Publikationer från Stockholms universitet
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    AI-driven decision support systems' impact on healthcare. How do healthcare professionals perceive the emotional and psychological impact of AI-driven CDSSs?

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    As artificial intelligence (AI) becomes increasingly integrated into healthcare, understanding how healthcare professionals perceive its use is essential for successful and ethical implementation. This study explores the experiences, attitudes, and emotional responses of healthcare workers in Sweden toward AI and AI-driven Clinical Decision Support Systems (CDSS) by trying to answer the research question: How do healthcare professionals perceive the emotional and psychological impact of AI-driven decision support systems in their daily work? Semi-structured interviews were conducted with two doctors and three nurses from a hospital in Stockholm, Sweden, representing varied clinical backgrounds. The collected data was analyzed using thematic analysis. The findings reveal a spectrum of perspectives shaped by participants’ roles and levels of exposure to AI. While those with direct experience using AI tools described them as valuable support mechanisms that enhance efficiency and accuracy, participants without such experience expressed cautious optimism alongside concerns about trust, ethical risks, and loss of professional identity. Across all interviews, AI was consistently viewed as a complementary tool rather than a replacement for human judgment, empathy, or clinical responsibility. The study highlights the uneven distribution of AI knowledge and adoption across different roles in healthcare, suggesting that current implementation strategies may overlook key professional groups

    Toxicitet i onlinespel: Hur spel-design och social interaktion formar spelarnas beteende

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    Toxicitet i onlinespel är ett framträdande problem i den snabbt växande spelindustrin. Trots att titlar som League of Legends och Counter-Strike 2 ofta associeras med hög grad av toxicitet, saknas det en tydlig förståelse för hur speldesign och social interaktion inom olika genrer bidrar till uppkomsten och förstärkningen av dessa beteenden, vilket försvårar för utvecklare att effektivt motverka problemet. Denna uppsats syftar till att undersöka hur specifika designmönster bidrar till en mer toxisk spelmiljö. Genom formell analys, samt deltagande observation i totalt sextio matcher, fördelade mellan de två nämnda spelen, identifieras centrala designmönster som communication channels, downtime och competition som särskilt bidragande faktorer. Resultaten visar att det inte är enskilda designmönster i sig som orsakar toxicitet, utan hur dessa samverkar under vissa spelmässiga förutsättningar. Genom att synliggöra dessa samband ger uppsatsen värdefulla insikter för framtida speldesign med syftet att främja mer inkluderande och positiva spelmiljöer.Toxicity in online games is a prominent issue in the rapidly growing gaming industry. Although titles such as League of Legends and Counter-Strike 2 are often associated with high levels of toxicity, there is a lack of clear understanding of how game design and social interaction within different genres contribute to the emergence and reinforcement of these behaviors, making it difficult for developers to effectively address the problem. This thesis aims to investigate how specific design patterns contribute to a more toxic gaming environment. Through formal analysis, as well as participatory observation in a total of sixty matches, divided between the two earlier mentioned games, key design patterns such as communication channels, downtime, and competition are identified as particularly contributing factors. The results show that it is not individual design patterns themselves that cause toxicity, but how they interact under certain gameplay conditions. By highlighting these connections, the thesis provides valuable insights for future game design aimed at fostering more inclusive and positive gaming environments

    Att undersöka sambandet mellan trötthet och emotionsigenkänning : En longitudinell studie på individnivå

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    Upplevd trötthet har såväl fysiska som psykiska effekter och kan exempelvis försämra individens emotionsigenkänning. Syftet med denna studie var att undersöka om det finns ett indom-individuellt samband mellan självskattad trötthet och förmågan att känna igen emotioner hos andra. Forskarna hade tillgång till redan färdiga data som samlats in genom ett bekvämlighetsurval. Studien omfattade fem respondenter (fyra kvinnor och en man), varav en exkluderades från vissa analyser på grund av att Karolinska Sleepiness Scale (KSS) inte besvarades. Deltagarna var i åldern 22-24 år. Enligt Spearman´s Rho och LOWESS-analyserna fanns en möjlig tendens till samband mellan självskattad trötthet och emotionsigenkänning hos två av deltagarna, efter att inlärningseffekten kontrollerats för. Resultaten, som både överensstämmer och avviker från tidigare forskning, diskuteras vidare i uppsatsens diskussionsavsnitt. Resultaten kan utgöra en grund för framtida forskning och bidra till utveckling av arbetslivet

