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164 Research products, page 1 of 17

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  • 2021-2021
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  • University of Southern Denmark Research Output

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  • Other research product . Other ORP type . 2021
    Open Access Danish
    Authors: 
    Clemmensen, Signe Bedsted;
    Country: Denmark

    Signe Bedsted har læst Matematik på SDU og er nu i gang med at uddanne sig til forsker.

  • Open Access English
    Authors: 
    Ekdahl, David;
    Publisher: Syddansk Universitet. Det Sundhedsvidenskabelige Fakultet
    Country: Denmark

    Organiseret computerspil på konkurrenceplan, eller ’esport’, har de sidste ti år gennemgået en enorm vækst og er siden 2020 blevet en milliardindustri. Som følge af denne udvikling, er esportsudøvelse i stigende grad blevet et bredt forskningsområde. Der findes dog i dag kun en meget begrænset mængde af forskning der har undersøgt de former for kropsbevidsthed og kropslighed som esporten kan fordre for udøverne selv. Denne afhandling er et fænomenologisk interviewstudie af esportsudøvelse som et muligt kropsbevidst fænomen. Afhandlingen undersøger og analyserer forskellige former for kropsbevidsthed der karakteriserer præsterende esportsudøveres erfaring – hovedsageligt indenfor spillene League of Legends og Counter Strike: Global Offensive. Resultaterne i denne afhandling baserer sig på fire artikler der enten fremhæver nødvendigheden af fænomenologisk analyse af esportsudøvelse eller gennemfører sådanne analyser. Afhandlingen består af fem overordnede dele. Efter en generel introduktion i første del, begynder afhandlingens anden del med at danne et overblik over esporten samt af den esportsforskning der i dag findes. Dernæst præsenteres diskussionen om esportens forhold til sporten. Med udgangspunkt i de uklarheder og misforståelser der har karakteriseret denne diskussion, argumenterer jeg for nødvendigheden af en klarere forståelse af esporten som et kropsbevidst fænomen. Baseret på dette, præsenterer afhandlingen sine epistemologiske rødder i form af et sæt af fænomenologiske grundantagelser, inklusive begrænsningerne ved dette fænomenologiske greb. Disse fænomenologiske grundantagelser fremlægges som noget der kan facilitere en mere direkte tilgang til esportsudøveres erfaringer og kropsbevidsthed. Dernæst, i tredje del, diskuterer jeg kritisk de metodologiske muligheder for fænomenologisk at undersøge andres erfaringer samt hvordan de interviewede informanters beskrivelser kan bruges til at udvide og udfordre vores nuværende forståelse af både esport samt virtuel kropsbevidsthed. Metodologisk er disse fænomenologiske analyser udført baseret på data generet igennem semistrukturerede, kvalitative interviews med tolv erfarne, danske esportsudøvere. I denne forbindelse følger en punktvis gennemgang af afhandlingens fulgte metode. Efterfølgende, i fjerde del, fremstilles de to esportsspil hvorefter de fænomenologiske analyser af esportsudøvernes beskrivelser præsenteres og diskuteres. Resultaterne af disse analyser fremhæver tre centrale dimensioner af kropsbevidsthed der karakteriserer esportsudøvernes erfaring når de præsterer. Disse er, et, basal kropsbevidsthed: Udøverne erfarer deres virtuelle verdener på grundlæggende kropslige og praksisorienterede måder. To, inkorporering: Med øvelse integrerer de præsterende esportsudøvere både tilgængelige fysiske samt virtuelle redskaber og evner som en del af deres kropslighed. Tre, interkropslighed: Med øvelse erfarer udøverne deres egen samt andres avatarer i kraft af en gensidig kropslig intentionalitet mens de præsterer. I femte og sidste del af afhandlingen vurderes de endelige resultater kritisk før de slutteligt drages ind i en større perspektivering. Organized competitive video gaming or ‘esports’ has undergone immense growth over the past ten years, into a billion-dollar industry as of 2020. Following this trend, a broad scope of research has increasingly been directed at the phenomenon as a set of novel and unique competitive, spectator platforms. Yet, little research on what kind of embodied involvement esports practice can afford has so far been conducted with actual esports practitioners. This thesis is a phenomenological interview study of esports practice, exploring and analyzing the different forms of embodied involvement esports practitioners experience during performance – primarily in the games League of Legends and Counter Strike: Global Offensive. The findings of the thesis are based on four articles that either emphasize the need for phenomenological analysis of esports practice or provide such analyses. The thesis proceeds in five parts. Outside of the overall introduction which makes up Part I, the thesis begins in Part II by providing an overview of esports practice and state-of-the-art research on esports, before engaging directly with the contemporary debate on esports’ relationship to the world of sports. Based on confusions and ambiguities in this debate, I emphasize the need for a clearer understanding of esports practice as embodied. The thesis then introduces a set of phenomenological assumptions as its epistemological roots. These phenomenological assumptions are introduced as elements that can facilitate a more direct engagement with the embodied experiences of esports practitioners. Following this, in Part III, the thesis engages in a critical methodological discussion on how to phenomenologically study the experiences of other subjects and how the interviewed informants’ descriptions can be used to expand and challenge our understanding of esports and virtual embodiment. Methodologically, these phenomenological analyses are conducted based on data generated through semi-structured, qualitative interviews with twelve talented, Danish esports practitioners. In this context, I provide a point-by-point introduction to the method. Then, in Part IV, the two esports games are introduced, before the phenomenological analyses of esports practice are presented and discussed. The results of these analyses show the central importance of three distinct dimensions of embodiment for the esports practitioners. These are, first, basic embodiment: The practitioners experience their virtual worlds in fundamentally embodied and practical ways. Second, incorporation: The practitioners come to integrate both the physical and the virtual tools and abilities available to them during performance into their body. Third, intercorporeality: The practitioners come to experience their own avatars and other players’ avatars reciprocally in terms of bodily intentionality. These final results are then, in Part V, critically assessed before being brought into broader perspectival considerations.

