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1

Toms, Elaine. "Browsing digital information, examining the affordances in the interaction of user and text." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp04/nq21319.pdf.

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Terrenghi, Lucia. "Designing Hybrid Interactions through an Understanding of the Affordances of Physical and Digital Technologies." Diss., lmu, 2007. http://nbn-resolving.de/urn:nbn:de:bvb:19-78747.

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Pruchniewska, Urszula Maria. "Everyday feminism in the digital era: Gender, the fourth wave, and social media affordances." Diss., Temple University Libraries, 2019. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/602916.

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Media & Communication
Ph.D.
The last decade has seen a pronounced increase in feminist activism and sentiment in the public sphere, which scholars, activists, and journalists have dubbed the “fourth wave” of feminism. A key feature of the fourth wave is the use of digital technologies and the internet for feminist activism and discussion. This dissertation aims to broadly understand what is “new” about fourth wave feminism and specifically to understand how social media intersect with everyday feminist practices in the digital era. This project is made up of three case studies –Bumble the “feminist” dating app, private Facebook groups for women professionals, and the #MeToo movement on Twitter— and uses an affordance theory lens, examining the possibilities for (and constraints of) use embedded in the materiality of each digital platform. Through in-depth interviews and focus groups with users, alongside a structural discourse analysis of each platform, the findings show how social media are used strategically as tools for feminist purposes during mundane online activities such as dating and connecting with colleagues. Overall, this research highlights the feminist potential of everyday social media use, while considering the limits of digital technologies for everyday feminism. This work also reasserts the continued need for feminist activism in the fourth wave, by showing that the material realities of gender inequality persist, often obscured by an illusion of empowerment.
Temple University--Theses
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Kim, Ji Eun. "Parent-child shared reading : the affordances of print, digital, and hand-held electronic storybooks." Thesis, University of British Columbia, 2014. http://hdl.handle.net/2429/50597.

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This study examines affordances of books involving different media in parent-child shared reading. Children and families increasingly use books and other literacy materials in digital format (Unsworth, 2006) in addition to those in traditional print/paper format. Although there have been studies about parent-child shared reading of digital books, the present study, by employing systemic functional linguistics (SFL) as the analytic tool, provides more in-depth and nuanced understandings of how different digital/physical features of books are related to types (e.g., questions) and processes (e.g., ways to build meanings) of parent-child interactions during shared reading. Based on Vygotsky’s socio-historical development theory and SFL, this study examines the verbal interactions of 20 dyads and their construction and negotiation of meanings while sharing of different books (one print [PB], one electronic [LB] and two digital books [DB1 and DB2]). The analysis revealed that the dyads used certain types of talk considered to encourage expansion of children’s thinking more often in the PB and LB contexts than in the other two contexts. Also, the dyads had more sustained interactions in the PB and LB contexts, which allowed them to negotiate meanings through these conversations and discussions. Furthermore, the foci of the dyads’ talk were different across the contexts: some digital features of the LB and DB1 appeared to lead the talk more towards technical aspects rather than towards the meaning of the stories. These findings further suggest that shared reading of different formats of books provide children with different learning opportunities. The study enhances our understanding of differences in parent-child verbal interactions, and of contextual elements, as well as the relationship between the two. These in-depth understandings suggest implications for the development of better quality digital books, and for more productive uses of digital books at home and school. Moreover, the study provides further evidence of an alternative way to examine parent-child verbal interactions (cf. Hasan, 1989; Williams, 1994) by utilizing SFL, which allows researchers to examine interactions (e.g., questioning) and contexts (e.g., focus of talk) in detail. This detailed examination, in turn, complements the analysis of language in Vygotsky’s theory.
Education, Faculty of
Language and Literacy Education (LLED), Department of
Graduate
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Hushlak, Anna A. "Campaigning in the age of digital media : exploring the influences of digital affordances on campaigning in environmental non-governmental organisations." Thesis, University of Oxford, 2018. http://ora.ox.ac.uk/objects/uuid:11a7515f-720e-4dde-aa0c-f122f0980c48.

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This thesis is a qualitative exploration into the affordances of digital media and environmental campaigning through the lens of media and communication geography. It is guided by the following question: How do digital media affordances influence the conduct of campaigning in environmental non-governmental organisations? To address this question, this thesis follows the 'four paper route'. Specifically, this research relies on semi-structured interviews, participant observation, content analysis, and virtual ethnography to investigate core topics related to digitally-mediated campaigning: engagement, strategy, membership, and online communities. To begin, the first paper examines how environmental campaigners frame engagement, and the extent to which these frames are coproduced with their adoption of digital media. The second paper explores how digital media affordances influence the ways in which ENGOs approach audiences, tactics, and organising structures when building campaign strategy. Expanding on findings from the second paper, the third paper investigates how digital media affordances are changing organisational perceptions of membership in the everyday vocabularies of ENGOs. Last the fourth paper adopts a virtual ethnographic approach to better understand how supporters take part in online communities (OCs), and the relationship of OCs to online and offline participation. This thesis is timely and significant for several reasons. First, environmental politics have emerged as a major issue area within the international arena. The majority of these politics are influenced by mass media. Thus, this research offers insight into how organisations harness and leverage digital media affordances for environmental activism and advocacy. Second, much of the scholarship exploring digital affordances and contemporary activism situates itself within social movements. Instead, by focusing on campaigns, this research provides an alternative unit of analysis below that of social movements yet above the level of individuals. Last non-governmental organisations (NGOs) have, and continue to, use campaigns to connect citizens and politics. Thus, understanding how digital media affordances are influencing campaigning is critical to realising the beliefs, aspirations, and needs of different groups within society.
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Johansson, Erik. "Chess and Twitch : Cultural Convergence Through Digital Platforms." Thesis, Södertörns högskola, Medie- och kommunikationsvetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-45612.

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This thesis studies online fan communities, using the recent popularity of chess on live streamingplatform Twitch.tv as a case study to examine audience and cultural convergence between high and popular culture in a digital community setting. Bourdieu’s theoretical concepts field and capital are utilised in order to investigate changing structures and norms within this converging chess field. Affordances of the Twitch platform, too, are considered as key role players in the transformation ofchess culture online. Through participant observation in a live stream channel and through content analysis of online forum materials discussing the Twitch-hosted amateur chess "PogChamps"tournament, the study’s findings suggest that the introduction of a new platform like Twitch into a fieldlike the chess field can fundamentally restructure the community. This can occur because of platform affordances that offer new means for community members to accumulate valuable capital by setting new terms for what constitutes valuable capital and what it means to be "in the know" in the field. Additionally, by bringing new audiences to the chess community, Twitch is a key influencer indeveloping what can be seen as a new form of fan community centred around chess that emphasises spectacle and entertainment above game proficiency. These findings, the thesis concludes, can beapplied in similar community contexts in order to further understand the dynamic nature of online communities.
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Arnold, Luke. "The affordances and potentials of mobile digital devices to teach English: a South African case study." Master's thesis, University of Cape Town, 2018. http://hdl.handle.net/11427/29500.

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In this paper I attempt to explore the complexities involved in using digital technologies to teach English as home language in a South African private school. For a period of 2 months I conducted ethnographic research at an elite school to best understand the social forces which underlie pedagogic practices and perceptions in such a mainstream educational institution. I recorded my observations with field notes, video data and by collecting several resources produced by students, and focussed on learning interactions which are shaped by technology in some way, most commonly by mobile tablet devices. This project is situated within the research of the New Literacy Studies (Street 1997); it is influenced by the notion social literacies (Gee 1990) and a multimodal approach to learning and teaching (Kress 2005); it understands digital literacy practices in South Africa as unequal and as ‘situated’ (Prinsloo 2005, 2014); finally, it acknowledges technology as a tool within Vygotsky’s activity theory (Jewitt 2007) and as a tool which is used differently by students and teachers (SeftonGreen and Nixon 2009; Merchant, 2007; Rowsell and Marsh, 2011). I aimed to investigate the different ways in which technology is ‘taken up’ by this particular demographic of students, and discuss in what ways these new classroom interactions could contribute to meaningful learning practices. I anticipated that social forces from the top-down and the bottom-up (Sefton-Green and Nixon 2009) would shape and effect digital learning in ways which would either bolster or detract from the curriculum content being imparted. I focus on two main sets of data; the digital productions of a Grade 7 English class, created in class using personal tablet devices; and video data of Grade 7 English class wherein tablet devices are used as a tool for investigating visuals alongside paper-based writing activities. I conduct an in-depth, multimodal analysis of the data to illuminate the complex social – and learning – work taking place as students and teachers interact with each other and digital technologies. In relation to the data analysis I argue that collaborative, creative learning activities shaped around mobile devices are better able to transform English pedagogies rather than learning tasks which switch freely between genres, media and type of activities. I argue that when mobile devices are used during a lesson alongside multiple modes and learning tasks it distracts students and can diverge from the language aims of the lesson. When the teacher gives students freedom to create a personalised, multimodal response to an English text with their mobile devices I argue that digital learning is transformed into a new, fun and meaningful way for students to respond to and personalise curriculum content.
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Topol, Ruth. "Manipulating affordances in practice : a hermeneutic phenomenological study of mobility impairment and uses of digital technologies in work." Thesis, Lancaster University, 2016. http://eprints.lancs.ac.uk/82491/.

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This qualitative, interpretive study uses a triad of theoretical lenses - affordance theory, hermeneutic phenomenology and the social barriers model of disability - through which to gain an understanding of how people with mobility impairments use digital technologies in their work practices. A hermeneutic phenomenological methodology is used to reveal the phenomena, then to interpret the subsequent text through understandings of accessibility and use-potential which derive from the social barriers model and from affordance theory respectively. The significance of the study for policy, practice and research is a better understanding of how mobility impairment impacts workers who have historically and currently, been and remain, un- and under-employed. Eleven participants, all with mobility impairments, some self-employed and others employed, but all white-collar professionals or management-level ‘knowledge workers’, constitute the purposive sample used in the study. The participants all work in a variety of configurations of ‘flexible work arrangements’. What was found was that the primacy of space, place and the objects and technologies in that space has heightened significance for people with mobility impairments. When confronted with negative affordances which amount to potential or actual barriers to access and participation in workplaces, people consciously set about finding specific, unique and personal solutions in order to participate. What they learn, through metacognitive processes and in response to potential or actual barriers, is how to manipulate negative and non-affordances of space, place and technologies into positive affordances, by doing things differently, by doing things better, or by doing different things, in order to participate in work practices.
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Hock-Koon, Sébastien. "Apprendre ou ne pas apprendre : affordances et cadres de l'expérience du jeu vidéo." Paris 13, 2013. http://www.theses.fr/2013PA131018.