    Pay to continue reading: Navigating Newspapers’ Paywall Strategies and Young Adults’ Perceptions toward Paywalls in Finland and Sweden : A Mixed-Methods Research: Content analysis of paywalled content and qualitative interviews with young adults from Finland and Sweden

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    This research investigates the impact of paywall strategies on newspaper availability in Sweden and Finland, focusing on young adults aged 18–25, news consumption, perceptions, and attitudes on paid news. Using mixed methods, it analyzes 18 newspapers and interviews 16 young adults, finding Swedish newspapers have more paywalls (59%) than Finnish newspapers (29%), contradicting the media subsidies’ decrease in paywalls. Lifestyle-, Culture & Entertainment-, and Sport-related content are heavily paywalled, while content related to economics and politics is less restricted. Young adults find paywalls irritating and often bypass them through social media, driven by cost-benefit evaluations and loss aversion by Kahneman’s behavioral economics. The Media Day approach demonstrates the integration of news into daily routines, while the Attention Economy emphasizes competition for attention. Paywalls risk information inequalities and news avoidance, undermining civic engagement

    Människa mot Maskin - En jämförelse av prototyper designade av människor och AI-genererade prototyper

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    Denna studie jämför AI-genererade prototyper med prototyper som tidigare skapats utan AI-stöd av studenter som studerar interaktionsdesign. Dessa prototyper bedömdes utifrån mätvärden relaterade till användbarhet: ändamålsenlighet, effektivitet och användartillfredsställelse.. Sedan Artificiell Intelligens har blivit mer tillgängliga till allmänheten har det spekulerats om hur vissa arbetsroller kan bli ersatta eller hjälpta av AI. Problemet som ligger till grund för denna uppsats är att det finns en avsaknad med kvantitativa studier om Visily.ai och hur det skiljer sig mot mänskligt skapade prototyper. rågeställningen i denna uppsats är: Hur skiljer sig prototyper skapade med en Large User Interface Model (LUIM) från prototyper skapade av människor när det gäller ändamålsenlighet, effektivitet och tillfredsställelse? Med en kvantitativ ansats fick 22 deltagare vara med i ett A/B-test. Prototypen gjorda av studenterna var skapade utifrån en uppgiftsbeskrivning, vilket även den AI-genererade prototypen utgick från. Deltagarna var uppdelade i två grupper, vilket följde metoden A/B-testning. Varje grupp fick utföra uppgifter på endast en prototyp. en deskriptiva statistiken visade att deltagarnas utvärdering av båda prototyperna var lika. Den totala tidsåtgången för båda prototyperna var också likvärdiga. Däremot var den mänskligt skapade prototypen bättre i ändamålsenlighet. Resultatet vid ändamålsenlighet beror på feltryckningar, vilket var nästintill fördubblat av feltryckningar jämfört med den mänskligt skapade prototypen. Den mänskligt skapade prototypen skiljer sig inte så mycket från AI-prototypen på alla mätvärden. Därav var den mänskligt skapade prototypen bättre på några uppgifter men inte i helheten. Sedan finns det förbättringar med val av uppgifter och urvalsgruppen som kan tas hänsyn till i vidare forskning.This study compares AI-generated prototypes with prototypes created by studying computer-interaction students. The prototypes were compared in effectiveness, efficiency and satisfaction. Since Artificial intelligence has become more widespread on the market there has been speculation how some roles will be replaced or supported by AI. A large variation of AI-models are available on the market, but in this study the focus was Visily.ai, a generative AI that creates user interfaces and design. This AI prototyping tool is prevalent in the IT-industry. The prototypes created by the students followed a task description, which the AI-prototype followed. The participants were divided into two groups, using the method A/B-testing. Each group completed tasks for only one of the prototypes. The results were that the participants' evaluation of both prototypes were similar. Also, the total time to complete was similar. However, the human created prototype was better in effectiveness, which means that missclicks were much higher with the AI-prototype, almost double the amount compared to the other prototype. The human created prototype was quite similar to the AI-prototype in all measurement values. Thus, the human created prototype was better on some of the tasks but not overall

