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Sökning: WFRF:(Parnes Peter)

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1.
  • Eriksson, Eva, 1976, et al. (författare)
  • Makerspace in school : Considerations from a large-scale national testbed
  • 2018
  • Ingår i: International Journal of Child-Computer Interaction. - : Elsevier. - 2212-8689 .- 2212-8697. ; 16, s. 9-15
  • Tidskriftsartikel (refereegranskat)abstract
    • Digital fabrication and making has received a growing interest in formal and informal learning environments. However, many of these initiatives often start from a grassroots perspective, with little coordination on a national level. This paper illustrates and discusses a study from an ongoing large-scale national testbed in Sweden named Makerspace in schools (Makerskola). The project embodies a series of considerations that arise when a maker approach is applied to a geographically widespread national education context. The results of this study are based on an analysis of the extensive project documentation and first-hand experiences from initiating and running a large-scale national testbed in Sweden, involving more than 30 formal actors and more than one thousand active partners in a national educational setting. The main contribution of this paper is the identification and discussion of five different considerations that have emerged during the project, and include Procurement practices, The teacher and leader perspective, Informing national policy making, Creating equal opportunities, and Progression in digital fabrication.
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2.
  • Acharya, Soam, et al. (författare)
  • Characterizing user access to videos on the World Wide Web
  • 1999
  • Ingår i: Multimedia computing and networking 2000. - Bellingham, Wash : SPIE - International Society for Optical Engineering. - 0819435872 ; , s. 130-141
  • Konferensbidrag (refereegranskat)abstract
    • Despite evidence of rising popularity of video on the web (or VOW), little is known about how users access video. However, such a characterization can greatly benefit the design of multimedia systems such as web video proxies and VOW servers. Hence, this paper presents an analysis of trace data obtained from an ongoing VOW experiment in Lulea University of Technology, Sweden. This experiment is unique as video material is distributed over a high bandwidth network allowing users to make access decisions without the network being a major factor. Our analysis revealed a number of interesting discoveries regarding user VOW access. For example, accesses display high temporal locality: several requests for the same video title often occur within a short time span. Accesses also exhibited spatial locality of reference whereby a small number of machines accounted for a large number of overall requests. Another finding was a browsing pattern where users preview the initial portion of a video to find out if they are interested. If they like it, they continue watching, otherwise they halt it. This pattern suggests that caching the first several minutes of video data should prove effective. Lastly, the analysis shows that, contrary to previous studies, ranking of video titles by popularity did not fit a Zipfian distribution.
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3.
  • Backman, Ylva, 1985-, et al. (författare)
  • App-supported Philosophical Dialogues: Designs, challenges and Participants’ Experiences
  • 2022
  • Konferensbidrag (refereegranskat)abstract
    • In an ongoing project (Vinnova, project dnr 2019-04651), we develop an app, called Dialogica, which is intended for use in app-supported philosophical dialogues for persons with aphasia in an IRL setting. Aphasia is a communication disorder caused by a brain injury and involves often grave difficulties with expressing thoughts to others. Many persons with aphasia are excluded from conversations about deeper issues. In a previous research project (Swedish Research Council, project dnr 721-2013-2161), philosophical dialogues were conducted with persons with acquired brain injuries and aphasia, with positive results in group argumentation development. However, the group of persons with more severe brain injuries and aphasia saw smaller changes and needed more facilitator support than did the group of persons with milder brain injuries and without aphasia. This prompted further consideration about appropriate tools, such as apps, to support the participants with aphasia in increasing their autonomy and participation during the dialogues.Dialogica is developed with modern digital technologies used in computer games and is intended for use on a portable device such as an iPad. It thus contains technologies for text-to-speech and speech-to-text synthesis, real-time translations, avatar animations, visual highlighting, and so on. The design is based on theory and methodology from the fields of philosophy for/with children as well as argumentation analysis and informal logic, along with experience from years of facilitation of philosophical dialogues in different settings. The goal is to produce an app that is easy to use, visually engaging, and tailored for use in philosophical dialogues, in order to provide tools for higher levels of autonomy and participation in inquiry dialogues to participants who otherwise have limited abilities to express themselves. This is done through several features of the app, such as the “conversation tree”, which gives a visualization of the inquiry, and a palette of predefined dialogic moves, to support spoken interaction.In the project, we use a methodology inspired by an extended interpretation of the “Living Lab” principle, where the actual end-users of an app is involved in the development process through recurrent workshops including feedback sessions. In our case, these workshops rely on a “routine” PwC procedure in combination with using the app during the joint inquiry and meta-dialogue, and giving feedback during and after the sessions, when questions about usability, overall impression and specific features are discussed. Both persons with aphasia and supporting staff in their daily milieu join the workshops. This methodology can be extended also to school environments, where students and teachers are involved.In this research presentation, we will present our research about app-supported philosophical dialogues (including an overview of the user input received through the Living Lab workshops), shortly show the user interface of the app, and outline some of its main features.
