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Sökning: AMNE:(HUMANIORA Språk och litteratur) > Blekinge Tekniska Högskola

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1.
  • Engberg, Maria, et al. (författare)
  • How Is Digital Poetry Avant-Garde?
  • 2008
  • Konferensbidrag (refereegranskat)abstract
    • In this paper, we discuss the opportunities and the difficulties of applying the concept of the avant-garde to digital poetry and poetics. We examine the question with reference to a body of critical and poetic works and performances from the recent E-poetry 2007 symposium in Paris. These works suggest that digital poetry treats the historical avant-garde as a tradition to draw on, rather than a model to emulate through truly disruptive practice.
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2.
  • Bäcke, Maria (författare)
  • "Freedom for Just One Night" : The Promise and Threat of Information and Communication Technologies
  • 2007
  • Ingår i: WomenWriters.net. - : WomenWriters.net. ; Spring:Special Guest Issue
  • Tidskriftsartikel (refereegranskat)abstract
    • ’Freedom for Just One Night’ The Promise and Threat of Information and Communication Technologies Not many novels have been written about technology from a female perspective, but Jeanette Winterson’s The PowerBook and Pat Cadigan’s children’s book Avatar are two examples where information and communication technologies (ICT) play a major role. That women often see the benefits of a less regulated space provided by the technology is explored in these two novels. In this essay I will study them through the lens of Deleuze and Guattari’s concept of smooth and striated space. The focus has been on three different issues: information and communication technology’s impact on identity; privacy and security on the Internet; and also – since both of the authors are women, who consider gender-related strategies – female views of ICT. The novels contradict the idea that there is a virtual reality entirely separated from the real world; both imply that although ICT creates a virtual environment, the meetings and communications that take place in it are real, especially from an emotional perspective. The novels suggest that the characters’ sense of identity and security often is tested when opposites – smooth/striated, online/offline, virtual/real, emotional/technical, private/public – collide, when this collision triggers an emotional response. In Avatar emotions are in fact a method to authenticate the validity of what happens in a virtual environment. Furthermore, the collision and its impact on the emotions create an indeterminacy, a smooth space, and seems to be a narrative strategy for both Winterson and Cadigan, which they both use to examine a number of issues, including patriarchy, which shows what these female authors think is possible to do with the help of ICT. Both texts study how the Internet – and the thoughts mediated through the Internet – influence individuals and societies. As a new medium, Internet can be considered new territory, a new frontier. Whose thoughts are going to be trendsetting on the Net? Who colonizes Cyberspace? Both authors point towards the benefits of a more balanced viewpoint, where more angles than one are taken into account, and what can happen when a hegemonic world-view has been shaken. These novels convincingly show that it is in the dynamic tension between smooth and striated that new viewpoints can be found.
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3.
  • Engberg, Maria (författare)
  • Aesthetics of Noise in Digital Poetry
  • 2010
  • Ingår i: Cybertext Yearbook. - : University of Jyväskylä. - 1457-6899.
  • Tidskriftsartikel (refereegranskat)abstract
    • In this essay, I analyze the phenomenon of digital poems represen-tative of the use of a visually “busy” and typographically dense aesthetic.1 As my primary examples I investigate three poetic works: Spawn by Andy Campbell, Diagram Series 6 by Jim Rosenberg, and Leaved Life by Anne Frances Wysocki. I argue that a dominant aesthetic technique of these works, which I propose to call “visual noise,” is generated by a tactilely responsive surface in combination with visual excess which requires an embodied engagement from the reader/user in order for a reading to take place.2 I focus on visual noise, excluding for the moment the common and widespread practice of sonic noise. Analyses of sound and practices of sonic noise in literary practice are an important twin to the analyses I offer here.
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4.
