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  • 151.
    Rytkönen, Paulina
    et al.
    Södertörn University, School of Social Sciences, Business Studies. Södertörn University, School of Social Sciences, ENTER forum.
    Larsson Segerlind, Tommy
    Södertörn University, School of Social Sciences, Business Studies. Södertörn University, School of Social Sciences, ENTER forum.
    Degerstedt, Lars
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Kaipainen, Mauri
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Onn, Gustaf
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Tourism Studies.
    Utmaningar och möjligheter för små och medelstora företag i Stockholms skärgård2019Report (Other academic)
    Abstract [sv]

    Denna rapport syftar till att inventera de utmaningar och möjligheter som före­tagarna i Stockholms skärgård står inför. Rapporten har skrivits inom ramen för Interreg-projektet Archipelago Business Development och omfattar en inventering av skärgårdsföretagarnas behov, utmaningar och möjligheter i Stockholms skär­gård.

    Undersökningen har bland annat gjorts genom gruppintervjuer med företagare på Dalarö, Ornö, Sandhamn och Utö. Därutöver har enskilda in­ter­vjuer genomförts med företagare i fem olika kommuner. Geo­grafiskt fördelas urvalet på Stockholms södra och mellersta skärgård.

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    Utmaningar och möjligheter för små och medelstora företag i Stockholms skärgård
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  • 152.
    Rytkönen, Paulina
    et al.
    Södertörn University, School of Social Sciences, Business Studies.
    Larsson Segerlind, Tommy
    Södertörn University, School of Social Sciences, Business Studies.
    Onn, Gustaf
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Tourism Studies.
    Degerstedt, Lars
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Kaipainen, Mauri
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Facing business challenges with the Stockholm Archipelago as a context: A comparative study of entrepreneurial responses and local development on three islands2019In: Baltic Worlds, ISSN 2000-2955, E-ISSN 2001-7308, Vol. XII, no 2, p. 74-86Article in journal (Refereed)
    Abstract [en]

    By conducting a comparative qualitative and systematic study of the local (island) pre-conditions for creating sustainable socio-economic development through entrepreneurship, here defined as a process of identifying, evaluating, and exploiting entrepreneurial opportunities, this study aims to shed light on entrepreneurial responses to challenges and opportunities on three islands in the Stockholm Archipelago and how context influences these responses.

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  • 153.
    Räsänen, Minna
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Collaboration and Research Practice in Intelligence2018In: Secrecy and Society, ISSN 2377-6188, Vol. 2, no 1, article id 6Article in journal (Refereed)
    Abstract [en]

    Close, intensive research collaboration between universities, companies, andthe public sector can open up new and different opportunities for qualitative research, and provide analytic and empirical insights that otherwise might bedifficult to obtain. The aim of this paper is to explore collaboration as a means of doing research with the intelligence community. Experiences from a research project concerning dilemmas the practitioners face in their organization within the Swedish Armed Forces, serve as a starting point for this reflective discussion. It is argued here that collaboration is suitable whenchange is required. The mutual learning between the actors feeds into change processes. However, such collaboration raises fundamental ethical issues that are complex and highlight various academic, institutional, and personal perspectives. Collaborations should not be a set of “how-to” recipes, but rather a research activity that can have substantial rewards for researchers and practitioners alike.

  • 154.
    Räsänen, Minna
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Nyce, James M.
    Ball State University.
    The Raw is Cooked: Data in Intelligence Practice2013In: Science, Technology and Human Values, ISSN 0162-2439, E-ISSN 1552-8251, Vol. 38, no 5, p. 655-677Article in journal (Refereed)
    Abstract [en]

    This article looks at some common assumptions and associated work practices within a military intelligence community. There intelligence practitioners use the term raw data as a common sense category, as a word that describes information they want or have gained access to. The practical and organizational processes that inform the construction of the term raw data are unpacked here. Examples presented are based on interviews, field observations, and document reviews. Theoretical descriptions and models of work, for example, the intelligence cycle, construction, and the use of computer databases, assume that work in this community starts with raw data. However, this data has already been (prior) processed by the work practices, political, practical, and other decisions even before data collection occurs. The technology and attendant categories and practices instrumentalize a certain world view. The model used frames not just the collection and organization of the institution's knowledge but those categories that inform how this institution organizes, legitimizes, and enacts its work, data, and knowledge. Given the kinds of opponents nations have to face today, intelligence practitioners and those who study their work have to understand practice, action, and contexts often quite different from ones own.