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Cette recherche s’intéresse aux relations complexes entre l’apprentissage et le jeu vidéo. Elle propose plusieurs spécificités à travers son objet, ses outils théoriques et son approche. L’étude met de côté les enfants pour s’intéresser à l’apprentissage des adultes sur des « jeux à progression longue ». Ces jeux incluent un certain nombre des « grands jeux » qui « s’apprennent en une minute et se maîtrisent en une vie ». Les deux outils théoriques principaux sont les affordances de Gibson et les cadres de l’expérience de Goffman. Les affordances permettent de traiter les actions rendues possibles par les propriétés des jeux et les capacités des joueurs. Les cadres de l’expérience abordent le sens que les joueurs donnent au jeu et à l’activité. Les données se répartissent en trois types : des entretiens auprès de joueurs expérimentés, des données documentaires produites par des praticiens du jeu vidéo, un journal de recherche issu de l’entraînement de l’auteur pour terminer un « grand jeu » en un crédit. Les entretiens mettent en lumière plusieurs mécanismes reliant les jeux vidéo et l’apprentissage. Les données documentaires apportent le point de vue des concepteurs et poussent ces mécanismes jusqu’à leur paroxysme. L’analyse de ces données montre la place que peuvent prendre la complétion et l’ellipse dans l’apprentissage d’un jeu vidéo. La complétion correspond au fait de comprendre un jeu et au sentiment qu’il a été compris. A travers l’ellipse, le joueur élude certains éléments du jeu et se trompe sur les raisons de sa réussite. Leur combinaison aboutit à la « complétion elliptique » qui amène le joueur à croire qu’il comprend le jeu alors que ce n’est pas le cas. Le suivi de l’apprentissage de l’auteur sur un jeu vidéo jusqu’à un haut niveau a montré la possibilité d’enchaîner et de rompre successivement des complétions elliptiques à travers un processus d’« apprentissage elliptique »
This research addresses the complex relationship between learning and video games, specifically through its object, theoretical tools, and method. The study focuses on adult learning through video games in which the time to learn the game is long. These games include some “great games” that take “a minute to learn and a lifetime to master. ” Two main theoretical tools are part of the research focus: Gibson’s affordances, which allow the addressing of action possibilities offered by the games’ properties to the players’ capacities, and Norman’s frames, which tackle the meaning given to the game and the activity by players. The research draws upon primary sources including interviews with experienced players, documentary data produced by practitioners, and a research diary from the author’s training to finish a “great game” with one credit. The interviews show several mechanisms relating video games and learning. The documentary data brings the designers’ point of view and pushes the mechanisms to their limit. The data analysis shows the importance of closure and ellipsis in the learning of a video game. Closure, in this instance, refers to the action of understanding a game as well as to the feeling that it has been understood. Ellipsis involves a player eluding some elements of the game and then being mistaken about how or why he or she was successful. The combination of these two elements leads to “elliptical closure” which causes the player to believe he or she has understood the game, albeit mistakenly. The author’s training to reach a high level of mastery has highlighted the possibility to successively break elliptical closure through an “elliptical learning” process
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Forsling, Karin. "Medielek och digital kompetens i en förskolekontext : Design för meningsskapande." Thesis, Karlstads universitet, Avdelningen för utbildningsvetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-14561.

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The aim of this thesis is to make a contribution to the field of design oriented theory, regarding young children and their way to digital competence. My research question is: How can a preschool with a certain pedagogical ICT-design give the children affordances for media play and for developing a digital competence? The European Parliament points out digital literacy as one of the Key Competences for life long learning. A digital competence is built on basic ICT (Information and Communication technology) skills. Skills you can develop any time during life, weather you are young or old. Recent Swedish research on young children and digital competence points out the preschool teacher’s insecurity regarding the use of ICT in the preschool´s daily activities (Ljung- Djärf, Klerfelt).   There are an amount of new social and cultural gaps in our modern society regarding illiteracies and learning. Fear for the digital gap, or divide, is confirmed by researchers such as Buckingham and Kress. Briefly, if one doesn’t possess digital literacy, the risk of society divides is impending. This could be built on factors such as gender, ethnicity, class, generational and geographical divides, but also about dichotomies in the capacity of learning in a digitalized milieu.   Today’s children are the first generation to grow up in a society characterized by digital media. They are born into it. They are the Digital Natives and they take the new technology for granted. The rest of us are Digital Immigrants and we try to adapt to the new society. Prensky highlights the possibilities of changes in young persons’ brains, or at least in their thinking, as a result of their nursery in the digital world. Where does that leave the teachers of the pre-digital age? The true risk of a digital divide can perhaps be found in the daily melting pot between “the natives” and “the immigrants”.  The act of arranging meaningful communicative meetings could be one education’s most important responsibilities.   From the view of a design orientated perspective, built on a socio-cultural theoretical framework, key words like design, setting and affordance become important in my study. Didactic design is a theoretical perspective which elaborates understanding of learning from semiotic activities. Learning is to be seen as meaning making in social contexts. These contexts are in pedagogical milieus called institutional settings. The teacher and /or the child can be designers of and actors in the setting.   Through the design and settings, the children at the preschool in my study, achieved consistent possibilities for media play and for developing digital competence. They got the opportunity to develop different kinds of literacy. One of the important findings of my study was that the preschool teachers developed digital competence and confidence much in the same way as the children did. Collaborative learning processes, elaboration, curiosity and playfulness stood up as affordances for learning. There have to be milieus designed for flexibility and elaborations and there have to be preschool teachers deliberately setting these kind of designs.   The study confirms previous research at one hand in the area young children and digital competence and on the other hand in research connected to design oriented theories. This study has merged the two fields together.   Further research is to be seen in a wide spread field. An interesting continuation is to study the preschool teachers education. Questions of learning and intertextuality are other important issues.   Key words: Didactic design, digital competence, digital divides, literacy, media play, affordances, settings, tools, preschool, ICT, multimodality, social semiotics, meaningmaking.
Syftet med min uppsats är att bidra till förståelse för hur valet av design och iscensättning i förskolepedagogiska miljöer erbjuder medielek och möjliggör utvecklandet av en digital kompetens. Jag har utgått från frågan: Hur kan en specialdesignad förskolemiljö bidra till utvecklingen av barns medielek och digitala kompetens? En digital kompetens bygger på grundläggande IKT-färdigheter[1]. Det innebär bland annat att man kan hämta fram, bedöma, lagra, producera och kommunicera med och genom digitala medier. Tidigare forskning visar på förskollärares oro för den digitala tekniken. Förutom den rent konkreta osäkerheten vid användningen av de digitala verktygen ges också uttryck för en osäkerhet för hur man balanserar förskoleverksamheten med ny teknologin. Detta kan belysa vad som inom medieforskning beskrivs som digital divides, något som i sin tur kan förstärka klyftor i samhället. Frågan om bruk av IKT i förskolan diskuteras ofta ur ett framåtsyftande nyttoperspektiv. Man talar om inlärningsaspekten, arbetslivsaspekten och demokratiaspekten. Barnen på förskolan i min studie har genom den didaktiska designen möjligheter att få del av dessa tre aspekter.  Men man har dessutom skapat en miljö som erbjuder barnen – och de vuxna – möjligheter för medielek och därigenom utvecklandet av en digital kompetens. I studien blir det tydligt hur vuxna och barn svarar upp mot de förutsättningar som designats och erbjuds. Lärprocesserna sker i en institutionell inramning, där läraren (och barnen) är aktörer och iscensättare. Pedagogen, likväl som barnet, kan aktivt välja vilka teckensystem och vilken gestaltningsform som ska användas.   I den undersökta verksamheten finns även en underliggande kulturell affordance, meningserbjudande, en idé om att IKT är bra för barn, att vuxna kan både leka och lära samtidigt, samt att det är tillåtet att experimentera, för att finna något som man varken vet frågan eller svaret på. Det här skulle ur ett socialsemiotiskt perspektiv, vara tecken på lärande, eftersom en lärandeprocess utmärks av en ökad förmåga att använda skilda teckensystem, eller domäner. Barnen utvecklar sin litteracitet och sin medielitteracitet. De utökar också sin kognitiva, kommunikativa och kulturella och estetiska kompetens. Vi skulle här kunna tala om en multilitteracitet, eftersom de meningsskapande processer som barnen befinner sig i under arbetet med de digitala verktygen, inte bara inbegriper lingvistiska utan också visuella, auditiva och spatiala processer. Min studie visar att design och iscensättning på den undersökta förskolan är betydelsefulla för erbjudandet av medielek och utvecklandet av barnens och de vuxnas digitala kompetens. De vuxna är trygga i sina roller och där fanns en naturlig balansgång mellan de mer traditionella och de digitala verktygen. En avslutande reflektion är att det inte längre är frågan om att diskutera om IKT och medier ska användas i förskolan, det är mer frågan om hur. Det är inte heller längre tid att diskutera om barn och vuxna ska utveckla en digital kompetens i förskolan, snarare hur det ska ske. En fortsatt forskning på området kan handla om en fördjupning i sådant som berör lärande, kommunikativ kompetens, intertextualitet eller textrörlighet. Andra viktiga frågor kan röra sig om hur lärarutbildningen lever upp till kraven på en digital kompetens.
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Hedberg, Evelina. "Affordances and challenges when creating a digital experience for people using smart watches with the intent of purchasing groceries." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280843.

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New technology is revolutionizing the retail industry by providing new conditions and questioning the traditional way of shopping. Wearable devices have gained popularity lately and smartwatches are one of the most popular among them [12]. However, little research has been made in the area of creating experiences for grocery retail purchases using smartwatches, which is where this study aims to contribute. Through establishing what affordances and challenges there might be when creating a digital experience for people using smart watches with the intent of purchasing groceries. With the support from CompanyX, one of the leading companies with their core business in grocery retail, the study was built around Apple Watch users as the target group. An experience-centered design method was used to incorporate the end user at each stage of the design process. A high fidelity prototype was created based on the decoded material from the semi-structured interviews performed. The prototype was then evaluated in a remote setup using both in-depth test sessions and a broader evaluation questionnaire. The results showed that the prototype proposed added value for the user by providing an experience that would encourage a more structured and inspirational way of purchasing groceries. The attitude towards the prototype was positive. However, further improvements are suggested and discussed aiming to suit the limited interaction options of a smartwatch, better. The study provides insights in what the attitude looks towards different types of functionalities aiming to create an enhanced grocery shopping experience among Apple Watch users.
Nya tekniska förutsättningar revolutionerar handelsmarknaden genom nya förutsättningar som ifrågasätter traditionellt sätt att handla på. Teknologier som Wearables har under de senaste åren blivit mycket populära där de vristburna enheterna är de som står ut särskilt i popularitet. Dock har lite studier gjorts på hur man med hjälp av Wearables skulle kunna skapa en upplevelse ämnad att underlätta shoppingupplevelsen hos personer som handlar matvaror. Vad öppnar en smartklocka upp för förutsättningar och vad finns det för utmaningar att skapa en upplevelse med hjälp av en smartklocka? Med stöd från CompanyX, en av Sveriges ledande företag inom dagligvaruhandel, byggdes studien kring Apple Watch-användare. Användaren var central genom hela studien då den var byggt runt användarbeteenden och användarupplevelser. En prototyp skapades baserat på de resultat som fastställdes kring användandet, samt testad på slutanvändarna. Resultaten visade att prototypen skapade värde för användaren då den uppmuntrade till ett mer strukturerat samt inspirerande sätt att handla matvaror på. Prototypen togs emot positivt men skulle gynnas av ytterligare förbättringar och design iterationer främst kring smartklockans begränsade interaktionsmöjligheter. Studien bidrar med insikter kring hur attityden ser ut kring skapandet av en användarupplevelse för matvaruhandel i en smartklocka hos Apple Watch användare.
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Esposito, Antonella. "The transition ‘from student to researcher’ in the digital age: Exploring the affordances of emerging ecologies of the PhD e-researchers." Doctoral thesis, Universitat Oberta de Catalunya, 2014. http://hdl.handle.net/10803/290995.

