)
  • Ready-made-media-actions : Lokal produktion och användning av audiovisuella medier inom hälso- och sjukvården
  • 2006
  • Doctoral thesis (other academic/artistic)abstract
    • A growing global perspective and new technical infrastructure such as the internet give rise to expectations that knowledge and experiences could be shared and mediated between different contexts around the world. In line with this follows an increasing interest in standardization and context-independent ‘learning objects’ that allow content reusability across sites. This dissertation will focus on and argue for knowledge sharing with opposite qualities, where the specific context and the personal and local perspective instead will be central aspects. It's a knowledge sharing where “sender” and “receiver” are closely related and it's based on a socio-cultural perspective where knowledge, context, technology and mediation are deeply interconnected. The arguments are based on two practice based research projects, where interaction designers together with staff members at an intensive care unit and a hand surgery clinic collaboratively designed procedures where locally produced videos is used to enhance and develop the work practice in both these settings. The procedure differs from most ordinary movie production. It is not based on manuscripts or advanced planning, and it's without the more “objective” character common in instruction movies. Digital video technology is rather used to capture a situated and always changing practice, in which staff members film each other in their everyday practice. Making the movies where the work usually gets done helps practitioners elicit what should be told in the movies; what needs to be shown, named and forgrounded. The movies could be about “how to handle medical equipment”, “how to treat a severe wound” or “an articulation of a patient's specific situation and future rehabilitation”. The videos are based on “ready-made” actions already taking place in the everyday environment. Their character is informal and personal and they are later used as support for staff or patients with a close relation to the context. The local production makes it easy to adapt the content to changing circumstances, but it also allows staff members to get a view of how other colleagues perform their everyday work. This creates good opportunities for them to reflect on what they are doing and how their daily work could be improved. In addition to the reflections regarding video production, the PhD thesis will also focus on Participatory Design (PD) and the implications of close collaboration with users. PD is often considered not to lead towards the more innovative and only benefit incremental design processes. In the thesis, arguments will be presented that close PD instead could be based on an approach where designers challenge the users and conduct fruitful “collisions” with them and their environment. It could be “collisions” between values and perspectives, but also between design ideas and the real working context. This is achieved through experiments in the daily practice, where ideas encounter as much resistance as possible with the conflicting artifacts, people and ideas residing in the context.
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12.
  • Bäcke, Maria, 1969- (author)
  • Construction of Digital Space : Second Life as a fantasy or a work tool
  • 2007
  • Conference paper (peer-reviewed)abstract
    • Drawing upon Gaston Bachelard´s The Poetics of Space and Henri Lefebvre´s The Production of Space, I read both private and public digital 3D spaces made available through SL and examine to what extent they are inscribed in or distanced from the underlying ideology of Second Life. I use textual sources - written codes of conduct, covenants written by the land owners, actual buildings and environments created in Second Life, an interview, as well as blogs and articles - to explore how three different categories of space are constructed and maintained: one where SL is primarily seen as a work tool for profit or teaching, another where the main goal is a detailed, homogenuous and highly visual space, and a third category where a homogenuous space is created in order to enable a more organized fantasy and facilitate game-play. Choice of Theme: Expressions of ideology in design and digital technologies
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13.
  • Bäcke, Maria, 1969- (author)
  • Self, Setting, and Situation in Second Life
  • 2009
  • In: Literary Art in Digital Performance. - New York : Continuum. - 9780826436009 ; , s. 109-142
  • Book chapter (peer-reviewed)abstract
    • Linden Lab, the company behind the online world Second Life (SL), invites multiplic- ity with slogans like “Your World. Your Imagination.”1 Yet many SL residents’2 profiles give evidence of adjustment to group narratives or norms in various social spaces inside the world. They seem to favor already established social and cultural conventions when creating an online identity; hence they also adjust to already existing hierarchies. I argue that residents in SL recreate social orders and power structures similar to ones already existing outside SL, even though they are of course under no obligation to do so. In that sense social and cultural patterns are reproduced and in some cases even amplified. My aim here is to trace social dynamics evident in three groups within this digital space and my hypothesis is that the rules of these social spaces then function as a foundation and guideline for identity formation, and in fact almost seem to prescribe a certain way of acting or behaving. Two of the groups have a clear role-playing profile, based on books and movies, whereas role-playing is not required, although possible, in the third group. All of them are thus removed from the lifeworld by constituting either purely fictive or, conversely, historical constructs, but they can nevertheless provide clues to how the residents think in an environment that is not primarily “real life” based, and in which anything, even a utopia, can be possible. By reading group charters and profile descriptions found in the SL search engine, and studying articles and blogs functioning either as group information channels or journals for individuals in each community, I examine the motivations and power structures driving avatar and online identity construction in role-playing communities, with a focus on the interac- tion between the overarching “state” power, the Linden Lab, the three communities, their respective role-models, and the rules that govern them, as well as the individuals that are a part of them. 
