Digitala Vetenskapliga Arkivet

Change search
Refine search result
1234567 151 - 200 of 2953
CiteExportLink to result list
Permanent link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Rows per page
  • 5
  • 10
  • 20
  • 50
  • 100
  • 250
Sort
  • Standard (Relevance)
  • Author A-Ö
  • Author Ö-A
  • Title A-Ö
  • Title Ö-A
  • Publication type A-Ö
  • Publication type Ö-A
  • Issued (Oldest first)
  • Issued (Newest first)
  • Created (Oldest first)
  • Created (Newest first)
  • Last updated (Oldest first)
  • Last updated (Newest first)
  • Disputation date (earliest first)
  • Disputation date (latest first)
  • Standard (Relevance)
  • Author A-Ö
  • Author Ö-A
  • Title A-Ö
  • Title Ö-A
  • Publication type A-Ö
  • Publication type Ö-A
  • Issued (Oldest first)
  • Issued (Newest first)
  • Created (Oldest first)
  • Created (Newest first)
  • Last updated (Oldest first)
  • Last updated (Newest first)
  • Disputation date (earliest first)
  • Disputation date (latest first)
Select
The maximal number of hits you can export is 250. When you want to export more records please use the Create feeds function.
  • 151.
    Back, Jon
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Designing Public Play: Playful Engagement, Constructed Activity, and Player Experience2016Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    This thesis sets out to explore why people engage in, and how to design for, play in a public setting. It does this by separating design for play from design of games, describing play as a socially and mentally understood activity, and a playful approach to engaging in that activity. It emphasises that while play is voluntary, design can help shape the players’ mode of engagement.

    The thesis uses a qualitative and inductive approach to research, with an understanding of knowledge as being constructed in the individual. The research is grounded in human computer interaction and interaction design, and closely related to game studies and design science.

    The research question concerns how design can influence the player activity in order to create a desired player experience in public, by harnessing playful engagement. It’s foundation is a theory of play which describes play as a framed, or hedged-off, activity with a fragile border; where knowledge and feelings can leak both in and out of the activity, and affect the play as well as what is around it. The theory of enjoyment of play is discussed, and the problem of treating this as ‘fun’ is addressed, concluding in a presentation of how playful engagement can be harnessed through design.

    The theory is applied in five design cases: I’m Your Body, a locative storytelling app; Codename Heroes, a pervasive game of personal empowerment; Passing On, a slow-paced game about communication; Busking Studies, which involves observing street performers and their shows; and DigiFys, an architectural design exploration of playgrounds and play paths.

    Finally, three concepts, or design tools, are presented, which address: 1) a structure for understanding a design through three layers, constructs designed by the designer, inspiring play activity with the player, leading to experience; 2) an approach to designing invitations to play; and finally 3), a four faceted structure for understanding play engagement when players engage in non intended ways.

    Download full text (pdf)
    fulltext
    Download (jpg)
    presentationsbild
  • 152.
    Back, Jon
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    ‘Knock Once for Yes’ – Knocking as Feedback in the Location-Based Game Passing On2014In: Proceedings of the 9th International Conference on the Foundations of Digital Games: Society for the Advancement of the Science of Digital Games, 2014Conference paper (Refereed)
    Abstract [en]

    In this paper the design, implementation and testing of the Location-Based game Passing On is explored. It is a multi-player game for mobile phones, with a focus on asymmetric and limited communication. While one player can communicate by talking, the other can answer only by knocking. This limited and asymmetric communication became one of the central gameplay resources in the game, shaping much of the experience for the players.

    Using observations and interviews, the knocking and the experience it created is analyzed and discussed. It is shown how this made the game emphasize social interaction, moving the focus from the phone to the environment, and how the knocking helped create a sense of presence for the player feeling them.

    Download full text (pdf)
    fulltext
  • 153.
    Back, Jon
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Back, Svante
    Bombina Bombast, Malmö, Sweden.
    Bexell, Emma
    Bombina Bombast, Malmö, Sweden.
    Stanisic, Stefan
    Bombina Bombast, Malmö, Sweden.
    Rosqvist, Daniel
    National Museum of Science and Technology, Stockholm, Sweden.
    the Quest: An Escape Room Inspired Interactive Museum Exhibition2019In: CHI PLAY '19 Extended Abstracts: Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, ACM Digital Library, 2019, p. 81-86Conference paper (Refereed)
    Abstract [en]

    In this project, we report on designing an interactive museum exhibit in a technology museum, inspired by escape room game mechanics and technology. The project aims to create a deeper more immersed engagement with and interest in the exhibition, and thereby increase the interest in the exhibit's subject. In the game, the players take on the role of grandchildren to a known (fictitious) turn-of-the-century explorer and set out to find the treasures she hid around the world during her years of adventure. Clues to the treasures are hidden within the museum exhibition and by using knowledge found around the exhibition the players can solve the riddles and find the treasure, while also picking up some knowledge along the way.

  • 154.
    Back, Jon
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Bedwell, Benjamin
    Benford, Steve
    Eklund, Lina
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Sundnes Løvlie, Anders
    Preston, William
    Rajkowska, Paulina
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Ryding, Karin
    Spence, Jocelyn
    Thorn, Emily-Clare
    Waern, Annika
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Wray, Tim
    GIFT: Hybrid Museum Experiences through Gifting and Play2018In: Proceedings of the Workshop on Cultural Informatics / [ed] Angeliki Antoniou, Manolis Wallace, 2018, Vol. 2235, p. 31-40Conference paper (Refereed)
    Abstract [en]

    he GIFT project develops new approaches to creating hybrid physi-cal-digital visitor experiences in museums. Through design exploration of two concepts focusing on gifting and playful appropriation, the project charts how museums can create a deeper and more meaningful experience by giving visitors the tools to tell their own stories. The project is highly cross-disciplinary com-bining HCI research, artist-led exploration, technology explorations, and experi-ence design in collaboration with museums. Furthermore, the project gathers 10 prominent museums from Europe and the US in an action research project that both serves to ground the prototypes and framework in the needs of museums, while also facilitating the museum sector's need to become 'digital-ready', under-standing and capitalising on digital technology. As the project has progressed through half of its duration, we report on initial findings and how these have shaped our direction of progress.

    Download full text (pdf)
    fulltext
  • 155.
    Back, Jon
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Heeffer, Caspar
    Paget, Susan
    Rau, Andreas
    Sallnäs Pysander, Eva Lotta
    Waern, Annika
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Designing Children’s Digital-Physical Play in Natural Outdoors Settings2016In: CHI Extended Abstracts, 2016Conference paper (Refereed)
    Abstract [en]

    Children's outdoor play is fluent and fluctuating, shaped by environmental features and conditions. The article reports on a project where interaction designers and landscape architects work together to develop solutions for integrating interactive play in outdoor environments. Here we report on a schoolyard trial, where interactive play technology was installed as an integral part of the schoolyard environment, and discuss the interplay between technology and the environment. We highlight in particular how the interactive technology contributed to the versatility of play activities, but also how the nature setting and the availability of natural materials contributed to the play activities around the interactive artefacts.

    Download full text (pdf)
    fulltext
  • 156.
    Back, Jon
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Heeffer, Caspar
    Royal Institute of Technology, Media Technology and Interaction Design.
    Paget, Susan
    Swedish University of Agricultural Sciences, Department of Urban and Rural Development.
    Rau, Andreas
    Royal Institute of Technology, Media Technology and Interaction Design.
    Sallnäs Pysander, Eva Lotta
    Royal Institute of Technology, Media Technology and Interaction Design.
    Waern, Annika
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Designing for Children's Outdoor Play2016In: Proceedings Of The 2016 ACM Conference On Designing Interactive Systems, 2016, p. 28-38Conference paper (Refereed)
    Abstract [en]

    Children's outdoor play is fluent and fluctuating, shaped by environmental features and conditions. The article reports on a project where interaction designers and landscape architects work together to fuse their knowledge into working solutions for integrating interactive play in outdoor environments. We report on a schoolyard trial, where interactive play technology was installed as an integral part of a schoolyard environment, and discuss the interplay between technology and the environment that was partly natural forest and partly constructed playground. We highlight in particular the importance of the adaptability of the natural environment, how the combination of interactive technology and natural environment can contribute to the versatility of play activities, and how the interactive technology can both be useful for presenting invitations to play in such adaptable places, and enhance the adaptability for play in otherwise impoverished places.

  • 157.
    Back, Jon
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Johansson, Karin B.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Playing Cool - Winter Weather’s Influence on Location-Based Gaming2021In: Proceedings of the ACM on Human-Computer Interaction, E-ISSN 2573-0142, Vol. 5, no 242, p. 1-16Article in journal (Refereed)
    Abstract [en]

    Location-based games are highly dependent on the physical environment. One important but often overlooked factor is weather. In this paper we focus on winter weather, as this is a common weather that is often not designed for specifically. By performing a qualitative observation, interview, and questionnaire study of families during and after playing a GPS-based mobile game in a winter setting, this paper studies how winter conditions affected the gaming experience. Three main factors were observed to have a big impact on the gaming experience: snow, ice and cold. We outline ways these weather conditions were found to be both obstacles, and adding value to the game. Finally, we suggest design implications for winter weather, mainly; the need for short games due to cold, adaption of gameplay for movement in snow, to avoid interactions based on handling the phone, and to adapt maps to the effects of snow and ice. By explaining how winter conditions affect the gaming experience, location-based games can be better adapted for these weather conditions, and thereby help in making better design decisions.