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4.
  • Backman, Ylva, 1985-, et al. (författare)
  • Dilemmas in computer game assisted dialogues for persons with communication disorders
  • 2021
  • Ingår i: Abstracts 7th International Designs for Learning conference. ; , s. 10-11
  • Konferensbidrag (refereegranskat)abstract
    • From 2019 to 2021 we conduct the multidisciplinary research project When words fail: advanced communication through digital innovation for persons with aphasia, with support from Vinnova. The project’s aim is to develop a prototype for a mobile application, Dialogica, to support communicative participation for persons with acquired brain injuries and aphasia when joining conversations about deep, personally relevant, and contestable issues. Millions of people each year acquire a brain injury (Colantonio et al., 2016), for instance through stroke or car accidents. The consequences are diverse and may show in the communicative, cognitive, social, emotional, or vocational domains (Cancelliere et al., 2014; Colantonio et al., 2016; Durham, 2012; Fabiano & Sharrad, 2017; Sabatello, 2014, Soeker, 2016). Aphasia – defined as ”a loss or impairment of verbal communication, which occurs as a consequence of brain dysfunction” – is one common consequence in the communicative domain (Brady et al., 2016, p. 79). It often means long-term communicative changes with severe influence over engagement in activities and maintenance of relationships (Lanyon, Rose, & Worrall, 2013). To achieve communicative support for persons with aphasia, we bring together expertise in computer game technology, education, special needs education, and philosophy. Together with end users we develop the application and test its effectiveness. In this paper, we (i) provide an overview of the theoretical background and the development hitherto, and (ii) discuss issues or dilemmas relating to the app and the fulfilment of its purpose.In short, Dialogica is an application developed through the game development engine Unity, designed for mobile devices with larger screens, and is based on computer game technology, theory in dialogic education, and argumentation theory. The main usage of the app is when the participants are in the same physical room and it is then intended to support participants in expressing themselves in different virtual environments through personal avatars, animations and chats. Dialogica allows for conversations’ argumentative structures to be represented visually through so-called ”conversation trees”. In order to support participants with verbal language loss, the app also incorporates a text-to-speech function.The project depends on close collaboration with end users, with which iterated workshops and facilitated dialogues using prototypes will be conducted. Through these workshops, we receive feedback used for further development of the prototype. In the end stage of the project, we will compare dialogues with and without Dialogica using an adapted version of the structured observational scale called the Argumentation Tool (Reznitskaya & Wilkinson, 2017), in order to measure the extent to which the application facilitates communicative participation for the participants. However, because of the pandemic, we have not yet been able to test the prototypes developed so far. Other issues that we will attend to in greater length in this paper is the level of applicability of the app in settings others than dialogues facilitated by experienced facilitators, how the app could support the participants’ awareness of improvements in communicative participation, and possible threats to internal validity when using the final app in experimental studies.Central referencesBrady, M. C., Kelly, H., Godwin, J., Enderby, P., & Campbell, P. (2016). Speech and language therapy for aphasia following stroke. Cochrane Database of Systematic Reviews, 24(958), 314. http://doi.org/10.1002/14651858.CD000425.pub4  Cancelliere, C., Kristman, V., Cassidy, J. D., Hincaplé, C., Côte, P., Boyle, E., . . . Borg, J. (2014). Review article: Systematic review of return to work after mild traumatic brain injury: Results of the international collaboration on mild traumatic brain injury prognosis (ICoMP). Archives of Physical Medicine and Rehabilitation, 95(3), 201–209.Colantonio, A., Salehi, S., Kristman, V., Cassidy, J. D., Carter, A., Vartanian, O., . . . Vernich, L. (2016). Return to work after work-related traumatic brain injury. NeuroRehabilitation, 39(3), 389–399.Durham, C. Y. (2012). Empowering people with ABI to acquire better insight into brain injury: An application of educational principles (Doctoral thesis). RMIT University, Melbourne, Australia. Retrieved from https://researchbank.rmit.edu.au/eserv/rmit:160046/Durham.pdf Fabiano, R., & Sharrad, S. (2017). Rehabilitation considerations following mild traumatic brain injury. Journal of Nurse Life Care Planning, 17(1), 26–34. Lanyon, L. E., Rose, M. L., & Worrall, L. (2013). The efficacy of outpatient and community-based aphasia group interventions: A systematic review. International Journal of Speech-Language Pathology, 15(4), 359–374.Reznitskaya, A., & Wilkinson, I. A. G. (2017). The Most Reasonable Answer: Helping students to build better arguments together. Cambridge: Cambridge Education PressSabatello, M. (2014). “If you can’t do it now, you’re out the door:” Employees with traumatic brain injury – A case study. Work, 48(3), 373–379. Soeker, S. (2016). A pilot study on the operationalization of the model of occupational self efficacy. Work, 53(3), 523–534.
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5.