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14.
  • Liang, Xu, et al. (author)
  • Enhance Flexibility in Human Agent Interaction a Case Study on IMAS Agent System
  • 2008
  • Conference paper (peer-reviewed)abstract
    • Human Agent Interaction (HAI) is considered as a sub area in Human Computer Interaction (HCI), in which the computer systems are specified as agent systems. Computer agents are different from traditional Information Systems in aspects of autonomy, adaptivity, and persona when interacting with human users. The usability principles in HCI research should be refined to focus on agent special characteristics when designing agent systems. We argue that flexibility should be especially enhanced in such a case.
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15.
  • Nacke, Lennart (author)
  • From Playability to a Hierarchical Game Usability Model
  • 2009
  • Conference paper (peer-reviewed)abstract
    • This paper presents a brief review of current playability and game usability models. This leads to the conception of a high-level game usability framework model that integrates current usability approaches in game industry and game research.
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16.
  • Svensson, Marcus Sanchez, et al. (author)
  • Embedding instruction in practice : contingency and collaboration during surgical training
  • 2009
  • In: Sociology of Health and Illness. - : WILEY-BLACKWELL PUBLISHING, INC. - 0141-9889 .- 1467-9566. ; 31:6, s. 889-906
  • Journal article (peer-reviewed)abstract
    • In this paper we address the ways in which surgeons, in collaboration with other members of the surgical team, create occasions for demonstration and instruction within the highly complex and demanding tasks of a surgical operation. Drawing on video recordings of surgical operations, augmented by field studies, we examine how particular phenomena and procedures are made accessible and intelligible to trainees and the ways in which brief episodes of insight and instruction enable complex procedures to be followed and understood. We consider the ways in which demonstration and instruction are achieved, whilst preserving the integrity of medical practice, and explore how trainees are provided with the opportunity to witness, and learn from, the contingent deployment of formal procedures in particular cases. We conclude by considering our observations in the light of recent discussions of practice and situated learning in healthcare training.
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17.
  • Björgvinsson, Erling (author)
  • Socio-material mediations : learning, knowing and self-produced media within healthcare
  • 2007
  • Doctoral thesis (other academic/artistic)abstract
    • The thesis discusses lessons learned and issued raised when exploring how self-produced rich media can facilitate sharing of meaning between healthcare professionals at an intensive care unit and between healthcare professionals and patients within a hand surgery clinic. Design experiments conducted at the intensive care unit focused on how healthcare professionals could collaboratively produce ‘best practice’ videos displayed on handheld devices and accessed through barcodes placed out in the unit. The making of the videos it is argued can be seen as a temporary convergence of different views when reifying ‘best practice.’ Design experiments conducted at the hand surgery clinic focused on how healthcare professional and patients collaboratively could produce, during consultations, rich media documents that are tailored to the patients’ specific needs. The rich media documents made can be seen as a temporary convergence of two distinct practices; namely that of hand surgery treatment and the practice of everyday life. Making of rich media documents in both projects resulted in developing relational spaces of informal learning, which engendered the making of rich reifications that function well in close relation to participation. To engender the making of the rich media documents demanded the establishment and hardening of a socio-technical infrastructure which can be seen as a temporary convergence between tools and practices where both the tools and practices are changed. In both cases using these videos in turn demanded that the videos, a form of local collaborative hardenings, needed to be translated anew and so to speak “defrosted.” The design consequences are that designers need to acknowledge materiality as an ongoing process which is given meaning through participation over time within and across communities of practice. Materiality and human agency in this instance are not seen as discrete elements, but rather highly intertwined. The second design consequence is that we need to acknowledge the complexity, partiality, and multiplicity of such relational spaces. Methodologically, the consequences are that it is important to consider where the designers position themselves and the artifacts in the network of relations, since different positioning will have different implications for the subsequent spaces of action.