    Download full text (pdf)
    fulltext
  • 158.
    Back, Jon
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Johansson, Karin
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Hangvar, Jonas
    Drakryggen, Sweden.
    Let’s Play Something New!: Designing for Digital Malleability in Outdoor Playgrounds2023In: Mindtrek '23: Proceedings of the 26th International Academic Mindtrek Conference, Association for Computing Machinery (ACM), 2023, p. 233-244Conference paper (Refereed)
    Abstract [en]

    Outdoor playground design has traditionally involved building installations that after inauguration remain stationary and rigid. New technologies open possibilities to reinvent playground design, but also provide new challenges. This paper focuses on how an outdoor playground can be made malleable through digital technology, and how such a design can increase play values and provide more flexible possibilities for an iterative design process, also after inauguration. During a total period of 5 years, using a Research-through-Design, and more specifically Reflective Design, approach researchers participated in a co-design project where a hybrid Internet of Things-enhanced permanent outdoor playground was developed and studied. The installations have been up and running around the clock, and used daily, for 2.5 years. The study suggests ways to design digitally malleable playground installations in permanent playgrounds. Further it points to areas where malleability functions may be restricted, due to reasons such as municipality policy, security and resources. It shows that the malleability functions were mainly used to increase usability, for educational purposes, to enhance play values, and to allow for appropriation and co-creation. The malleability features enabled an interactive design after design approach, and those possibilities were utilised in several ways, adding values to the playground, compared to rigid playground designs.

    Download full text (pdf)
    fulltext
  • 159.
    Back, Jon
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Johansson, Karin
    Ecorado, Linköping, Sweden.
    Wireband, Joacim
    Drakryggen, Linköping, Sweden.
    Value Driven Design for Playful Technology Enhanced Installations in Public Settings2021In: C&C '21: Creativity and Cognition, Association for Computing Machinery (ACM), 2021, article id 34Conference paper (Refereed)
    Abstract [en]

    Art and installations in public settings are often created on commission from a municipality or similar public sector. Within the public sector there are many values that the community strives to enhance. Values related to democracy, inclusion, and aesthetics are but a few. When designing for public environments, the design process might be affected by the need to strive for those values in addition to, or even rather than, the more common considerations focused on user experience or commercial aspects. In this pictorial we present how identified core values influenced a design process aimed at designing innovative IoT-enhanced playground installations in a public setting. Inspired by annotated portfolios, we explicate how these core values influenced the final design.

    Download full text (pdf)
    fulltext
  • 160.
    Back, Jon
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Márquez Segura, Elena
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Waern, Annika
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Designing for Transformative Play2017In: ACM Transactions on Computer-Human Interaction, ISSN 1073-0516, E-ISSN 1557-7325, Vol. 24, no 3, article id 18Article in journal (Refereed)
    Abstract [en]

    Numerous studies have foregrounded how play is only partially shaped by the artifacts that their designers design. The play activity can change the structures framing it, turning players into co-designers through the mere act of playing. This article contributes to our understanding of how we can design for play taking into account that play has this transformative power. We describe four ways that players can engage with framing structures, which we classify in terms of whether players conform to explore, transgress, or (re)create them. Through the examples of three case studies, we illustrate how this model has been useful in design: as an analytical tool for deconstructing player behavior, to articulate design goals and support specific design choices, and for shaping the design process.

  • 161.
    Back, Jon
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Márquez Segura, Elena
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Waern, Annika
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Playing with Structure: An Analytic Model of Transformative PlayManuscript (preprint) (Other academic)
  • 162.
    Back, Jon
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Paget, Susan
    Swedish University of Agricultural Sciences.
    Sallnäs Pysander, Eva Lotta
    Royal Institute of Technology Stockholm.
    Turmo Vidal, Laia
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Waern, Annika
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Playing Close to Home:: Interaction and Emerging Play in Outdoor Play Installations2018Conference paper (Refereed)
    Abstract [en]

    Outdoor play is becoming an increasingly marginalised activity in the urban landscape. Even in HCI, research on interactive solutions for outdoor play has largely been limited to special areas and in particular playgrounds. But children play everywhere, and especially play close to home is central in children's play activities. In this article we draw upon knowledge about designing for children's play in interaction design as well as in landscape architecture, to study how interactive play installations can be integrated in outdoor environments of a residential area. We present a field study in which digitally enhanced play installations were installed, in dialogue with the landscape, in between the buildings of a residential area. We focus on how emerging play activities made use of the installations as well as of the surrounding landscape in expected as well as unexpected ways. Based on the observations, we discuss how residential play is special, and how this affects how to design for it.

  • 163.
    Back, Jon
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Spence, Jocelyn
    University of Nottingham..
    Evaluation2022In: Hybrid Museum Experiences: Theory and Design / [ed] Annika Waern; Anders Sundnes Løvlie, Amsterdam University Press, 2022, p. 177-194Chapter in book (Other academic)
    Abstract [en]

    This chapter gives an overview of methods and tools for evaluating hybrid experiences in a museum context, and in general, what is gained by doing studies of visitor experiences. It of fers strategies for the why, what, who, where, when, and how of conducting evaluations. This includes goal-setting for multiple stakeholders, formative studies, analyses, and ethics. The strategies cover both quick-and-dirty methods as well as in-depth studies.

  • 164.
    Back, Jon
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Waern, Annika
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Codename Heroes – Designing for Experience in Public Places in a Long Term Pervasive Game2014In: Proceedings of the 9th International Conference on the Foundations of Digital Games: Society for the Advancement of the Science of Digital Games, 2014Conference paper (Refereed)
    Abstract [en]

    Codename Heroes is a persistent, multiplayer, crowd-sourced pervasive game that uses Bluetooth, GPS and the phone camera. It plays in the world around you and is always active. Players take the roles of secret superheroes, fighting for their rights and their beliefs. The game also makes use of physical objects and places in the environment.

    The game targets teenagers with a specific focus on young women. The purpose of the game is to engage and empower players. The design is informed by ethnographic studies of young women as well as by gender studies. The goal is to create an incitement for young people to appropriate spaces they do not usually move in, and try things they would not otherwise do.

    Codename Heroes is part of a project investigating pervasive games, games that are played in the physical world with the aid of mobile technology. The current research is focused at exploring large scale, long term, non-location-specific pervasive games, while still keeping the physical aspect of game-specific objects, to understand how this physicality affects the experience of the game.

    Download full text (pdf)
    fulltext
  • 165.
    Back, Jon
    et al.
    Mobile Life @ Stockholm University.
    Waern, Annika
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    "We are two strong women": Designing Empowerment in a Pervasive Game2013In: Defragging game studies: Proceedings of DIGRA 2013, DIGRA , 2013Conference paper (Refereed)
    Abstract [en]

    Gender-aware design is important in computer games in general, and perhaps even more so in the design of pervasive games, as these are played in the ordinary world. As pervasive games blur the distinction between game and non-game situations, they influence the everyday lives of their players.

    We discuss the design process for the game ‘Codename Heroes’ from a gender-aware perspective. The focus is on how players reacted to the experience of playing the game during a sequence of design workshops. We found that playing the game made people less sensitive to ‘fear of the outside’. The participants were aware they ‘should’ feel unsafe in unknown neighbourhoods, but mostly did not. Furthermore, a combination of collaboration with internal competition fostered a sense of empowerment. Finally, we could confirm what previous researchers have seen, that women participants tended to blame themselves, rather than the technology or the situation, for errors.

    Download full text (pdf)
    fulltext
  • 166.
    Backe, Anton
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Users’ intention to systematically integrate healthcare information technology in a mandated context: A continuance perspective2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis aimed to investigate the determinants of system satisfaction and the intention to systematically integrate a system from a continuous use perspective, where system use is mandatory. For this purpose, two identical questionnaires were distributed to collect data, 15 months apart. Respondents taking part in this study are healthcare multi-professionals who pertain to a work-group at an intensive care unit, at a large Swedish hospital. To evaluate the questionnaire data a research model was conceptualized, grounded in prior information system continuance research. It is also significantly influenced by the UMISC metamodel, conceptualized and suggested by Hadji & Degoulet (2016). The collected data was then analyzed using a two-stage analysis where one aspect was comparative, i.e., a comparison of the data between the two questionnaires, and the other was explorative, wherein research model constructs and their relations were evaluated. This analysis provided significant insight into the determinants of system satisfaction. However, regarding the determinants of the intention to systematically integrate as well as the research model itself, neither could be validated in this study. Nevertheless, these results allowed for a modified model to be conceptualized, with potentially promising results.

