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  • 1.
    Bellström, Peter
    et al.
    Karlstad University, Faculty of Economic Sciences, Communication and IT, Department of Information Systems and Project Management.
    Thorén, Claes
    Karlstad University, Faculty of Economic Sciences, Communication and IT, Department of Information Systems and Project Management.
    Learning How to Program through Visualization: A Pilot Study on the Bubble Sort Algorithm2009In: / [ed] doi: 10.1109/ICADIWT.2009.5273943, IEEE , 2009Conference paper (Refereed)
  • 2.
    Bellström, Peter
    et al.
    Karlstad University, Faculty of Economic Sciences, Communication and IT, Department of Information Systems and Project Management.
    Thorén, Claes
    Karlstad University, Faculty of Economic Sciences, Communication and IT, Department of Information Systems and Project Management.
    On the Importance of Visualizing in Programming Education2011In: Proceedings of the 12th International Conference on Enterprise Information Systems V. 5 Human Computer Interaction: Enterprise Information Systems / [ed] Edited by Joaquim Filipe and José Cordeiro, SciTePress, 2011, p. 131-136Conference paper (Refereed)
  • 3.
    Bellström, Peter
    et al.
    Karlstad University, Faculty of Economic Sciences, Communication and IT, Department of Information Systems and Project Management.
    Thorén, Claes
    Karlstad University, Faculty of Economic Sciences, Communication and IT, Department of Information Systems and Project Management.
    Reifying Abstract Programming Concepts through Visualization2010In: Journal of Information Technology Review, ISSN 0976-3511, Vol. 1, no 4, p. 160-168Article in journal (Refereed)
  • 4.
    Magnusson, Monika
    et al.
    Karlstad University, Faculty of Economic Sciences, Communication and IT, Department of Information Systems and Project Management.
    Bellström, Peter
    Karlstad University, Faculty of Economic Sciences, Communication and IT, Department of Information Systems and Project Management.
    Thorén, Claes
    Karlstad University, Faculty of Economic Sciences, Communication and IT, Department of Information Systems and Project Management.
    Facebook usage in government: A case study of information content2012In: AMCIS 2012 Proceedings. Paper 11, Atlanta: Association for Information Systems , 2012Conference paper (Refereed)
    Abstract [en]

    Social media is making its way into government agencies as a medium for citizen communication. A recent survey suggests that almost half of the population in Sweden uses Facebook. Consequently, government agencies such as municipalities have started adopting Facebook to ‘be where the users are’. Facebook offers new opportunities for rapid dissemination of information and dialogue with the public that may lead to greater transparency and increased e-democracy. However, relatively few studies exist that have examined the actual content in governments’ Facebook pages. In this exploratory case study of a Swedish municipality’s Facebook page, several categories of information posted on the Facebook wall are identified. While the municipality uses the wall primarily for marketing events, the public members display a diverse usage including requests for information or services, reports of service failure, and making complaints. Both parties also use the wall for community building.

  • 5.
    Pettersson, John Sören
    et al.
    Karlstad University, Faculty of Economic Sciences, Communication and IT, Department of Information Systems and Project Management. Karlstad University, Faculty of Economic Sciences, Communication and IT, Centre for HumanIT.
    Thorén, Claes
    Karlstad University, Faculty of Economic Sciences, Communication and IT, Department of Information Systems and Project Management.
    Fischer Hübner, Simone
    Karlstad University, Faculty of Economic Sciences, Communication and IT, Department of Computer Science. Karlstad University, Faculty of Economic Sciences, Communication and IT, Centre for HumanIT.
    Making Privacy Protocols Usable for Mobile Internet Environments2003In: / [ed] Harris, Duffy, Smith & Stephanidis, 2003Conference paper (Refereed)
  • 6.
    Thorén, Claes
    Karlstad University, Faculty of Economic Sciences, Communication and IT, Department of Information Systems and Project Management.
    Creating Real Imaginary Worlds: Mythopoeic Interaction and Immersion in Digital Games2007Report (Refereed)
    Abstract [en]