    Dramapedagogiska metoder i matematikundervisning : Ett efterarbete på en föreställning i fyra delar för förskolebarn

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    I Läroplanen för förskolan 2018 reviderad 2025 står det följande citat; Lek är grunden för utveckling, lärande och välbefinnande (s.8). Lek och rörelse ska ha en central plats i utbildningen (s.8). I denna designbaserade forskningsstudie har lekbaserad matematikundervisning meddramapedagogiska metoder utforskats under teorierna Embodied cognition (Kroppslig kognition)(2008) och Kroppens fenomenologi (1946/1999). Forskningsfrågorna var; Har de utvaldadramapedagogiska metoderna i studien undervisningspotential enligt sakkunniga inom matematik förförskolan, och i så fall hur? samt Möjliggör de utvalda dramapedagogiska metoderna matematisktutforskande eller skapar det hinder för matematiskt utforskande, och i så fall på vilket sätt? Studien gjordes med utgångspunkt från Skolverkets tolkning av Alan Bishops sex matematiska aktiviteter som används i Matematiklyftet för förskolan. Såsom designen är utformad utgår den från en gemensam teaterupplevelse i fyra delar, där efterarbetet av föreställningarna blir matematikundervisning med dramapedagogiska metoder. Undervisningen dokumenterades och validerades av en utvecklingslärare i matematik för förskolan och två handledare i matematiklyftet för förskolan. I resultatet framkom det att de dramapedagogiska metoderna hade stor genomslagskraft för alla de sex matematiska aktiviteterna. Särskilt framträdande var metoder som Gestaltning och Uppleva med kroppen.In the Swedish Preschool Curriculum (Läroplan för förskolan 2018, revised 2025), the following is stated: Play is the foundation for development, learning, and well-being (p. 8). Play and movement should have a central place in education (p. 8). This design-based research study explores play-based mathematics education using drama pedagogical methods, framed by the theories of Embodied Cognition (2008) and The Phenomenology of the Body (1946/1999). The research questions are: Do the selected drama pedagogical methods used in the study have educational potential according to experts in early childhood mathematics education, and if so, how? And: Do the selected drama pedagogical methods enable mathematical exploration or do they create obstacles to such exploration, and if so, in what ways? The study is based on the Swedish National Agency for Education’s interpretation of Alan Bishop’s six mathematical activities, as used in the national professional development program Matematiklyftet for preschools. The design centers on a shared theatrical experience in four parts, followed by postperformance activities in the form of mathematics teaching using drama pedagogical methods. The teaching sessions were documented and validated by one early childhood mathematics developmentteacher and two facilitators from Matematiklyftet. The results show that the drama pedagogical methods had a strong impact on all six of Bishop’s mathematical activities. Particularly prominent were methods such as Embodied Expression and Physical Experience

    Subtitling as the Translation of Culture : A comparative analysis of translation strategies in the Swedish subtitling of three British films