    Download full text (pdf)
    Users’ intention to systematically integrate healthcare information technology in a mandated context – A continuance perspective
    Download (pdf)
    Appendix A
  • 167.
    Backe, Anton
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Lindén, Hugo
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Cloud Computing Security: A Systematic Literature Review2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This literature review seeks to identify the major security issues and their solutions in cloud computing security as well as identifying areas for future research. Utilising a modified version of the approach suggested by Okoli and Schabram (2010) 52 articles were considered for the review, of which 26 were included in the final product. Although many security issues and solutions were identified it has become apparent that much of the research being done only relates to the theoretical side. Thus this review shows that while plenty of issues have been identified future research should focus more on the practical implications of these security risks.

    Download full text (pdf)
    Cloud Computing_Security_Literature_Review
  • 168.
    Backeman, Jens
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Computer Systems Sciences.
    Carlson, Erik
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Computer Systems Sciences.
    Dokumentera med eXtreme Programming: Går det?2010Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Understanding systems can be a tough task without the right sort of documentation. We have examined the documentation artifacts which may be appropriate to hand over to new develop-ers, who will continue working with the system during the software maintenance phase.

    By doing a literature review on documentation and examined what documentation artifacts is used when you want to  understand a computer system. We used the eXtreme Programming system development methodology to develop a system that we tried to document as we devel-oped it.

    eXtreme Programming favors oral communication, but that is hard to hand over to new devel-opers. We discovered during our development that it was difficult to introduce documentation while the development process was going on so we only used structured code comments and unit testing during the development iterations

    We examined how the documentation that was created worked by doing a survey consisting of structured interviews where the respondents made comments about if and how the documen-tation improved their understanding of the system.

    We pass on an evolved eXtreme Programming system development methodology, which in-cludes a standalone documentation iteration before the handover, and a study of what kind of documentation that is valuable to have when transferring systems to new developers.

    Download full text (pdf)
    Backeman-Jens.Carlson-Erik.Dokumentera-med-eXtreme-Programming
  • 169.
    Badjie, Maimuna
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    The Impact of Free and Open Source Software(FOSS) on Developers’ Productivity2022Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Despite the abundance of literature on free and open source software (FOSS), its impact on individual developers’ productivity is a topic that is under explored. Moreover, the traditional measures of developers’ productivity are based on objective measures (lines of code) instead of subjective measures (self-rated productivity). To bridge this gap and add new knowledge to existing literature, the study explored the impact of FOSS on developers’ productivity based on self-rated productivity measure. Hence, the study used an exploratory approach of qualitative research, a theoretical framework and interviews as a method of data collection. The findings indicate that FOSS actually has a positive impact on developers’ productivity and the rate of adoption is high among young and experienced developers. However, the risks and security challenges that come with FOSS based on its open model actually creates room for lack of trust and thus can reduce the adoption rate. Though FOSS has improved developers’ productivity when it comes to software development, the issues of poor documentation and lack of documentation encountered when trying to modify or enhance FOSS actually hinder developers’ productivity. Hence the free and open source software community should come up with ways of tackling these challenges in order for the developers to be more productive.

    Download full text (pdf)
    Masters Thesis
  • 170.
    Bai, Minghan
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Media and Communication Studies.
    Exploring the Dynamics of Rumors on Social Media in the Chinese Context2012Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Rumors always trigger public panic in China, while the advanced Internet technology has tremendously influenced the daily life of the Chinese. Thus, the dynamics of rumor spreading via the social media in China are worthwhile discussing. In order to fulfill the aim of this research, one of the prevalent Chinese social media sites, the Sina microblog, is introduced and analyzed within the context of the salt-buying frenzy incident that occurred in China in 2011. Various theoretical approaches, from the sociological and media studies perspectives, are introduced to form the framework for analysis. The relevant data and materials were collected via questionnaires with Chinese Internet users, while previous academic research and publications provide supportive materials. From the analysis of this social media site and contemporary Chinese circumstances, it was seen that the Guanxi network extended and enlarged the influence of online rumors to offline Chinese. In other words, the Guanxi network, expanded by social media, can be considered as the most important part of the dynamic process of rumor spreading in China. However, the openness and freedom of the Internet atmosphere were found to be the main factors in eliminating online rumors.

    Download full text (pdf)
    Fall12_Two Year Master_Minghan Bai Exploring the Dynamics of Rumors on Social Media in the Chinese Context
  • 171.
    Bai, Yu
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Tweets Win Votes: A Persuasive Communication Perspective on Donald Trump’s Twitter Use During the 2016 US Presidential Election Campaign2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Twitter, a microblogging platform, has been increasingly used as a tool for political election campaigns. In an attempt to persuade people to vote for them, candidates and political parties worldwide have begun to incorporate Twitter in their campaigns to disseminate campaign information, promote themselves, and mobilize voters. In the 2016 U.S presidential election, Donald Trump had actively utilized Twitter to promote his campaign and convince voters to support him, which helped him earn a strong presence and huge popularity on Twitter. Eventually Trump even successfully got elected as the 45th US president. Although the rise of Twitter in political campaigns has been studied by researches from different disciplines, there have been very few studies focusing on Donald Trump or his communication performance on social media in the 2016 US presidential campaign. Besides, it is found that there is a lack of studying candidates’ social media use from the perspective of persuasive communication. In order to reveal how Donald Trump was making use of Twitter to influence audiences’ attitudes, this paper will present a content analysis of Donald Trump’s Twitter use from the perspective of persuasive communication. Specifically, the study will investigate the characteristics of messages demonstrated from Donald Trump’s tweets, and examine whether his messages placed an emphasis on certain aspects. The aim of this study is to offer insights into Donald Trump’s Twitter use, particularly about his persuasive communication on Twitter during the political election campaign. 

    Download full text (pdf)
    fulltext
  • 172.
    Bailey, Olga
    et al.
    Nottingham Trent University.
    Cammaerts, Bart
    London school of economics and political science.
    Carpentier, Nico
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Alternatif medyayi anlamak2015Book (Refereed)
    Abstract [tr]

    Alternatif medya nedir? Çoğulcu, demokratik toplumlarda alternatif medya nasıl bir rol oynar? Alternatif medya, topluluk medyası, sivil toplum medyası ve rizomatik medya arasındaki benzerlikler ve farklar nelerdir? Alternatif medya uygulamada nasıl işler?Bu anlaşılır ve özlü metin, alternatif medyayı kuşatan karmaşık siyasal, toplumsal ve ekonomik tartışmalar aracılığıyla okura kapsamlı bir kılavuz sunuyor ve bu iletişim biçiminin tazelenen önemine dair berrak ve net bir bakış getiriyor. Kitabın yazarları, Birleşik Krallık, Kuzey Amerika ve Brezilya'nın aralarında bulunduğu ülkelerde yürütülen çeşitli saha çalışmalarını bir araya getirerek konuya dair özgün bir kuramsal çerçeve tasarlıyor. Kitap, hem "eski" hem de "yeni" medyaya bakmak suretiyle alternatif bir medyanın önemini savunuyor ve kapsamı genişletmenin bir yolu olarak siyasal bir gündem önerisinde bulunuyor.Alternatif Medyayı Anlamak medya, gazetecilik ve iletişim çalışmaları öğrencileri, araştırmacıları, akademisyenleri ve gazeteciler için değerli bir okuma.

  • 173.
    Bakir, Shajan
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Olai, Joel Arvid
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    “LIVE, BREATHE, TESLA”: En kvalitativ studie om gemenskap och kundlojalitet i Teslas svenska Facebook-community2024Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The primary objective of the research was to examine the motivations behind members’ participation in Tesla’s online community on Facebook and explore how member interaction influences engagement and loyalty towards Tesla. The emergence of new technologies has intensified the complexity of understanding user behaviors. This study contributes to an enhanced understanding of how individuals utilize media to fulfill various needs, impacting behaviors and attitudes. Previous research indicates that online community participants seek belonging, information, social interaction, entertainment, and self-realization. Active involvement, information sharing, and stronger relationships within brand communities enhance consumer-brand relations and serve as exit barriers. Therefore, three research questions were formulated to shed light on members’ motivations for participation, their level of involvement, relationships within the community, and their impact on customer loyalty. Positioned within popular culture studies and with a framework consisting of Brand Community Theory and Uses and Gratifications Theory, a qualitative content analysis was conducted on 10 semi-structured interviews. Findings suggest varying motivations for participation, with primary emphasis on gathering product information. Active engagement through knowledge-sharing fosters a sense of unity and heightens involvement. The social interaction among Tesla enthusiasts not only enhances engagement but also cultivates customer loyalty by fostering meaningful relationships. Members' roles as "working consumers", and Tesla’s responsiveness to suggestions, positively influence customer loyalty, reinforcing the community's value. However, member passivity due to negativity or unfulfilled entertainment needs can result in diminished engagement and subsequently affect customer loyalty negatively.

    Download full text (pdf)
    fulltext
  • 174.
    Bakkalian, Gastón
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Rådemar, Joakim
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Business Intelligence in Uppsala Univeristy - Do academic institutions practice what they preach?2015Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Business Intelligence (BI) is not a new concept. However, it is still complicated to work with it due to the different views and ways of implementation. This study has adopted an organisational oriented approach of BI: getting the right information, to the right people, at the right time. It was found in this study that poorly implemented BI features and inadequate information infrastructure may lead to workarounds in order to compensate for missing or lacking features and systems.

