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Träfflista för sökning "AMNE:(HUMANITIES History and Archaeology Archaeology) ;lar1:(his)"

Sökning: AMNE:(HUMANITIES History and Archaeology Archaeology) > Högskolan i Skövde

  • Resultat 1-10 av 17
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2.
  • Brygger, Karin, 1978- (författare)
  • Visst kan man dansa efter Auschwitz : Fragment ur Göteborgs judiska historia
  • 2018. - 1
  • Bok (populärvet., debatt m.m.)abstract
    • Visst kan man danska efter Auschwitz samlar och fogar samman individuella och kollektiva minnen. Den skildrar fragment av Göteborgs judiska historia. Det är en bok som vil förändra och lägga till viktiga bitar till de redan skrivna minnena, det som »är» en stads historia. Bokens fragment förskjuter perspektiven och förändrar därmed berättelsen om en plats och dess befolkning.
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3.
  • Ingvarsson, Jonas, 1966- (författare)
  • BBB vs WWW : Digital epistemologi och litterär text från Göran Printz Påhlsson till Ralf Andtbacka
  • 2015
  • Ingår i: Tidskrift för litteraturvetenskap. - Uppsala : Föreningen för utgivandet av Tidskrift för litteraturvetenskap. - 1104-0556 .- 2001-094X. ; 45:1, s. 45-60
  • Tidskriftsartikel (refereegranskat)abstract
    • BBB vs. WWW.  Digital Epistemology and the Literary Text, from Göran Printz Påhlsson to Ralf Andtbacka This paper explores the concept of “Digital Epistemology” as a critical perspective, or a mode of thought. The concept of “the digital” here is not primarily related to technical tools, electronic works of art, or to the production of databases. Instead, the digital is approached as a form of “lens” focused on the relation between cultural history, literary texts and a digital discourse. By approaching the concept in this way it is possible to detect digital traces in literary texts that do not explicitly deal with the digital as motif or theme, and where the author may or may not be aware of the ways in which his/her work is related to a digital epistemology. Examin- ing a few short examples from different literary texts, this paper further establishes a media- archaeological juxtaposition between digital culture and pre-modern modes of thought such as: the Wunderkammer, the emblem, the fragment, and also the archival principle of pertinence. The essay argues that digital epistemology possesses a dual function: enhancing the reading of art and literature in the light of digital culture, and inviting a reconsideration – and even resto-ration – of the impact of pre-modern aesthetics.
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4.
  • Rouse, Rebecca, et al. (författare)
  • A prehistory of the interactive reader and design principles for storytelling in postdigital culture
  • 2020
  • Ingår i: Book 2.0. - : Intellect Ltd.. - 2042-8022 .- 2042-8030. ; 10:1, s. 7-42
  • Tidskriftsartikel (refereegranskat)abstract
    • This article examines historical examples to illuminate a prehistory of the interac- tive reader in analogue media, tracing a rich genealogy that is helpful for under- standing and designing current works such as augmented reality (AR) books. In addition, a set of generative design strategies to help shape current practice are discussed, based both on formal qualities and characteristics of historical exam- ples and the authors’ own experiences as designers working in mixed reality over many years. Theoretical framing is provided to persuasively make the case for the relevance of historical works for designers today. From medieval manuscripts, to Renaissance medical texts, to seventeenth, eighteenth and nineteenth century movable books, to the elaborate paper engineering of twentieth century and contemporary pop-up books, the history of the active reader and interactive book design is long and fascinating, and is presented here as an important and direct source of inspiration for digital designers today. Finally, recent interactive book projects designed by the authors are discussed and analyzed for both continuities and disruptions of historical interactive book design strategies, and a framework is presented for conceptualizing the postdigital interactive reader today.
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5.
  • Thörnqvist, Christer, 1961-, et al. (författare)
  • The May Day Tradition in Finland and Sweden
  • 2016. - 1
  • Ingår i: The Ritual of May Day in Western Europe. - : Routledge. - 9781472415271 - 9781315553344 ; , s. 75-105
  • Bokkapitel (refereegranskat)abstract
    • This chapter discusses the differences and similarities in the labour movement's main political ritual, the May Day celebration, in Finland and Sweden, against this historical background from the onset in 1890 to the mid-1960s, with an emphasis on the periods before and between the wars. It was also the party that took the lead in the making of the May Day tradition, not the trade unions. Finland then became a self-governed nation under the supremacy of the Russian empire, which had profound effects on the emergence of the Finnish labour movement and its May Day traditions. In Sweden in stark contrast, the May Day tradition successively evolved with the reformist orientation of social democracy. Historically Finland used to be a part of Sweden, generally called the Eastern half'. In 1809 Sweden lost this territory to Russia. The developments have left an indelible mark on the Finnish May Day tradition, which lives on today.