  • 155.
    Shabou, Faya
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Assper, Cecilia
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Mobila betaltjänster och självserviceteknologier inom restaurangbranschen: En kvalitativ analys av det digitala beställningsmomentet i en snabbmatsrestaurang2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In today's society, people are constantly striving to find new technical solutions that facilitate and simplify their everyday life. Companies embrace these societal structures and constantly try to keep up with the development to make sure that the consumer circle is expanding and to get more people to buy their goods and use their services. In companies such as fast food restaurants, everything is known to happen quickly. Food preparation needs to be done quickly and also the transactions must be fast in order for a fast food restaurant to live up to its title. In this study, mobile payments within the restaurant business will be investigated. The main topics that will be discussed are why restaurants are implementing such services to their businesses. The study is also going to lift the strengths, weaknesses, opportunities and threats that follow with a mobile payment application and self service technology from both buissness- and customer perspective.

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  • 156.
    Sjöholm, Philip
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Svahn, Linus
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    En deltagande designstudie om att involvera äldre vuxna i designprocessen av en digital stödapplikation2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    New technology is developing at a rapid pace. Products are becoming increasingly advanced and more features should be included in each product without the services being too advanced for end users to understand or use. This is something that designers are trained to know best; how products are designed and structured to be optimally presented to each targeted audience. However, developers rarely involve the intended end users in the design process to produce an optimally customized product.

    The work examines how a digital support application can be developed together with older adult users, using participatory design to enable empowerment, both within the study itself, and in the application. The study also examines what strengths and weaknesses the design method has for older adults. 

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  • 157.
    Smith, Gillian
    et al.
    Worcester Polytechnic Institute, US.
    Eladhari, Mirjam Palosaari
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Guzdial, Matthew J.
    Georgia Institute of Technology, Atlanta, US.
    Short, Emily
    Oxford, UK.
    Smith, Adam M.
    University of California, Santa Cruz, US.
    Sullivan, Anne
    University of Central Florida, Orlando, US.
    Thompson, Tommy
    Anglia Ruskin University, Cambridge, UK.
    Young, R. Michael
    University of Utah, Salt Lake City, US.
    AI As Reflective Practice2018In: Dagstuhl Reports, E-ISSN 2192-5283, Vol. 7, no 11, p. 113-115Article in journal (Other academic)
  • 158.
    Sonnenfeld, Alexander
    et al.
    Qbert Skratch University.
    Hansen, Kjetil Falkenberg
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology. KTH Royal Institute of Technology.
    S-notation: A complete musical notation system for scratching and sample music derived from "Theory of Motions"2016In: Proceedings of the International Conference on Technologies for Music Notation and Representation - TENOR2016 / [ed] Richard Hoadley, Dominique Fober, Chris Nash, Cambridge, UK, 2016, p. 50-57Conference paper (Refereed)
    Abstract [en]

    In this paper, we present and discuss S-notation for sample-based music, and particularly for DJ scratching and turntablism. Sonnenfeld developed S-notation based on his Theory of Motion where scratch music is seen as constructions of concurrent musical gestures (motion parameters), and not only turntable actions. The detailed symbolic notation was inspired by traditional musical notation, and among its advantages it covers current musical needs, it can be read and played live in performance, it provides a tool for composers to convey musical ideas, it can be expanded towards new styles and techniques, and it is generalizable to other types of sample-based music. In addition to motion parameters, the new notation system involves an analysis of the sampled sound. Finally, S-notation is also applicable for documenting and for teaching situations.

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  • 159.
    Strindevall, Gustaf
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Jehrlander, David
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    "Biblioteket är den sista instansen": En intervjustudie med personal vid folkbibliotek om arbetet med och uppdraget kring besökarnas digitala hjälpbehov2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    A series of problems arise when the world becomes increasingly digital. When society and its supporting services move from physical meetings to the digital arena, individuals with lacking digital competences risk being excluded. Due to this democracy problem the Swedish public libraries have been assigned one part of the responsibility to convey knowledge regarding information technology. In previous studies it has been found that there are uncertainties in how this commission is to be interpreted, that the librarians are lacking digital competences for fulfilling this task and that the library also has an important societal role to play in these issues. This interview study conducted within the Stockholm region has been designed to investigate the librarians' views on the challenges posed by this commission, as well as applying the theoretical framework DigComp to explore which digital competences are related to library visitors' digital needs. The theoretical analysis of this study shows that the visitors' digital needs relate to all of the competences presented in DigComp in various degree. This knowledge can help to express which competences relate to the needs of visitors, identify the digital competences that library staff may need to possess and contribute to the decision-making process regarding what the mission within the digital field should include. The thematic analysis of the study shows that the interviewed librarians in part do not have the time, interest or digital and educational competences required to complete the assignment commissioned to the public libraries. It can therefore also be seen as paradoxical that this profession of librarians has been assigned to this specific task.