    This case study has been conducted at the faculty of Social Sciences of Uppsala University (UU) where a set of interviews were conducted to individuals on one of the key positions at the university; the Director of Studies (DoS). The aim was to map out the key processes and head activities of the DoS’s and evaluate them through the BI view of this thesis. Being the conclusion a concrete mapping of the DoS head activities as well as BI assessment of the current situation of the studied departments. Some improvements have been proposed in order to remedy the lacking of valuable and critical features and systems. However, it was found that the current system infrastructure and problem area is too immature in order to implement any form of integration. Several studies on key positions and influential systems need to be conducted in order to exhaustively map out and discover the problem area.

    Download full text (pdf)
    Business Intelligence in Uppsala Univeristy
  • 175.
    Balasuriya, Balasuriya Lekamalage Prasanna
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Contemporary Challenges for Media and Democracy from the Young Citizens’ Perspective: A Case Study in Gampaha District, Sri Lanka2023Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Democracy plays a crucial role in building a society where people’s freedom, human rights and social well-being are assured. In that light, media plays a considerable role as a source of information that can facilitate the smooth function of democracy. Due to the factors such as the rise of social media, political mismanagement and poor administration, media and democracy face numerous challenges in many countries. There is a lack of empirical research on the challenges for media and democracy from the citizens’ perspective. This study aims to identify the contemporary challenges for media and democracy in Sri Lanka from the young citizens’ perspective. Accordingly, the research question is formulated as: “What are the contemporary challenges for media and democracy in Sri Lanka from the young citizen’s perspective?”. ‘Normative theories’ are applied to understand the conduct of media. ‘Capability approach theory’ and Hasebrink’s concept of ‘users as citizens’ are used to understand the standard of living that people can achieve. This study conducted online face-to-face semi-structured interviews with sixteen young citizens in the Gampaha district in Sri Lanka. A case study research strategy was used, and the respondents were selected through purposive sampling. Thematic analysis is used to analyse the data and the identified challenges, and the sub-factors are illustrated in a thematic map. Twenty sub-factors that negatively contribute to media and democracy were identified and classified into five main challenges. The challenges for media and democracy identified in this study will be vital for policymakers, practitioners, journalists, and researchers in this area in order to mitigate the challenges whereby a sound democracy can be facilitated. These challenges identified would also be advantageous as a resource in formulating legal policies, introducing reforms and decision-making processes.

    Download full text (pdf)
    Master Thesis_Clean Version
  • 176.
    Bang, GiHoon
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Human-Telepresence Robot Proxemics Interaction: An ethnographic approach to non-verbal communication2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This research aims to find distinct and crucial factors needed in order to design a better robot through exploring the meaning of movement. The researcher conducted six-weeks of iterative work to collect data via an ethnographic method. The researcher examined the interactions between a telepresence robot and human beings in an authentic environment through the collected data and analyzed it based on proxemics theory. The research observed that the robot was given social space when it approached the participants with pauses in between movements. Furthermore, the research introduces proxemics pivot and its notion. Proxemics pivot refers to the part of the robot that people perceive as a standard point when they adjust the proximity between the robot and themselves. The proxemics pivot was considered “a face” and was attributed social properties; the other parts of the robot did not receive the same consideration.

    Download full text (pdf)
    fulltext
  • 177.
    Bangash, Arif
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    E-service for educational training material on Smartphones: Design of E-service for educational training material on Smartphones2011Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The language education company KEEWORDS provides games for language learning using physical decks of cards. The words in the language are shown on one side of the card, and the translation in another language on the other side of the card. Research has shown that this type of repetitive learning is effective for practicing vocabulary. We had an idea that KEEWORDS could expand their product line also to the app market. The goal of this project is to design a proposal to the Keewords company how their training method could be turned into a mobile app service. The goal of the designed app is to help educators teach students in a new and interesting way by providing them with a tool to create content, services, and training tools using new mobile technology. This project shows the process of designing this type of card training for smartphones. The design is not just for the language learning; rather it is a general design for learning different education material. The end result of this project is a proposal of a graphical user interface. 

    Download full text (pdf)
    Master Thesis
  • 178.
    Bapira, Fatin
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Information Systems.
    Business - IT Alignment: En litteraturstudie2011Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
  • 179.
    Baraldi, Enrico
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Technology, Department of Engineering Sciences, Industrial Engineering & Management.
    Ciabuschi, Francesco
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Business Studies.
    Callegari, Simone
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Lindahl, Olof
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Business Studies.
    Economic incentives for the development of new antibiotics: Report commissioned by the Public Health Agency of Sweden2019Report (Other academic)
    Abstract [en]

    This report responds to a request by the Public Health Agency of Sweden (Folkhälsomyndigheten) concerning which incentives for antibiotics research and development (R&D) Sweden should take into consideration for potential public investments. Based on discussions and interviews with experts, feedback from stakeholders (i.e. potential recipients of Swedish incentives), company case studies and computer-based Monte Carlo simulations, this report provides a set of recommendations about the economic incentives that can be relevant for Sweden.

    The incentives identified for Sweden’s portfolio meet the following criteria: improving Sweden’s visibility in the antibiotics field, reinforcing Sweden’s national R&D infrastructure in this area, leveraging Sweden’s strengths and traditions, limiting the public expenditure per incentive, permitting rapid implementation and effects, providing highly needed support to the antibiotic pipeline in unique ways, and granting Sweden a key contribution and thus influence on the design and direction of each incentive.

    Based on these criteria, a Market Entry Reward (MER) was not considered a viable alternative for Sweden if implemented by Sweden alone, especially because of its demanding financial engagement (close to 1 B USD), which is necessary for this incentive to produce relevant effects on the antibiotics R&D pipeline. However, if Sweden were to decide to pilot an MER, it should focus on a fully delinked MER, which entirely substitutes market sales with lump sums paid on a yearly basis. An MER should moreover be financed primarily from the healthcare budget to avoid crowding out other incentives. A fully delinked MER would allow testing several features of this incentive model, such as the evaluation procedures to set the overall amount of the MER, the definition of the unit prizes to be paid by local healthcare facilities to the central government, and periodic reviews to reassess the amount of yearly lump-sum payments according to the confirmed therapeutic efficacy of the antibiotic.

    If Sweden were to collaborate with other countries, such as the G20 group or the 28 EU members, a reasonable amount for its share is 6 or 23 M USD, respectively, for a partially delinked MER and 9 or 34 M USD, respectively, for a fully delinked MER. There are, however, ways to combine push and pull incentives, which are quicker and more efficient than an MER, namely combinations of grants with milestone prizes, which are rewards paid to developers upon the successful completion of key R&D steps (e.g. Phase 1 clinical studies). In addition to producing better effects for the money spent, a combination of milestone prizes and grants also prevents large MERs from crowding out push investments as well as recipients such as small- and medium-sized firms (SMEs), who usually cannot wait for a reward that is delayed until the final approval of an antibiotic.

    The recommended portfolio of incentives for Sweden includes three incentives: grants, milestone prizes and Pipeline Coordinators, to be used in combination with each other as a way to cover the antibiotics R&D pipeline and achieve important synergies. The following features should be considered when implementing and funding the three selected incentives:

    1) Grants should be dedicated to early R&D projects (no later than Phase 2) and to reinforcing the national R&D infrastructure, with a longer-term perspective than the current 3-year timeframe. In this regard, Sweden should maintain and possibly increase its current yearly investments in antibiotics R&D grants of approximately 7 M USD/year (60 M SEK) over several years. These investments will pay off in the long run, both in terms of molecules that will enter the future R&D pipeline; and as a stock of competencies spread over an infrastructure of specialised R&D centres that can be leveraged

    for future antibiotics research. These competences must be built up immediately and the seeds for future R&D projects need to be planted as soon as possible.

    2) Two types of milestone prizes should be in focus for Sweden: first, a prize awarding a sum between 10 and 20 M USD at the end of Clinical Phase 1 to highly innovative molecules addressing specific pathogens and, second, a prize for projects successfully completing preclinical steps. Establishing a prize at the end of Clinical Phase 1 is a much needed and unique initiative, with significant effects on the early R&D pipeline, granting also strong international visibility to Sweden. Sweden could also take major responsibility for such a milestone prize by covering a relatively large share. The other recommended milestone prize, awarded at the end of the preclinical steps, would help refill the clinical pipeline and would therefore have more of a long-term effect.

    3) Pipeline Coordinators, that is, organizations that take an active role in selecting and supporting a portfolio of antibiotics R&D projects in various ways, are the last recommended incentive. Selecting among currently existing Pipeline Coordinators rather than creating a new one, Sweden should fund two types of such organizations: R&D Collaborations, which create collaboration platforms to perform early development activities for the antibiotic projects they support, and Non-Profit Developers, who conduct their own antibiotic projects with the aim of bringing antibiotics to market but without pursuing profit goals. The first type of Pipeline Coordinator, R&D Collaborations, is relevant for a Swedish public investment because they are potentially the most efficient incentive in making R&D projects profitable. However, to fully exploit this potential, R&D Collaborations must be refined to become more flexible, reduce bureaucratic burden and avoid conflicts between participants.

