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

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

  • Resultat 1-8 av 8
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2.
  • Kristensen, Lars (författare)
  • Bicycle cinema : Machine identity and the moving image
  • 2017
  • Ingår i: Thesis Eleven. - : Sage Publications. - 0725-5136 .- 1461-7455. ; 138:1, s. 65-80
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper examines the relationship between identities and the bicycle as portrayed in films. The analysis finds that taking the viewpoint of the bicycle emancipates the bicycle from being subjected to closure, as the constructionists would have it, and thus articulates the differences with which the bicycle can communicate to its rider. The paper examines the bicycle as depicted in three films: Premium Rush  (Davis Koepp, 2012), A Sunday in Hell  (Jørgen Leth, 1977) and Life on Earth  (Abderrahmane Sissako, 1998). It engages with the concept of ‘interpretative flexibility’ and the development of the bicycle, as examined by Wiebe Bijker and others, and argues that the interpretative flexibility of bicycles does not cease just because the high-wheeler was abandoned and the ‘safety’ bicycle was universally accepted. The fight for the role of the bicycle continues and the bicycle is subject to constant transformations in order to reconstruct it according to human needs. Andrew Feenberg’s modified constructivism is applied to re-examine the technical development of the bicycle, claiming that technology is dependent on specific social structures as well as human agency. The paper argues that just as social structures are negotiable and unfixed at any point in time, the bicycle too is never neutral but remains negotiable and unfixed. Consequently, since the bicycle constantly ‘speaks’ back to the user, there is never closure in the technical development of the bicycle. Drawing on the writings of Bruno Latour and the Deleuzian idea of assemblages, the bicycle and its rider are considered as an organic entity that is constantly forged and un-forged. Understanding the rhetoric of the bicycle machine helps the convergence of a bicycle becoming with becoming a rider, marking the bicycle as equal to its rider. Viewed in this way, the hierarchy of agency collapses and a crystallization emerges out of the rider and bicycle entwinement.
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4.
  • 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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5.
  • 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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6.
  • 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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7.
  • Berg Marklund, Björn, 1988-, et al. (författare)
  • Contextualizing Game Literacy : A transhistorical approach to understanding Game-Based Learning environments
  • 2020
  • Ingår i: Proceedings of the 15th International Conference on the Foundations of Digital Games. - New York : Association for Computing Machinery (ACM). - 9781450388078
  • Konferensbidrag (refereegranskat)abstract
    • The nature of ‘reading’ different types of texts, across all media, is fundamentally beholden to the concept of ‘literacy’. The concept of literacy is well established in media studies – from books, to film, and visual, performing and interactive arts – and as such it has a wide range of applicability. All forms of media constitute a semiotic milieu in which signifiers and codes mean different things depending on the form’s unique language and the contexts and manner in which individual participants, or “readers”, approach them. In the field of digital games research, literacy is commonly defined as a narrower concept that refers to the ability to identify affordances and interact with game components with a high degree of confidence. This focus on capability is understandable to a degree: the unique aspect of games as a medium is often considered to specifically be its interactability, and thus being able to interact becomes synonymous with being ‘game literate’. In this paper, however, we will both describe how literacy in games would benefit from a more nuanced, transhistorical view of interactability, as well as provide examples from many kinds of media beyond games to demonstrate that interaction literacy is neither novel nor unique to the medium of games. Understanding this rich history would provide a broader foundation of referential literature for game scholars to use when discussing the concept of game literacy and the interactability of media in general.
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8.
  • Kristensen, Lars (bilagor, utställningsansvarig, creator_code:cre_t)
  • Museet för Döda Media
  • 2021
  • Konstnärligt arbete
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  • Resultat 1-8 av 8

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