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    Biblioteket är den sista instansen - 2018 - Jehrlander, D., Strindevall, G.
  • 160.
    Sullivan, A.
    et al.
    Georgia Institute of Technology, Atlanta, GA, United State.
    Eladhari, Mirjam Palosaari
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Cook, M.
    Max Planck Institute for Software Systems, Saarbrücken, Germany.
    Tarot-based narrative generation2018In: FDG '18 Proceedings of the 13th International Conference on the Foundations of Digital Games, New York: Association for Computing Machinery (ACM), 2018, article id 54Conference paper (Refereed)
    Abstract [en]

    Tarot has been used for centuries as a method to give structure to storytelling, both in game and fortune-telling settings. As such, tarot cards have developed over time, expanding the symbolism and depth of meaning associated with each card. This provides a corpus for a large number of possible stories, making tarot a rich area of exploration for story generation. Therefore, we have created a tarot-based narrative generation system that creates short movie-like story synopses, along with a tagline one might see on a movie poster. This project is in early development; we have created a prototype as a proof of concept. The project exists as a webpage that an interactor can use to draw new tarot cards for the story spread (card layout) and generate new stories from them. In this paper we discuss the details of our system and describe more details about the tarot as a corpus. We also discuss future areas of exploration based on our proof of concept.

  • 161.
    Sundstedt, Sara
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Rytterlund, Sofia
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Fallstudie för Fishbrain AB: Användarundersökningar för framtagandet av personas där användarna har en geografisk spridning2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study is a case study for a mobile app for fishing enthusiasts, Fishbrain with the purpose of presenting personas based on user-research. This assignment was carried out upon request of Fishbrain as the company finds that they lack qualitative data. One main reason for this is that the majority of the users are located in the US. Fishbrain has 4.83 million users mainly across the United States, Australia, Sweden and Brazil (14th of December 2017). This study intends to determine whether our chosen methods for user-research can apply when the interviewers and the responders are located at different geographical locations, and to evaluate if our chosen method for deriving personas can be applied on a large user base.

    This study is based on quantitative data collected through surveys. Subsequently, interviews were conducted as a method for collecting more qualitative data. Based on this empirical foundation, interesting insights and recurring factors were categorized. Two primary personas and two secondary personas were developed from this analysis.

    This study finds that our chosen methods for user-research are valid when users and researchers are located in different places, but that there are certain limitations that the researchers should take into consideration, for example the time difference. This may require a longer research timeframe  than if the research is conducted in a lab environment.

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  • 162.
    Svangren, Signe
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Nilsson, Jenny
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Metadata och dess inverkan på vår digitala integritet: En kvalitativ studie om metadata, kunskap och digitala fotspår2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The paper describes a qualitative study of users' attitudes to metadata in relation to their knowledge and how it affects their valuation of digital integrity. Method for data collection is semi-structured interviews and a critical event. The informants were two people who work with IT and two who do not. The theories of undesign, utilitarianism and privacy were chosen to discuss in relation to the result. A thematic analysis method is used to find relationships between attitudes and other interesting themes in the result. These themes, which we have named after the main attitudes of the informants, includes inter alia knowledge, trust, suspicion and positivity. In the discussion chapter, the results are linked with the analysis and answer the research question. The conclusion is that there is no clear correlation between the informants' knowledge and their attitude, knowledge of metadata has little significance for the attitude and the knowledge and attitudes have little effect on the evaluation of integrity among our four informants.