  • Solberg Søilen, Klaus, 1968- (författare)
  • Macklean som ekonom
  • 2009
  • Ingår i: Svaneholms Årsbok. - Skurup : Svaneholm Andelsförening. ; , s. 37-48, s. 37-48
  • Bokkapitel (populärvet., debatt m.m.)abstract
    • Rutger Macklean (1742-1816) står ofta beskriven som friherre, politiker, och skiftesreformist. I vilken grad var han också ekonom? Frågan kan verka något långsökt vid en första anblick, men då får man komma ihåg, att ekonomi är ett gammalt grekiskt ord för ”hushållningsadministration" och att det var just detta som präglade mycket av hans verksamhet på Svaneholm, både för egen och för andras räkning . På Mackleans tid fanns det inte ekonomer i den betydelsen som vi idag förstår begreppet. Adam Smith (1723-1790), som ofta räknas som grundläggaren av det vetenskapliga studiet av ekonomi, var t.ex. moralfilosof. Hans mest kända verk Wealth of Nations från år 1776 finner vi också i Mackleans bokhylla. På den tiden benämndes inte det vetenskapliga fackområdet ekonomi, men politisk ekonomi vilket var en blandning av vad vi i dag skulle kalla statsvetenskap och ekonomi.
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5.
  • Bergman, Karl (författare)
  • Staden, pesten, renhållning och modernitet, Karlskrona 1710-1712
  • 2011
  • Ingår i: Karolinska förbundets årsbok. - : Karolinska förbundet. - 0348-9833. ; , s. 7-71
  • Tidskriftsartikel (övrigt vetenskapligt/konstnärligt)abstract
    • This study concerns the plague that hit Karlskrona and the navy alike in 1710, and which would come to threaten the navy’s very existence. Its theoretical basis is the Foucaultian field of research on disease and disease control as a part of a shift in the balance of power, for it demonstrates that it was doctors, not priests, who stood at the Admiralty leadership’s right hand as advisors and experts. Religious rhetoric, as an explanatory model, was indeed in evidence, but played a subordinate role. The subsequent systemization centred on a belief in human – or rather learned doctors’ – powers of observation and ability to draw conclusions. Categorization, separation, and control were the key-words in the process. Against this was the populace’s grass-roots, religiously inspired behaviour; behaviour that in their rulers’ eyes was a threat to the natural order and had to be suppressed. Doctors with their ‘science’ and the military with their brute power made for a powerful combination in the struggle against what they saw as disorder. On the heels of this battle against the plague, the navy furthermore appeared in the guise of the defender of fundamental ‘welfare’, to use a modern expression. At the peak of the crisis, the naval base was the lone institution able to offer the promise of food and medicine. The first basic hospitals also began to take shape. The issue is studied as one of many possible ‘tracks’ or steps in a Swedish modernization process.
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6.
  • Davis, Michael (författare)
  • IT För Humanister HDA110 : Teaching Students to Teach Students Computers
  • 1998
  • Konferensbidrag (refereegranskat)abstract
    • This was a presentation of a student-peer mentoring system for the training of incoming Humanities student in basic computer skills. The system is based upon a mentoring course and then a set of scheduled mentoring sessions. Presenation topics covered: 1. the departmental function of the course 2. the execution of the course 3. student perspectives on the course and on the student mentors
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7.
  • Bäcke, Maria, 1969- (författare)
  • Power Games : Rules and Roles in Second Life
  • 2011
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This study investigates how the members of four different role-playing communities on the online platform Second Life perform social as well as dramatic roles within their community. The trajectories of power influencing these roles are my main focus. Theoretically I am relying primarily on performance studies scholar Richard Schechner, sociologist Erving Goffman, and post-structuralists Michel Foucault, Gilles Deleuze and Felìx Guattari. My methodological stance has its origin primarily within literature studies using text analysis as my preferred method, but I also draw on the (cyber)ethnographical works of primarily T.L. Taylor, Celia Pearce, and Mikael Jakobsson. In this dissertation my focus is the relationship of the role-player to their chosen role especially in terms of the boundary between being in character, and as such removed from ”reality,” and the popping out of character, which instead highlights the negotiations of the social, sometimes make-belief, roles. Destabilising and problematising the dichotomy between the notion of the online as virtual and the offline as real, as well as the idea that everything is ”real” regardless of context, my aim is to understand role-play in a digital realm in a new way, in which two modes of performance, dramatic and social, take place in a digital context online — or inworld as many SL residents call it.
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8.
