Thomas Bjørner
Biographic Data
| ID | 288222 |
|---|---|
| NAME | Thomas Bjørner |
| GIVEN NAMES | Thomas |
| FAMILY NAME | Bjørner |
| SIGNATURE | BJØRNER T |
| AFFILIATIONS | Aalborg University |
| ORCID | 0000-0001-9071-7168 |
| VERIFIED | Yes |
| TOTAL WORKS | 10 |
| TOTAL CITATIONS | 7 |
| AUTHOR COUNT | 10 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2003 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 2 |
Cozy Ecogames
While the terms “cozy” and “eco” have become common in recent game culture, the combined term “cozy ecogame” is rarely used and has not been fully defined as a concept. The study identifies how cozy ecogames engage players with environmental issues through a game analysis of two cozy and two noncozy ecogames, using a DiGAP-inspired protocol. Further included is a content analysis of 400 player reviews for two cozy ecogames and two noncozy ecogame…
Tell me what you see
The link between musical structure and evoked visual mental imagery (VMI), that is, seeing in the absence of a corresponding sensory stimulus, has yet to be thoroughly investigated. We explored this link by manipulating the characteristics of four pieces of music for synthesizer, guitars, and percussion (songs). Two original songs were selected on the basis of a pilot study, and two were new, specially composed to combine the musical and acoustic…
A contextual identification of home-living older adults' positive mealtime practices
Driving pleasure and perceptions of the transition from no automation to full self-driving automation
In this article, I offer a sociological user perspective on increased self-driving automation, which has evolved from a long history associated with automobility. This study explores complex, perceived a priori driving pleasures in different scenarios involving self-driving cars. The methods used consisted of 32 in-depth interviews with participants who were given eight video examples (two video examples within four different scenarios) to watch.…
Time Use on Trains
This study explores how travel time is used and how passengers conceptualise travel time in Danish intercity trains and intercity fast trains. The new contribution to the literature this study can offer is in the inclusion of all kinds of passengers in the different compartments to understand train travel as a dynamic act of moving with shifts in activities. A mixed-method approach is used with self-completed questionnaires, frequency observation…
“Sure, I Would Like to Continue”
In order to explore one aspect of the engaging nature of computer games, this study will propose a method that aims at classifying the experience of engagement in video games. Inspired by a literature review, we will focus on the fundamental causes of engagement that motivate a player so much that he or she wants to continue playing. By organizing this willingness to continue playing into six broad types of causes of engagement—intellectual, phys…
Hanne Bruun & Kirsten Frandsen (red.)
X-factor zap Vild med dans zap Normalerweize zap Hvem vil vaere millionaer zap Den blinde vinkel zap Spise med Price zap Kender du typen zap Liebhaverne zap håndboldkampen AG København-BSV.Alle kender til underholdningsprogrammer på tv
Jeg havde ikke stemt, hvis jeg havde siddet alene
In this article the phenomenon of SMS TV in relation to the Eurovision Song Contest is described from a reception analysis perspective. The article describes how young viewers experience the structure of the Song Contest and the special social event of the TV programme, with its opportunities for interactive SMS voting. It is implied that the Eurovision Song Contest’s interactive opportunities entail a series of complex conditions, where the comm…
Det digitale interaktive fjernsyn i hverdagslivet
Digitaliseringen af tv-mediet er allerede i fuld gang, og der er i Danmark fastlagt en analog slukdato for public servicekanalerne i 2009. I forlængelse heraf leverer denne artikel en række indsigter i, hvordan den nye teknologi potentielt forandrer hverdagen, men samtidig er det også en pointe, at den digitale teknologi indpasses i eksisterende mønstre for tv-sening. Med baggrund i forsøgskanalen TV2/Nord-Digital, som var den første kanal der ud…
Boogie – Fjernsyn med mig !! *GG
DR lancerede i januar 2002 Boogie, som er et interaktivt musikvideo- program for unge, i et forsøg på at lave et programformat, der går tæt på de ting, som har de danske unges interesse og som fylder meget i hverdagen hos dem. Boogie handler om det farverige, det sjove, stjer- nerne, drømmene, det glamourøse og det opsigtsvækkende. I denne artikel gives et indblik i Boogies ungdomsdiskurs dels gennem en semi- otisk tekstanalyse og dels gennem int…
Driving pleasure and perceptions of the transition from no automation to full self-driving automation
In this article, I offer a sociological user perspective on increased self-driving automation, which has evolved from a long history associated with automobility. This study explores complex, perceived a priori driving pleasures in different scenarios involving self-driving cars. The methods used consisted of 32 in-depth interviews with participants who were given eight video examples (two video examples within four different scenarios) to watch.…
A contextual identification of home-living older adults' positive mealtime practices
Time Use on Trains