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  • 163.
    Swahn, Clara
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Eriksson, Niki
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Does the devil wear Prada? A content analysis of costume design in video games as a tool for conveying narrative and functionality: A study concerning costume design and its current use in games2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study examines how costume design is used as a narrative and functional part of video game character design. The purpose being how costume design is currently utilized, what common design trends can be found and in which instances costume design goes against the functionality and believability of the character. One character from each top selling single player third person game between the years 2015-2018 were chosen for the sample. A character analysis and a coding scheme were created to find common design trends used to visually display information to players. The results showed a prevalent use of real-world cues and signs to visually display instant information. Contradicting real-world cues used together can show a divergence from reality, but even with a lack of real world examples a uniform design language can be seen. The results also show the use of objects with contextual meaning being an important part of costume design, giving it more depth. The instances found of contradicting costume design were predominantly used to make the character stand out or to emphasize their attractiveness.

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  • 164.
    Söderberg, Frida
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Engesvik, Line
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    En anonym kvinna har inget kön: En kvalitativ studie om varför kvinnor väljer att vara anonyma på sociala medier Av:2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper describes what causes women to want to be anonymous on social media. Anonymity causes both negative and positive effects online, which we believe makes the topic interesting to examine from a specific user group’s perspective. Through interviews and a web-based questionnaire, this study provides insight into why women choose to remain anonymous, and which strategies they apply to preserve a hidden identity on social media. As the study aims to provide a qualitative answer, a discourse analysis was carried out in combination with a smaller content analysis when interpreting the material. The study shows that women are primarily anonymous to protect themselves against possible threats, as a tool for preserving their self-representation and as a means of releasing themselves from power structures. We see this as an indication that anonymity is an important function to make available for users, to achieve inclusive design.

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  • 165.
    Taffazoli, Hosein
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Tiedemann, Thomas
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Confined and Condemned: The Impact a Restricted User Interface Has on the Player Experience in Survival Horror Games2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this study, we will explore how a restricted user interface affects the player experience in survival horror games. To test this, we created a digital survival horror game. The restricted user interface in the prototype resides in the player controller who has access to five different user interface elements. These elements are health, revolver, flashlight, compass and a watch. The results showed that the restriction and making the user interface diegetic did affect the player experience. This was presented through dividing the participant's experiences with the prototype in four categories: Challenge, Analytical, Safety and Control. Participant’s enjoyed the added challenge from the restricted user interface which also helped promote the horror experience. As a drawback, a restricted user interface resulted in participants having a harder time learning the game and understanding certain game mechanics and elements.

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  • 166.
    Thor, Christoffer
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Otterstål, Fredrik
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Streamingtjänsternas inverkan på det linjära TV-tittandet: En undersökning om tittandemönster och värdet i tillsammanstittande2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this essay is to study whether streaming services has made a difference in the act of viewing linear TV together with others. The methods used in the research are: a focus group performed with six people, an email-interview with an expert in TV and a general survey used to define the user groups. The results shows that streaming services has had an impact on viewing patterns and also contributed with new ones. The Swedish consumer is more likely to use streaming services everyday except for Fridays, which can be attributed to a tradition called Fredagsmys (friday cosiness), co-viewing primetime TV on Fridays. Co-viewing TV is also affected by streaming services according to our studies, but not nearly as much as the viewing behaviours. We’re using a theory called Diffusion of Innovation to explain the usage of streaming services and why it has not been adopted by everyone as their main platform for viewing media. 

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  • 167.
    Thue, David
    et al.
    Reykjavik University, Iceland.
    Eladhari, Mirjam Palosaari
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    McCoy, Joshua Allen
    University of California, Davis, US.
    Preuß, Mike
    Universität Münster, Germany.
    Samothrakis, Spyridon
    University of Essex, Colchester, UK.
    Short, Emily
    Oxford, UK.
    Sullivan, Anne
    University of Central Florida, Orlando, US.
    Treanor, Michael
    American University, Washington, US.
    Young, R. Michael
    University of Utah, Salt Lake City, US.
    Backstory Generation2018In: Dagstuhl Reports, E-ISSN 2192-5283, Vol. 7, no 11, p. 118-119Article in journal (Other academic)
  • 168. Tikka, Pia
    et al.
    Kaipainen, Mauri
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Embodied Protonarratives Embedded in Systems of Contexts: A Neurocinematic Approach2015In: Neuroscience and Media: New Understandings and Representations / [ed] Grabowski, Michael, Routledge, 2015, p. 76-88Chapter in book (Other academic)
  • 169. Tikka, Pia
    et al.
    Kaipainen, Mauri
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Phenomenological Considerations on Time Consciousness under Neurocinematic Search Light2014In: Cinéma & cie : international film studies journal, ISSN 2036-461X, Vol. XIV, no 22-23Article in journal (Refereed)
    Abstract [en]