  • Gislén, Ylva (författare)
  • Rum för handling. Kollaborativt berättande i digitala medier
  • 2003
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Avhandlingen fokuserar på kollaborativt berättande i digitala medier, och tar avstamp i relativt detaljerade beskrivningar av de designprojekt som utgör avhandlingsarbetets ryggrad. Kännetecknande för dessa designprojekt är att de kombinerar fysiska och virtuella rum och/eller flera medieplattformar. Utifrån kritiska läsningar av designval och bruk av de koncept och prototyper som designprojekten utmynnat i presenteras argument för föreslagna "sätt att se" på design av berättande i digitala medier och centrala kvaliteter i miljöer för kollaborativt berättande. Grundläggande är att se berättande som en överenskommelse, som måste springa ur den berättarsituation, den fysiska och sociala verklighet, som utgör en oavvislig del av allt berättande. Denna överenskommelse upprättar ett "rum" för att undersöka och värdera möjlig mänsklig handling, ett rum vars estetiska egenskaper inte kan skiljas från de etiska och politiska frågeställningar som sätts i rörelse av allt berättande. Utifrån detta grundläggande synsätt diskuteras frågan om utformandet av handlingsutrymme i relation till interaktivitet i digitala medier, begrepp som roll, karaktär, samarbete och konflikt samt rytm, poesi och mångtydighet. Argumenten och resonemangen grundas, utöver i den kritiska läsningen av designprojekten, också i en bredare översikt av narrativitetsbegreppets utveckling inom human- och samhällsvetenskaperna de senaste två decennierna samt i en diskussion av teorier, synsätt och vanliga grundantaganden kring berättande i digitala media. Utrymme i avhandlingen ges också åt en kunskapsteoretisk diskussion kring frågan om design som forskning, främst ur ett perspektiv grundat i STS-fältet men också i relation till förda resonemang ifråga om praxisbaserad forskning i allmänhet och designforskning och designteori i synnerhet.
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9.
  • Bäcke, Maria, 1969- (författare)
  • Avant-Garde and Subversion in an Online 3D World
  • 2008
  • Konferensbidrag (refereegranskat)abstract
    • The 3D online world Second Life provides ample opportunities for both role-play and social interaction. Moreover, the relative lack of explicit game-rules (at least initially) on the part of the creator, Linden Lab, provided the gamers with a carte blanche to be anyone they want and give them the freedom to do almost anything. It has become clear, however, that Linden Lab has found reasons for making alterations in their legislative framework. Additionally, local game rules are being developed in many places and there are huge differences in how these rules are maintained and enforced. Using theories of the avant-garde (Greenberg, Poggioli, Bürger) as a stepping stone, as well as Manuel Castells’ four-layered theory of Internet cultures (the techno-meritocratic, the hacker, the virtual communitarian and the entrepreneurial culture), my intention is to explore the actions of, and the attitudes towards, the type of digital avant-garde that is exemplified by gamers/hackers/griefers/deviants. I will look at this both on a "global level" and on a local level, where communities and sim owners use different strategies to control their land and gamers’ behaviour on it. The global data will be taken from the”Incident Management Report” which is issued by the Second Life Governance Team on violation against Linden Lab rules. Additionally, I will carry out interviews with sim owners and community representatives, as well as with some of those who are labelled grievers. I will also look at blogs and articles that address the issue of grievers and disruptive behaviour in an online world.
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10.
  • Bäcke, Maria, 1969- (författare)
  • Construction of Digital Space : Second Life as a fantasy or a work tool
  • 2007
  • Konferensbidrag (refereegranskat)abstract
    • Drawing upon Gaston Bachelard´s The Poetics of Space and Henri Lefebvre´s The Production of Space, I read both private and public digital 3D spaces made available through SL and examine to what extent they are inscribed in or distanced from the underlying ideology of Second Life. I use textual sources - written codes of conduct, covenants written by the land owners, actual buildings and environments created in Second Life, an interview, as well as blogs and articles - to explore how three different categories of space are constructed and maintained: one where SL is primarily seen as a work tool for profit or teaching, another where the main goal is a detailed, homogenuous and highly visual space, and a third category where a homogenuous space is created in order to enable a more organized fantasy and facilitate game-play. Choice of Theme: Expressions of ideology in design and digital technologies
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