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This doctoral dissertation is concerned with an exploratory study on how emerging learning ecologies enabled by Web 2.0 and social web are affecting the self-organized practices and dispositions in the digital settings of individual PhD students. The research endorses a constructivist grounded theory approach, where data collection has been undertaken across three Italian and one UK universities and has included a sequence of online questionnaires, individual interviews and focus groups. The findings being generated provide a repertoire of social media practices for research purposes; a framework conceptualizing the trajectories in the digital, in terms of Space, Time, Socialization, Digital identity, Stance and Tensions; the forms of resilience and the tensions underlying the PhD researchers’ digital engagement. The affordances of PhD e-researchers’ emerging ecologies are therefore understood as multi-dimensional and transitional trajectories intentionally undertaken by the individuals and generating a range of reactions toward the opportunities provided by the open Web.
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Hassan, Dler, and Fehmi Sulejman. "Påtvingat distansarbete - möjligheter och påverkan på individers produktivitet." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-44374.

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På grund av corona-pandemin har många företag behövt omvandla sin dagliga verksamhet tillen mer digitaliserad verksamhet för att öka den sociala distanseringen. Som ett resultat av dettaspelar digitala verktyg en betydande roll för organisationer att säkerställa att arbetstagarnauppnår sina önskade produktivitetsnivåer. Det finns tidigare forskning om företag somuppmuntrar sina anställda att arbeta hemifrån, men metoderna och resultaten brister i vissaaspekter som exempelvis varför och på vilket sätt en arbetare upplever förändringar i sinproduktivitet. För att undersöka upplevd produktivitet och bakomliggande faktorer kommer detgenomföras intervjuer med medarbetare från olika företag som blivit tvingade att arbetahemifrån. Syftet med denna studie är att undersöka arbetstagarens upplevda produktivitet isamband med påtvingat distansarbete som ett resultat av COVID-19 pandemin, samt huraffordances utnyttjas och förändras. Dessutom syftar studien till att hitta utveckling- ochforskningsmöjligheter inom området på grund av den nya innebörden av distansarbete isamband med COVID-19 pandemin. Datan från de intervjuade arbetstagarna kommeranalyseras utifrån Research model to measure productivity of telecommuters, affordances ochsociomaterialitet. Studiens resultat visar att den upplevda produktiviteten är högre bland deintervjuade vid distansarbete, affordances har en påverkan på produktivitet, att det på distansuppstår en ökad dikotomi mellan över- och underordnade och att det i den sociomateriellapraktiken uppstår förändringar i övergången till distansarbete.
Due to the corona pandemic, many companies have had to transform their daily operations intoa more digitized business in order to increase social distancing. As a result, digital tools play asignificant role for organizations in ensuring that employees achieve their desired levels ofproductivity. There is previous research on companies that encourage their employees to workfrom home, but the methods and results are lacking in certain aspects such as why and in whatway a worker experiences changes in his productivity. To investigate perceived productivityand underlying factors, interviews will be conducted with employees from different companieswho have been forced to work from home. The purpose of this study is to examine theemployee's perceived productivity in connection with forced telework as a result of theCOVID-19 pandemic, as well as how affordances are utilized and changed. In addition, thestudy aims to find development and research opportunities in the field due to the new meaningof teleworking in connection with the COVID-19 pandemic. The data from the interviewedemployees will be analyzed on the basis of the Research model to measure productivity oftelecommuters, affordances and socio-materiality. The study concludes that the perceivedproductivity is higher among those interviewed for teleworking, affordances have an impacton productivity, that at a distance there is an extended dichotomy between superiors andsubordinates and that in sociomaterial practice there are changes in the transition to telework.
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Sofronova, Inessa. "Digital face of the city : Application of NFC in contextualized and personalized data access to urban environment." Thesis, Umeå universitet, Institutionen för informatik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-122527.

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Near Field Communication (NFC) approach may be seen as a perspective way to improve user experience of quick data access with mobile devices to various services (secure payments, information exchange between users, etc.) in a city. This thesis concerns the topic of challenges which may be faced by interaction designers using this approach for creating a context-aware mobile solution for personalized data access in service-intensive urban environments. This research is based on considerations from researches, which explored which mobile information needs in particular seemed to be relevant for a modern user. Moreover, affordances and design blends concept are discussed in this work through a prism of the human-computer interaction in a city. ‘Research through design’ concept allowed performing the investigation of the given problem, starting from a user research, followed by prototyping an alternative solution and after - user evaluation of the prototype. Finally, a critical overview of the performed research gives suggestions for further improvement of the project.
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Nielsen, Kristian Mellgaard. "Easy to Read Digital Equipment for Older, Visually Impaired Users with Cognitive Decline." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-55204.

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This master’s thesis explores what could be the usability affordances of tactile interfaces, imbedded with physical commands, and voice interfaces,when used by older people that have visual impairments and cognitive declines. The aim is to contribute to the development of more accessible media.Through an adapted design thinking approach and qualitative methods, relevant literature, benchmarking on existing technologies, and empirical data, it has showed that the usability affordances of the two interfaces differ from each other. The presence of variousus ability affordances is found to be decided by individual perception and severity of impairments. Thus, each interface accommodates some users better than others. The outcome of the master’s thesis can be used for future developers of accessible media when exploring new interfaces that could be better suited for people with disabilities.
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Park, Jaeuk. "Multimodal language learning environment of the Korean digital kitchen : a study on the impact of physicality and technological affordances on Korean vocabulary learning." Thesis, University of Newcastle upon Tyne, 2018. http://hdl.handle.net/10443/4124.

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Task Based Language Learning and Teaching (TBLT) has been integrated with computer-assisted language learning (CALL), contributing to pedagogical developments in the field of foreign/second language teaching and learning (Thomas and Reinders, 2010). While the majority of studies have used the integrated pedagogy inside the classroom context, little attention has been paid to the area outside the classroom (Seedhouse et al., 2013; Seedhouse et al., 2014; Preston et al., 2015). This issue has recently been addressed by the European Digital Kitchen (EDK) project team (Seedhouse, 2017), which has successfully investigated the efficacy of digital technology on foreign language learning out of the classroom. However, as the EDK was designed as a holistic learning environment in which many different environmental factors would contribute to learning, there was a need to disaggregate some of these factors and discover which factors were more or less significant. In order to determine one of the environmental factors to learning, this study attempted to use the technological components of a previous project to create Korean pedagogical materials. This formed the Korean Digital Kitchen (KDK), a real-world environment of a kitchen where students can simultaneously learn Korean language and culture by carrying out the real-world task of cooking. Korean is one of the important global languages to be taught, according to an Ethnologue report (Lewis et al., 2016). Based on the literature on vocabulary learning, especially Nattinger's (1988) claim that touching and manipulating real objects, as opposed to seeing them, increases learnability, this study explored whether kinesthetic mode adds extra value to foreign language learning processes. Would there be any significant difference between vocabulary learning which involves seeing the learning items only in a classroom and learning which also involves touching the items in the KDK? Thus, this study examined the power of physicality. Furthermore, the salience of real-world and pedagogical tasks has been investigated as factors to different level of vocabulary learning. To this end, a quasi-experimental design was employed for users to conduct two cooking sessions, one in a digital kitchen by using real objects and the other in a classroom by looking at pictures/photos in the textbook. Participants were 48 adults of both British and international origins, living in Newcastle, UK, coming from 20 different countries. To determine which environment between a digital kitchen and a classroom is more conducive to vocabulary learning, users needed to carry out two ii different recipes in the two locations in order to control a practice effect. Subjects went through the real-life cooking activities in three stages of TBLT in both settings using two different recipes with two different set of vocabularies. There were tests before and after cooking to compare their scores to examine the results of learning. Ten vocabulary noun items were targeted in this research. In addition to test score data, three more data sources were employed, namely questionnaires, semi-structured interviews and video-observations for triangulation, revealing the outcomes and processes of learning in two different learning environments. A series of data sets clearly demonstrated which of the two learning settings was more effective to learn foreign language vocabulary and culture in and what their attitudes towards a digitalized learning environment were. Findings suggest that physicality in the KDK makes students link the word and cultural aspects to their memory better than simply looking at photos of objects in the classroom. The learning differences reached statistical significance. Other environmental factors such as technology and its affordances may have contributed to different learning outcomes, playing a role in learners taking positive attitudes (Stricker et al., 2004). In contrast, users in the conventional setting demonstrated relatively less learning, due to fewer senses and its typical features such as the relationship with a teacher, less interaction with peers (Shen et al., 2008) and boredom. It is these differences that contributed to the different results and processes of learning in two settings. From these findings, it could be concluded that the digital kitchen can provide a motivating learning environment which is multi-modal, multi-sensory, multi-interactional, multi-experiential and multi-layered. It is physicality, meaningful tasks and computer technology that foster learning in vocabulary and cultural aspects. This project contributes to building up one more dimension of psycholinguistic factor in language learning, and supports the development of innovative ICT for foreign language learning across the world.
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China, Addie L. Sayers. "Beyoncé as a Semiotic Resource: Visual and Linguistic Meaning Making and Gender in Twitter, Tumblr, and Pinterest." Scholar Commons, 2018. http://scholarcommons.usf.edu/etd/7133.