    Film narratives are intrinsically time-dependent designs. This article proposes a model of narrative nowness, based on Husserl's concepts of retention and protention on one hand, and Francisco Varela's neurophenomenological exploration of time consciousness on the other, relating this further to narrative experience and its neural epiphenomena. Only recently has brain research been equipped with the possibility of dealing with temporal frames relevant for time consciousness in the scope of whole narratives. The study of cinema using neuroscientific methods and insights is referred to as neurocinematics. We promote neurocinematics as a complementary method of traditional film research, rather than an approach of brain sciences in general. Neurocinematic methods may provide film studies with new tools for re-evaluating established filmmaking conventions and developing new ways to study, for instance, the film viewer's experience and related aspects of time consciousness.

  • 170. Tikka, Pia
    et al.
    Kaipainen, Mauri
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Screendance as enactment in Maya Deren’s At Land: Enactive, embodied, and neurocinematic considerations2016In: The Oxford Handbook of Screendance Studies / [ed] Rosenberg, Douglas, New York: Oxford University Press, 2016, 1, p. 303-320Chapter in book (Refereed)
  • 171.
    Tikka, Pia
    et al.
    Aalto University, Finland .
    Kaipainen, Mauri Y.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    From naturalistic neuroscience to modeling radical embodiment with narrative enactive systems2014In: Frontiers in Human Neuroscience, ISSN 1662-5161, E-ISSN 1662-5161, Vol. 8, p. 794-Article in journal (Refereed)
    Abstract [en]

    Mainstream cognitive neuroscience has begun to accept the idea of embodied mind, which assumes that the human mind is fundamentally constituted by the dynamical interactions of the brain, body, and the environment. In today’s paradigm of naturalistic neurosciences, subjects are exposed to rich contexts, such as video sequences or entire films, under relatively controlled conditions, against which researchers can interpret changes in neural responses within a time window. However, from the point of view of radical embodied cognitive neuroscience, the increasing complexity alone will not suffice as the explanatory apparatus for dynamical embodiment and situatedness of the mind. We suggest that narrative enactive systems with dynamically adaptive content as stimuli,may serve better to account for the embodied mind engaged with the surrounding world. Among the ensuing challenges for neuroimaging studies is how to interpret brain data against broad temporal contexts of previous experiences that condition the unfolding experience of nowness. We propose means to tackle this issue, as well as ways to limit the exponentially growing combinatoria of narrative paths to a controllable number.

  • 172.
    Troost, Robbert
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Exploring the value of adding airflow to the VR-developer’s toolkit2019Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    To achieve the highest levels of immersion and presence possible in a Virtual Reality experience, all of the sensory input we receive in the real world must be simulatable in Virtual Environments (VE) as well. Foregoing the more popular audio-visual feedback, this project aims to better understand the benefits of adding tactile feedback (namely that of airflow) to the VR-developer‟s toolkit. Through user tests, involving a hairdryer to produce a strong airflow that is easily redirected and changed in temperature, feedback was collected on the user experiences and applications of airflow in a VE made to simulate a walk through river lands similar to the ones found in Sweden. While there was no singular way that the participants experienced the added sensory input, most reported the airflow as being equally important to feeling immersed as background music, and on average almost as important as other audio cues. Perhaps most importantly, rich insights were gathered that can guide further research.

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  • 173.
    Träff, Oliver
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    A proposed technique for ideation through artifact shape deviations2019Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper proposes a new ideation technique for how to ideate using sketching and a generative design system based prototype tool. The technique is aimed to support ideation through the exploration of design shape deviations. The tool generates 3D model artifacts with variations in their shapes. The overall shape and deviations are based on a design concept specified by the user of the tool. These design artifacts are then used as a means to rediscover one's own design concepts through the theory of estrangement. A study was conducted where university-level design students tested the technique in a scenario where they were tasked with ideating product design solutions. The performed study (along with post-study interviews) revealed promising results where participants of the study described their experiences as fun and interesting. The design outcomes of the study display how participants worked and iterated on their conceptual artifacts. They explored different and new angles of the design space relative to their concepts by using the generated design artifacts. This may suggest that this technique, using computer-generated concept deviations can be a successful way of supporting ideation by expanding on one's design concepts, rediscovering concepts, moving beyond obvious solutions and iterating design concepts. 