    Mythopoeia is a term that refers to the making and renewal of myths. Myth is in itself a complicated concept that delicately balances concepts of truth and fiction. Myth refuses the designations of fact or lie, and instead operates beyond those terms. Rather, myths are metaphors, articulations of that which transcends the human psyche, of a type of knowledge that cannot be explained or contested. Throughout mankind's history, mythmaking, or mythopoeia, has been an important part of the legacy passed on between cultures and civilizations. The creation of narratives that are based on, or within particular mythologies, have the power to affect us and move us, in ways that non-fictional stories cannot, simply because myths are fictional truths. The impact of these kinds of stories can be gauged by examining their longevity and spread. What that tells us is that the way something is told is perhaps even more important than what is told. Currently, mythopoeic digital games not only offer the possibility of reading and hearing about faraway lands and galaxies, but a chance of partaking in the sustaining and making of new myths.



    This dissertation will explore and answer the question: how does the constrained nature of digital games, together with the improvised chaos of make believe, interact with, and benefit from (or become inhibited by) the further constraint of mythology? As new narrative technologies are introduced, they affect how myths are written, sustained and should be interacted with. Furthermore, with new visual media the level of detail has risen exponentially. No longer are myths carried by oral tradition, textual accounts, or even photography. The new myths come superimposed at us with photorealism, 24 photos per second, with full Dolby Digital 5.1 Surround Sound, and with vibrating haptic game controllers for true interactive affect and immersion. Altogether, the combination of mythopoeia and narrative technology becomes a very powerful medium for interactive storytelling of which we are only beginning to grasp the full potential

  • 7.
    Thorén, Claes
    Karlstad University, Faculty of Economic Sciences, Communication and IT, Department of Information Systems and Project Management.
    Finding a Usable Vocabulary for Privacy Enhancing Technology2003In: / [ed] Constantine Staphanidis, 2003Conference paper (Refereed)
    Abstract [en]

    The main purpose of the study was to assess the degree of understanding of privacy-related words among non-specialists. A major part of the test consisted of terms in English, because this language is dominant on most interntional sites. The results reveal not only a lack of understanding of some basic consepts but also a lack of understanding of the English language as such. The study should inform the design of user interfaces based on the Platform for Privacy Preferences Prototcol, P3P

  • 8.
    Thorén, Claes
    Karlstad University, Faculty of Arts and Social Sciences (starting 2013), Karlstad Business School.
    Print or Perish?: A Study of Inertia in a Regional Newspaper Industry2013Doctoral thesis, monograph (Other academic)
    Abstract [en]

    The newspaper industry has in the last few decades experienced a gradual but steady decline. The cause of this decline and potential ways of counteraction have been under considerable debate recently both in the industry and in academia. For the last decade and a half, the digitization of news has emerged as a much debated challenge and been perceived by the industry as both its inevitable future and its biggest threat.

    Taking its starting-point in this complex situation, this dissertation particularly focuses on how the organizational culture of regional, ideologically driven newspaper organizations affects propensity for change. Particular focus is placed on the regional newspaper industry, and an ethnographical case study has been conducted of a Swedish county covered by two independent, competing newspaper organizations. The purpose of the study is to develop a theoretical concept to describe the kind of organizational inertia currently experienced by the regional newspaper industry.

    Combining semi-structured interviews, observations and analysis of public documentation, it is shown that both regional organizations in the study are struggling to reconcile a steadily declining print edition with the pressures of publishing news online. The regional newspaper industry is expected to deliver online news content to a growing audience without a profitable business model. Since the late 1990s, when the first of the organizations’ websites appeared, the Internet’s potential as a financially justifiable publishing platform has been put into question. Sixteen years later, the websites and the questions remain.

    The study shows how organizational memory and the act of remembrance are used along with certain aspects of corporate history and culture to legitimize long term strategizing that in turn have significant effects on the propensity for change. Dimensions of “spectrality” and the concept of “spectral organizations” are introduced as theoretical concepts to describe these particular types of organizations that are haunted by their past to the extent that they exhibit strategic entrenchment or even altogether an inability to progress and adapt to their environment. The contribution of the study is to increase the understanding of why the regional newspaper industry is experiencing inertia, and of the ideological forces that make implementing paradigmatic change so difficult.