  • Other research product . Other ORP type . 2021
    Open Access Danish
    Authors: 
    Nielsen, Stine Piilgaard Porner;
    Publisher: Altinget
    Country: Denmark

    Erfaringer fra frikommuneforsøget viser, at større frihed giver bedre interaktioner med borgerne. Men at fritage kommuner for regler kan svække borgeres retssikkerhed.

  • Open Access Danish
    Authors: 
    Sørensen, Nils Arne;
    Publisher: historie-online.dk
    Country: Denmark
  • Other research product . Other ORP type . 2021
    Open Access English
    Authors: 
    Rynning, Sten;
    Publisher: The Alpen Group
    Country: Denmark

    The real difficulty will be to give strategic direction to NATO’s basic understanding of China. For now, NATO is “mainstreaming”—dealing with China without really naming it in the context of proxy issues such as resilience and partnership.

  • Other research product . Other ORP type . 2021
    Open Access English
    Authors: 
    Bohlbro, Anders Solitander; Møller Jensen, Andreas; Damerow, Sabine;
    Country: Denmark

    In the Covid-19 pandemic, it seems that African countries have been largely spared from the devastating effects observed elsewhere. Working and living in Guinea-Bissau, one of the poorest and most fragile countries in the world located in West Africa, we wonder: How can the world know that there are only few Covid-19 cases in a country where the health system is weak and access to Covid-19 tests very limited? How can the world know that there is a low Covid-19 mortality in a country without a reliable civil registration and vital statistic system? In this article, we explore the (too) many unknowns of Covid-19 in Guinea-Bissau. The article was chosen as the 1st place winner of the 2020 Eye on Global Health Writing Competition.