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  • 174.
    Ulenius, Magnus
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Navigating using 360° Panoramic Video: Design Challenges and Implications2017Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In recent years, technological developments have led to the emergence of 360°. Google Street Map has provided panoramic imagery for a number of years, where users can immerse themselves and pan around in scenarios and follow streets of their liking, familiarizing and navigating themselves with the location. However, this service supports neither video nor moving imagery. This paper explores the use of 360° panoramic videos as a navigation aid on two different platforms as well as consider more subjective perspectives from potential users. The study is conducted through a set of interviews and a focus group where the findings reveal a number of design challenges concerning the development of a navigational system based on 360° panoramic videos. Based on these findings, design challenges are presented and later summarized as three design recommendations; 1) Design for navigation in a panoramic scenery, 2) Support overview and traditional navigation, 3) Support custom tailored features and content. The studies also suggest that the use of a head-mounted display (HMD) increase the feeling of presence which is beneficial for navigational purposes however, the users in this study preferred the mobile device based on practicality. 

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  • 175.
    Utas, André
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Onlinebetalningar & E-handel: Betalningslösningar åt företag i en ny tid2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Den här rapporten går igenom mitt tillvägagångssätt för arbete och utveckling av ett gränssnitt till företaget Comintellis online-betalningssystem. Projektet består av en hi-fi prototyp av Comintellis nya webbplats där online betalnings-systemet har blivit integrerat i designen. Användarens väg analyseras under hela processen, från det att val av produkt har bestämts tills dess att köp genomförts. Leveransen kommer ske via en fullt fungerande prototyp som skapats i prototypverktyget Axure. I samband med detta har intervjuer och en Heuristisk analys genomförts- detta för att titta på hur behoven kan tänkas se ut för Comintellis framtida kunder. I samband med att online-betalning analyseras kommer även rapporten ta upp hur E-handeln ser ut idag, samt hur den kan tänkas se ut i framtiden. Rapporten kommer fokusera mycket på detta eftersom E-handel som betalningsform har ökat lavinartat under de senaste åren. Slutmålet med projektet har varit att skapa en sömlös upplevelse, där design och gränssnitt fungerar så effektivt som möjligt; så att interaktionen mellan dator och människa fungerar utan motstånd.

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  • 176.
    Van den Poel, Malin
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Gränssnittets makt: En studie av användares upplevelse av rapporteringsfunktionen på sociala medier2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Technology is increasingly becoming a natural part of our everyday lives, and in addition to this the research field of interaction design becomes increasingly more important. Design, usability and user experience shape how we now communicate with each other, which today mainly happen through social media. This puts social media platforms in a powerful position. Previous studies show how social media can be a user-controlled space for identity development, but also a place for suppression techniques and harassment, filtered through a user interface. In this essay, qualitative research methods are used to examine how power can be expressed in the process of reporting inappropriate content on social media, what the user experience can look like and what themes are present in the course of events. A thematic analysis with material from observations as well as in-depth interviews resulted in six different themes: feedback, recognition, reporting categorization, the user ́s will to be understood, the responsibility question and when something cannot be reported. These themes were then compared to theories about power and empowerment, user experience and the technology as a subject. This resulted in the notion that the power of a user interface can be expressed in many different ways, and that it is important to take the user experience into account during the design process.

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    Gränssnittets makt
  • 177.
    Vetterlein, Nathalie
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Norling, Victor
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    “Behövde inte gå utanför dörren”: En studie kring vilka faktorer som bidrar till ungas användande av videosamtal via digitala vårdappar2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The aim of this study is to investigate different aspects that encourage the usage of videotelephony within healthcare applications amongst the youth. This study is based on quantitative data combined with qualitative data collected through a digital survey. The results from this study showed that the accessibility was the main cause expressed by youth as to why they use video telephony within healthcare applications. Accessibility was expressed in different forms such as geographic barriers, time saving, a perceived sense of convenience and adaptability as well as economic advantages.

