Thomas Bjørner

Prof. Thomas Bjørner

orcid

Research Focus & Metrics

Academic Career Length

24Years (2003-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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26 January 2018 in Nutrients
Verified
Journal Article
Open access
PDF file
XZXiao Zhou
Xiao Zhou
Federico J.A. Perez-CuetoFederico J.A. Perez-Cueto
Federico J.A. Perez-Cueto
QSQuenia dos Santos
Quenia dos Santos
EMErminio Monteleone
Erminio Monteleone
AGAgnès Giboreau
Agnès Giboreau
HHHeather J. Hartwell
Heather J. Hartwell
Because eating habits are inseparably linked with people’s physical health, effective behaviour interventions are highly demanded to promote healthy eating among older people. The aim of this systematic review was to identify effective diet interventions for older people and provide useful evidence and direction for further research. Three electronic bibliographic databases—PubMed, Scopus and Web of Science Core Collection were used to conduct a systematic literature search based on fixed inclusion and exclusion criteria. English language peer-reviewed journal articles published between 2011 and 2016 were selected for data extraction and quality assessment. Finally, a total of 16 studies were identified. The studies’ duration ranged from three weeks to seven years. The majority of studies were carried out in European countries. Seven studies had a moderate quality while the remaining studies were at a less than moderate level. Three dietary educational interventions and all meal service related interventions reported improvements in older people’s dietary variety, nutrition status, or other health-related eating behaviours. Multicomponent dietary interventions mainly contributed to the reduction of risk of chronic disease. The results supported that older people could achieve a better dietary quality if they make diet-related changes by receiving either dietary education or healthier meal service. Further high-quality studies are required to promote healthy eating among older people by taking regional diet patterns, advanced information technology, and nudging strategies into account.

1 October 2012 in Bulletin of Science, Technology & Society
Verified
Journal Article
Closed access
PDF file
HSHenrik Schønau-Fog
Henrik Schønau-Fog
Thomas BjørnerThomas Bjørner
Thomas Bjørner
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, physical, sensory, social, narrative, and emotional—we describe a typology of player engagement and a method that is intended to map players’ experience of engagement while playing video games. The engagement mapping method is inspired by card sorting found from a perspective of usability testing, and in order to exemplify the use of the method, occurrences of the six types of engagement were investigated during gameplay in Angry Birds and Wii Sports.


16 February 2021 in Indoor and Built Environment
Verified
Journal Article
Open access
PDF file
EHEllen Kathrine Hansen
Ellen Kathrine Hansen
Thomas BjørnerThomas Bjørner
Thomas Bjørner
EXEmmanouil Xylakis
Emmanouil Xylakis
MPMihkel Pajuste
Mihkel Pajuste
The experiment was targeted to develop design strategies and methods by testing the complex interplay between the dynamics of daylight and electrical lighting in an office. The double dynamic lighting design concept is based on the idea of adding task lighting, with a directionality referring to the daylight inflow and a variation on direct/diffuse lighting and respective changes in colour temperature respond to sky conditions and daylight levels. The experiment was conducted in an office space at Aalborg University in Copenhagen from September to December 2019. Four participants moved in and worked in the office with four-week periods of respective standard static lighting as a baseline, and dynamic lighting. In a parallel mixed method approach with interviews and questionnaires, the dynamic lighting was compared to the baseline and to a control group. The results indicate that the dynamic lighting periods had a positive effect on visual comfort, perceived atmosphere and work engagement. The studies helped to develop the definition of five dynamic light settings. Seasonal changes, time of day, dynamic sunscreens and individual needs for task lighting can be implemented in future field experiments as additional dynamic parameters to meet individual needs and circadian potentials for double dynamic light.

9 November 2015 in Mobilities
Verified
Journal Article
Closed access
Thomas BjørnerThomas Bjørner
Thomas Bjørner
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 observations, shadowing observations and interviews. The findings reveal that the train passengers’ acts on the move are framed by both macro- and microstructures. The passengers create a travel space in which they make dynamic shifts in different kinds of activities: media use, media non-use, social interactions and non-social interactions. Passengers expect the train operator to provide the travel space for different activities (including the possibility of mobile communication), and passengers can be frustrated and have anxiety if these needs are not fulfilled. The mobile phone is heavily used during train travel, and it appears that passengers are not typically annoyed by phone conversations during travel but may refer to previous experiences with annoyances.

1 March 2020
Verified
Conference Paper
Closed access
DKDannie Korsgaard
Dannie Korsgaard
Thomas BjørnerThomas Bjørner
Thomas Bjørner
JBJon Ram Bruun-Pedersen
Jon Ram Bruun-Pedersen
PSPernille K. Sorensen
Pernille K. Sorensen
Federico J.A. Perez-CuetoFederico J.A. Perez-Cueto
Federico J.A. Perez-Cueto
The aim of this study was to investigate the potential of mixed-reality systems to virtually manipulate the eating experience and facilitate increased food intake among older participants. Social isolation is often associated with undernourishment among older adults receiving care services. Mixed-reality systems that blend real elements and a virtual world can conveniently allow older adults to eat a meal in their home while experiencing having a conversation with friends through virtual avatars in a virtual environment. A within-subjects study on thirty older participants investigated whether the mixed-reality illusion of eating in a living room with and without familiar others contributed positively to the meal experience and increased energy intake. The results did not display any significant changes in energy intake but highlighted that the virtual living room had a more energetic and pleasant atmosphere and that meals eaten in the virtual room were perceived to be of a higher quality compared to meals eaten in the real lab environment. Eating while engaging in avatar-based social interactions with three remotely located friends resulted in lower sensations of being alone and positive mood changes. A discussion of the reasons for the absence of increases in energy intake is included.