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  • Ingvarsson, Jonas, 1966- (författare)
  • Analog nostalgi blåser nytt liv i boken
  • 2015
  • Ingår i: Svenska Dagbladet. - Stockholm : Schibsted. - 1101-2412. ; :17 okt
  • Recension (populärvet., debatt m.m.)abstract
    • På senare år har författare åter börjat lockas av möjligheterna med skrivmaskiner, klassiskt bokbinderi och andra tekniker som övergetts i digitaliseringens spår. Det sker inte som en flykt från det digitala, utan för att undersöka läsningens förändrade materialitet.
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8.
  • Karlsson, Tobias, et al. (författare)
  • Investigating the Elusive Role of Level Design
  • 2020
  • Ingår i: 2020 IEEE Conference on Games. - : IEEE. - 9781728145334 - 9781728145341 ; , s. 584-587
  • Konferensbidrag (refereegranskat)abstract
    • While level design is a concept commonly used in western game companies, it is veiled in a lack of clear conceptualization. Many research papers on the subject describe the role of level designer as elusive, and there is a great variation in the descriptions used in job listings for the role. This paper aims to identify a set of characteristics for the field of level design, by reviewing literature and analyzing responsibilities and requirements in job listings. To obtain more inclusive and cross-cultural results, interviews were also conducted with Japanese game developers to explain the concept of level design in their industry. By combining the qualitative data from interviews and literature analysis, with the quantitative data from job listings (n=33), the research highlights common denominators for the role of level design, but also demonstrate cultural differences and discrepancies between academia and industry. Thus suggesting gaps in current research as well as culturally. The findings aim to elucidate directions for future research, and promote focus towards the needs of the industry.
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9.
  • Tarrar, Malin, 1987, et al. (författare)
  • Challenges for the Operator 3.0 Addressed Through the Enabling Technologies of the Operator 4.0
  • 2020
  • Ingår i: IFIP Advances in Information and Communication Technology. - Cham : Springer International Publishing. - 1868-4238 .- 1868-422X. - 9783030579968 - 9783030579975 ; 592 IFIP, s. 37-45
  • Konferensbidrag (refereegranskat)abstract
    • Just as human operators are important production enablers in the fac-toriesof today, they are expected to staykey enablersalsoin future manufactur-ing. In today’sfactories,operators often meet challenges relatedto poor infor-mation and communication design, whichaffectstheir possibilities to perform with higher efficiency levels. Therefore, they need to be provided with better cognitive support tools that are relevanttothe challenges to be met. To ensure efficient and effective operator work in the factories of the future, operator sup-port needs to be adequate for the new tasks arising from the evolving operators’roles and work. Within this paper, the results of current operators’work and chal-lenges,based on six casestudies, are combined with an outlook of the future of work of operators, based onthe Operator 4.0vision. The challenges categorized in this paper can be used to identify opportunitiesfor improvementin the opera-tors’cognitive support in present factories as well as for researchers and devel-opers of Operator 3.0 supportsolutions.
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10.
  • Alvarez Díaz, María Guadalupe, et al. (författare)
  • The Mystery of Elin : Incorporating a City Cultural Program on History and Heritage into a Pervasive Game
  • 2014
  • Ingår i: IE2014 Proceedings of the 2014 Conference on Interactive Entertainment. - New York, NY, USA : ACM Digital Library. - 9781450327909 ; , s. 1-10
  • Konferensbidrag (refereegranskat)abstract
    • This paper reports on the use of mobile terminals in historical spaces to play an adventure game, using a location-based platform to awaken the fantasy and curiosity of children about cultural heritage; the design of a mystery game as the medium to convey content along with features shared by pervasive games, such as mobile exploration, team work, and the combination of virtual and real worlds. It includes the process of adapting history to storytelling and the results of using a method to evaluate the experience.
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  • Resultat 1-10 av 17

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