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    fulltext
  • 178.
    Väljataga, Terje
    et al.
    School of Educational Sciences, Tallinn University.
    Tammets, Priit
    School of Educational Sciences, Tallinn University.
    Tammets, Kairit
    School of Educational Sciences, Tallinn University.
    Savitski, Pjotr
    School of Educational Sciences, Tallinn University.
    Jää-Aro, Kai-Mikael
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Dias, Ryan
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Designing learning experiences in zoos: a location-based game development toolkit2017In: 2017 IEEE 17th International Conference on Advanced Learning Technologies (ICALT) / [ed] Huang R.,Vasiu R.,Kinshuk,Sampson D.G.,Chen N.-S.,Chang M., Institute of Electrical and Electronics Engineers (IEEE), 2017, p. 84-86, article id 8001725Conference paper (Refereed)
    Abstract [en]

    It is becoming the norm that learners with their per- sonal devices take an active role through accessing, inter- preting and processing informational artifacts on the go, trans- forming them into various representational states, or creating entirely new ones. Such a development holds the potential to take learning experiences from the classroom into the real world, but also supports the educational vision of adventure learning and learning through design and creation. This challenges current learning and teaching practices, requiring new pedagogical models and different perspectives on design- ing learning experiences and appropriate technological tools. This paper discusses the theoretical assumptions and design aspects of developing a toolkit that supports adventure learn- ing. The SmartZoos project aims to design and develop a tool- set which allows teachers, but also students, to take an active role in designing location-based games, adventure trails and other challenges (quizzes, assignments, etc.) with personal mobile devices.

  • 179.
    Wintzell, Fredrik
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Funktionsaktivsm: Onlineaktivism och samhällsengagemang på Twitter2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Activism and Civic engagement on social media have been taking place since they became a part of communication takes place in people’s everyday lives (Mihailidis 2015). This thesis aims to study the new opportunities for civic engagement and activism that have arisen through the growth of digital media. This work aims to study this by specifically studying how activism surrounding disability and disabled people (disability activism) takes place on the social media platform Twitter. Since the needs of disabled people are often not a priority in the development of technology (World Health Organization 2011, s.184). In this study a mediated community of disability activists and their activity on Twitter are studied using nethnography. The observations of which are analyzed through theoretical foundations in infrastructuring (Mosconi et al. 2017), design in relation to civic engagement (Korn & Voida 2015), and the role of mediated communities in activism (Fromm 2015). The primary result of the nethnography is the observation of how the disability activists appropriated Twitter as an infrastructure for their activism, as well as three analytical categories of the activity that was observed during the field work. Based on this categorization and analysis of the activists’ user behavior the main contribution of this thesis is formulated: A description of how disability activists engage in infrastructuring of Twitter to create a platform where their mediated community can engage in online activism and civic engagement.

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    Funktionsaktivism_fulltext
  • 180.
    Wåger, Carl
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    ADHD och Instagram: En intervjustudie om unga människor med ADHD:s strategier för att hantera de negativa aspekterna av Instagram2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study aims to investigate how people with ADHD are affected by the social media application Instagram. The experiences examined are how three Instagram users with ADHD are affected by Instagram. If they find that there are some underlying needs and motives for why they use Instagram and in which case they are. Their diagnosis also gives rise to depressive tendencies and it is therefore investigated how they handle this when using Instagram. In addition, their strategies for using Instagram are investigated. How they help them to reduce the negative impact of Instagram. The study further develops this to examine how users want to prevent problems that exist with Instagram for people with a diagnosis. The study's theoretical starting point is previous research from state agencies such as Statistics Sweden and Stockholm County Council. In addition, scientifically reviewed articles are used. The choice of study methods is qualitative interviews with a strategic selection of persons diagnosed with ADHD and a literature study. The study's three participants all have Instagram accounts where they express their ADHD diagnosis. What emerges is the participants' own opinions analyzed with the data collected. This results in an interpretive result that can open up for a discussion on the subject and describe them with ADHD's own views on the subject.

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    ADHD_&_Instagram
  • 181.
    Årnell, Tobias
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Stojanovic, Nikola
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Horror game design – what instills fear in the player?: A study on the effects of horror game design theories and level design patterns on player behaviour in a horror environment.2020Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This research paper aimed to study how to make a scary horror game and what in turn makes these games scary. This study utilizes an original game called The House specifically designed and created by us. This is done in order to study the effects of implementing level design and navigation patterns and horror game design theories in an original horror game on player behaviour and reaction in relation to these theories. The study was done with the use of 10 participants, who each took part in a 15 minute play session, and were later interviewed using the data gathering method stimulated recall. The result of the study shows that level design had no significant effect on the amount of fear that the participants expressed. The implementation of proven horror game design theories proved successful at contributing to the general horror experience, and combining elements of level design and horror game theories in horror game design proved successful at scaring the participants.

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