    Non-Profit Developers provide the most extensive support to selected products by intervening across the entire antibiotic pipeline to ensure products reach the market. Moreover, this model strongly promotes both global availability and responsible use (stewardship). Therefore, Sweden may fund Non-Profit Developers through its international aid budget and in this way make important contributions to global health.

    Both types of Pipeline Coordinators also offer the advantage that they can help connect Swedish antibiotics R&D centres to international platforms, which reinforce the effects of infrastructure-related grants. Moreover, all forms of Pipeline Coordinators are incentive models that can be used as tools to manage the other two incentives (grants and milestone prizes). In this capacity, they can, for instance, evaluate grant applications and the antibiotic projects eligible for milestone prizes, which require a deep insight into the details of a drug development project.

    A fourth model, regulatory simplifications, which radically cut costs and times for Clinical Phase 3, can also be relevant for Sweden due to its contained costs, rapid implementation and effects and connection with Sweden’s expertise. However, this incentive requires further analysis to fully grasp its implications for regulators and patient safety before being recommended for implementation.

    The three incentives recommended by this report – grants, milestone prizes and Pipeline Coordinators – should be used in combination to exploit the synergies between them and their ability to push and pull molecules in different phases of the R&D pipeline. For instance, when grants and milestones are used together, the public investment per approved new antibiotic is lower than the combined spending if the two incentives were used in isolation. If it is not possible to introduce and use the three incentives simultaneously, the following priorities should be applied: first of all, grants need to be kept at current levels and possibly increased to fund both single antibiotic projects and competence development in the R&D infrastructure, while starting to invest in a Non-Profit Developer and a milestone prize at the end of Phase 1, followed by the development and funding of R&D Collaborations and, finally, a preclinical milestone prize.

    Download full text (pdf)
    Economic-incentives-for-new-antibiotics
  • 180.
    Baraldi, Enrico
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Technology, Department of Engineering Sciences, Industrial Engineering & Management.
    Ciabuschi, Francesco
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Business Studies.
    Callegari, Simone
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Lindahl, Olof
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Business Studies.
    Ekonomiska incitamentsmodeller för utveckling av nya antibiotika: Rapport på uppdrag av Folkhälsomyndigheten2018Report (Other academic)
    Abstract [sv]

    På uppdrag av Folkhälsomyndigheten utreder vi i denna rapport en rad incitamentsmodeller för forskning och utveckling (FoU) av antibiotika som kan vara aktuella för en svensk offentlig investering. Baserat på diskussioner och intervjuer med experter, återkoppling från intressenter (d.v.s. potentiella mottagare av svenska incitament), företagsfallstudier och datorbaserade Monte Carlo-simuleringar lämnar rapporten rekommendationer kring de ekonomiska modeller som Sverige bör investera i. De incitamentsmodeller som valdes ut för den svenska portföljen uppfyller följande kriterier: de kan öka Sveriges visibilitet och förbättra den nationella FoU-infrastrukturen i antibiotikafältet, de bygger på Sveriges styrkor och tradition i detta fält, de innefattar begränsade investeringar, de kan införas och ge resultat relativt snabbt, de tillfredsställer på ett unikt sätt viktiga behov i antibiotikapipelinen, och de ger Sverige en möjlighet att spela en avgörande roll i själva skapandet och inriktningen av incitamentet. I enlighet med dessa kriterier, bedömdes att en ”Market Entry Reward” (MER) inte är genomförbar för Sverige ensamt. Det beror främst på att det krävs ett stort finansiellt åtagande (närmare 1 miljard USD) för att ett incitament som en MER ska kunna ge relevanta resultat på pipelinen. Om Sverige trots detta skulle välja att pilottesta en MER på egen hand, borde ett sådant försök fokusera på en s.k. ”totalt losskopplad” MER (Fully Delinked), vilket betyder att MER helt och hållet ersätter marknadsförsäljningen och istället ger fasta årliga utbetalningar till utvecklaren. En MER borde primärt finansieras via sjukvårdsbudgeten för att undvika undanträngningseffekter mot incitament i andra utgiftsområden. En totalt losskopplad MER skulle tillåta testning av flera olika aspekter såsom utvärderingsprocessen för att bestämma det totala värdet på en MER, internprissättning till sjukhus för att återfinansiera de statliga betalningarna, samt regelbundna mellanlägesrevideringar av årliga betalningar beroende på resistensläget. Om Sverige skulle samarbeta med andra länder, som exempelvis G20 eller EU:s medlemsländer, skulle en rimlig storlek på den svenska andelen vara 6 respektive 23 miljoner USD för en partiellt losskopplad MER, och 9 respektive 34 miljoner USD för en totalt losskopplad MER. Det finns dock andra sätt att kombinera push- och pull-incitament som är mer effektiva och snabbare än en MER, nämligen en rad kombinationer av ”grants” (forskningsanslag) och ”milestone prizes”, där det senare är belöningar som betalas ut till utvecklare när de framgångsrikt avslutar viktiga steg i sin FoU (t.ex. Fas 1 i kliniska studier). Förutom bättre effekter per investerat belopp, undviker en kombination av ”grants” och ”milestone prizes” dessutom att stora MER tränger undan push investeringar och mottagare såsom små- och medelstora företag (SMEs) som vanligtvis inte kan vänta på ett incitament ända tills det slutgiltiga godkännandet av ett antibiotikum. Den föreslagna incitamentportföljen för Sverige omfattar tre incitament: ”grants”, ”milestone prizes” och ”Pipeline Coordinators”. Dessa tre incitament skall användas tillsammans för att säkerställa att hela FoU-pipelinen för antibiotika stödjs och att viktiga synergier skapas. Följande aspekter borde tas i beaktning vid implementering och finansiering av de tre valda incitamenten: 1) ”Grants” borde riktas mot tidiga FoU-projekt (fram till Fas 2) och att förstärka den nationella FoUinfrastrukturen, med ett tidsperspektiv som ska vara längre än den nuvarande 3-åriga tidsramen. Det är viktigt att Sverige bibehåller och om möjligt höjer sina nuvarande årliga investeringar i ”grants” för FoU om antibiotika på cirka 60 miljoner SEK/år (7 M USD) och att dessa investeringar får fortsätta över många år i framtiden. Investeringarna kommer att ge långsiktiga effekter både i form av nya molekyler som kan fylla på den framtida FoU-pipelinen och genom fördjupade kompetenser, exempelvis i form av en nationell forskningsinfrastruktur bestående av specialiserade FoU-centra som kan utnyttjas i framtida antibiotikaforskning. Det bör understrykas att man inte kan fördröja dessa investeringar eftersom den här typen av kompetenser behöver byggas omedelbart och frön för framtida FoU-projekt behöver sås i detta nu. 2) Två typer av ”milestone prizes” borde implementeras av Sverige. Först och främst ett ”prize” som delar ut mellan 10 och 20 miljoner USD (bedömningar gjorda av de små företagen i fallstudien) vid slutet av klinisk Fas 1 som bör riktas mot höginnovativa molekyler mot specifika patogener. Därutöver bör ett ”prize” tilldelas projekt som framgångsrikt avslutar de prekliniska stegen. Att inrätta ett ”prize” vid slutet av klinisk Fas 1 skulle vara ett nödvändigt och unikt initiativ, som förutom starka effekter på den tidiga FoU-pipelinen dessutom skulle ge Sverige en stark internationell visibilitet. Genom att finansiera en större del av detta ”milestone prize” skulle Sverige ta ett stort ansvar för att aktivt skapa dessa mycket viktiga incitament. Det andra rekommenderade ”milestone prize”, som delas ut vid slutet av de prekliniska stegen, skulle bidra till att fylla på den kliniska pipelinen och skulle därmed ha mera långsiktiga effekter. 3) ”Pipeline Coordinators”, d.v.s. organisationer som på flera sätt tar en aktiv roll i att välja och stödja en portfölj av FoU-projekt om antibiotika, är det sista rekommenderade incitamentet. Snarare än att skapa en ny ”Pipeline Coordinator”, borde Sverige välja bland de som redan finns och finansiera följande två typer av sådana organisationer: ”R&D Collaborations”, som skapar samarbetsplattformar för att genomföra tidiga FoU aktiviteter för de projekten de stödjer, och ”Nonprofit Developers”, som genomför egna antibiotikaprojekt i syftet att föra nya antibiotika hela vägen till marknaden, dock utan vinstintressen. Den första typen av ”Pipeline Coordinator”, ”R&D Collaborations” är relevant för Sverige att investera i eftersom det handlar om den incitamentsmodell som potentiellt är mest effektiv i att skapa lönsamma FoU projekt. Men för att kunna utnyttja denna potential fullt ut behöver ”R&D Collaborations” vidareutvecklas för att bli mer flexibla samt minska byråkrati och konflikter mellan deltagarna. ”Non-profit Developers” är å andra sidan den modell som erbjuder det mest omfattande stödet till utvalda produkter genom att agera över hela antibiotikapipelinen för att se till att dessa produkter når marknadslansering. Dessutom, ger denna modell starkt stöd gällande global tillgång och ansvarsfull användning (”stewardship”). Därför, skulle Sverige kunna finansiera ”Non-profit Developers” via sin internationella biståndsbudget och därmed även ge ett viktigt bidrag till global hälsa. Båda typer av ”Pipeline Coordinators” har fördelen att de kan hjälpa att koppla svenska FoU-centra för antibiotika till internationella plattformar, vilket skulle förstärka effekterna av infrastrukturrelaterade ”grants”. Dessutom, är alla sorters ”Pipeline Coordinators” incitamentsmodeller som kan användas som verktyg för att styra övriga två incitament (”grants” och ”milestone prizes”). Tack vare denna förmåga, kan de utvärdera ansökningar till ”grants” och de antibiotikaprojekt som är berättigade till ”milestone prizes”, vilket kräver både djupa och detaljerade kunskaper i specifika antibiotikaprojekt. Utöver dessa tre incitamentsmodeller kan även en fjärde modell vara relevant: ”regulatory simplifications”. Denna modell innefattar regulatoriska förenklingar som radikalt sänker kostnader och tider för kliniska Fas 3-studier. Modellen kan vara relevant för Sverige tack vare att kostnaderna är begränsade, implementeringen och effekterna snabba samt att det finns en koppling till svensk expertis. Trots dessa fördelar, kräver detta incitament fortfarande vidare analyser för att fullt ut förstå dess implikationer för regelverket och patientsäkerhet innan den kan rekommenderas för implementering. De tre incitamenten som rekommenderas i denna rapport – ”grants”, ”milestone prizes” och ”Pipeline Coordinators” – bör användas tillsammans i särskilda kombinationer för att utnyttja synergierna mellan dem och deras förmåga att både trycka (”push”) och dra (”pull) molekylerna i olika faser i FoU-pipelinen. Dessa synergier innebär att när exempelvis ”grants” och ”milestone prizes” används samtidigt, blir den offentliga investeringen för varje nytt antibiotikum lägre än den sammanlagda investeringen om de två incitamenten används separat. Om det skulle vara omöjligt att införa och använda de tre incitamenten samtidigt, borde följande prioriteringsordning tillämpas: först och främst behöver nuvarande nivåer på ”grants” bibehållas och om möjligt höjas för att finansiera både enskilda projekt om FoU om antibiotika och för utveckling av kompetenser samt för FoU-infrastruktur, medan investeringar påbörjas i en ”Non-profit Developer” och i en ”milestone prize” vid slutet av Fas 1, följd av vidareutveckling och finansiering av ”R&D Collaborations” och slutligen av ett prekliniskt ”milestone prize”.

