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  • 51.
    Manker, Jon
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Game prototyping - The negotiation of an idea2011Ingår i: Think Design Play: 5th International Conference on Digital Research Association : DiGRA 2011, Tampere: Digra , 2011, s. -16Konferensbidrag (Refereegranskat)
    Abstract [en]

    This is a study on the function of the prototyping process in game design. It is based on interviews with 27 game designers in leading positions at companies of various sizes. Prototyping is an important part of game design with which design ideas are explored. One central purpose of prototypes is to serve as a communicational tool. As such it is used to negotiate design problems. Rhetoric has a long tradition of analyzing communication and negotiation. In this paper a number of concepts from rhetoric, (topos, hodos, pistis, partes and to some extent synecdoche) are applied to game prototyping based on data collected as interviews. The results indicate that rhetoric concepts are useful when talking about the prototypes as they grasp the qualities of a prototyping in a good way. By applying the findings using negotiation theory to real practice the game prototyping process would likely become clearer without diminishing its creative qualities. As presented here negotiation theory could serve as a conceptual framework for game prototyping, which the design team can make use of in their design process.

  • 52.
    Manker, Jon
    et al.
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Arvola, Mattias
    Linköping University.
    Prototyping in game design: externalization and internalization of game ideas2011Ingår i: Proceedings of the 25th BCS Conference on Human-Computer Interaction, Swinton: British Computer Society (BCS), 2011, s. 279-288Konferensbidrag (Refereegranskat)
  • 53.
    Normak, Peeter
    et al.
    Tallinn University, Dept. of Informatics.
    Pata, Kai
    Tallinn University, Dept. of Informatics.
    Kaipainen, Mauri
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    An Ecological Approach to Learning Dynamics2012Ingår i: Educational Technology & Society, ISSN 1176-3647, E-ISSN 1436-4522, Vol. 15, nr 3, s. 262-274Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    New approaches to emergent learner-directed learning design can be strengthened with a theoretical framework that considers learning as a dynamic process. We propose an approach that models a learning process using a set of spatial concepts: learning space, position of a learner, niche, perspective, step, path, direction of a step and step gradient. A learning process is presented as a path within a niche (or between niches) in a learning space, which consists of a certain number of steps leading the learner from the initial position to a target position in the dynamically changing learning space. When deciding on steps, the learner can take guidance from learning paths that are effective from a viewpoint of the learning community.

    Copyright by the International Forum of Educational Technology & Society (IFETS)

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  • 54.
    Normark, Maria
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Book Review: Cooperative Work and Coordinative Practices: Contributions to the Conceptual Foundations of Computer-Supported Cooperative Work (CSCW), Kjeld Schmidt2012Ingår i: Computer Supported Cooperative Work: The Journal of Collaborative Computing and Work Practices, ISSN 0925-9724, E-ISSN 1573-7551, Vol. 21, nr 6, s. 591-596Artikel, recension (Övrigt vetenskapligt)
  • 55.
    Nygren, Gunnar
    et al.
    Södertörns högskola, Institutionen för kommunikation, medier och it, Journalistik.
    Appelgren, Ester
    Södertörns högskola, Institutionen för kommunikation, medier och it, Journalistik.
    Hüttenrauch, Helge
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Datajournalistik - ett växande område2012Ingår i: Nordicom Information, ISSN 0349-5949, Vol. 34, nr 3-4, s. 81-88Artikel i tidskrift (Övrigt vetenskapligt)
    Abstract [sv]

     

    Computer assisted reporting (CAR). Datadriven journalism. Databasjournalistik. Datajournalistik.

    Det finns många namn på den växande genre inom undersökande journalistik som använder statistisk analys, datorstödd textanalys och olika typer av grafisk visualisering. Detta område har varit föremål för ett samarbete mellan forskare vid Södertörns högskola och Pejlredaktionen vid Sveriges Television (SVT) under 2011/12. Syftet med samarbetet har varit att utveckla kunskap om arbetsmetoder inom datajournalistik och om publikens användning av den. Projektet har haft stöd från den statliga forskningsstiftelsen Vinnova, och går från hösten 2012 över i en ny fas där ytterligare sju medieföretag ska vara med under en tvåårsperiod.

  • 56.
    Ospino Munter, Alexander
    et al.
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Berglund, Emelie
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    "Hellre en bra story än en dålig": En kvalitativ studie om framställningen av berättandet i tv-spel2011Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [en]

    Within the literature and film sciences there are clear models of storytelling and methods of creating a good story. In the game industry it's more difficult because the games are often non-linear, and games are a less established medium than the other two. With this study our purpose was to examine game developers and methods they used when creating a videogame, with focus on storytelling. Four interviews were made with representatives from four different videogame companies in Sweden. The information from the interviews was put in relation to theories regarding the structure of videogames and an established model for creating videogames. The results show that methods for creating videogames were sometimes lacking if not completely missing. Each videogame company had their own methods of creating videogames and the storytelling was often the least prioritised. They all pointed out that the story of a game is of great importance, but it also seemed to be the first thing to get cut when compromises had to be made. The conclusion can be drawn that using a established model when developing a videogame could make it easier for the developers, as well as benefit the story of games yet to be released to the market.  