This study explores how travel time is used and how passengers conceptualise travel time in Danish intercity trains and intercity fast trains. The new contribution to the literature this study can offer is in the inclusion of all kinds of passengers in the different compartments to understand train travel as a dynamic act of moving with shifts in activities. A mixed-method approach is used with self-completed questionnaires, frequency observation…
Boogie – Fjernsyn med mig !! *GG
DR lancerede i januar 2002 Boogie, som er et interaktivt musikvideo- program for unge, i et forsøg på at lave et programformat, der går tæt på de ting, som har de danske unges interesse og som fylder meget i hverdagen hos dem. Boogie handler om det farverige, det sjove, stjer- nerne, drømmene, det glamourøse og det opsigtsvækkende. I denne artikel gives et indblik i Boogies ungdomsdiskurs dels gennem en semi- otisk tekstanalyse og dels gennem int…
Boogie – Fjernsyn med mig !! *GG
DR lancerede i januar 2002 Boogie, som er et interaktivt musikvideo- program for unge, i et forsøg på at lave et programformat, der går tæt på de ting, som har de danske unges interesse og som fylder meget i hverdagen hos dem. Boogie handler om det farverige, det sjove, stjer- nerne, drømmene, det glamourøse og det opsigtsvækkende. I denne artikel gives et indblik i Boogies ungdomsdiskurs dels gennem en semi- otisk tekstanalyse og dels gennem int…
Det digitale interaktive fjernsyn i hverdagslivet
Digitaliseringen af tv-mediet er allerede i fuld gang, og der er i Danmark fastlagt en analog slukdato for public servicekanalerne i 2009. I forlængelse heraf leverer denne artikel en række indsigter i, hvordan den nye teknologi potentielt forandrer hverdagen, men samtidig er det også en pointe, at den digitale teknologi indpasses i eksisterende mønstre for tv-sening. Med baggrund i forsøgskanalen TV2/Nord-Digital, som var den første kanal der ud…
Jeg havde ikke stemt, hvis jeg havde siddet alene
In this article the phenomenon of SMS TV in relation to the Eurovision Song Contest is described from a reception analysis perspective. The article describes how young viewers experience the structure of the Song Contest and the special social event of the TV programme, with its opportunities for interactive SMS voting. It is implied that the Eurovision Song Contest’s interactive opportunities entail a series of complex conditions, where the comm…
Hanne Bruun & Kirsten Frandsen (red.)
X-factor zap Vild med dans zap Normalerweize zap Hvem vil vaere millionaer zap Den blinde vinkel zap Spise med Price zap Kender du typen zap Liebhaverne zap håndboldkampen AG København-BSV.Alle kender til underholdningsprogrammer på tv
“Sure, I Would Like to Continue”
In order to explore one aspect of the engaging nature of computer games, this study will propose a method that aims at classifying the experience of engagement in video games. Inspired by a literature review, we will focus on the fundamental causes of engagement that motivate a player so much that he or she wants to continue playing. By organizing this willingness to continue playing into six broad types of causes of engagement—intellectual, phys…
Time Use on Trains
This study explores how travel time is used and how passengers conceptualise travel time in Danish intercity trains and intercity fast trains. The new contribution to the literature this study can offer is in the inclusion of all kinds of passengers in the different compartments to understand train travel as a dynamic act of moving with shifts in activities. A mixed-method approach is used with self-completed questionnaires, frequency observation…
Driving pleasure and perceptions of the transition from no automation to full self-driving automation
In this article, I offer a sociological user perspective on increased self-driving automation, which has evolved from a long history associated with automobility. This study explores complex, perceived a priori driving pleasures in different scenarios involving self-driving cars. The methods used consisted of 32 in-depth interviews with participants who were given eight video examples (two video examples within four different scenarios) to watch.…
A contextual identification of home-living older adults' positive mealtime practices
Tell me what you see
The link between musical structure and evoked visual mental imagery (VMI), that is, seeing in the absence of a corresponding sensory stimulus, has yet to be thoroughly investigated. We explored this link by manipulating the characteristics of four pieces of music for synthesizer, guitars, and percussion (songs). Two original songs were selected on the basis of a pilot study, and two were new, specially composed to combine the musical and acoustic…
Cozy Ecogames
While the terms “cozy” and “eco” have become common in recent game culture, the combined term “cozy ecogame” is rarely used and has not been fully defined as a concept. The study identifies how cozy ecogames engage players with environmental issues through a game analysis of two cozy and two noncozy ecogames, using a DiGAP-inspired protocol. Further included is a content analysis of 400 player reviews for two cozy ecogames and two noncozy ecogame…
Psychology (5 works) · Art (4 works) · Computer Science (4 works) · Sociology (4 works) · Advertising (3 works) · Business (3 works) · Digital Games and Media (3 works) · Humanities (3 works) · Media Studies and Communication (3 works) · Artificial Intelligence (2 works)