  • Open Access English
    Authors: 
    Trettin, Bettina;
    Publisher: Syddansk Universitet. Det Sundhedsvidenskabelige Fakultet
    Country: Denmark

    Psoriasis er en kronisk inflammatorisk hudlidelse der rammer 2-4 % af den samlede befolkning i vesten og som kan medføre en lang række følgesygdomme såsom artritis, depression og hjertekarsygdomme. Psoriasis har en markant negativ indvirkning på livskvaliteten. Patienter med psoriasis, som er i behandling med biologiske lægemidler, bliver fulgt ambulant og går til faste kontroller cirka hver tredje måned. Dette kan for nogle patienter være en udfordring, særligt hvis de har lang transportvej og tid eller hvis de er i et stabilt forløb og dermed ikke oplever behovet. mHealth har vist sig at være et lovende og pålidelig redskab til langsigtet håndtering og behandling af denne patientgruppe. For at opnå og udnytte det fulde potentiale af mHealth er der fortsat behov for at udvikle nyere og mere attraktive løsninger som er baseret på både de sundhedsprofessionelles og patienternes behov.Formålet med studiet var at undersøge, identificere og udvikle en teledermatologisk patient-centret tilgang til levering af sundhedsydelser til patienter med psoriasis i biologisk behandling.Et participatory design studie i tre faser blev gennemført: 1) identifikation af behov, 2) design og udvikling 3) test og evaluering. Studiet havde en fænomenologisk-hermeneutisk tilgang og var inspireret af Ricoeur’s fortolkningsfilosofi.Fase 1For at identificere patienter og sundhedsprofessionelles behov blev der udført etnografiske feltstudier, der bestod af 48 timers deltagerobservation af konsultationer, 15 semistrukturerede interviews med patienter og to fokusgruppe interviews med sundhedsprofessionelle. Det fremgik af undersøgelsen at konsultationerne var præget af en biomedicinsk tilgang og rutiner, og at patienternes behov ikke blev imødekommet. Patienterne og de sundhedsprofessionelle tilkendegav et behov for en forandring af den kliniske praksis.Fase 2Baseret på fund fra fase 1, blev der gennem et fremtidsværksted og fire mock-up workshops, designet en mHelath app af patienterne, de sundhedsprofessionelle, en IT designer og forskergruppen. Gensidig læring var udgangspunktet og guidede den demokratiske og kreative proces. mHealth appen blev designet til at understøtte både patienterne til fremmøde konsultation i ambulatoriet og til at kunne erstatte kontrolbesøg ved brug af videokonsultationer og anvendelsen af funktionen ”forberedelse inden konsultationen”. En high-fidelity prototype blev testet og justeret inden næste fase.Fase 3mHealth appen blev testet i en klinisk kontekst over en periode på 3 måneder. Herefter blev der udført 14 semi-strukturerede interviews med patienter og to fokusgruppeinterviews med sundhedsprofessionelle. Resultaterne viste at mHealth appen var brugervenlig. Patienterne fremhævede særligt muligheden for at anvende video konsultationer og muligheden for at forberede sig inden en konsultation. De oplevede det som vigtigt at have fået muligheden for at reflektere og have fået en stemme. De sundhedsprofessionelle derimod var mere tilbageholdende og udfordret i forhold til det faglige ansvar og ændrede arbejdsgange og rutiner som krævede nye kommunikative tilgange.KonklusionStudiet bidrog med nuanceret og specifik viden om patienter og sundhedsprofessionelles oplevelser af konsultationer. Denne viden udgjorde de identificerede behov og blev anvendt til at designe en mHealth app i tæt samarbejde med brugerne og forskergruppen. Samtidig bidrog studiet med viden om hvordan patienter med psoriasis i biologisk behandling oplever deres hverdagsliv. Testen i klinisk praksis viste at mHealth appen kunne styrke relationen mellem patienterne og de sundhedsprofessionelle, og den gav patienterne mulighed for at deltage mere aktivt i deres pleje- og behandlingsforløb. Endvidere faciliterede mHealth appen en patient-centreret tilgang og understøttede patienterne i en selvstyret behandling.Fremadrettet vil det være relevant at forske i, hvordan patienter med psoriasis der ikke er i biologisk behandling kan anvende mHealth appen. Endvidere kunne en nærmere undersøgelse af studiets fund bidrage med viden om deres omfang, med det formål at forbedre pleje og behandling til denne patient gruppe. Der kan med fordel rettes fokus på eksisterende magt strukturer på hospitaler og hvordan pleje og behandling kan organiseres ved brug af teknologi, gennem involvering af patienter og deres oplevelser samt perspektiver. Psoriasis is a chronic inflammatory disease that affects 2-4% of the Western population and is associated with various comorbidities, including arthritis, depression and cardiovascular disease. Furthermore, psoriasis has a major negative impact on