    Download full text (pdf)
    Ekonomiska-incitamentsmodeller-för-utveckling-av-nya-antibiotika
  • 181. Barnes, Nick
    et al.
    Baumgartner, Peter
    Caetano, Tiberio
    Durrant-Whyte, Hugh
    Klein, Gerwin
    Sanderson, Penelope
    Sattar, Abdul
    Stuckey, Peter
    Thiebaux, Sylvie
    Van Hentenryck, Pascal
    Walsh, Toby
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    AI@NICTA2012In: The AI Magazine, ISSN 0738-4602, Vol. 33, no 3, p. 115-127Article in journal (Refereed)
    Abstract [en]

    NICTA is Australia's Information and Communications Technology (ICT) Centre of Excellence. It is the largest organization in Australia dedicated to ICT research. While it has close links with local universities, it is in fact an independent but not-for-profit company in the business of doing research, commercializing that research and training Ph.D. students to do that research. Much of the work taking place at NICTA involves various topics in artificial intelligence. In this article, we survey some of the AI work being undertaken at NICTA.

  • 182.
    Barresäter, Tova
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Lovisa, Forsberg
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Genusstereotyper i välgörenhetskommunikation: En semiotisk bildanalys av välgörenhetsorganisationers porträttering av ukrainska nödställda 2022Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this study is to explore how Ukrainian men and women in need of humanitarian aid are portrayed by three Swedish charity organizations. This study also has the ambition to discuss the potential differences and similarities between Ukrainian people in need and people in need from other countries by analysing the results of the study in relation to previous research in the area. The research question of the study is: How are Ukrainian people in need of humanitarian aid portrayed by Swedish charity organizations?

     

    In order to answer the research question, pictures uploaded by UNHCR for Sweden, The Red Cross and Doctors without Borders on Instagram have been collected and analysed with semiotic picture analysis to identify and interpret the denotative and connotative signs in the pictures. This study relies on a theoretical framework surrounding semiotics, gender theory and stereotypes in combination with previous research in the field. These theories are used to analyse how Ukrainian men and women are portrayed.

     

    The results of this study show that the portrayal of Ukrainian people in need of humanitarian aid both aligns with and goes against past stereotypes and gender norms related to people in humanitarian need. Both men and women are portrayed as parents, where the women are portrayed as caring and the men as protective. Other key results from the studies show that men and women are portrayed with different types of emotions. The women are more likely to show emotions and the men are more likely to be neutral.

    Download full text (pdf)
    fulltext
  • 183.
    Basta, Zofie
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Media and Communication Studies.
    The Intersection of AI-Generated Content and Digital Capital: An Exploration of Factors Impacting AI-Detection and its Consequences2024Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Abstract:

    This thesis investigates the capacity of individuals to detect AI-generated text, and the indicators that enable them to do so. This inquiry is situated in the broader theoretical context of digital capital, the digitization of society, deep mediatization, and AI literacy. Using a quantitative correlation approach, the study tested participants’ accuracy in detecting AI content, and shared factors between participants with high scores on this task. Participants were assessed on a number of self-reported demographic, digital capital, and digital society-based benchmarks in conjunction with AI detection accuracy. The study employed a mix of statistical methods, including logistic regression and point-biserial correlation matrices. However, only a few specific questions within the digital capital and digital society framework had a statistically significant impact on a participant being in the high-accuracy group, and these correlations were weak. Furthermore, two aspects of digital capital actually had a negative effect on the odds of scoring high on the text detection task. 

    The findings reveal that there is room for more research into what indicators influence human AI detection capabilities, and whether these skills are learnable or inherent to certain individuals. Moreover, the research highlights the necessity of fostering AI literacy, particularly if these capabilities improve human AI detection. While AI systems can ‘catch’ AI-generated text, their efficacy is mixed, and producers of AI text and evaluators are constantly locked in a game of cat-and-mouse, using evolving AI to recognize evolving AI. Thus, human skills are pivotal, lest we become even more dependent on technology in our deeply mediatized society.

    Download full text (pdf)
    fulltext
  • 184.
    Basu, Henry
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    En studie om kunskapsöverföring vid öppen innovation genom crowdsourcing2015Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Organizations that want to maintain a good innovation capability can seek knowledge both within and outside its boundaries. Opening up innovation processes, through so-called open innovation, allows organizations to combine internal and external knowledge sources in order to include previously excluded perspectives to the innovation process. This study examines how knowledge is created and transferred when conducting open innovation through crowdsourcing. It is done based on Nonaka’s (1991; 1994) theory of how knowledge is created through conversion processes, where implicit knowledge can be converted into explicit knowledge and vice versa. How the crowdsourcing process can generate knowledge transfer is analyzed with the support of Nonaka’s theory and a number of empirically based illustrations. The gathered empirics primarily consist of interviews conducted at companies working with different crowdsourcing platforms. The paper clarifies how the crowdsourcing process gives support for knowledge transfer according to Nonaka’s conversion processes, and that additional knowledge transfer is made possible through the collaborative nature of crowdsourcing. The analysis also shows that extensive planning for how crowdsourcing initiatives should be handled is required in order for them to strengthen the organization’s innovation capability. 

    Download full text (pdf)
    fulltext
  • 185.
    Batistová, Anna
    et al.
    Charles University, Prague, Czech Republic.
    Carpentier, Nico
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Constructing the Czech nation: A discursive-theoretical analysis of the articulationof the nation in the cultural magazines produced byCzech WWII London exiles2018In: Journal of Language and Politics, ISSN 1569-2159, E-ISSN 1569-9862, Vol. 17, no 6, p. 713-743Article in journal (Refereed)
    Abstract [en]

    The article’s objective is to analyse the discursive construction of the Czechnation in three cultural magazines, produced by Czech exiles in London duringWWII. The theoretical backbone for this analysis is provided by Laclau andMouffe’s (1985) discourse theory, which in turn supports a discourse-theoreticalre-reading of the literature on the nation, first in general and then in relationto the Czech nation. These three theoretical components support an analysis of650 selected contributions in 36 issues of the three main cultural journals of theCzech London exile: Obzor [Horizon], Kulturní zápisník [Cultural Notebook]and Review. This discourse-theoretical analysis shows the presence, particularityand contingency of a series of internal nodal points (temporal, spatial, linguistic,cultural and popular), in combination with the external nodal point of diversityin relation to outgroups. In the conclusion, the political nature of this construction,which we label the politics of poetry, is emphasized.