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At the intersection of digital identities and new language and social practice online is the concept of searchable talk (ST). ST describes the process of tagging discourse in a social networking service (SNS) with a hashtag (#), allowing it to be searchable by others. Although originating in Twitter, ST has expanded into other SNS, and is used therein not only to mark language-based posts, but also multimodal posts and images. While scholars have elucidated the structure and function of ST, their studies have primarily examined ST within language-based posts; few have researched ST with respect to images and other types of multimodal environments. In addition, ST has primarily been explored in its SNS of origin, Twitter. This project directly addresses these gaps by adopting a social semiotic approach to ST in three SNS with very different technological affordances, Twitter, Tumblr, and Pinterest. Through a multimodal discourse analysis (Kress, 2009) combining both linguistic and other visual methods, I ask how visual and linguistic choices operate semiotically across SNS environments with different affordances and constraints. Specifically, I uncover the multiple meanings of Beyoncé across a data set of 300 tweets, posts, and pins composed from entering #Beyoncé in the search engine of each SNS. I argue that 13 meaning-based identity categories emerge for Beyoncé, and link these meanings to their visual and linguistic expressions. I then compare these findings across modes and across platforms. Ultimately, I assert that this cross-platform approach elucidates Beyoncé as a cultural object subject to reinterpretation where #Beyoncé means much more than just “Beyoncé.” That is, when considering its multiple roles and meanings, #Beyoncé becomes a site of visual and linguistic indexicality in a process of entextualization. In this process, it is SNS users’ reinterpretations – linguistically and visually – that realize racist, sexist, and hegemonic Discourses, as well as those of emancipation and resistance.
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Delaunay, Anne-Laure. "Médiations des instruments digitaux dans l'activité des managers intermédiaires : une ethnographie au sein des technicentres industriels SNCF." Thesis, Paris 1, 2020. http://www.theses.fr/2020PA01E036.

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Depuis l'introduction des technologies digitales dans les organisations, les managers intermédiaires font face à une multiplication d'artefacts et de possibilités d'usages. A partir de ce constat de terrain, notre travail de thèse questionne la transformation de l'activité managériale engendrée par cette constellation d'outils digitaux. Nous proposons plus particulièrement un pont théorique par les médiations des instruments compris comme une composition d'artefacts et d'usages (Rabardel 1995), entre une approche sociomatérielle des potentialités - ou affordances - digitales perçues par les managers (Leonardi 2011) et les différents niveaux d'analyse dans l'activité (Leontiev 1976, 1978). Ce cadre nous permet ensuite d'analyser finement l'actualisation par les managers intermédiaires des affordances digitales dans ces instruments. En retour, cette construction instrumentale dynamique transforme leur activité. En termes méthodologiques, nous avons réalisé une recherche ethnographique de 27 mois au sein de technicentres de maintenance industrielle SNCF en mobilisant plus particulièrement la technique du shadowing (Czarniawska 2007). Nos résultats empiriques montrent que les managers intermédiaires sont confrontés à des injonctions contradictoires créées ou accentuées par le digital. Ils tentent d'y répondre concrètement en intégrant dans l'instrument les affordances digitales perçues. Leur activité managériale est ainsi remodelée dans la cognition, l'action et l'interaction. Au fil du temps, la constellation d'instruments digitaux construits en situation demande à être harmonisée dans l'activité. Un assemblage se réalise alors via les affordances d'apprentissage perçues par les managers (des codes couleurs, des usages communs…). L'apport principal de notre recherche réside justement dans le rôle central de ces affordances d'apprentissage (Kaptelinin et B. Nardi 2012) dans l'activité managériale pour construire et assembler les instruments digitaux; Notre travail contribue ainsi à la littérature sur les changements médiatisés par la technologie (Allen et al. 2013). En empruntant diverses voies de constructions et d'assemblages instrumentaux sur la base des affordances d'apprentissage, le MIPI expérimente finalement ce qui fait sens et ce qui est efficient pour lui dans son activité. En ce sens, les instruments digitaux peuvent contribuer au développement du pouvoir d'agir managérial (Clot, 2014)
Since the introduction of digital technologies in organizations, middle managers must deal with a multiplication of artefacts and potential uses. We approach in this doctoral work the question of managerial activity transformation of managerial activity through this constellation of digital tools. More specifically, a theoretical bridge is advanced, between a sociomaterial approach based on the digital affordances perceived by managers (Leonardi 2011) and the different levels of analysis in the activity (Leontiev 1976, 1978) through instrumental mediation as a layout of artefacts and uses (Rabardel 1995). This framework foregrounds the instrumental updating by middle managers of digital affordances and the dynamic in managerial activity transformation. To explore this tentative theory, we turn to a 27-months ethnographic study of managerial activity in train maintenance plants using shadowing technique (Czarniawska 2007). The findings of this explanatory case study show that digital gives rise to contradictory injunctions. Middle managers try to concretely reply to them by actualizing perceived digital affordances into instrument. Their managerial activity is thus reshaped in cognition, action and interaction. Over time, the constellation of digital instruments built in managerial situation requires more consistency. An assembly is then carried out thanks to learning affordances (colour codes, common uses...). The main contribution of our research lies precisely in the central role of learning affordances (Kaptelinin and B. Nardi 2012). Our work thus contributes to the literature on technology mediated changes (Allen et al. 2013). Through instrumental construction and assembly, middle managers experiences what makes sense and what is efficient for them in their activity. Thus, digital instruments can contribute to the development of managerial empowerment (Clot, 2014)
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Eghbal-Azar, Kira [Verfasser], Thomas [Gutachter] Widlok, Klaus [Gutachter] Schneider, and Stephan [Gutachter] Schwan. "Affordances, Appropriation and Experience in Museum Exhibitions: Visitors‘ (Eye) Movement Patterns and the Influence of Digital Guides / Kira Eghbal-Azar ; Gutachter: Thomas Widlok, Klaus Schneider, Stephan Schwan." Köln : Universitäts- und Stadtbibliothek Köln, 2017. http://d-nb.info/1135724415/34.

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Dedeic, Emina, and Angelina Sten. "Could IT be a matter of life or death? : - En studie om hur det digitala vårdmötet påverkar patienten och organisationen." Thesis, Uppsala universitet, Institutionen för informatik och media, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-414727.

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Studies show that individuals over 65 years are underrepresented by those who utilizes digital health meetings. Since this is a relatively new research area there is not much previous research on how individuals’ attitudes towards digital health meetings in Sweden differ depending on age, and why. By conducting one study group with six respondents aged between 25-30, semi structured interviews with five older respondents aged between 63-75, and one semi structured interview with a Usability Specialist at Kry, this study aims to investigate how the attitudes differs between younger and older individuals, and how these attitudes are managed by digital healthcare actors. The results show that the younger respondents had a more positive attitude towards digital health meetings, mostly because of previous experience of the service. The physical contact proved to be more important to the older respondents in relation to trust. The younger respondents also experienced a normalized view of digital health meetings. To make older individuals experience a more normalized view of digital health meetings, they need more knowledge about the service. As the study was done during the 2020 Covid-19 pandemic, the virus is assumed to affect this, and hurry the normalization process of these services.
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Eriksmo, Anton, and Johan Sundberg. "Digital academia: How higher education is affected by digital technology." Thesis, Umeå universitet, Institutionen för informatik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-119474.

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Digital technology in higher education is constantly evolving. Understanding the effects of digital technology is important for higher education institutions in order to make good investments of digital technology. Previous research has focused on learning, teaching or the organization and the relation between one of these aspects and digital technology, thereby missing a broader understanding of how materiality in digital technology affects higher education. In this study themed interviews were conducted at a veterinary education to collect data regarding the use of a multi touch medical display table in the organization. The findings show that materiality of digital technology affects all aspects of higher education if it is facilitated by the organization. The findings also show that the organization is vital to the incorporation of digital technology in teaching as well as learning and that already existing materiality in the HE organization needs to be analyzed to understand the potential effects of new digital technology
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Olsson, Malin. "Att skriva sig till läsning med hjälp av appar : En kvalitativ studie av appar som används inom metoden ASL." Thesis, Södertörns högskola, Lärarutbildningen, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-32536.

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Alm, Ia, and Nicole Lundström. "Hur platt kan det vara? : En studie om seniorers förståelse av skeumorfism och platt design inom e-hälsa." Thesis, Högskolan Kristianstad, Fakulteten för ekonomi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-18229.

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Digitaliseringens framfart skapar problem för seniorer som har svårt att hänga med i den moderna teknikens utveckling. Samtidigt har Sveriges regering satt som mål att år 2025 ha digitaliserat hälsovården. I samband med trenden att använda sig av platt design i digitala plattformar försvåras seniorers situation ytterligare och kan ha en negativ effekt i hänseende att utöka den digitala klyftan. Tidigare forskning visar att den platta designens formspråk är svårare att förstå än den traditionella, skeumorfa design som tidigare använts, då platt design saknar affordanser. Detta examensarbete har haft för avsikt att undersöka huruvida platt design är svårare för seniorer att förstå jämfört med traditionell, skeumorf design, samt se hur designprincipen affordans skulle kunna avhjälpa problemet med förståelsen av platt design. Examensarbetet har vägletts av frågeställningen: Hur påverkas seniorers förståelse av platt design i jämförelse med traditionell design i kontexten av webbplatser och vilken betydelse har affordans för att stödja deras förståelse? För att besvara frågeställningen har en kvantitativ enkätundersökning samt en kvalitativ observationsstudie utförts i syfte att utreda frågeställningens variabler utifrån tidigare teorier. Resultatet visar att affordans inte tycks ha någon betydelse för hur seniorer förstår ett designgränssnitt. Däremot syns indikationer för att designprinciper som visuella ledtrådar, eller signifiers, är av stor vikt att ta hänsyn till vid framtagande av design för en senior målgrupp.
The vast progress of digitization creates problems for the seniors who find it hard to keep up with modern technology development. At the same time, the Swedish government has set itself the goal of digitizing health care by 2025. In connection with the trend of using flat design in digital platforms, the situation of seniors is further complicated and may have a negative effect in expanding the digital divide. Previous research shows that the style of the flat design is more difficult to understand than the traditional, skeuomorphic design previously used, as flat design lacks affordances. The aim of this thesis has been to investigate whether flat design is more difficult for seniors to understand than traditional skeuomorphic design, as well as how the design principle affordance could solve the problem of understanding flat design. The thesis has been guided by the question: How are seniors' understanding of flat design compared to traditional design in the context of websites and what significance does affordance have to support their understanding? To answer the question, a quantitative questionnaire survey and a qualitative observation study have been conducted to investigate the variables of the question based on previous theories. The result shows that affordance does not seem to affect how seniors understand a design interface. On the other hand, indications suggest that design principles such as visual clues, or signifiers, are important to consider when designing for a senior audience design.
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Osborne, Richard. "An ecological approach to educational technology : affordance as a design tool for aligning pedagogy and technology." Thesis, University of Exeter, 2014. http://hdl.handle.net/10871/16637.

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Digital technologies have for many years been acclaimed as tools that hold the power to transform learning, yet educational research has so far failed to demonstrate the transformative effects of these digital technologies on learning outcomes (Cuban, 2001; Price and Kirkwood, 2011). Some research has even gone so far as to question this underlying assumption regarding digital technologies ability to transform education, suggesting that they do not in fact have any inherently positive benefits for learning, and that perceived benefits are actually artefacts produced by other factors (Means et al, 2009). Several potential causes have been proposed for the slow progress in educational technology, including lack of time for staff development, unsuitability of technologies, and cultural barriers within institutions (Laurillard, 2012a). A fourth potential cause may lie with the lack of theory to explain technologies themselves (Oliver, 2013). Different theoretical perspectives have been proposed as a way to enhance our understanding of technologies, with one potential candidate being the theory of affordances. The theory of affordances has been used extensively within many fields, including educational technology, but remains a divisive and often under-defined term (Hammond, 2010). This thesis argues that this may in part be due to its distortion through adoption in multiple disciplines, and its popular description as the ‘action possibilities’ presented by an object or scenario, something not present in the theory’s original conception. It is suggested that a return to the original theory of affordances as proposed by Gibson (1979), which attempted to explain how individuals derive meaning from the world around them, returns clarity to the theory. A particular focus on the underexplored aspects of intention and invariant, together with a re-appreciation of what it means to apply the theory of affordances to digital environments, to digital spaces and places, provides a way of thinking about affordance that arguably can be applied more constructively to the effective use of technology in education. A design-based research approach was taken in order to research the original concept of affordance, and its key components of intention and invariant, within learning scenarios supported by digital technologies. Design-based research is an evolving methodology, with no strict definition, but it has shown promise in both the design and the research of technology-enhanced learning environments (Wang and Hannafin, 2005). A pilot phase at secondary school level demonstrated the potential for the approach; multiple iterations at a higher education level developed and enriched these findings into a stable model for the alignment of digital technologies with a particular pedagogical scenario. Findings suggest that affordances can be used to ‘explain’ educational technology, if the concept is broadened to include the wider ecology of learning; digital technologies not only as tools, but also as places. Extending the notion of affordances from ‘action possibilities’ to ‘transaction possibilities’ gives agency to both learner and technology, and recognises the important contribution of the digital environment to the learner experience. A specific design framework is offered which uses this redefinition of affordances as a design tool to align an authentic learning scenario with the digital technologies that have the potential to support that learning scenario. A generic design methodology is proposed, based on this framework, which has the potential to align pedagogy and technology using this updated definition of affordance. To close, some thoughts on the value of the design-based research approach are discussed.
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Saarikko, Ted. "An inquiry into the nature and causes of digital platforms." Doctoral thesis, Umeå universitet, Institutionen för informatik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-127430.

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While the shape and nature of platforms varies across different instances, they pursue common ambitions such as reduction of risk, complexity, or transaction costs. Although initially theorised in industrial contexts, subsequent theorising regarding platform development, platform ecosystems, and platform strategy has drawn upon studies of high-tech industries in general and IT-based platforms in particular. While the inherent malleability of digitised data and digital technology offers possibilities, they also make it difficult to pin down the locus of a low-variety platform core. As such, one of the fundamental properties of digital platforms is rather mundane: to provide stability. With that in mind, this thesis pursues the following research question: How can a digital platform maintain stability for its stakeholders in the face of constant technical change? This thesis utilises affordance theory as a means to operationalise a relational view of digital platform, where stability is assessed in relation to stakeholders rather than technical persistence. This dissertation is based on an interpretive case study, primarily using qualitative data in the form of interviews gathered as part of two separate projects that varied both in scope and orientation. The thesis offers two main contributions. First, the idea of platform stability as derived from low-variety components that are persistent over time is difficult to apply in relation to digital platforms. Rather, we need to approach stability as a composite property, based on the ability of the platform to satisfy technical-, informational-, and social expectations. Hence, stability should not be considered as a fixed or absolute property, but rather a moving target. Second, this thesis suggests that the existing notion of (technical) coring needs to be complemented with information coring and social coring when applied to digital platforms. The proposed concept of information coring expresses the ability to hide complexity and present bottom-line results to the user in a comprehensible manner. Social coring refers to the idea of aligning technical integration and social integration in a platform. A relational perspective applied to digital platforms offers a possible avenue for theorising digital platforms as information systems artefacts rather than the dichotomous relationship between platform-as-architecture and platform-as-marketplace found in extant literature.
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Harsha, Man Maharjan. "Digital Transitions and the Making of Online Newspapers in Nepal." Kyoto University, 2019. http://hdl.handle.net/2433/242769.

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Kyoto University (京都大学)
0048
新制・課程博士
博士(地域研究)
甲第21906号
地博第252号
新制||地||93(附属図書館)
京都大学大学院アジア・アフリカ地域研究研究科グローバル地域研究専攻
(主査)教授 藤倉 達郎, 准教授 D'SOUZA Rohan Ignatious, 准教授 中村 沙絵
学位規則第4条第1項該当
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Ramstedt, Anna. "En studie om behov av digitala tjänster i väntrumsmiljö." Thesis, Södertörn University College, School of Communication, Technology and Design, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-332.

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Syftet med studien är att ur väntrumsbesökarens perspektiv få en uppfattning om hur miljön i väntrummet på en akutmottagning upplevs, samt att skönja om det går att tillämpa digitala tjänster för att tillgodose deras eventuella behov. Avgränsningen består i ett väntrum på en akutmottagning i en mellanstor svensk stad. Litteratur har tillsammans med väntrumsmiljön och patienter/anhöriga utgjort studiens huvudsakliga källor. Datainsamlingen har gjorts genom observation av miljön i väntrummet samt genom strukturerade intervjuer med patienter och anhöriga. Resultatet analyserades därefter kvantitativt. I analysprocessen användes begreppet affordance tillsammans med Maslows behovsindelning för att tolka och få förståelse för undersökningens resultat. Materialet bearbetades i olika enheter för att därefter kunna sammanställas till en helhet. Resultatet beskriver dels väntrumsmiljön, dels väntrumsbesökarens behov och användning av digitala tjänster. Det tyder på att användningen av digitala tjänster hos målgruppen är stor, varför slutsatsen dras att de specifika behov som finns skulle kunna tillgodoses av digitala tjänster.

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Berggren, Emelie, and Moa Wallin. "Att leda digitalt - det "nya" ledarskapet : En kvalitativ studie om digitalt ledarskap till följd av coronapandemin." Thesis, Uppsala universitet, Informationssystem, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-445692.

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Till följd av coronapandemin tvingades många organisationer göra en hastig och ofrivillig övergång till distansarbete. Detta skifte i arbetssätt för med sig nya krav, inte minst på ledare som tvingas kommunicera och leda via digitala verktyg. Följaktligen ämnade denna studie undersöka ledares upplevelser under denna tidsperiod och hur ledarskapet medierats med hjälp av informations- och kommunikationsteknik (IKT). För att besvara forskningsfrågan genomfördes semistrukturerade intervjuer med tolv ledare. Empirin analyserades sedan huvudsakligen utifrån en affordance-lins, i kombination med ett leader-member exchange-perspektiv vilket belyser den dyadiska relationen mellan ledare och medarbetare. Resultatet visar på att IKT är oumbärligt för ledarskap på distans, men att en stor problematik ligger i att ledare tidigare utvecklat en ledarskapsstil som till stor del förlitar sig på informell kommunikation och uppföljning som sker fysiskt. Även om individuella egenskaper har en avgörande betydelse för hur väl och i vilken omfattning digitala affordances aktualiseras, påvisas att IKT inte lyckas skapa och förmedla sociala affordances i samma utsträckning som den fysiska miljön. Emellertid har en utveckling skett sedan distansarbetets början och användandet av teknik har alltmer integrerats i ledarskapet. För att uppnå e-ledarskap behöver dock nya e-kompetenser utvecklas, där IKT används effektivt, medvetet och ändamålsenligt.
Due to the covid-19 pandemic, organisations were forced to make a rapid and involuntary transition to teleworking. This shift in labour entails new demands, especially on leaders who are forced to rely on digital tools for communication and leadership. Accordingly, the aim of this study was to investigate experiences of leaders during this period of time, and how leadership is mediated through information and communication technology (ICT). To answer the research question, semi structured interviews were conducted with twelve leaders. The results were primarily analyzed through an affordance lens, combined with a leader-member exchange perspective, which emphasizes the dyadic relationship between leader and follower. The results imply that ICT is essential for remote leadership. However, a major issue arises as leaders previously has developed a leadership style that primarily relies on informal communication and following up with employees face-to-face. Although individual characteristics matter in regards to how well and to what extent digital affordances are actualized, digital tools do not manage to create and transmit social affordances to the same extent as the physical environment. Yet, a progress has been made since the start of the pandemic-induced telework, and the use of ICT has increasingly been integrated in the leadership. To fully reach so-called e-leadership, new e-competencies are nevertheless required, where ICT is applied effectively, deliberately and appropriately.
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Silva, Diego Goulart Machado. "“Qualidade é insubstituível!” Ideologias linguísticas em manuais de legenders independentes de equipes de fansubbing." Universidade Federal de Goiás, 2018. http://repositorio.bc.ufg.br/tede/handle/tede/8341.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES
Ce travail a pour but d’analyser les idéologies langagières manifestées dans les discours métapragmatiques dans des guides de sous-titrage d’équipes brésiliennes de fansubbing – le sous-titrage amateur de films, séries et animations faits par et pour les fans. Dans ce contexte contemporain de pratiques langagières, surtout de la production de sous-titres pour des films et séries faites par des legenders indépendants d’équipes brésiliennes, le thème principal de ce travail consiste aux évaluations de langue et de traduction faites par ces equipes et aux manières comment elles construisent la légitimité de leurs traductions au travers de leurs évaluations et orientations d’usage de la langue. Nous avons l’objectif d’identifier les idéologies langagières qui constituent, structurent et orientent la pratique de sous-titrage indépendante en équipe. Cette étude contribue avec l’approche ethnographique du numérique intéressée à la manière comment les pratiques en ligne influencent les pratiques hors ligne ; avec le domaine des idéologies langagières, intéressée à la manière comment les discours hégémoniques sur langue, surtout ceux issus d’un projet moderne, se soutiennent au Brésil ; finalement, avec le domaine d’études en traduction, intéressée à la manière comment les idéologies langagières fonctionnent dans la traduction. Nous avons donc deux catégories théorico-analytiques. Les idéologies langagières, que nous entendons comme les croyances et notions que des groupes de personnes partagent sur ce qui est une langue ; et les métapragmatiques de la langue en usage. Ces deux catégories nous ont fourni la possibilité d’analyser les idéologies langagières manifestées dans des commentaires qui rationalisent sur l’usage de la langue et/ou qui font fonctionnerles énoncées dans leurs contextes. Nos données et analyses indiquent um paradoxe où des idéologies langagières hégémoniques et non hégémoniques cohabitent. Les notions hégémoniques de langue qui suggèrent l’usage d’une variété standardisée et de prestige de langue, et l’obéissance aux règles grammaticales, sont soutenues. En même temps, la multimodalité constitutive des productions audiovisuelles (images, sons et textes) déstabilisent la linéarité du texte standard et la stabilité des règles grammaticales.
Este trabalho tem como foco analisar ideologias linguísticas que se manifestam em discursos metapragmáticos em manuais de equipes brasileiras de fansubbing. Por fansubbing entende-se a legendagem amadora de filmes, séries e animações feita por e para fãs. Levando em conta este contexto digital contemporâneo de práticas linguísticas, especificamente a produção de legendas para séries e filmes feitas por legenders independentes de equipes brasileiras, o tema central de interesse deste trabalho é como língua e tradução são avaliadas por estas equipes e em como estas equipes constroem a legitimidade de suas traduções através de suas avaliações e orientações de uso da língua. Mais especificamente, nosso objetivo está em identificar as ideologias linguísticas que constituem, estruturam e orientam a prática de legendagem independente em equipe. Este estudo contribui com uma abordagem etnográfica digital, interessada em práticas online e/ou em como práticas online afetam práticas off-line; com o campo das ideologias linguísticas, interessada em como discursos hegemônicos sobre língua, principalmente aqueles advindos de um projeto moderno, se sustentam no Brasil; e finalmente com o campo de estudos em tradução, interessado em como as ideologias linguísticas funcionam especificamente na tradução. Toma-se como categorias teórico-analíticas as ideologias linguísticas, aqui entendidas como as crenças e as noções que grupos de pessoas compartilham sobre o que é língua; e as metapragmáticas da língua em uso, que fornecem a possibilidade de analisar as ideologias linguísticas manifestadas em comentários que racionalizam sobre o uso da língua e/ou que fazem funcionar enunciados em seus contextos. Nossos dados e análises apontam um paradoxo onde ideologias linguísticas hegemônicas e não hegemônicas convivem ao mesmo tempo. Noções hegemônicas de língua que sugerem o uso de variedade padrão de prestígio da língua e a obediência às regras gramaticais são sustentadas ao mesmo tempo em que a multimodalidade constituinte de produções audiovisuais como imagens, sons e textos, desestabilizam e desafiam a linearidade do texto padrão e a estabilidade das regras gramaticais.
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30

Madya, Sidiq Hari. "Mobile sociality : backpacker interaction in a digital world." Thesis, Stockholms universitet, Sociologiska institutionen, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-144888.

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The rise of the internet, social networking sites, and mobile devices have transformed the way backpackers experience travel. Social sphere of traveling is not merely a physical space but is now extended through digital social media in which backpackers can interact, post, share, and present their corporeal travel activities online. This study aims to explore social affordances of digital technologies including mobile devices, social networking sites, and the internet as means of extended social interaction, and how it affects the way backpackers experience travel. The affordances perspective assumes that the linkage between human and technology is relational, meaning that it creates the possibilities for human actions as well as constrains depending on the context of the user and the capacity of technological artefact. One of the largest Indonesian backpacker community is selected as the research site. The community is managed both online and offline through an online forum and conducting routine gatherings for its members. An approach in qualitative research known as netnography combined with interviews were employed to collect research materials. Analysis was performed to identify patterns of backpacker interaction afforded by digital technologies. The findings indicated that the presence of digital technologies was seen beneficial for the creation of network capital, presentation of identity, and performing mobile social interactions demonstrating a form of network sociality. Furthermore, digital mobile interactions increasingly became a central element in the making of the backpacking experience. The use of digital technologies among backpackers reflected the convergence of corporeal mobility and digitally mediated communication which can help explain patterns of sociality and interaction on the move.
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31

Henne, Susanne. "Gröna sköna appar : - lek- och lärappar som didaktisk resurs i lärande för hållbar utveckling." Thesis, Stockholms universitet, Barn- och ungdomsvetenskapliga institutionen, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-145135.

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Syfte med studien är att analysera lek- och lärappar som berör hållbarhetsfrågor för att ta reda på vad de erbjuder barn i förskoleåldern i lärande för hållbar utveckling. Viktigt att poängtera är att syftet med studien inte är att jämföra de deltagande lek- och lärapparna. Sex lek- och lärappar för barn i förskoleåldern, som berör hållbarhetsfrågor, har analyserats med stöd av Prensky’s sex strukturella principer och relevanta begrepp från det socialsemiotiska multimodala perspektivet. Resultat har jämförts med tidigare forskning i en diskussion där flera slutsatser dragits. Studiens slutsatser är att lek- och lärappar skapar engagemang men graden av engagemang relaterade till hållbarhetsfrågor är beroende av hur lek- och lärapparnas mekanismer kommunicerar ett kunskapsinnehåll och hur den teckenskapande individen tolkar och förstår innehållet i relation till vad som är meningsfullt just här och nu. I förhållande till lärande för hållbar utveckling är lek- och lärappars erbjudanden bundna till användarens sociala och kulturella kontext. Lek- och lärappar som resurs i det didaktiska arbetet är ett komplement till mer traditionella resurser och kunskap kring hur dessa kan användas och kunskapsinnehållet har betydelse för lek- och lärappens erbjudanden i lärande för hållbar utveckling.
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32

Haarstad, Öberg Anne. "Skrift, bild och ljud : en studie av elevers digitala texter producerade i appen Book Creator." Thesis, Högskolan Kristianstad, Sektionen för lärande och miljö, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-13291.

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Dagens elever möter texter som består av många olika delar, så kallade multimodala texter. Dessa texter kombinerar verbal text, bilder, diagram, film med mera. I denna undersökning skriver tre elever berättelser i appen Book Creator för iPad. Syftet med studien är att undersöka tre elevers texter utifrån forskningsfrågorna: vilka semiotiska modaliteter använder eleverna och på vilket sätt synliggörs elevernas multimodala textkompetens. I studien ingår även en reflektion över appen Book Creator utifrån vilka semiotiska modaliteter appen erbjuder, vilka områden i LGR11 appen kan stödja och vilket svenskämne den lägger upp till. Undersökningen är genomförd i undersökarens egen klass. Appen Book Creator valdes efter en förfrågan på olika nätforum. Grunden i undersökningen är Kress och van Leeuwens sociosemiotiska analysteori för texter och i undersökningen används begreppen komposition, funktionell specialisering, funktionell tyngd och multimodal affordance. Tre elevers texter analyseras utifrån dessa begrepp. Texterna visar att eleverna har kunskaper om när de ska använda de olika modaliteterna och vilken modalitet som passar bra att använda. Som många forskare i den tidigare forskningen visar är det viktigt att läraren väljer rätt uppgift och vet vad han/hon vill ha ut av den. Undersökningen visar även att lärare behöver mera kunskap om hur multimodala texter ska analyseras och även hur man ska undervisa om dem. Skolan behöver ändra fokus från den verbala texten till den multimodala
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33

Veseli, Adelina, and Rojas Viviana Cea. "Är ett digitalt vaccinationspass en del av det “nya” normala? : Hur ställer sig medborgare till införandet av ett digitalt vaccinationspass för covid-19?" Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-44392.

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Den nuvarande pandemin har begränsat mänskligheten och det digitala vaccinationspasset för covid-19 utlovar återgången till ett normalt liv. Studien syftar till att undersöka vilket handlingsutrymme ett vaccinationspass ger medborgare utifrån deras förväntningar och vaccinationspassets krav. Det digitala vaccinationspassets egenskaper och förutsättningar som digital artefakt undersöks i relation till affordance modellen. Forskningsstrategin för studien har varit en fallstudie av kvalitativ karaktär där datainsamlingen består av semistrukturerade intervjuer med medborgare i Sverige och en litteraturgenomgång som utgör den aktuella debatten i relaterade forskningen. Studien visar på hur medborgare uppfattar införandet av ett digitalt vaccinationspass för covid-19 och vill visa på rekommendationer i arbetet med tillgängliggörandet av det digitala vaccinationspasset för medborgarna. Studien grundar sig i att tillgängliggörandet av det digitala vaccinationspasset kommer att ske någonstans framöver och vi vill därför poängtera att resultatet inte kan fastslås utan kommer förändras beroende på förutsättningarna och tidsramen för undersökningen. Studien identifierar bristerna med förmedlingen av information samt myndigheternas globala ansvar vid införandet av ett digitalt vaccinationspass mot covid-19. För att hantera detta rekommenderar vi att en strategi bör utvecklas och även ett förtydligande av informationen gällande vaccinationspasset mot covid-19. Utifrån studien tolkas det att det digitala vaccinationspasset utformas för de rika och att covid-19 har påskyndat digitalisering av samhället. Vi anser att alla bör ha tillgång till vaccin och tillgång till digital teknik innan det digitala vaccinationspasset mot covid-19 införs.
The current pandemic has limited humanity and the digital vaccination passport for covid-19 promises the return to a normal life. The study aims to investigate what room for maneuver a vaccination passport gives citizens based on their expectations and the requirements of the vaccination passport. The properties and conditions of the digital vaccination passport as a digital artifact are examined in relation to the affordance model. The research strategy for the study has been a case study of a qualitative nature where the data collection consists of semi-structured interviews with citizens in Sweden and a literature review that constitutes the current debate in related research. The study shows how citizens perceive the introduction of a digital vaccination passport for covid-19 and wants to show recommendations in the work of making the digital vaccination passport available to citizens. The study is based on the fact that the digital vaccination passport will be made available somewhere in the future and we therefore want to point out that the result can not be determined but will change depending on the conditions and time frame for the examination. The study identifies the shortcomings with the dissemination of information as well as the authorities' global responsibility in introducing a digital vaccination passport against covid-19. To deal with this, we recommend that a strategy should be developed and also a clarification of the information regarding the vaccination passport against covid-19. Based on the study, it is interpreted that the digital vaccination passport is designed for the rich and that covid-19 has accelerated digitization of society. We believe that everyone should have access to vaccines and access to digital technology before the digital vaccination passport against covid-19 is introduced.
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Cunha, Rodrigo. "Design de Informação em produtos jornalísticos para tablets: uma comparação Brasil-Espanha." Faculdade de Comunicação, 2015. http://repositorio.ufba.br/ri/handle/ri/23546.

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Capes
ao design de informação, em uma situação de surgimento e difusão de plataformas para produção de conteúdos. Buscamos compreender de que forma os profissionais dessa subárea do design têm resolvido os desafios de criar sinalizações e pistas de navegação em interfaces que apresentam elementos novos, decorrentes das funcionalidades incorporadas aos tablets. A partir de uma análise de caráter exploratório, buscamos entender as peculiaridades, os pontos recorrentes e as rupturas trazidas na forma de sintagmas e sintaxes de interação, constituintes de uma nova gramática visual. Em segundo lugar, o trabalho aborda o fenômeno das funcionalidades geradoras de affordances para compreender de que maneira inovações são por elas induzidas nessa gramática dos aplicativos jornalísticos. A partir disso, entende-se que a trocas entre o designer e o leitor por via das interfaces digitais são estabelecidas, com maior ou menor sucesso, na forma de contratos de interação. Para testar a eficácia de tais contratos, a tese recorre a um teste de usabilidade de produtos exclusivos para tablet, entre universitários, de distintas formações, na Espanha e no Brasil. Conclui-se que o design de informação oferece uma gramática visual própria, com seus respectivos elementos sintáticos, mas que é ocasionalmente passível de falhas eventuais no estabelecimento de contratos de interação. A falha de compreensão da proposta do designer por parte do leitor não é vista aqui como um grave erro, conforme apontam alguns teóricos da usabilidade, mas integra o processo de experimentação e de reconhecimento de um tipo de interface que ainda precisa ser melhor estabelecida e testada. Por fim, o teste de usabilidade indica que publicações com menos sintagmas e sintaxes de interação foram as mais bem avaliadas pelos usuários após sua experiência, o que reforça a máxima de que “menos é mais”.
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35

Rintala, Maja. "Democratic participation on digital conditions : communication challenges and opportunities for collective action organizations." Thesis, Umeå universitet, Institutionen för kultur- och medievetenskaper, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-185462.

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This thesis examines how communication technology is used for creating a democratic and committed participation within collective action organizations (CAOs). This is achieved by illuminating how organizations' structure and culture relate to their communication. It’s done by in-depth interviews with network-based movements and association-based organizations, and analyses of their digital newsletters. The analysis is based on affordance-driven theory, capturing the interaction between organizations and their digital platforms. The focus lies on how internal democracy and collective action are afforded or constrained to some degrees. Degrees of deliberation for creating common ground and active participation are made visible by using the concept of communicative action. Theories within social movement studies, such as collective action, broaden the understanding of how the perception of digital tools shapes and is shaped by their structure and culture. The results show that the usage and coordination of communication channels is essential for the practice of internal democracy in everyday work, beyond annual meetings and board meetings. Independent chat-based platforms enable an increased control of conversations, cooperation and coordination, while information overload and effective decision- making processes can hinder democratic participation. Commercial social media platforms such as Facebook enables new flows of engagement and connectivity but constrains coordination and control of the framing process within Facebook groups. Additionally, unpredictable algorithms and advertising policy on Facebook makes it difficult to reach out. Overall, the study suggests a broadened view of communication, where communication and usage of digital media should not be considered as instrumental entities. Rather, it is strongly related to how channels are being coordinated, how organizations are organized and the view of participation. Formal structures can both hinder and enable increased communicative action that contributes to democratic participation.
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Addo, Giuseppina. "Worshipping on Zoom: A Digital Ethnographic Study of African Pentecostals Churches and their Liturgical Practices during Covid-19." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23360.

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Drawing on theoretical concepts of affordance and affect, and by conducting a digital ethnographic research on African Pentecostal communities in Northern Italy, the research analyses how offline liturgical practice are translated in online platforms such as Zoom and Free Conference Call during the Covid-19 global pandemic. It is argued that online affordances such as the chat box and emojis are used by believers to communicate affective moments during worship services, while the mute button is used as a tool by leaders to wield their power to restore order and surveillance. Thus, some of the traditional power dynamics between worshippers, as well as performative aspects of Christianity are brought into the digital space. We also find that digital platforms can in fact, constraint religious practices, however believers use creative ways to circumvent some of the obstacles by re-appropriating the digital tools available to express spirituality and to intimately connect with fellow worshippers.
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37

Grozman, Elizaveta. "Churchdemic : A digital ethnographic study of religious online practices in Hillsong church Sweden during Covid-19." Thesis, Malmö universitet, Institutionen för konst, kultur och kommunikation (K3), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-44686.

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This thesis analyses the negative and positive effects of the COVID-19 pandemic on the religious practices of the pentecostal Hillsong church in Malmö, Sweden. To do so it draws on theoretical concepts of affordance, mediatization of religion, and media effects, in order to explore what emerged through digital ethnographic research that included church event observations, interviews, and qualitative surveys. It is argued that the digital form of communication among believers during the pandemic constrained religious practices in terms of service, congregational worship and connection with fellow worshippers. However, this kind of communication has also made it possible to maintain church fellowship in a creative and simultaneously safe and feasible way. The virtual space created through video streams, Zoom meetings and other online activity impacted the way people worship and engage with the preaching and the congregation as a whole. Thus the purpose of this study is to explore the influence of the COVID-19 pandemic requirement for online worship on religious practices in a Nordic location of the Hillsong church, examining ways in which online and offline religious practices were isolated from, integrated into and influenced by one another to accomplish individual and corporate needs and goals.
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38

Petersen, Petra. "Appar och agency : Barns interaktion med pekplattor i förskolan." Licentiate thesis, Uppsala universitet, Institutionen för pedagogik, didaktik och utbildningsstudier, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-265324.

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This study explores young children's use of digital tablets in Swedish preschool environments, with special interest in how the use of digital tablets may affect children's agency. A multimodal, design theoretical approach was used, combined with sociology of childhood, to highlight the dynamics between children's agency and the affordances provided by the digital tablets. Two video ethnographic substudies were conducted within two separate preschool settings, including preschools where children use digital tablets to communicate in a minority language. In order to take into account as many modes of communication as possible, video recordings of children's use of the digital tablets was set side-by-side with screen recordings of the digital tablets. Major findings include how children's agency in digital tablet activities is intertwined with the different affordances, as emerging in the children's interaction with one another and the digital tablet. It was found that when affordances were built on visual, auditive and corporeal modes of communication, children's agency was enabled. Such affordances are in this study argued to be more, for the children, apt modes of communication for children to exert agency. Furthermore, it is argued that when children are given the possibility to communicate in their minority language, using for example Skype, this is a form of children's agency. The didactical implications and the societal potentials for children's use of digital tablets in preschools are discussed in relation to the creative skills individuals may need in an unknown future.
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39

Cöllen, Sebastian. "Den auratiska artefakten : Begränsningar och möjligheter i den digitala reproduktionen av kulturarv." Thesis, Uppsala universitet, Institutionen för ABM, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-413839.

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The digital copy is rapidly becoming the dominant form in which researchers encounter cultural heritage. In this situation, the relation between the original and the digital reproduction has become a crucial, yet too little discussed problem. This thesis investigates this relation through two questions: (1) Which is the ontological status of the reproduction in relation to the original, and (2) How is the original mediated to its digital format? Question (1) is answered in dialogue with previous research: The reproduction is a new artefact, but with a relation (of similiarity) to the original. It is the understanding of this relation that the remaining part of the thesis tries to deepen and around which the second question revolves. This more empirical question (2)is examined through a comparative analysis of a physical original—the 17th century album amicorum of Gottfried Schröer—and its digitisation in the platform Alvin.The informative dimensions “context”, “materiality”, “textbased information”, and the category “aura” are investigated in the original and in the digital reproduction. For this purpose, Walter Benjamin’s concept “aura” is critically discussed and redefined as an analytical concept, and the research question is rephrased in terms of (a) which qualities are transfered, (b) not transfered, and (c) if/how they are transformed during the transfer to the digital format. It is also asked which consequences this might have for the artefact as a source of information. The analysis is positioned in a materiality discourse, adopting perspectives from, i.a., Actor-Network Theory and Material Philology. In this context, a widened concept of materiality is also developed, allowing the inclusion of the “virtual”. The thesis identifies aspects in which the reproduction differs from the original, depending, among other things, on its own materiality. This strengthens the call for users’ information competency when interacting with digital reproductions. This is a two years masters's thesis in library and information science.
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Örnberg, Berglund Therese. "Making sense digitally : Conversational coherence in online and mixed-mode contexts." Doctoral thesis, Umeå universitet, Institutionen för språkstudier, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-26060.

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Successful interaction makes sense to its participants – it is, in other words, coherent. As different resources are employed to indicate mutual orientation by showing which actions are linked and where attention is paid, coherent conversation can be said to be achieved multimodally. This thesis builds on an interactional and ecological theoretical basis, and investigates how strategies for sense-making vary depending on the context of interaction. Specifically, this is a study of interaction in different types of multimodal and multiplex communication situations. The characteristics of these technology-rich communication situations are mapped and, primarily through ethnographic methods and interaction analysis, it is investigated how conversational coherence is maintained. Furthermore, it is suggested how the findings can be applied to inform interaction design. The analysis presented is based on results from four case studies, dealing with different aspects of coherence creation in different English speaking contexts. Study 1 investigates coherence in intertwined threads in dyad instant messaging (IM) interaction, and Study 2 focuses on coherence through conversational feedback strategies in interaction in a multimodal desktop video conferencing system. Study 3 has a somewhat broader focus, as the multiple communication channels in which one participant is involved are all taken into consideration in the investigation of sequential coherence. Finally, in Study 4, the physical and digital interaction in a partly shared studio space is investigated, with an emphasis on how mutual orientation is established during conversation initiation. The findings show that when addressing coherence it is important to acknowledge both dynamic aspects of context, such as activity and participants, and more static aspects, such as communicative affordances of environments and tools. In online and mixed-mode interaction, the notion of context becomes particularly complex, as participants are simultaneously part of both the individual context, which may include digital tools for communication, and the shared context of interaction (polycontextuality). In this thesis, it is further shown that this has consequences for coherent conversation initiation and possibilities to engage in multiple semi-simultaneous conversations (polyfocality). Additionally, the results emphasize the importance of explicit linguistic strategies in computer-mediated interaction.
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41

Andersson, Johannes, and Matilda Pettersson. "IT IS MORE THAN WHAT MEETS THE EYE : Exploring Immersion & Co-Experience in Holographic Art." Thesis, Umeå universitet, Institutionen för informatik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-185233.

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With the growing interest in digital ways to experience art exhibitions, HCI and especially experience-centred design research have in recent years begun to show promising results when implementing holograms into the social dynamics found in art exhibitions. However, as to why holograms can enhance engagement and immersion, more research can be done. This thesis seeks to explore holograms' unique characteristics through an iterative experience-centred approach through the theoretical lens of Flow and its ability to prompt for co-experience. In two studies with eight participants, a design workshop and a mini-exhibition, we uncovered four unique characteristics and two takeaways regarding its potential to design for co-experience. The results indicated that holograms were perceived as immersive and presented properties related not only to the hologram but also the environment, as to why. It was concluded that even though holograms can benefit art exhibitions, the social aspects could be explored further.
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von, Rosen Sally. "People dancing without bodies: A qualitative study of virtual raving in a pandemic." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22843.

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This thesis revolves around social dance movements in the form of raving and clubbing in Berlin, and how this performative scene is affected by social distancing measures due to the current situation of Covid-19. As an important moment in history, online body performances and virtual spaces aim to complement and substitute social experiences in physical environments. The field of study relating digital technology to club cultures is timely, as virtual raving is changing social bodies’ interactions. Life has gone online for the sake of upholding socialization, as people find themselves in isolation – in a hybrid experience of the digital and material. To assess these changes in social life, this thesis uses an auto ethnographical case study on virtual raving and interviews with rave participants, and deploys Affordance Theory. The affordances accounted for are those of ‘settings’, ‘socialization’, ‘entertainment’, and ‘mobility’. The analysis demonstrates the possibilities and problems of transferring the meditative and social bodily experiences associated with raving, to virtual environments. The resulting discussion addresses issues of global accessibility, virtual raves, and what these mean for a techno raving sub culture, and the people who participate in it.
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Rynningsjö, Simon, and Tim Wahlström. "Visuellt berättande i spelmiljöer." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2387.

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Abstrakt I den här uppsatsen undersöks hur ett narrativ kan drivas inom digitala spel enbart med hjälp av spelmiljön. Syftet är att få förståelse för vad miljöberättande behärskar som en självständig form av berättande och vad författarna kan göra för att uppnå detta mål. För att undersöka problemområdet genomfördes en spelproduktion där metoder framtagna under undersökningens gång applicerades. Produktionen testades av utomstående studenter i medieteknik och resultaten sammanställdes med reflektioner kring vad som uppnåtts och de metoder som applicerats. Undersökningen beskriver arbetsprocessen och metoder och visar hur dessa kan driva ett narrativ med en spelmiljö. Abstract In this thesis examines how to drive a narrative in digital games using only the game environment. The purpose is to gain an understanding of what environmental storytelling is capable of as an independent form of narrative and what the authors can do to achieve this goal. To study the problem area, a game production was conducted in which methods developed during the study was applied. The production was tested by other students in media technology and the results that came up were compiled with reflections on what was achieved and the applied methods. The study describes the work process, methods and shows how these can be used to drive a narrative with a game environment.
Detta är en reflektionsdel till en digital medieproduktion.
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44

Kiong, Sy-gia, and 王思佳. "Affordances of Product: Using Digital Cameras as Example." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/2j5asr.

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碩士
國立雲林科技大學
工業設計系碩士班
96
To study the Affordances situation which presented by product and how to apply Affordance concept to product design are the research’s purposes. In order to apply Affordance concept to the complexity interface of man-made products, this study decided the digital cameras which included variety of hardware and software interface features, as the experimental product.    The research could be divided into (a) the status of analysis and (b) the usage of the experiment two stages. (a) Status analysis: According to Gaver (1991) the relation of Affordance and perceived information theory combine with the summarized of the Affordance and their perceived information relationship on the basis of this study to analysis of existing products. The main purpose of this stage is to understanding the Affordances situation which presented by product. Based on this analysis result, have to select four digital cameras which show a representative Affordance situation for the use of the second phase of the experiment. (b) The usage of the experiment: to invite 30 young subjects who do not have any experience with the 4 digital cameras and requested the subjects were instinctively react to actual operation of the four digital cameras. After each usage test of digital camera, the subjects were required to fill out the user satisfaction questionnaire base on their intuitive operation point of view. The main purpose of this stage in order to verify the use of experimental data derived from the first stage and the status of whether the results of a correspondence between.     The results of this study show that, the Gaver (1991) theoretical framework, not only can effectively define the property of components Affordance situation of products, but also can help designers to understand the reasons for the product operational issues. Finally, the results of this study included: (a) Understand the reasons of Perceptible Affordance, False Affordance Hidden Affordance formated, (b) the advantages and disadvantages when applied to product design, and (c) contribute to the application of intuitive operation ways.   Key words: Affordance, Product Design, Digital Camera.
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45

Toms, Elaine G. "Browsing digital information examining the "affordances" in the interaction of user and text /." 1997. http://books.google.com/books?id=l8LaAAAAMAAJ.

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46

"Mediated Transnational Communication: Digital Technology Use and Transnational Communication Practices of Resettled Refugees." Doctoral diss., 2019. http://hdl.handle.net/2286/R.I.54804.

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abstract: In 2016, the United Nations reported a historical high of 65.6 million globally displaced people. Within the current protectionist and isolationist climate, the U.S is accepting a fewer number of refugees for resettlement than ever before and less governmental funding is being allocated to resettlement organizations, which provide support services for refugee resettlement and integration. Increased migration and the advancement of communication technologies with affordable access to these technologies have produced extensive communication networks and complex relational ties across the globe. While this is certainly true of all migrants, building and maintaining relational ties has added complexity for refugees whose journey to resettlement, economic insecurity, political disenfranchisement, and vulnerability impact the motivating factors for digital engagement. This dissertation seeks to understand to what extent Diminescu’s (2008) concept of the connected migrant addresses the lived experience of resettled refugees in Phoenix, Arizona. The connected migrant through Information Communication Technology (ICT) use maintains transnational and local networks that produce mobility and belonging. Connected migrants are able to produce and maintain socio-technical sociality abroad and in the country of settlement to create and access social capital and resources. Using a grounded theory approach and qualitative methods, this research project explores concepts of mobility, connectivity, and belonging in relation to resettled refugees. The research indicates that age, imagined affordances, digital literacy, language, and time moderate connectivity, belonging, and mobility for resettled refugees. Finally, I offer the concept of transnational contextual relationality to understand refugee communication strategies with the transnational and local network.
Dissertation/Thesis
Doctoral Dissertation Communication Studies 2019
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47

Terrenghi, Lucia [Verfasser]. "Designing hybrid interactions through an understanding of the affordances of physical and digital technologies / von Lucia Terrenghi." 2007. http://d-nb.info/987854887/34.

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(8801109), Jessica Eise. "The Objective/Subjective Nature of Affordance Use in Digital Environments: Building a Tailored Climate Change Adaptation Website for the Colombian Coffee Sector." Thesis, 2020.

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This dissertation extends our knowledge of digital affordances in communicating complex scientific information by building and testing a climate change adaptation website for the Colombian coffee sector, www.climaycafe.com. This project offers both a practical component (scholarship of engagement) and theoretical component (extension of our understanding of the objective/subjective nature of affordances). Practically, it seeks to create a collaborative and tailored science communication solution for improved information access to support climate change adaptation. Theoretically, it extends our understanding of affordances in a digital environment through a qualitative assessment, specifically how occupational identity influences the subjective nature of affordances. Data is gathered through an iterative qualitative assessment of users’ interpretation of the perceived affordances on the website. The results demonstrate that occupational identity has an influence on perceived digital affordances, particularly influenced by (1) Perceived Social Status of Occupation, (2) Perception of Value Based on Occupational Demands, (3) Occupational Influence on Perceived Reliability and (4) Usability Preferences Based on Occupation. We additionally found that as creators we can set general goals for digital tools and achieve general success in obtaining them, but ultimately the users will dictate their needs within this broader framework. Lastly, there is a self-identified need for more practical knowledge and information access for coffee farmers in these regions of Colombia around climate change adaptation.

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Pihlstrøm, Siri Anne. "Matters of materiality : researchers' use of print and digital formats for academic reading." Thesis, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-24169.

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Searching, accessing, reading, and storing academic literature is increasingly done with the help of digital devices. This master’s thesis presents the results of a qualitative study on researchers’ academic reading practices, including the surrounding practices of searching for and storing the literature. The aim of this thesis is to gain a deeper understanding of researchers' use of academic literature on paper and on screens. Semi-structured interviews were conducted with ten researchers within four different research areas from a university college in Norway. The theoretical framework used to discuss the results is practice theory, with the concepts materiality and affordance. Key findings are that there is not always concordance between what the researchers say they prefer and what they do, as they have a pragmatic approach. The respondents see pros and cons of both formats, and they use both, depending on the situation and what their aim is. The surrounding practices are often done digitally, while deep reading is preferred to do on paper, by the majority. The first reading of a text, which is browsing through it to see whether the text is relevant or not, is always done on screen, while most of the respondents prefer to print out articles when they are to be read thoroughly, as they value the physical properties of paper. However, the respondents of this study are more positive to screen reading than what is seen in previous research, and many of them wish to improve their skills when it comes to e-reading.Keywords: Academic reading, researchers, digital reading, reading practices,
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Sagnières, Louis. "La démocratie à l’heure de l’internet : autonomie politique, vie privée et espace public dans un environnement numérique." Thèse, 2015. http://hdl.handle.net/1866/13730.

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L’objectif de cette thèse est double. Premièrement, il s’agira de comprendre l’impact que l’internet peut avoir sur la démocratie, c’est-à-dire de montrer ce que cette technologie change à la démocratie, en développant un cadre conceptuel précis et en m’appuyant sur un corpus empirique important. Il s’agira ensuite de développer un projet normatif, afin de montrer ce qu’il est nécessaire de faire afin de garantir que l’impact de l’internet sur la démocratie sera positif. Pour mener à bien ces objectifs, il me faudra d’abord disposer d’une conception claire de la démocratie. C’est pourquoi je proposerai dans une première partie de la comprendre à partir du concept d’autonomie politique dont je proposerai une analyse conceptuelle au premier chapitre. J’analyserai ensuite deux éléments centraux de ce concept, à savoir la vie privée et l’espace public. Je proposerai dans une deuxième partie une analyse à la fois précise et empiriquement fondée de l’impact de l’internet sur ces deux éléments, afin de présenter un argument qui ne sera pas simplement a priori ou spéculatif. Les conclusions que je présenterai ne vaudront, cependant, que pour l’internet tel qu’il est aujourd’hui, car il est certain qu’il peut évoluer. Il est alors tout à fait possible que ses propriétés cessent de permettre l’augmentation de l’autonomie politique que je décris au cours de ma deuxième partie. Il est donc important de mener à bien une réflexion normative afin d’identifier dans quelle mesure il pourrait être nécessaire de faire quelque chose afin de garantir l’impact positif de l’internet sur l’autonomie politique. Je montrerai donc dans une dernière partie qu’il est nécessaire d’assurer à l’internet une architecture non-discriminante, mais qu’il n’est pas nécessaire de protéger outre mesure la générativité de son écosystème. Je conclurai en montrant l’importance d’offrir à tous des éléments d’une littératie numérique, si l’on souhaite que tous puissent bénéficier des opportunités offertes par le réseau des réseaux.
My goal in this thesis is twofold. First I want to understand the impact the Internet can have on democracy, that is to say, I want to understand what this technology changes to democracy. In order to do this, it is necessary to possess a clear and precise conceptual framework of the meaning of democracy and to ground my analysis in empirical literature. Second, I want to give a normative account of what needs to be done to ensure that the impact of the Internet on democracy will stay positive. To accomplish these goals, one first needs to have a clear conception of democracy. That is why I will offer, in the first part of my thesis, an understanding of democracy as political autonomy. I will offer an analysis of this last concept in my first chapter. I will then analyze two of its central elements, namely privacy and public space. In the second part of my thesis, I will offer an analysis that is both precise and empirically grounded of the impact of the internet on these two elements, in order to present an argument that will not simply be a priori and speculative. It is important to notice that the conclusions that I reach are only of value if the Internet doesn't evolve. It is therefore quite possible that the internet ceases to allow for greater political autonomy as I explain in my second part. It is thus important to carry out the normative part of my project to identify to what extent it might be necessary to do something to ensure the positive impact of the Internet on political autonomy. So, in the last part of my thesis, I show that it is necessary to protect the non-discriminatory Internet architecture, but that it is not necessary to protect its generative ecosystem. I will conclude by showing the importance of providing all the elements of a digital literacy, if we want that all benefit from the opportunities offered by the Internet.
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