  • 9.
    Thorén, Claes
    Karlstad University, Faculty of Economic Sciences, Communication and IT, Department of Information Systems and Project Management.
    Privacy negotiations in WAP browsing - some results based on Wizard-of-Oz tests2003Report (Refereed)
  • 10.
    Thorén, Claes
    Karlstad University, Faculty of Economic Sciences, Communication and IT, Department of Information Systems and Project Management.
    The political economy of news value and the commodification of the general intellect2011Conference paper (Other (popular science, discussion, etc.))
    Abstract

    Online, globalized commerce is fundamentally changing the dynamics of physical space and social space, opening up the market outside the enclosed area of focused marketing. Low distribution costs, and the ability to cast off the inherent limitations in stock and selection has become a lesser concern, allowing for digitally virtualized industries to focus on a global audience at a global scale. Today, in 2011, we can see this change transforming the market for online news in the post- industrial society. This transformation constitutes one part of the larger transformation from manual labour to intellectual labour that began in the early 1970s. From the perspective

    of the newspaper industry, many scholars agree that this on- going transformation offers many opportunities that may even enhance the relevance of newspapers. This paper applies Italian neo-Marxist thought, more specifically the concept of immaterial labour, to online news in order to reconceptualise the relationship between news production and consumption. Using these theories, this paper offers a comprehensive way of theorizing the commodification of user-generated content and the role of the consumer in news production and news value. Previous research has emphasized news value from the newspaper organizations perspective as news criteria; this paper instead emphasizes the reader as instrumental in the construction of news value, and furthermore how a social exchange process such as readers attention and user generated content brings about a new kind of immaterial labour. The purpose of this paper is to provide a theoretical framework for critically examining the commodification of online news. Online news commodification is approached as the result of a continuous, emergent reproduction of public discourse where value is determined by the amount of remediation cycles a piece of news is subject to during its lifespan, and how much subsequent public attention is generated. In order to improve understanding how the commodity of attention is constructed and sold, the framework emphasizes the differences between print and online news commodification. The result is a new theoretical framework which outlines a) how the concept of news value has evolved into digital news value; b) what factors dictate online value; c) the role of immaterial labour and user generated content in the production of that value

  • 11.
    Thorén, Claes
    Karlstad University, Faculty of Economic Sciences, Communication and IT, Department of Information Systems and Project Management.
    Time, perception and altered states of consciousness in "Call of Cthulhu: Dark Corners of the Earth"2007Conference paper (Other (popular science, discussion, etc.))
    Abstract [en]

    Showing transitions between different states of consciousness, using sound and image, is an effective tool for creating a particular kind of narrative immersion. One might argue that conveying the inner state of a protagonist in a novel is purely a matter of skill with words and phrases, whereas with visual, aural and tactile technology at hand, storytelling has become a more intricate process.



    This paper will investigate a game text that illustrates Bergsonian notions of time, movement and affect through the sonic portrayal of altered states of consciousness. The example is Call of Cthulhu: Dark Corners of the Earth (2005), a digital game in the "survival horror" genre that exhibits temporal and spatial anomalies during certain segments of first-person gameplay. What is interesting about this text is that it has a sonic trigger unlocking the transition into the realm of postmodern temporal and spatial flux, and its succeeding connection with the realm of the virtual, or potential. In other words, it shows manifestations of altered states of mind that are brought on by stress. To map out the postmodern and metaphysical conditions under which these transitions occur, the theories regarding time, perception and movement outlined by Henri Bergson in Matter and Memory (1911) are the most useful. His theories have subsequently influenced French theorist Gilles Deleuze is concept of the timeimage. These concepts, together with Brian Massumi's theories on affect in Parables of the Virtual (2002) provide a comprehensive theoretical framework for an expanded Bergsonian philosophy of time, movement and affect

1 - 11 of 11
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