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Sökning: hsv:(HUMANIORA) hsv:(Annan humaniora) hsv:(Kulturstudier)

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731.
  • Vägskälens kulturarv - kulturarv vid vägskäl. Om att skapa plats för romer och resande i kulturarvet. En rapport från forskningsprojektet Rörligare kulturarv
  • 2014
  • Samlingsverk (redaktörskap) (övrigt vetenskapligt/konstnärligt)abstract
    • Under loppet av femhundra år har minoritetsgruppen romer efterlämnat fysiska och immateriella avtryck i det svenska kulturlandskapet, spår som dock endast sällan röner allmän uppmärksamhet. Samtidigt har den svenska offentliga kulturarvssektorn under senaste decenniet genomfört ett tiotal riktade kunskapsprojekt kring romers kulturarv, projekt som oftast har inbegripit platser. Vi menar i denna rapport att kulturarvssektorns arbete med ett romskt landskapsbaserat kulturarv är en nyckelverksamhet, inte minst eftersom det underminerar varje historierepresentation som inte beaktar att svensk historia är brokig, mångfacetterad och långt ifrån homogen. Inom forskningsprojektet Rörligare kulturarv (RAÄ 2012-2014) har vi därför undersökt vilket sammantaget resultat dessa kulturarvssektorsprojekt har uppnått: vad ett svenskt romskt landskapsbaserat kulturarv kan vara, dvs. vilka slag av platser, vilka lämningar, vilka historier mm som det nu finns kunskap om, men också hur kunskapsprojekten har varit organiserade, hur man har arbetet rent konkret med den historiska kunskapen, och i vilken mån romer och resande har varit involverade. Dessa resultat presenteras i forskningsrapport ”Vägskälens kulturarv - kulturarv vid vägskäl”. Denna forskningsrapport rör sig mellan polerna ”vägskälens kulturarv” och ”kulturarv vid vägskäl”. Den första polen, ”vägskälens kulturarv”, anger att det konkreta kulturarv som här identifieras utgörs av ett närmast efemärt flödesrum (med allt vad det innebär med avseende på marginalisering i förhållande till etablerade kulturarvsmonument), medan den andra polen, ”kulturarv vid vägskäl”, anger att just vägskälspositioner ger en möjlighet att vika av från huvudleden och fortsätta på en mindre känd men likaledes nödvändig väg: den som leder till ”en vidgad självbild”. Förutom föreliggande rapport och internationella forskningsartiklar, har projektet producerat underlag till bl. a. Göteborgs Stadsmuseums utställning Rom San.
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732.
  • Waller, Nicholas, 1975 (författare)
  • Exactly The Right Place: The production of values through land and leadership among the Apsáalooke (Crow) Indians
  • 2010
  • Ingår i: Nordic Network for Amerindian Studies, University of Copenhagen, International Conference, January 22-23, 2010.
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • “The Crow Country is a good country. The Great Spirit has put it exactly in the right place; while you are in it you fare well; whenever you go out of it, whichever way you travel, you will fare worse. Everything good is to be found there. There is no country like the Crow Country." These are the words of the long revered historical Crow Chief Sore Belly (Eelápuash) spoken around 1830. His speech is still remembered and quoted today and is significant in reference to the ways the Crow or Apsáalooke of Montana, USA view and hold relations to their land. Without the land, they cannot be Apsáalooke. The land is filled with all things needed to survive, all things needed to keep cultural, spiritual and physical livelihood thriving. The land itself embodies a sense of timelessness, freedom, independence and opportunity, but political relations with the U.S. Government of past and present have created many boundaries of limitations for the Apsáalooke. Although life for the Apsáalooke of the 21st century has changed immensely from the buffalo days, the land still gives the gifts and the meanings for a traditional lifestyle and the promise of economic prosperity with its bountiful grazing lands and rich subterranean minerals. The land has the ability to provide enough energy resources to sustain the entire United States for an unknown number of years and lift the tribe out of economic poverty. Yet, this opportunity has taken several decades to realize. Only in 2009 did the Crow Tribe succeed in commencing their first exploitation of natural gas on the reservation. I wish to discuss some of the ways Apsáalooke values are imbedded in the land and experienced through engaging places and persons of the past.
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733.
  • Weibull, Lennart, 1946, et al. (författare)
  • Svenska krusbär? Utlandssvenskars bild av Sverige.
  • 2016
  • Ingår i: Solevid, M. (red). Svenska utlandsröster. - Göteborg : SOM-institutet vid Göteborgs universitet. - 0284-4788. - 9789189673342 ; , s. 39-64
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)
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734.
  • Westin, Jonathan, 1980 (författare)
  • Negotiating 'Culture', Assembling a Past: the Visual, the Non-Visual and the Voice of the Silent Actant
  • 2012
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • The aim of this thesis is to describe and analyse the processes surrounding the creation of a scientific visual representation, where, both in the practical creation of this visualisation and in the way it is communicated, those actants which amount to what we call ‘culture’ or cultural value, are enrolled or ignored. Trying to answer if a broader set of non-visual cultural properties can be identified and their influence described, and if history can be visualised without displacing our knowledge of the past in favour of a popular representation thereof, I trace the interaction between client, artist, technology and target audience. Although the audience is not permitted to take part in the meetings and walk the floors of the studios, and thus seem to remain silent, I argue nonetheless that their voices are heard during the assembling of a visual representation. Furthermore, offering the audience a tool is not enough to entice them to form their own ideas and exercise influence: although often presented as a visitor-empowering pedagogic technique which invites different interpretations of the material at display, the interactive technology offered by museums and educators is a tool of conformity which disciplines the audience and must therefore be treated as such. An object is not an entity which can be separated into artefact and context, but a hybrid made up of associations spread over both space and time. To describe this, and capture how visual representations can represent ‘culture’, I have developed an analytical vocabulary where the absolute limitations of an artefact or phenomenon is the point of departure. As the vocabulary of limitations demonstrates, limitations constitute the borders of an expression and permit an explanation of how associated actants are shaped by these borders into what we have come to refer to as ‘culture’.