quality of life. In Denmark, these patients have regular follow-ups, typically every three months. This may be a challenge for patients who live far away from the hospital, especially when their disease is well controlled. mHealth has been shown to be a promising and reliable tool for the long-term management of patients with psoriasis on biological treatment. Despite recent strides, the full potential of mHealth remains to be tapped by newer, more attractive forms of services that are focused on both patients’ and health care professionals’ needs. The aim of this study was to explore, identify and develop patient-centred teledermatological approaches to providing healthcare for patients with psoriasis receiving biological treatment.A participatory design study was conducted in three phases: 1) the identification of needs, 2) design and development, and 3) test and evaluation. The study took a phenomenological-hermeneutic approach and was inspired by Ricoeur’s thoughts on narrative and interpretation.Phase 1To identify the needs of both patients and health care professionals, ethnographic field studies were conducted and consisted of 48 hours of participant observation of consultations, 15 semi-structured interviews with patients and two focus group interviews with HCPs. The findings revealed that the existing consultations were characterized by a biomedical approach and set routines, and that patients’ needs and their perspectives were not necessarily taken into consideration. Both patients and HCPs expressed a need to change current clinical practice.Phase 2Based on the findings from phase one, through a future workshop and four mock-up workshops, an mHealth app was designed by the patients, the health care professionals, an IT designer and the research group. In that way, the needs that had been identified through mutual learning were used as a starting point and guided the democratic and creative process. The mHealth app was designed to support patients at in-person visits and to replace in-person visits through the use of video consultations, aided by the feature “preparation before consultation”. A high-fidelity prototype was tested and adjusted before the next phase.Phase 3The mHealth app was tested in a real clinical setting for a period of three months. In total, 14 semi-structured interviews with patients were conducted and, subsequently two focus group interviews with health care professionals. The findings showed that all participants considered the mHealth solution to be easy to use. Patients especially highlighted the ability to attend video consultations and the opportunity to prepare ahead of consultations. Thus, reflexivity and being given a voice were experienced as important. On the contrary, health care professionals, were more reluctant and challenged, both in terms of their medical responsibilities and new workflows and routines that acquired different communicative approaches. ConclusionIn conclusion, this study contributed with nuanced and specific knowledge about patients and HCPs during follow-up consultations. Furthermore, the study contributed with new knowledge about the lived experiences of patients with psoriasis receiving biological treatment. This knowledge served as the identified needs and was used to design an mHealth app, in close collaboration with all end-users and the research team. In addition, the study provided knowledge related to the everyday life experiences of patients with psoriasis receiving biological treatment. The test in clinical practice showed that the mHealth app could strengthen the relationship between patients and health care professionals and help patients to become more active in their care. Furthermore, the mHealth app facilitated patient-centred care and for patients to be supported in self-management. Future research it is relevant to include patients with psoriasis who do not receive biologics. In addition, a further investigation of the findings of the current study could provide more insight into the scope of the findings and ultimately improve care and management for this group. Attention should be paid to the existing power structures in hospitals and to how to organize care and management through the use of technology, by involving patients and their experiences and perspectives.

  • Other research product . Other ORP type . 2021
    Open Access Danish
    Authors: 
    Sørensen, Nils Arne;
    Publisher: historie-online.dk
    Country: Denmark
  • Open Access English
    Authors: 
    Carlson, Kerstin;
    Publisher: The Conversation
    Country: Denmark

    Analyzing Ongwen's guilty verdict

  • Open Access English
    Authors: 
    Jensen, Mie Birk;
    Country: Denmark
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