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  • 57. Reunanen, Markku
    et al.
    Heinonen, Mikko
    Lankoski, Petri
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Joystickit kuumina: varhaista erotiikkaa kotitietokoneilla2011Ingår i: Digirakkaus 2.0 / [ed] Petri Saarikoski, Ulla Heinonen, Riikka Turtiainen, Turku: Turun yliopisto , 2011Kapitel i bok, del av antologi (Refereegranskat)
  • 58.
    Rodriguez-Ascaso, Alejandro
    et al.
    National Distance Education University, UNED; Madrid.
    Böcker, Martin
    Hüttenrauch, Helge
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Pluke, Michael
    Schneider, Matthias
    Zetterström, Erik
    Accessibility of upcoming user interaction technologies2011Ingår i: Libro de actas DRT4ALL 2011: IV Congreso Internacional de Diseño, Redes de Investigación y Tecnología para todos, 2011, s. 162-172Konferensbidrag (Refereegranskat)
    Abstract [en]

    Information and Communication Technologies (ICT) have the potential of facilitating the lives of citizens. However, experience consistently shows that user-interface innovations for consumer products are being researched and developed without taking into account the needs of people with disabilities. ETSI, the European Telecommunications Standards Institute, has established a Specialist Task Force (STF) 377 on “Inclusive eServices for all: Optimizing the accessibility and use of upcoming user interaction technology”. The aimof this working group is to systematically evaluate ongoing and forthcoming interaction technologies to sketch a 10-year roadmap of foreseen technological enablers. The results of investigations using this method allowstakeholders in different stages of the research and development lifecycle of e-Services to identify and avoid potential difficulties in the design of user interfaces which could cause elderly or disabled users to experience usability issues.

  • 59.
    Siibak, Andra
    et al.
    University of Tartu, Estonia.
    Forsman, Michael
    Södertörns högskola, Institutionen för kultur och kommunikation, Medie- och kommunikationsvetenskap.
    Hernwall, Patrik
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik. Stockhom University.
    Employing Creative Research Methods with Tweens in Estonia and Sweden: Reflections on a Case Study of Identity Construction on Social Networking Sites2012Ingår i: Journal of technology in human services, ISSN 1522-8835, E-ISSN 1522-8991, Vol. 30, nr 3-4, s. 250-261Artikel i tidskrift (Refereegranskat)
  • 60.
    Tholander, Jakob
    et al.
    Data- och systemvetenskap, Stockholms universitet.
    Normark, Maria
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Rossitto, Chiara
    Data- och systemvetenskap, Stockholms universitet.
    Understanding Agency in Interaction Design Materials2012Ingår i: CHI '12 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, New York: Association for Computing Machinery (ACM), 2012, s. 2499-2508Konferensbidrag (Refereegranskat)
  • 61. Tikka, Pia
    et al.
    Väljamäe, Aleksander
    de Borst, Aline
    Pugliese, Roberto
    Ravaja, Niklas
    Kaipainen, Mauri
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Takala, Tapio
    Enactive cinema paves way for understanding complex real-time social interaction in neuroimaging experiments2012Ingår i: Frontiers in Human Neuroscience, E-ISSN 1662-5161, Vol. 6, artikel-id 298Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    We outline general theoretical and practical implications of what we promote as enactive cinema for the neuroscientific study of online socio-emotional interaction. In a real-time functional magnetic resonance imaging (rt-fMRI) setting, participants are immersed in cinematic experiences that simulate social situations. While viewing, their physiological reactions - including brain responses - are tracked, representing implicit and unconscious experiences of the on-going social situations. These reactions, in turn, are analysed in real-time and fed back to modify the cinematic sequences they are viewing while being scanned. Due to the engaging cinematic content, the proposed setting focuses on living-by in terms of shared psycho-physiological epiphenomena of experience rather than active coping in terms of goal-oriented motor actions. It constitutes a means to parametrically modify stimuli that depict social situations and their broader environmental contexts. As an alternative to studying the variation of brain responses as a function of a priori fixed stimuli, this method can be applied to survey the range of stimuli that evoke similar responses across participants at particular brain regions of interest.

    Ladda ner fulltext (pdf)
    Tikka et al. 2012
  • 62.
    Westerlund, Markus
    et al.
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Normark, Maria
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Holmquist, Lars Erik
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Express Location: Supporting Coordination of Mobile Delivery Work2011Ingår i: CSCW'11: Proceedings of the ACM 2011 conference on Computer supported cooperative work / [ed] Pamela Hinds, John C. Tang, Jian Wang, New York, NY, USA: Association for Computing Machinery (ACM), 2011, s. 729-732Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper introduces Express Location, a mobile web application, supporting drivers in delivery service in the daily coordination of work. Remote communication and cooperation takes place on a shared map view around the drivers’ locations and next stop, through a drawing/doodling tool and multiple visual object representations. The aim is to understand the working situation and the use of locations in the daily work to better support the coordination of mobile delivery work.

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  • 63.
    Wolrath Söderberg, Maria
    et al.
    Södertörns högskola, Institutionen för kommunikation, medier och it, Retorik.
    Manker, Jon
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Spelets retorik2010Ingår i: Rhetorica Scandinavica, ISSN 1397-0534, E-ISSN 2002-7974, nr 55, s. 54-71Artikel i tidskrift (Refereegranskat)
  • 64. Xia, Ruixue
    et al.
    Rost, Mattias
    Holmquist, Lars Erik
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Business Models in the Mobile Ecosystem2010Ingår i: Proceedings of the 2010 Ninth International Conference on Mobile Business / 2010 Ninth Global Mobility Roundtable, Los Alamitos, Calif.: IEEE Computer Society , 2010, s. 1-8Konferensbidrag (Övrigt vetenskapligt)
12 51 - 64 av 64
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