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Abstract

This article develops a conceptual model of users’ and designers’ knowledge roles in the information and communication technology design process. The “ideal” center at the intersection of the axes for division of knowledge work and privileging of knowledges represents a balanced distribution of knowledge work between users and designers and an avoidance of privileging either group over the other. The article then applies this model to analyses of the design process for six video games wherein the knowledges of Indigenous peoples in North America were mobilized. It concludes by discussing implications for research and design practice, particularly for broadening the participation and self-articulation of marginalized groups.  相似文献   
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The design and use of information technologies are not as easily separated as they may seem. Designers have much at stake in the use of their software, while users are greatly influenced by the design of the software that they use. In this article, I explore the complex relationships built up between the designers and users of human anatomy simulations, including processes of cooperation and conflict. I develop and apply a three-step process for studying the design and use of a software product in its social context. First, it is important to focus on the social worlds of designers and users that influence the development of the technology. Next, the emphasis shifts to the technology itself, which can be viewed as a boundary object emerging from the intersection of the contributing social worlds. Finally, the technology exhibits agency by reshaping the relationships and interactions among the contributing social worlds.  相似文献   
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The relationship of values to technology is an important topic in the fields of information studies, humancomputer interaction, media studies, and science and technology studies, but definitions and attributes of values differ within and among these fields. We suggest that researchers currently conflate multiple categories when they discuss values. Some of these categories are attributes of the source of values (i.e., people, systems, and hybrid assemblages), and others are attributes of the values themselves. This article disambiguates values in sociotechnical systems by providing a framework to describe where and how values are negotiated and enacted by people, institutions, and technology. The framework includes three dimensions that pertain to the source of values (agency, unit, and assemblage) and three dimensions that pertain to attributes of values (salience, intention, and enactment) to enable precision and comparison across this research trajectory. We illustrate each dimension with examples from the values and design literature.  相似文献   
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This article examines nonhuman agency, or the capacity of nonhumans to carry out goal-directed action. The central argument is that agency should be conceptualized not as a binary (someone/something does or does not have agency) but rather as a spectrum, with degrees of agency. Based upon an empirical study of the design and use of frog dissection simulations (cyberfrogs) in high school biology classes, the author develops two parallel spectra of agency, bioagency and cyberagency, to describe the degrees of agency experienced by biological life forms and technologies. These spectra put agency into an evolutionary perspective, comparing how humans evolved agency over time to how technologies are now evolving agency. The article concludes with challenges for future research to further explore the validity and implications of a notion of cyberagency that evolves over time, can be represented on an analog spectrum, and is independent of human agency.  相似文献   
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ABSTRACT

Purpose: Heat intolerance (HI) is determined in the Israel Defense Force according to a heat tolerance test (HTT) before returning to duty after an exertional heat stroke (EHS) event. Recently, increased numbers of female combatants resulted in an increased number of EHS cases among women and a higher percentage of heat intolerance (HI) individuals. We aimed to evaluate the differences between tolerance to heat among women performing an HTT in relation to their menstrual cycle phase. Method: Thirty-three female participants were sorted into two groups: HI and heat tolerant (HT) according to two HTTs performed during both the luteal and follicular phases of the menstrual cycle or while consuming and during a break from consuming contraceptives. Results: HT women had an 18% higher maximal oxygen uptake (p < .005, 95% CI [2.6,9.8]) and 1.2% lower skin temperature in the HTT at the during and follicular phases (p < .01, 95% CI [0.12,0.77]) and 1.7% lower at the off and luteal phases (p < .001, 95% CI [0.34,0.92]). The mean sweat rate was 14% lower among the HI group only at the HTT at the during and follicular phases (p < .05, 95% CI (3,88)]). Conclusion: We found that HT can be predicted using aerobic capacity and core body temperature. Moreover, during the luteal phase, women presented altered thermoregulation that decreased the probability of being HT. This emphasizes the importance of considering the HT/HI criteria in the HTT for women, according to their aerobic ability and menstrual-cycle phase.  相似文献   
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Work practices in the creative industries have changed significantly since the turn of the twenty-first century. The design profession in particular has been influenced by rapidly emerging digital media practices and processes. While the design sector remains a significant source of employment, in recent years, there has been considerable growth in the number of designers working – or ‘embedded’ – in other sectors of the economy. The extent to which tertiary curricula cater for this shift in work practices and employment types is not well known. In this article, we report on original research on the preferred work destinations of a cohort of design students. This research was supplemented by a set of interviews with a small group of embedded designers in order to gain insights into the characteristics of embedded positions. Our research reveals that an embedded design position, while not well understood by undergraduate students, is a significant career path and one that should receive greater attention in undergraduate design curricula. We conclude that greater emphasis should be placed on assisting embedded designers to maintain creative networks that support them in what is a relatively isolated creative role.  相似文献   
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This article describes the broadening of the range of issues addressed by human–computer interaction (HCI) in response to ongoing trends of networked and ubiquitous computing. The first trend is the growing scale of HCI, with a transformation of HCI from focusing on individuals to groups to society as a whole, resulting in sociotechnical interaction. The second trend is the increasing convergence of the human and the computer in HCI, leading to cyborg–cyborg interaction. The article considers the social and ethical implications of these two trends, in particular, the growing importance of nonhuman agency, including not only the bioagency of humans and nonhuman animals but also the cyberagency of information technology and the collective agency of networks. The article concludes that bioagency and cyberagency are in the process of converging, leading to growing collaboration not only at and through computers but also with computers.  相似文献   
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