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    Föreliggande studie undersöker hur kulturella referenser översätts i svensk undertextning av brittiska komedifilmer. Med utgångspunkt i Jan Pedersens (2011) modell över undertextningsstrategier analyseras tre filmer från olika årtionden: The Full Monty (1997), Hot Fuzz (2007) och Paddington 2 (2017). Syftet är att undersöka vilka strategier som används och hur användningen eventuellt har förändrats över tid. 133 kulturspecifika referenser kategoriseras och analyseras. Resultaten visar att strategin “bevaring” är främst förekommande, vilket innebär att kulturella referenser lämnas oförändrade i undertextningen. Även generalisering, kulturell ersättning och officiell ekvivalent används frekvent, men i olika grad beroende på film. Studiens resultat visar att användningen av bevaring är relativt stabil över tid, vilket kan spegla en bestående acceptans eller förståelse för brittiska uttryck hos den svenskspråkiga publiken. Studien bidrar till forskningen inom audiovisuell översättning genom att exemplifiera och analysera hur kultur översätts i undertextning.The present study examines how cultural references are translated in the Swedish subtitling of British comedy films. Based on Jan Pedersen’s (2011) model of subtitling strategies, three films from different decades are analyzed: The Full Monty (1997), Hot Fuzz (2007), and Paddington 2 (2017). The aim is to investigate which strategies are used and how their use may have changed over time. A total of 133 culture-specific references are categorized and analyzed. The results show that the strategy of "retention" is most commonly used, which means that cultural references are left unchanged in the subtitles. Generalization, cultural substitution, and official equivalents are also frequently used to varying degrees depending on the film. The findings indicate that the use of retention remains relatively stable over time, which may reflect a consistent level of familiarity with British expressions among Swedish-speaking viewers The present study contributes to the field of audiovisual translation by exemplifying and analyzing how culture is translated in subtitles.

    Nordic Climate Histories : Impacts, Pathways, Narratives

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    Down the centuries, the people of the Nordic countries have confronted challenges from climatic variability and change and sought ways to survive and adapt. In a time of accelerating global warming, these climate histories take on new contemporary significance. Drawing on tools from the natural and historical sciences, the innovative scholarship in this volume addresses questions such as: How did Nordic societies cope with past climatic hazards? What was the historical significance of the ‘Little Ice Age’ or the ‘Medieval Climate Anomaly’ for Nordic countries? And how do we study, narrate and learn from these past experiences? This volume is the first to collect climate histories from across all the Nordic countries. It combines research from climatologists, historians, archaeologists and museologists to explore how climate and culture interacted in the past and what we might learn from these interactions today. The chapters range from in-depth case studies to reflexive meta-histories; cover periods from the Bronze Age to the present; and draw on sources from tree rings to material culture to poetry. They also discuss how these histories can be communicated today, including how museums and literature can bring them into conversation with a current audience looking for lived experiences of climate adaptation. The volume was conceived during an international conference at the University of Oslo in May 2024. This interdisciplinary forum connected leading scholars in the field with practitioners and stakeholders. The essays presented here engage a rapidly growing field of intense public and political concern in the Nordics and beyond. The book speaks to various academic communities (climatology, history, literature) and stakeholders (museum practitioners, climate communicators and advocates). It includes the growing research and student community invested in this topic across several disciplines, practitioners and communicators in the field and the wider public interested in the vibrant debates about climate adaptation and experience

    The Evaluation of Originality under EU Copyright Law : How is the examination of whether a work is its author’s own intellectual creation to be carried out and which factors and evidence can be considered in this evaluation?

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    The concept of originality as “the author’s own intellectual creation” is the central threshold for protection in European Union copyright law. However, over a decade after the seminal Infopaq ruling, it remains unclear how originality is to be assessed, both regarding the conceptual framework and what kind of evidence rightholders can and must provide. Despite repeated opportunities, the Court of Justice of the European Union has provided mostly only abstract guidance, leaving national courts struggling to interpret the originality standard in a coherent way. This doctrinal ambiguity is especially problematic in borderline cases, such as works of applied art, where expressive features often overlap with functional or conventional elements. The pending referrals in Mio and konektra bring this lack of a coherent, operational test for originality to the fore. This thesis takes this opportunity to propose a structured and normatively grounded framework for assessing originality under European Union copyright law. It further develops the meaning of the standard of “author’s own intellectual creation” by clarifying the meaning of the central concepts of “free and creative choices” and the author’s “personal stamp” and provides interpretive guidance for Member State courts on how to evaluate and evidence originality. The framework is developed through doctrinal legal analysis, beginning in an analysis of Court of Justice case law, followed by a grounding in higher-ranking norms, namely the Charter of Fundamental Rights and the Berne Convention, as well as a systematic reading of the place of copyright in relation to design law. The established framework is applied to German evidentiary practices for originality to assess their compatibility with the findings. The thesis concludes with recommendations for a reply to the pending referrals Mio and konektra and a response to Advocate General Szpunar’s newly released opinion in these cases

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