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Sökning: AMNE:(HUMANITIES Arts) > Högskolan i Skövde

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1.
  • Trettiofem röster om covid-19 och kulturen
  • 2020. - 1
  • Samlingsverk (redaktörskap) (populärvet., debatt m.m.)abstract
    • Utdrag ur text:[...] En pandemi – ett svårt globalt utbrott av en sjukdom som kan leda till döden – är just en kris. I den här texten har jag tittat tillbaka på andra tider och hämtat exempel på hur historien utspelat sig i drömmar, sömn och sömnlöshet. Exemplen kommer från krigstider, vilket jag vill understryka skiljer sig från pandemins kris i och med det att kriget som sådant är skapat och kontrollerat av människor, av politisk och ekonomisk vilja. Men det går trots allt att se hur svåra tider tidigare påverkat människors drömmar och sömn.*Ett exempel på att drömmarnas världshistoria kan vara förbluande lik den som står i historieböckerna nner vi i Charlotte BeradtsDrömmar i tredje riket. Mellan 1933-1939, strax innan andra världskriget bröt ut, samlade Charlotte Beradt in tyska medbor- gares drömmar. Läser man de drömmar hon noggrant samlade in, kodade och sände utomlands för att långt senare sammanställa till en bok blir man förfärad: drömmarna berättar så när som på massmördandets omfattning en historia om det som skulle hända. Avhumaniseringen, rädslan, ugnarna, angiveriet, diktaturens snaror och tystnader. [...]
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2.
  • Ingvarsson, Jonas, 1966-, et al. (författare)
  • Introduction : Media and Materiality in the Neo-Avant-Garde
  • 2012. - 200
  • Ingår i: <em>Media and Materiality in the Neo-Avant-Garde</em>. - Frankfurt am Main : Peter Lang Publishing Group. - 9783631621844 - 9783653013788 ; , s. 7-14
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • An introductory essay for the volume.
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3.
  • Holloway-Attaway, Lissa, et al. (författare)
  • Trans-Missions and Resonant Encounters : composing the non-human body
  • 2020
  • Konferensbidrag (refereegranskat)abstract
    • In Insect Media, Jussi Parikka frames his discussion of ‘media as insect’ as a way to foreground media as more-than-technology and more-than-mediation. Insect media do not exist as a site between the natural world and the constructed, built, or human world. They do not negotiate duality. Instead such ill-conceived binary spaces converge in embodied forms of bestial, non-human, interconnectedness within living/lived spaces. Insect media do not interpret, describe, or represent realities for us (that is us humans). For Parikka, insect media are “a contraction of forces of the world, specific resonating milieus: internal milieus with their resonation, external milieus affording their rhythms as part of that resonation. ”What does it mean then to inhabit, discover, and become such an insect media body? How might such intensive states of being be revealed in the act of encountering, resonating with, and moving through embodied spaces? How might one be both inside and outside bodies, subject and other? In an age where transmission and infection bring fear of the ‘foreign body ’and its impacts, and where human bodies inscribe their devastating impact on the geological and atmospheric forces of the earth, what can we learn from becoming with such non-human, inhumane, bodies? What are their fluid, multimodal methods of cross-disciplinary trans-mission and how might we receive them? In our audio paper/audio walk, we explore what it is to inhabit these resonant spaces. Reflecting on theoretical models from posthuman, non-human, and more-than-human perspectives, we design a narrated audio experience that incorporates psychoacoustic phenomena such as auditory brainwave entrainment, binaural beats, and fragmentation/granulation of sound materials that de-centralize and deconstruct the sounding world. The boundaries between music, field recording, sound art and sound assembly are blurred and reinterpreted in the listening/explorative space. Spaces convolve, disperse and digitally re-order through patterns and rules evolving simultaneously through the sounding expanse, developed and mediated by the sounding, resonating space that emerges.
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4.
  • Interactive Storytelling : 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, Kobe, Japan, November 11–15, 2023, Proceedings, Part I
  • 2023
  • Proceedings (redaktörskap) (refereegranskat)abstract
    • This two-volume set LNCS 14383 and LNCS 14384 constitutes the refereed proceedings of the 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, held in Kobe, Japan, during November 11–15, 2023.The 30 full papers presented in this book together with 11 short papers were carefully reviewed and selected from 101 submissions. Additionally, the proceedings includes 22 Late Breaking Works. The papers focus on topics such as: theory, history and foundations; social and cultural contexts; tools and systems; interactive narrative design; virtual worlds, performance, games and play; applications and case studies; and late breaking works.