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18.
  • Groth, Kristina, et al. (author)
  • Creating a space for increased community feeling among geographically distributed teachers
  • 2005
  • In: Proceedings of the 4th decennial conference on Critical computing. - New York, USA : ACM. - 1595932038 ; , s. 145-148
  • Conference paper (peer-reviewed)abstract
    • We present the initial stages of a project in which we focuson participatory design methods to build information andcommunication technology support that stimulate knowledgesharing in a group of geographically distributedteachers. Teachers in general spend most of their time in aclassroom leaving few opportunities for social encountersand chats with their colleagues. The prototype we aredeveloping focuses on informality and playfulness, thatwould increase the social communication and thereby thecommunity feeling. In turn, this would ultimately increaselearning among the setting members.
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19.
  • Räsänen, Minna, et al. (author)
  • A new role for anthropology? : rewriting "context" and "analysis" in HCI research
  • 2006
  • In: NordiCHI 2006. - New York, NY, USA : ACM. - 1595933255 - 9781595933256 ; , s. 175-184
  • Conference paper (peer-reviewed)abstract
    • In this paper we want to reconsider the role anthropology(both its theory and methods) can play within HCI research. One of the areas anthropologists can contribute to here is torethink the notion of social context where technology isused. Context is usually equated with the immediateactivities such as work tasks, when and by whom the task isperformed. This tends to under represent some fundamentalaspects of social life, like culture and history. In this paper,we want to open up a discussion about what context meansin HCI and to emphasize socio-structural and historicalaspects of the term. We will suggest a more inclusiveanalytic way that able the HCI community to make “better”sense of use situation. An example of technology use in aworkplace will be given to demonstrate the yields this kindof theoretical framework can bring into HCI.
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20.
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21.
  • Håkansson, Anne, 1963- (author)
  • The User Centred Knowledge Model - t-UCK
  • 2008
  • In: Knowledge-Based Intelligent Information and Engineering Systems, PT 3, Proceedings. - Berlin Heidelberg : Springer Berlin/Heidelberg. - 9783540855668 ; , s. 779-787
  • Conference paper (peer-reviewed)abstract
    • In knowledge engineering, modelling knowledge is the process of structuring knowledge before implementation. A crucial part of system development depends on the acquiring and structuring, since the quality of system’s contents is of decisive importance for making good decisions. Models are needed to assure that all the required knowledge is present. However, the current models tend to be large and this makes it hard to get a grip on the knowledge presented by the model. Also, many models are difficult to use and the users have to be experts on the models before using them. To avoid these problems, we introduce the User-Centred Knowledge Model (t-UCK) for modelling knowledge. The model supports different users, i.e., domain experts, knowledge engineers and end-users, to model, implement, test, consult, and educate through the use of graphic representation and visualisation.
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22.
  • Nacke, Lennart, et al. (author)
  • Gameplay Experience in a Gaze Interaction Game
  • 2009
  • Conference paper (peer-reviewed)abstract
    • Assessing gameplay experience for gaze interaction games is a challenging task. For this study, a gaze interaction Half-Life 2 game modification was created that allowed eye tracking control. The mod was deployed during an experiment at Dreamhack 2007, where participants had to play with gaze navigation and afterwards rate their gameplay experience. The results show low tension and negative affects scores on the gameplay experience questionnaire as well as high positive challenge, immersion and flow ratings. The correlation between spatial presence and immersion for gaze interaction was high and yields further investigation. It is concluded that gameplay experience can be correctly assessed with the methodology presented in this paper.
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23.