  • 186.
    Beard, Simon
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Boman, Julius
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Information Systems.
    Cloud Migration Strategies: Identifiering, kartläggning och jämförelse av Cloud Migration Strategies2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Cloud Computing är en tjänstemodell som ger användare tillgång till virtuella dataresurser, såsom lagringsutrymme och processorkraft över internet. Cloud Computing förknippas med fördelar, däribland elasticitet, skalbarhet och kostnadseffektivitet. Därför föreligger det ett intresse bland organisationer och företag att förflytta mjukvarusystem och andra IT-resurser från en fysisk till en virtuell miljö. Denna process kallas för Cloud Migration, vilket kantas av problem beträffande hur denna process skall gå tillväga. Därför tillämpas Cloud Migration Strategies för att råda bot på problem som Cloud Migration kantas av. Emellertid förekommer det flera olika Cloud Migration Strategies. Därför är syftet med denna uppsats är att identifiera, kartlägga och jämföra Cloud Migration Strategies härledda från vetenskaplig litteratur publicerade mellan år 2015 och 2020. Detta för att skapa ett vetenskapligt bidrag som kan ge en övergripande bild av likheter och skillnader mellan identifierade och kartlagda Cloud Migration Strategies. Insamlingen av strategier har genomförts i enlighet med Systematic Mapping Process. Denna process resulterade i 15 identifierade strategier som kartlades utifrån tre kategorier: (i) typ av strategi, (ii) tillvägagångssätt och (iii) typ av slutprodukt. Därefter analyserades kartlagda strategier utifrån en komparativ metod. Utifrån jämförelsen kan man dra slutsatsen att det förekommer både likheter och skillnader mellan kartlagda Cloud Migration Strategies. Likheter då strategierna tar avstamp i motsvarande problemområde och skillnader då angreppssätten är förhållandevis varierande.

  • 187.
    Becker, Ulrika
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Renqvist, Saga
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Effektivitet inom akutvården: Är en digital kölista lösningen?2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Download full text (pdf)
    fulltext
  • 188.
    Behar, Virginie
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Media and Communication Studies.
    Healing the Depressed Self: A Study of Social Media Therapy2023Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Since 2019, therapy content from both mental health professionals and social media users has proliferated on both TikTok and Instagram, a phenomenon some have called Tiktok and Instagram therapy. This study explores two different facets of social media therapy. It explores how individuals with a history of depression engage with these accounts in order to cope with their condition. It also explores the content about depression this study's participants consume in the process, which knowledges about depression are privileged and which remain obscured.

    Based on qualitative content analyses of in-depth semi-structured interviews and collected social media posts from Instagram and Tiktok, this thesis adopts Foucault's theoretical approaches to Technologies of the Self and Power/Knowledge to reveal the complexities of social media therapy in the context of neoliberal mental healthcare and the dominance of psychiatric and psychological knowledge about depression. The findings show that social media therapy is a valuable tool for this study's participants through the careful curation of their social media therapy content and, thus, allowing them to gain better (self-)knowledge, tools for self-care and a sense of community to better cope with depression. However, participants' practices reveal a tension between the notions of agency and neoliberal imperatives of self-management operating simultaneously within the current mental healthcare context. The findings further show that social media therapy reinforces the stronghold of the medical and psychological sciences on conceptions of depression and reproduces neoliberal imperatives of self-responsibility and individualization, disregarding the social and structural determinants of depression.

    This study thus concludes that while social media therapy is a site of contradictions, its appeal and helpfulness in the current neoliberal mental healthcare context cannot be denied. Nevertheless, there is a need to bring more awareness to social and structural conditions leading to depression.

    Download full text (pdf)
    fulltext
  • 189.
    Beijer, Sofia
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Stål Josefsson, Alice
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    An Eye for Identity: En fallstudie om organisationsidentifikation bland butiksmedarbetare på GANT Sweden2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Research in the field of organizational identification with the members of an organization is insufficient when it comes to the reasons for the lack of organizational identification. It is unclear whether it is a communicative problem or if the problem has other grounds. The purpose of this thesis was therefore to examine whether it’s possible for an organization to anchor their core values onto their employees, through internal communication, so that these possibly lead to organizational identification among the employees. Based on this purpose following research questions were designed: Do the sales representatives at GANT Sweden AB identify with the organization's core values? and What is / are the reasons that sales representatives have, or have not identified with the organization? To answer these two questions we chose to conduct qualitative interviews with sales representatives working for GANT Sweden AB, where there is an on going process of change that is aiming to incorporate revised corporate values onto the employees. The analytical framework has been gathered through a largely field research and through looking at the social identity theory and “the meaning perspective” of communication. Our main results with this study showed that a more equal and meaningful communication where the sales representatives feel included in the organization could possibly contribute to greater organizational identification among the sales representatives. 

    Download full text (pdf)
    fulltext
  • 190.
    Beinhoff, Andreas
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Developer usability testing: A real world example2010Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The iPhone has thanks to its multitouch interface, size and connectivity change the way we communicate. To fully utilize this technology we can involve users in the development process to help make highly usable software applications. One way to do this we somehow need to get the users to use our systems. What techniques are there to do this? And will they fit our product? Are there any way we can involve the users in the development process of an iPhone application, in this thesis I investigate if this can be accomplished by conducting usability tests with users on an iPhone application. The usability testing gives an insight into how the users work with and adapts to the users interface. The questionnaires given to the participants gave insight into how the users considered the usability and usefulness of the application. This data gave the development much needed data on the application to make it better and more usable. Since earlier research into user involvement have shown a strong connection to usable software and usability testing could be integrated successfully into the development by the single programmer, the conclusion can be drawn that single developer that incorporates usability testing into the development process as a form of user involvement makes more usable software. The usability was tested on an iPhone application built for an American online classified ads website.

    Download full text (pdf)
    FULLTEXT01
  • 191.
    Belay, Aklilu Taye
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Information Systems.
    The Contribution of Collaborative Tools and Technologies in Facilitating Tacit Healthcare Knowledge Sharing amongst Clinicians: In the Case of Akadamiska Hospital, Uppsala, Sweden2014Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Healthcare is a knowledge-intensive field. A significant quantum of extremely vital and viable healthcare knowledge exists in a tacit form, yet due to various operational and technical reasons such healthcare knowledge is not entirely utilized and put into professional practice. The strong increase in expert work and knowledge-intensive fields make examining the topic timely and hypothetically interesting.The most significant contribution of this study is the increase in understanding, as well as, tacit healthcare knowledge sharing amongst physicians and clinicians with the type of collaborative tools and technologies they have at their disposal. Collaborative tools and technologies help employees of an organization work closely with their colleagues, partner organization and other volunteers as tacit healthcare knowledge sharing among clinicians such as sharing of best practices, tips and tricks, inter professional collaborative networking, clinical experiences and skills are known to have a significant impact on the quality of medical diagnosis and decisions.This paper posits that collaboration tools and technologies can provide new opportunities for tacit healthcare knowledge sharing amongst health-experts, and demonstrates this by presenting findings from a review of relevant literature and a survey conducted with Medical Doctors who have moderate to high interaction with collaborative tools and technologies in the healthcare industry. Semi-structure interviews were conducted with health-experts (Medical Doctors and clinicians) of Akademiska Hospital, Uppsala, Sweden. Final thematic analysis unveiled six themes as potential contributors of collaborative tools and technologies in facilitating tacit healthcare knowledge sharing among clinicians. The newly developed themes are described and interpreted briefly; extensive literature review has been carried out to relate the emerged themes with the literatures and part of interview participant responses are supported as well. Finally this research suggests further empirical studies shall be conducted to acknowledge this study.

    Download full text (pdf)
    fulltext
  • 192.
    Bellström, Peter
    et al.
    Karlstad Univ, Dept Informat Syst, Karlstad, Sweden..
    Magnusson, Monika
    Karlstad Univ, Dept Informat Syst, Karlstad, Sweden..
    Pettersson, John Sören
    Karlstad Univ, Dept Informat Syst, Karlstad, Sweden..
    Thorén, Claes
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Facebook usage in a local government: A content analysis of page owner posts and user posts2016In: Transforming Government: People, Process and Policy, ISSN 1750-6166, E-ISSN 1750-6174, Vol. 10, no 4, p. 548-567Article in journal (Refereed)
    Abstract [en]

    Purpose To fully grasp the potential of using social media, one must know what governments and citizens are communicating in these media. Despite much statistics published, there is a dearth of research analyzing information content in detail. The purpose of this paper is to identify the kind of information exchange that occurs between a local government and its constituent citizens using social media. Design/methodology/approach This paper presents a qualitative single case study of the Facebook presence of the municipality and city of Karlstad, Sweden, one of the most prominent local governments on Facebook in the country. Facebook page data were collected between May 2015 and July 2015. A content analysis was performed on the data to explore new and existing categories that drive the analysis. Findings The paper identifies 11 content categories for municipality posts and 13 content categories for user posts (citizen or organization). The frequency for each content category reveals that the page owner is first of all using its Facebook page to promote different happenings in the municipality while the page user is asking questions to the municipality or other users. Research limitations/implications The study is limited to one municipality, but achieves analytical generalizability in its findings. In other words, the categories and mode of communication are a finding in and of itself that in future research may be validated in terms of commonality on a national scale. Practical implications Management concerns about opening up a municipality Facebook page for user posting may be exaggerated: positive posts are as common as complaints. If an organization wants to use the Facebook page for increased user participation and collaboration, it seems that users, both citizens and organizations, welcome such opportunities. However, such posts are not likely to receive many comments or shares from other users. Originality/value The paper is one of the first that uses content analysis to categorize both page owner posts and user posts on a local government Facebook page. The content categories identified in the paper provide novel and detailed insights on what types of information exchange occur on social media between a local government and citizens but also highlight the need to distinguish organizations from citizens among the visitors to the government Facebook page. Different types of user will post different types of content. The identified content categories can serve as a basis for future empirical research within e-government research.