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5.
  • Interactive Storytelling : 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, Kobe, Japan, November 11–15, 2023, Proceedings, Part II
  • 2023
  • Proceedings (redaktörskap) (refereegranskat)abstract
    • This two-volume set LNCS 14383 and LNCS 14384 constitutes the refereed proceedings of the 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, held in Kobe, Japan, during November 11–15, 2023.The 30 full papers presented in this book together with 11 short papers were carefully reviewed and selected from 101 submissions. Additionally, the proceedings includes 22 Late Breaking Works. The papers focus on topics such as: theory, history and foundations; social and cultural contexts; tools and systems; interactive narrative design; virtual worlds, performance, games and play; applications and case studies; and late breaking works.
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6.
  • Saffiotti, Alessandro, Professor, 1960-, et al. (författare)
  • On human-AI collaboration in artistic performance
  • 2020
  • Ingår i: NeHuAI 2020: First International Workshop on New Foundations for Human-Centered AI. - : CEUR-WS. ; , s. 38-43
  • Konferensbidrag (refereegranskat)abstract
    • Live artistic performance, like music, dance or acting, provides an excellent domain to observe and analyze the mechanisms of human-human collaboration. In this note, we use this domain to study human-AI collaboration. We propose a model for collaborative artistic performance, in which an AI system mediates the interaction between a human and an artificial performer. We then instantiate this model in three case studies involving different combinations of human musicians, human dancers, robot dancers, and a virtual drummer. All case studies have been demonstrated in public live performances involving improvised artistic creation, with audiences of up to 250 people. We speculate that our model can be used to enable human-AI collaboration beyond the domain of artistic performance. 
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7.
  • Hooshyar Yousefi, Bahram, 1977-, et al. (författare)
  • Performing a Mini-Brainstorming Session on Architecture, Innovation and Creativity
  • 2016
  • Ingår i: DESIGNER. - 2008-9538. ; :12, s. 65-73
  • Tidskriftsartikel (populärvet., debatt m.m.)abstract
    • In an architectural judgment It is apparent that a mismatch between predicted and exercised conclusions of spatial design process could be recognized specially in the early phase of design; the figure which eventually we call architecture (or built environment) is deep-rooted in the programmatic approach to architectural design or the concepts. In spite of the development of design and documentations of construction arrangements which are normally follow the authorization/legislation organizations formats/templates, the conceptual part as a qualitative/spiritual issue, which is potentially shaping the illustrative/imaginative visual division of built object, seems has been considered as a part of architectural creativity; Traci Matthews (FDOT, 2003) defines process as "a sequence of activities executed by a human or machine, often with the goal of transforming a set of inputs into outputs. A complete description of a process includes naming of the steps within the process and using models of the system in various abstractions". He also adds about method: "A methodology is simply the implementation of a specific process..." Exploration of what –these days- has been calling "architectural concept" and "methods of architectural programming" and the issue of its interrelation to design process and exploration of the conceptual and historical structure that, hopefully, shapes current issues in architectural theories in addition with politics, ideology and, in a general view, the cultural context, whenever we make a revolutionary leap in personal development, scientific theory or any other qualitative or quantum shift of paradigm or framework, that to which subject becomes object for consideration could be considered as our perceptions and evaluations, those things that subject us to themselves, become things we can behold. As psychologist Robert Kegan (1982) has suggested, rather than be held by our perspective, we can hold it and choose our way of thinking. We can thus step back from patterns that bind and keep us in their hold, and instead choose whether to "hold" those ways or other ways. We can either be hold by a thinking pattern or choose to have the pattern. In fact, the space between architectural creativity and a managerial approach to the case of design must be filled with structural process-based components; here the main issue appears, how does this advent happen and how does this understanding occur? Loon (2008) is right when he is talking about computer dominance in architectural offices even in exploration of conceptual design possibilities; it is even overtaking the current methodologies. He believes that "the bridge between the non-cognitive intuitive design process and the ultra- systematic computer as a potential design medium is missing". Nowadays it is not hard to find many types of software which have been designed specifically in order to form generation in architecture; even there are some courses in architectural faculties just for working with form generating computer applications. Special processes like (Building Information Modeling) BIM have been developed just for dealing with building data during its design and construction life cycle. Collier (1995) like many architectural critics/theorists believe that the architecture must be technically/spiritually a value production activity; in the book of "Design, Technology and Development Process" by using a rich and diverse range of examples from different countries, cultures and historical periods, he explains his fundamental ideas. Collier firstly, sets the scene by exploring generation of buildings and types of architecture and structures to illustrate basic ideas that influence them and then, he discuss the nature of the development and analysis its process. Gaver & Martin (2000) have reported mapping a design space for a project on information appliances, "we produced a workbook describing about twenty conceptual design proposals. On the one hand, they serve as suggestions that digital devices might embody values apart from those traditionally associated with functionality and usefulness. On the other, they are examples of research through design, balancing concreteness with openness to spur the imagination, and using multiplicity to allow the emergence of a new design space..." (2000, p209). Tarrah [Designer Magazine] have had the opportunity to hold an mini-brainstorming [idea generation gaming] session in order to bring the creativity and innovation issues in accordance with architectural design up.1. Collier, Tonny. (1995). Design, Technology and the Development Process in the Built Environment (Ed.). New York: E&FN Spon.2. Florida Department of Transport. (2003). the report of "A Process Review and Appraisal of the Systems Engineering Capability for FDOT". Retrieved from: h​ttp://www.floridaits.com/SEMP/Files/PDF_Report/030220‐TMI‐V2.pdf3. GAVER, Bill & MARTIN H. (2000). Alternatives: Exploring information appliances through conceptual design proposals. In: CHI ’00: Proceedings ofthe SIGCHI Conference on Human Factors in Computing Systems, ACM Press, pp 209‐216. Retrieved from: http://www.cs.chalmers.se/idc/ituniv/kurser/04/projektkurs/artiklar/p209‐gaver.pdf4. Loon, P.P. (2008). A decision‐based design approach. Design Processes: What Architects & Industrial Designers can teach other about managing the design process. Delft: Delft University Press.5. Kagen, Robert. (1982). The Evolving Self. Boston: Harvard University Press.
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8.
  • Hooshyar Yousefi, Bahram, 1977-, et al. (författare)
  • Toward a Supporting KM Model of Concept Generation in Small Architectural Firms
  • 2016
  • Ingår i: Revista Eletrônica Gestão & Sociedade. - : Federal University of Minas Gerais. - 1980-5756. ; 10:27, s. 1477-1500, s. 78-92
  • Tidskriftsartikel (refereegranskat)abstract
    • Design is an activity that formulates, physically and mentally, the “environment” of human (designer and user) and the “artifact” interaction. To develop the mentioned “interaction” it is vital to understand the mechanism of the design and designers’ behavior and approaches as a manageable knowledge-based outlook. According to our literature review, there is not any specific integrated model based on Knowledge Management (KM) and sharing information explaining the “Architectural Creation and Conceptualization”. In this paper, it has been emphasized that architectural design is a creative process of converting knowledge and information into products and/or services (Durst et al., 2014), based on requirements into an upper level of awareness as the product concept and capturing the new knowledge as the solutions which are complete, clear, and consistent. Regardless the normative considerations, an organizational framework based on knowledge for architecture SMEs, can improve the overall performance of the architecture design enterprises. The objective of this article is to propose the need of a new approach toward “Architectural Design Process Syntax” (Yousefi, 2014) based on the developing a KM visual system/model illuminating the managerial approach in the process. The final Visual KM model could be used as a conceptual reference for architectural design process in architectural small and medium offices (SMEs). The authors have mainly followed the literature study, task analysis based on interviews and questionnaires and also visual models, as the assessment and result methodology. This article also reflects the lack of application of the key knowledge management initiatives in architecture SMEs and highlights the essential of a managerial approach toward the question by presenting some potential line of research.
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9.
  • Kristensen, Lars (författare)
  • The conversational intervention
  • 2013
  • Ingår i: The Drouth. - 1474-6190. ; :44, s. 62-69
  • Tidskriftsartikel (populärvet., debatt m.m.)
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10.
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