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Träfflista för sökning "WFRF:(Rajkowska Paulina 1990 ) "

Sökning: WFRF:(Rajkowska Paulina 1990 )

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1.
  • Back, Jon, 1977-, et al. (författare)
  • GIFT: Hybrid Museum Experiences through Gifting and Play
  • 2018
  • Ingår i: Proceedings of the Workshop on Cultural Informatics. ; , s. 31-40
  • Konferensbidrag (refereegranskat)abstract
    • he GIFT project develops new approaches to creating hybrid physi-cal-digital visitor experiences in museums. Through design exploration of two concepts focusing on gifting and playful appropriation, the project charts how museums can create a deeper and more meaningful experience by giving visitors the tools to tell their own stories. The project is highly cross-disciplinary com-bining HCI research, artist-led exploration, technology explorations, and experi-ence design in collaboration with museums. Furthermore, the project gathers 10 prominent museums from Europe and the US in an action research project that both serves to ground the prototypes and framework in the needs of museums, while also facilitating the museum sector's need to become 'digital-ready', under-standing and capitalising on digital technology. As the project has progressed through half of its duration, we report on initial findings and how these have shaped our direction of progress.
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2.
  • Benford, Steve, et al. (författare)
  • Sensitive Pictures : Emotional Interpretation in the Museum
  • 2022
  • Ingår i: CHI '22. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450391573
  • Konferensbidrag (refereegranskat)abstract
    • Museums are interested in designing emotional visitor experiences to complement traditional interpretations. HCI is interested in the relationship between Affective Computing and Affective Interaction. We describe Sensitive Pictures, an emotional visitor experience co-created with the Munch art museum. Visitors choose emotions, locate associated paintings in the museum, experience an emotional story while viewing them, and self-report their response. A subsequent interview with a portrayal of the artist employs computer vision to estimate emotional responses from facial expressions. Visitors are given a souvenir postcard visualizing their emotional data. A study of 132 members of the public (39 interviewed) illuminates key themes: designing emotional provocations; capturing emotional responses; engaging visitors with their data; a tendency for them to align their views with the system's interpretation; and integrating these elements into emotional trajectories. We consider how Affective Computing can hold up a mirror to our emotions during Affective Interaction
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3.
  • Eklund, Lina, 1982-, et al. (författare)
  • Life-cycle Analysis
  • 2019
  • Annan publikation (populärvet., debatt m.m.)
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4.
  • Løvlie, Anders Sundnes, et al. (författare)
  • Designing for Interpersonal Museum Experiences
  • 2020
  • Ingår i: Museums and the Challenge of Change. - : Routledge. - 9780367488307
  • Bokkapitel (refereegranskat)abstract
    • What does the age of participation look like from the perspective of a museum visitor? Arguably, the concept of participative experiences is already so deeply ingrained in our culture that we may not even think about it as participation. Museum visitors engage in a number of activities, of which observing the exhibits is only one part. Since most visitors come to the museum together with someone else, they spend time and attention on the people they came with, and often the needs of the group are given priority over individual preferences. How can museums tap into these activities - and make themselves relevant to visitors? In this chapter we will try to approach this constructively, as a design opportunity. Could it be productive for the museum to consider itself not only as a disseminator of knowledge, but also as the facilitator of participative activities between visitors?In what follows, we will outline a range of practical design projects that serve as examples of this approach. These projects were part of the European Union funded Horizon2020 project GIFT, a cross-disciplinary collaboration between researchers, artists, designers and many international museums and heritage organisations, exploring the concept of interpersonal museum experiences (see https://gifting.digital/). What the projects have in common is that they build on visitors co-creating and sharing their own narratives in the museum context. We suggest that these projects demonstrate a spectrum of possibilities: From experiences that take place almost without any museum involvement, to those that give museums a role in curating these narratives.
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5.
  • Løvlie, Anders Sundnes, et al. (författare)
  • Playing Games with Tito : Designing Hybrid Museum Experiences for Critical Play
  • 2021
  • Ingår i: ACM Journal on Computing and Cultural Heritage. - : ACM Press. - 1556-4673 .- 1556-4711. ; 14:2
  • Tidskriftsartikel (refereegranskat)abstract
    • This article brings together two distinct, but related perspectives on playful museum experiences: Critical play and hybrid design. The article explores the challenges involved in combining these two perspectives, through the design of two hybrid museum experiences that aimed to facilitate critical play with/in the collections of the Museum of Yugoslavia and the highly contested heritage they represent. Based on reflections from the design process as well as feedback from test users, we describe a series of challenges: Challenging the norms of visitor behaviour, challenging the role of the artefact, and challenging the curatorial authority. In conclusion, we outline some possible design strategies to address these challenges.