  • Heath, Christian, et al. (author)
  • Video and qualitative research : analysing medical practice and interaction
  • 2007
  • In: Medical education. - : Blackwell Publishing. - 1365-2923. ; 41:1, s. 109-116
  • Journal article (peer-reviewed)abstract
    • There has been a longstanding recognition that video provides an important resource within medical education particularly, perhaps, for training in primary health care. As a resource for research, and more specifically within qualitative social science studies of medical practice, video has proved less pervasive despite its obvious advantages. In this paper, we sketch an approach for using video to inform the analysis of medical practice and the ways in which health care is accomplished through social interaction and collaboration. Drawing on our own research we discuss two brief examples; one the use of computing technology in primary health care and secondly informal instruction during surgical operations. The examples illustrate the multimodal character of medical work, how activities are accomplished through the interplay of talk, the visual and the use of material artefacts. They also illustrate the ways in which video provides access to the complex forms of social interaction and collaboration that underpin health care. We reflect upon the research opportunities afforded by video and the ways in which video based studies of interaction can contribute to the practice and practicalities of medicine.
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24.
  • Proceedings of the 5th Nordic Conference on Human-Computer Interaction - Using Bridges
  • 2008
  • Editorial proceedings (other academic/artistic)abstract
    • NordiCHI is the main forum for human-computer interaction research in the Nordic countries. It is a biannual event. The first four were held in Stockholm (2000), Aarhus (2002), Tampere (2004) and Oslo (2006). This year's conference in Lund is hosted by Lund University in affiliation with Malmö University and IT University of Copenhagen.The theme is Using Bridges: A key challenge that our everyday culture raises is to find better ways to combine theory and practice. Bridging needs to take place on many levels: individual-to- individual, many-to-many, culture-to-culture, region-to-region, human-to-artefact, mankind-to- technology, and artefact-to-artefact. The vision is that the conference will enable the meeting of cultures within HCI --- geographically distinct ones as well as those of academia, industry and public life.The broad call for participation elicited an excellent response, and we are happy to offer a high-quality technical programme that combines the best of the NordiCHI tradition with emerging trends in interaction design. The technical programme combines five different categories of submissions: full papers, short papers, design cases, industrial experience reports and interactive events (demonstrations). The industrial experience report category follows the initiative from NordiCHI 2006, whereas the design case category is new this year. The intention of design cases is twofold: to open a venue for the growing community of design researchers in HCI, interaction design and related fields, and to experiment with a format for knowledge production in which the significance of critics and criticism is acknowledged.We received 139 full papers, 112 short papers, 3 design cases and 9 industrial experience reports. An international committee comprising 161 reviewers helped in the selection process. In the end we accepted 42 full papers, 39 short papers (12 for plenum presentation and 27 as poster presentations), 2 design cases each with two critiques, and 8 industrial experience reports. The acceptance rate for full papers was 30.2% and 34.8% for short papers. The submitted full papers represent 20 countries, with the accepted ones representing 9, whereof 5 are outside the Nordic region.
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25.
  • Bäcke, Maria, 1969- (author)
  • Avant-Garde and Subversion in an Online 3D World
  • 2008
  • Conference paper (peer-reviewed)abstract
    • The 3D online world Second Life provides ample opportunities for both role-play and social interaction. Moreover, the relative lack of explicit game-rules (at least initially) on the part of the creator, Linden Lab, provided the gamers with a carte blanche to be anyone they want and give them the freedom to do almost anything. It has become clear, however, that Linden Lab has found reasons for making alterations in their legislative framework. Additionally, local game rules are being developed in many places and there are huge differences in how these rules are maintained and enforced. Using theories of the avant-garde (Greenberg, Poggioli, Bürger) as a stepping stone, as well as Manuel Castells’ four-layered theory of Internet cultures (the techno-meritocratic, the hacker, the virtual communitarian and the entrepreneurial culture), my intention is to explore the actions of, and the attitudes towards, the type of digital avant-garde that is exemplified by gamers/hackers/griefers/deviants. I will look at this both on a "global level" and on a local level, where communities and sim owners use different strategies to control their land and gamers’ behaviour on it. The global data will be taken from the”Incident Management Report” which is issued by the Second Life Governance Team on violation against Linden Lab rules. Additionally, I will carry out interviews with sim owners and community representatives, as well as with some of those who are labelled grievers. I will also look at blogs and articles that address the issue of grievers and disruptive behaviour in an online world.
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