  • 193.
    Below, Jelka Ninja
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Media and Communication Studies.
    Photojournalism in War and Armed Conflicts: Professional Photography and the Framing of Victimhood in World Press Photos of the Year2010Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    During the last decades, the presence of visual media has increased dramatically. However, very little empirical research has been carried out to determine the implication of the medium photograph as a visual information transmitter. The aim of this study was therefore to investigate the characteristics of professional press photos that relate to war and armed conflicts and to examine the framing of victimhood. A thorough literature review as well as an iconographic interpretation of World Press Photos serves to ascertain data in order to permit answering the research questions.

     

    The World Press Photo Foundation is the subject of research as it represents the most prestigious international competition for press photography at present and thus acts as an agenda-setter. That highlights the implication of its decisions about professional photographs since its coverage of certain issues biases the international media coverage of the same. It also affects the development of professional photojournalism. In this context the meaning of photographs in today’s visual media societies can be discussed.

    Download full text (pdf)
    Photojournalism in War and Armed Conflicts
  • 194.
    Benford, Steve
    et al.
    Univ Nottingham, Mixed Real Lab, Nottingham, England..
    Sundnes Lovlie, Anders
    IT Univ Copenhagen, Digital Design Dept, Copenhagen, Denmark..
    Ryding, Karin
    IT Univ, Digital Design Dept, Copenhagen, Denmark..
    Rajkowska, Paulina
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Bodiaj, Edgar
    Univ Nottingham, Mixed Real Lab, Nottingham, England..
    Darzentas, Dimitrios Paris
    Univ Nottingham, Mixed Real Lab, Nottingham, England..
    Cameron, Harriet R.
    Univ Nottingham, Mixed Real Lab, Nottingham, England..
    Spence, Jocelyn
    Univ Nottingham, Mixed Real Lab, Nottingham, England..
    Egede, Joy
    Univ Nottingham, Mixed Real Lab, Nottingham, England..
    Spanjevic, Bogdan
    NextGame, Belgrade, Serbia..
    Sensitive Pictures: Emotional Interpretation in the Museum2022In: CHI '22: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems / [ed] Simone Barbosa, Cliff Lampe, Caroline Appert, David A. Shamma, Steven Drucker, Julie Williamson, Koji Yatani, Association for Computing Machinery (ACM), 2022, article id 455Conference paper (Refereed)
    Abstract [en]

    Museums are interested in designing emotional visitor experiences to complement traditional interpretations. HCI is interested in the relationship between Affective Computing and Affective Interaction. We describe Sensitive Pictures, an emotional visitor experience co-created with the Munch art museum. Visitors choose emotions, locate associated paintings in the museum, experience an emotional story while viewing them, and self-report their response. A subsequent interview with a portrayal of the artist employs computer vision to estimate emotional responses from facial expressions. Visitors are given a souvenir postcard visualizing their emotional data. A study of 132 members of the public (39 interviewed) illuminates key themes: designing emotional provocations; capturing emotional responses; engaging visitors with their data; a tendency for them to align their views with the system's interpretation; and integrating these elements into emotional trajectories. We consider how Affective Computing can hold up a mirror to our emotions during Affective Interaction

  • 195.
    Bengtsson, Fredrik
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Eriksson Lundström, Jenny
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    ANT-Maps: Visualising Perspectives of Business and Information Systems2013In: ICIS 2013 Proceedings, 2013Conference paper (Refereed)
    Abstract [en]

    In the IS-literature, graphical representations often accompany Actor Network Theory (ANT) analyses of IS-initiatives, serving as tools for improving visibility of the case and interest and power of actors. Building on a comprehensive literature survey, we identify a gap in existing visualisation approaches, as these mainly focus on offering visual support of the case. We present a visualisation approach and a generic, precise and well defined notation that is directly mapped to key concepts of ANT, highlighting the process of translating actors to commit to the implementation initiative. The approach is illustrated by an actor-network analysis of a particular IS-initiative in a Swedish media house.

    Download full text (pdf)
    fulltext
  • 196. Bengtsson, Fredrik
    et al.
    Eriksson Lundström, Jenny
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Information Systems.
    Sjöström, Sofie
    Hrastinski, Stefan
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Ozan, Håkan
    Sustainability impact of open innovation software2012In: Proceedings of the XXIII ISPIM Conference  Action for Innovation: Innovating from Experience, Barcelona, Spain, 17-20 June 2012., 2012Conference paper (Refereed)
  • 197.
    Bengtsson, Fredrik
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Information Systems.
    Ågerfalk, Pär
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Information technology as a change actant in sustainability innovation: Insights from Uppsala2011In: Journal of strategic information systems, ISSN 0963-8687, E-ISSN 1873-1198, Vol. 20, no 1, p. 96-112Article in journal (Refereed)
    Abstract [en]

    This study investigates the effects of a sustainability initiative in a Swedish municipality viewed through the lens of actor network theory. The focus is on the consequences of committing to the implementation of a reporting and analysis system for IT-supported sustainability. This commitment involves several actor networks, both internal and external to the municipality. The study shows that, to implement successfully a sustainability initiative, a thorough understanding of organizational routines and standards is required to enrol the affected stakeholders. Information systems can play a central role as tools for improving sustainability indicators and routines, thereby constituting important change actants.

  • 198.
    Bengtsson, Fredrik
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Ågerfalk, Pär J.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Sustaining Sustainability: Investigating the Long-Term Effects of a Sustainability Initiative2016In: Nordic Contributions in IS Research: 7th Scandinavian Conference on Information Systems, SCIS 2016 and IFIP8.6 2016, Ljungskile, Sweden, August 7-10, 2016, Proceedings / [ed] Lundh Snis, Ulrika, Switzerland: Springer International Publishing , 2016, p. 86-99Chapter in book (Refereed)
    Abstract [en]

    This study investigates to what extent holistic sustainability values persist when a sustainability innovation initiative is transformed to standard mode of operation in a Swedish municipality through the lens of actor-network theory. The focus is on the effect of change in sustainability routines, inscribed in IT systems, when governance shifts from a dedicated initiative management to regular management. This longitudinal study shows that information systems can play a central role to enrol stakeholders in sustainable practices, but that sustainability outcomes are closely related to the view of sustainability inscribed in routines and supportive IT systems.

  • 199.
    Bengtsson, Jonathan
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Myrén, Simon
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Informationsstyrning & informationskrigföring på sociala medier: En studie om individers beslutsfattande i krigstider2022Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Download full text (pdf)
    fulltext
  • 200.
    Bengtsson, Marina
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Ekwall, Mattias
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Digitaliseringen av institutionen för informatik och medias utbildningsverksamhet under Covid-19 pandemin2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Effekterna av Covid-19 pandemin medförde bland annat en övergång till distansundervisning för institutionen för informatik och media på Uppsala universitet. I samband med denna övergång digitaliserades institutionen ytterligare, under en kort tidsperiod. Syftet med studien är att undersöka hur digitaliseringen av institutionens utbildningsverksamhet gick till under denna rådande pandemi utifrån Goldkuhl och Röstlingers (2019) teori om den funktionellaoch regulativa dimensionen. En kvalitativ fallstudie genomfördes och grundar sig i fyra intervjuer med medarbetare inom institutionen och inom Uppsala universitets verksamhet. Dessa intervjuer kompletterades även med dokumentanalys. Intervjuerna och dokumentanalys utgjorde empirin som sedan analyserades baserat på tidigare forskning inom digitalisering och kommunikation inom organisationer samt organisationsförändringar. Empirin analyserades dessutom utifrån Goldkuhl och Röstlingers (2019) teori om digitala resurser i verksamheter utifrån den funktionella och regulativa dimensionen. Slutsatsen för studien är att institutionens utbildningsverksamhet har digitaliserat de verksamhetsprocesser som tidigare inte varit digitaliserade. Dessa innefattar undervisningsmoment som föreläsningar, workshops, laborationer, seminarier och examinationer som ses som delvis digitaliserade delprocesser. Med hjälp av Zoom, Inspera, Studentportalen och mail har dessa undervisningsmoment kunnat digitaliseras och bedrivas på distans. Dessutom har möten digitaliserats i full utsträckning med hjälp av applikationen Zoom. Det visade sig att kommunikationen har digitaliserats ytterligare med hjälp av digitala resurser som Medarbetarportalen, Studentportalen, Uppsala univeristets hemsida, Rektorsbloggen och mail. Dessa har fungerat som kommunikationsinstrument och har visat sig vara en väsentlig del för att kunna genomföra digitaliseringen. Slutsatsen för studien är även att råd, riktlinjer och bestämmelser på olika författningsnivåer har haft en reglerande karaktär och styrt digitaliseringsprocessen för institutionen.

    Download full text (pdf)
    fulltext
1234567 151 - 200 of 2953
CiteExportLink to result list
Permanent link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf