Sökning: "social interaction design"

Visar resultat 16 - 20 av 464 avhandlingar innehållade orden social interaction design.

  1. 16. Presence Design : Mediated Spaces Extending Architecture

    Författare :Charlie Gullström; Katja Grillner; Halina Dunin-Woyseth; KTH; []
    Nyckelord :TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Architectural design and theory; presence design; presence research; mediated space; mediated presence; remote presence; mediated interaction; audiovisually extended architecture; media space; design friction; hybrid space; virtual space; tele presence; transdisciplinary; mutual gaze; mediated gaze; spatial montage; tertium quid; active spectatorship; shared mediated space; offscreen space; lateral and peripheral awareness; framing; transparency.; Architecture; Arkitektur; Human communication; Kommunikation mellan människor; Telecommunication; Telekommunikation; Media and communication studies; Medie- och kommunikationsvetenskap;

    Sammanfattning : This thesis is a contribution to design-led research and addresses a readership in the fields of architecture as well as in media and communications. In juxtaposing the tools of the designer (e.g. LÄS MER

  2. 17. Simulated "real" worlds : Actions mediated through computer game play in science education

    Författare :Elisabet M. Nilsson; Malmö högskola; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; computer game play; science education; computer games; game-based learning; mediated action; empirical studies; Agent O; SimCity 4; computer game play science education computer games game-based learning; Agent O; empirical studies; SimCity 4; mediated action;

    Sammanfattning : Over the last decade, a great variety of visionary ideas and beliefs have been brought forward, regarding the potentials of using computer games as a tool for learning and mediation in educational settings. This thesis aims at contributing to research in this field, by empirically exploring what happens when students play and reflect on their computer game play in science education. LÄS MER

  3. 18. A Needs-Based Approach towards Fostering Long-term Engagement with Energy Feedback among Local Residents

    Författare :Aram Mäkivierikko; Fredrik Gröndahl; Olga Kordas; Hossein Shahrokni; Paula M. Bögel; Cristian M Bogdan; KTH; []
    Nyckelord :TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; NATURVETENSKAP; NATURAL SCIENCES; Energy feedback; Consumer engagement; Energy behaviour; Social networks; Smart grids; Design principles; Energiåterkoppling; konsumentengagemang; Energibeteende; Sociala nätverk; Smarta elnät; Designprinciper; Industrial Ecology; Industriell ekologi;

    Sammanfattning : In order to reach the current climate goals, energy consumption needs to decrease in all sectors, including households, which produce 20% of the European emissions. However, it is difficult to increase residents’ engagement in their household electricity consumption as it is an ‘invisible’ form of energy, the monetary incentives are often too small and environmental incentives are not very effective. LÄS MER

  4. 19. Designing for Peer Learning : Mathematics, Games and Peer Groups in Leisure-time Centers

    Författare :Åsa Harvard Maare; Sune Vork Steffensen; Kognitionsvetenskap; []
    Nyckelord :HUMANIORA; HUMANITIES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Leisure-time centers; mathematics; embodied interaction; design research; motivation; observational learning; Leisure-time centers;

    Sammanfattning : Constrained by national tests and the mathematics curriculum, teachers have problems finding time for exploratory and hands-on mathematical activities, especially so in classes with a reduced pace of progression, for example because of a large proportion of second-language learners. Could the leisure-time center, where time is not earmarked, provide such opportunities? The conclusion of this thesis is that this can be done, on the condition that designed activities build on the central premise of the leisure-time center: children have the right to choose which activities to engage with. LÄS MER

  5. 20. The Sociality of Gaming : A mixed methods approach to understanding digital gaming as a social leisure activity

    Författare :Lina Eklund; Karin Bergmark; Lars Udehn; Mia Consalvo; Stockholms universitet; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Digital games; video games; computer games; online gaming; gender; sociality; social relationships; social interaction; everyday life; MMO; World of Warcraft; Sociology; sociologi;

    Sammanfattning : This dissertation is an exploration of the practice of social digital gaming, using a mixed methods approach with complementary data and analytical methods. The main themes are the prevalence and meaning of gamers’ experiences of social gaming and the underlying structures limiting or assisting social gaming, both material and social. LÄS MER