  • Backman, Ylva, 1985-, et al. (författare)
  • Game technologies to assist learning of communication skills in dialogic settings for persons with aphasia
  • 2021
  • Ingår i: International Journal. - : International Association of Online Engineering (IAOE). - 1868-8799 .- 1863-0383. ; 16:03, s. 190-205
  • Tidskriftsartikel (refereegranskat)abstract
    • Persons with aphasia suffer from a loss of communication ability as a consequence of a brain injury. While rare, a small strand of research indicates effectiveness of dialogic interventions for communication development for persons with aphasia, but a vast amount of research studies shows its effectiveness for other target groups. In this paper, we describe the main parts of the hitherto technological development of an application named Dialogica that is (i) aimed at facilitating increased communicative participation in dialogic settings for persons with aphasia and other communication disorders, (ii) based on computer game technology as well as on theory in dialogic education and argumentation theory, and (iii) designed for mobile devices with larger screens.
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6.
  • Backman, Ylva, 1985-, et al. (författare)
  • Problems and Solutions in Researching Computer Game Assisted Dialogues for Persons with Aphasia
  • 2022
  • Ingår i: Designs for Learning. - : Stockholm University Press. - 1654-7608 .- 2001-7480. ; 14:1, s. 46-51
  • Tidskriftsartikel (refereegranskat)abstract
    • In this paper, we describe technological advances for supporting persons with aphasia in philosophical dialogues about personally relevant and contestable questions. A computer game-based application for iPads is developed and researched through Living Lab inspired workshops in order to promote the target group’s communicative participation during group argumentation. We outline some central parts of the background theory of the application and some of its main features, which are related to needs of the target group. Methodological issues connected to the design and use of Living Labs with persons with aphasia are discussed. We describe a few problems with researching development of communicative participation during group argumentation using an app assisted intervention for the target group and suggest some possible solutions.
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7.
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8.
  • Bergvall-Kåreborn, Birgitta, et al. (författare)
  • User toolkits for citizen-centric mobild service innovation
  • 2012
  • Ingår i: eChallenges e-2012 Conference Proceedings. - : IIMC International Information Management Corporation. - 9781905824359
  • Konferensbidrag (refereegranskat)abstract
    • Around the world, there is an ongoing shift from en economy focusing on product development to an economy with focus on digital service development. An ongoing initiative in Europe to support this shift is the Internet of Services (IoS) which strives for a situation where everything that is needed to use a software is available as a service. The aim of this paper is to present a toolkit that non-programmers can use develop their own innovative mobile services. This environment strives to put forth a situation where technologies are made available as components that easily can be composed into a mobile services by just about anyone. This has tremendous impact on the feasibility of citizen-centric services where citizens create apps based on their current needs in their contemporary situation.
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9.
  • Cuzick, Jack, et al. (författare)
  • Prevention and early detection of prostate cancer.
  • 2014
  • Ingår i: The Lancet Oncology. - 1470-2045 .- 1474-5488. ; 15:11, s. e484-92
  • Tidskriftsartikel (refereegranskat)abstract
    • Prostate cancer is a common malignancy in men and the worldwide burden of this disease is rising. Lifestyle modifications such as smoking cessation, exercise, and weight control offer opportunities to reduce the risk of developing prostate cancer. Early detection of prostate cancer by prostate-specific antigen (PSA) screening is controversial, but changes in the PSA threshold, frequency of screening, and the use of other biomarkers have the potential to minimise the overdiagnosis associated with PSA screening. Several new biomarkers for individuals with raised PSA concentrations or those diagnosed with prostate cancer are likely to identify individuals who can be spared aggressive treatment. Several pharmacological agents such as 5α-reductase inhibitors and aspirin could prevent development of prostate cancer. In this Review, we discuss the present evidence and research questions regarding prevention, early detection of prostate cancer, and management of men either at high risk of prostate cancer or diagnosed with low-grade prostate cancer.
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10.
  • de Greef, Tjerk J., et al. (författare)
  • Shared mediated workspaces
  • 2012
  • Konferensbidrag (refereegranskat)abstract
    • Shared mediated spaces provide viable alternatives for meetings and interactions. The development of collaborative mediated workspaces and shared negotiation spaces will have a fundamental impact on all human practices. Previous design-led research, has identified spatial design concepts, such as mediated gaze, and spatial montage, which, if unaddressed, may be said to impose friction, and thus impact negatively on the experience of mediated presence. The current paper discusses a set of conceptual tools for presence design, in relation to a prototype that is currently being developed by an interdisciplinary academic work group: The Mediated Sketching Table. The prototype combines analogue and digital interaction tools and technologies including HTML5 and WebRTC. Here, we present our initial observations when using the prototype and discuss possible ways to overcome design friction in the prototype. We acknowledge that mediated presence cannot be ensured by design or technology alone. However, by monitoring various design features, presence designers can seek to reduce the friction that otherwise inhibits mediated presence, mutual trust, knowledgesharing, and teamwork efficiency.
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