Search for dissertations about: "IMPACT OF ICT"

Showing result 1 - 5 of 119 swedish dissertations containing the words IMPACT OF ICT.

  1. 1. Future Technology Support of Command and Control : Assessing the impact of assumed future technologies on cooperative command and control

    Author : Mats Persson; Else Nygren; Tim Grant; Uppsala universitet; []
    Keywords : SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; command; control; cooperative; collaboration; decision-making; effectiveness; human-computer interaction; microworld; network-centric; military; team; beslutsfattande; effektivitet; ledning; mikrovärld; militär; människa-datorinteraktion; nätverkscentrerad; samarbete; team; Datavetenskap med inriktning mot människa-datorinteraktion; Computer Science with specialization in Human-Computer Interaction;

    Abstract : In response to technological advances, especially in the field of information and communication technology (ICT), the so called revolution in military affairs (RMA) and later the concept of network-centric warfare (NCW) emerged as a theory to further utilize technology for military command and control (C2). Advocates of the Swedish ROLF 2010-vision and the concept of NCW have made claims and assumptions that future technology will improve mission effectiveness by, for example, increasing the understanding of a current situation and its development, the speed of command, and providing means to utilize more efficient forms of organizations. READ MORE

  2. 2. Technology Encounters : Exploring the essence of ordinary computing

    Author : Mareike Glöss; Annika Waern; Mats Edenius; Paul Dourish; Uppsala universitet; []
    Keywords : SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Everyday life; ICT; phenomenology; ethnography; cultural analysis;

    Abstract : As computing technology has become a vital part of everyday life, studies have increasingly scrutinized the underlying meaning of computational things. As different devices become interwoven with daily practices and routines, there is a growing interest in understanding not only their functional meaning in computational terms but also their meaning in relation to other non-computation artefacts. READ MORE

  3. 3. Social Order of the Co-Located Mobile Phone : Practices of collaborative mobile phone use

    Author : Moira McGregor; Barry Brown; Christian Licoppe; Stockholms universitet; []
    Keywords : SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Human-computer interaction; Mobile phones; Ethnography; Video analysis; Collaborative interaction; Field studies; Computer and Systems Sciences; data- och systemvetenskap;

    Abstract : This thesis examines mundane practices of everyday phone use to make conceptual, empirical and methodological contributions to ongoing research on mobile technology. It argues that we do not yet have a clear understanding of how the mobile phone is used–who does what, when and why. READ MORE

  4. 4. Quality of Experience on Smartphones : Network, Application, and Energy Perspectives

    Author : Selim Ickin; Blekinge Tekniska Högskola; []
    Keywords : TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; NATURVETENSKAP; NATURAL SCIENCES; QoE; QoS; Energy; Mobile computing;

    Abstract : Smartphones have become crucial enablers for users to exploit online services such as learning, leisure, communicating, and socializing. The user-perceived quality of applications and services is an important factor to consider, in order to achieve lean resource management, to prevent user churn and revenue depletion of service or network providers. READ MORE

  5. 5. Affective Ludology : Scientific Measurement of User Experience in Interactive Entertainment

    Author : Lennart Nacke; []
    Keywords : NATURVETENSKAP; NATURAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES;

    Abstract : Digital games provide the most engaging interactive experiences. Researching gameplay experience is done mainly in the science and technology (e.g., human-computer interaction, physiological and entertainment computing) and social science (e. READ MORE