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735.
  • Westin, Jonathan, 1980, et al. (författare)
  • Polychronia – negotiating the popular representation of a common past in Assassin's Creed
  • 2016
  • Ingår i: Journal of Gaming & Virtual Worlds. - : Intellect. - 1757-191X .- 1757-1928. ; 8:1, s. 3-120
  • Tidskriftsartikel (refereegranskat)abstract
    • Several of the most successful large scale digital simulations in recent years are found in the immensely popular game series Assassin's Creed, developed by Ubisoft. A variety of monuments and places figure prominently throughout the series, but at different levels of detail and accuracy. While not presenting a thoroughly imagined representation of any time period or place, these recreations emphasize the epistemological impact of particular visual modes when communicating the past, representing the collective idea of a place or time, rather than archaeological or historical facts. The time and spaces presented in the game series give us an opportunity to study how representations of the past can be assembled to be recognizable to a wide audience. This, in turn, gives us insight into the mechanics of cultural memory. In order to analyze these mechanics we analyze the representation of the city of Rome created for Assassin´s Creed 2: Brotherhood, the third main installment of the series. Not only has Rome been the subject of several centuries of archaeological reconstructions, but due to the countless popular representations available, the city holds a strong position in the public consciousness. In Ubisoft’s version of Rome, the archaeological record and popular imagination meet, are combined, and sometimes collide. We argue that Rome as we encounter it here amounts to a concept which we call ”polychronia”, a place where several timelines exist simultaneously in an organized manner to appeal to a common understanding. As a polychonia, the representation of Rome is made more recognizable to the recipient than a representation solely reflecting expert knowledge.
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736.
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737.
  • Wetterberg, Ola, 1956 (författare)
  • The attraction of the reconstructed past
  • 2019
  • Ingår i: International Society for the Sociology of Religion, conference. The Politics of Religion and Spirituality..
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • The past twenty years have seen an unprecedented activity of reconstructions of medieval wooden church buildings in the Scandinavian countries. There has been all kind of motivations, ambitions and skills underlying these activities. A few churches are built by the Church of Sweden to host the religious activities of a parish. More common are projects that have been set up as scientific experiments into craft skills, building constructions and timber quality, or have been built for pedagogic purposes in museum settings or in business-driven fun fairs. Yet another category of projects are related to the growing activities related to pilgrimage trails. Common to all of these projects is that they through their combination of reconstructed pastness values and religious attribution – historic or/and contemporary – are expected to attract a lot of attention mostly are part of an intentional destination policy, with different purposes. This paper will give a broad overview of the different kind of projects and analyse expectations as well as underlying needs and desires of the people involved. It will also trace historical roots to contemporary practices to be found both in secular and religious relations to history and pastness in small medieval parish churches.
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738.
  • Wetterberg, Ola, 1956, et al. (författare)
  • The Sigificance of History in Heritage Management
  • 2009
  • Ingår i: Malmberget. Structural Change and Cultural Processes - A Case Study. - Stockholm : The National Heritage Board. - 9789172095328
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)
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739.
  • What's the Problem in Problem Gaming
  • 2018
  • Samlingsverk (redaktörskap) (refereegranskat)abstract
    • The concept of video- or computergame addiction has entered the popular vocabulary as a common way of talking about the conflicts and troubles emerging in relation to video gameplay in the socio-cultural contexts of everyday life. Whether they appear in newspaper articles announcing the advent of a new grave diagnosis, or in the arguments between teenagers and their adults with regard to the proper way of spending their time the concept of video game addiction has become a common signifier for the various types of crises and disagreements that may arise within and around the playing of video games. Actually, the concept of ‘video- or computergame addiction’ has outranked ‘video game violence’ as the key trigger of media panics surrounding the new medium. Whereas the 1990’s and 2000’s offered a plethora of studies and academic debates on the possible effects of video game violence on ‘the affect, cognition and behaviour’ of the gamers (Carnagey and Anderson 2005), the focus of (research) concerns more recently have turned away from the content of video games and toward the time spent playing. This research interest builds on the idea that an excessive amount of gameplay can be a sign of ‘addiction’ in a manner similar to the way the pathological gambler is addicted to gambling and the heroine addict is addicted to heroine. The approach has largely been upheld by psychology and neurophysiology as the primary disciplinary frameworks dealing with the issue. Accordingly, the alleged ‘pathology’ has been formulated in extension of existing concepts and definitions such as gambling and behavioural disorders within psychology (Chumbley and Griffiths 2006; Griffiths, Davies, and Chappell 2004; Grüsser, Thalemann, and Griffiths 2006) and the release of dopamine within neurophysiology (Koepp et al. 1998). In this way, the majority of research on video game addiction has emerged from applying concepts and definitions of addiction from existing disciplines to the field of video games. In this anthology we would like change the research agenda away from ’videogame addiction’ as a psychological pathology ascribed to the individual toward a situated understanding of ’problem gaming’ as something that takes place between people in the socio-cultural contexts of everyday life. That is, we would like to translate the concept of ‘video game addiction’ into the concept of ‘problem gaming’ in the process questioning the general assumption that problems relating to excessive gaming necessarily be approached as addiction problems.
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740.
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