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6.
  • Prax, Patrick, 1984-, et al. (författare)
  • Problem Gaming from the Perspective of Treatment
  • 2018
  • Ingår i: What’s the Problem in Problem Gaming?. - Gothenburg : Nordicom. - 9789187957888 ; , s. 91-106
  • Bokkapitel (refereegranskat)abstract
    • Problem gaming has so far been defined through, on one hand, psychological models of addiction and on the other, the network approach which focuses on individual’s social environment. This chapter addresses the need expressed in prior research for the perspective of both the people who are treating problem gaming every day as well as those who are receiving treatment and whose lives are most impacted by it. We conducted semi-structured interviews with treatment professionals, gamers, and their parents from two Swedish treatment centers. The results show that from the perspective of the three groups of interviewees problem gaming is not defined through the behavior of the gamer. Instead the interviewees emphasize the negative effects the gaming behavior has on other areas of life leading to the gamer’s suffering. These results contribute to a more nuanced understanding of problem gaming and are used to discuss existing notions of problem gaming and game addiction.
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7.
  • Rajkowska, Paulina, 1990- (författare)
  • Articulating The User : a Discursive-Material Analysis of Humans in Interdisciplinary Design Collaborations
  • 2022
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Technology design taking place in interdisciplinary collaborations is a complicated process which, due to the nature of available research funding, shapes much of the research that falls under the umbrella of Research through Design (RtD). This dissertation is a meta-study of an EU funded research and innovation project, GIFT, situated in the domain of museum technology and involving multiple partners. The purpose of this Horizon 2020 collaboration was to look at ways to meaningfully incorporate technology in museum context, and included museum institutions, researchers, and commercial partners.The dissertation discusses how the concept of The User, which is central to this form of collaboration, is defined and negotiated both in theory and in practice. Based on three years of fieldwork, and using case study methodology and ethnographic methods, the author investigates how “users” are conceptualized and present in the development cycle of the innovative museum installations developed within the GIFT project. The author problematizes the process on one hand through discourse studies, in particular the theoretical lens of the ´discursive-material knot´, on the other using design theory, with special attention to approach of Johan Redström and his critique of user-centred design. Through observing how The User was defined and negotiated, the thesis contributes to a better understanding of the tensions that underlie interdisciplinary collaborations and articulates possible points of conflict.The results highlight how The User was shaped by a variety of discursive frames throughout the course of the GIFT design processes. Materially, the design and testing process was constrained by multiple factors including the institutional context of an EU project and contributed to how “users” were manifest and reached closure in testing processes. The User was further affected by the established structures it had to accommodate such as for example the logic of academic research and the logic of cultural heritage institutions. The thesis proposes that articulating and sensitising design teams to the inherent tensions between these dimensions provides a possible path towards navigating and potentially resolving some of them.
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8.
  • Rajkowska, Paulina, 1990- (författare)
  • GIFT project – early stage critical reflections from a meta study
  • 2019
  • Ingår i: Proceedings of the Workshop on Cultural Informatics co-located with the 14th International Workshop On Semantic And Social Media Adaptation And Personalization (SMAP 2019).
  • Konferensbidrag (refereegranskat)abstract
    • This paper presents a meta study that has been taking place within the GIFT consortium. The study has been conducted by a researcher using ethnographic methods and provides information on observations that could be pertinent to issues in humanities, technology and exploitation in context of cultural informatics. I posit that interdisciplinarity of the field is a great advantage which is also difficult to manage on a practical level and can contribute to misunderstandings and chaos. Furthermore, position of technology in museum context often is overstressed. Developing critical approaches and giving more agency to research partners that are not core part of the team could strengthen potential project outcomes and exploitation of results. 
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9.
  • Sundnes Løvlie, Anders, et al. (författare)
  • Hybrid Museum Experiences
  • 2022
  • Ingår i: Hybrid Museum Experiences. - : Amsterdam University Press. - 9789463726443 - 9789048552849 ; , s. 31-56
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • The concept of ‘Hybrid museum experiences’ is inspired by New Museology, and looks at how museum experiences can be made more meaningful by giving visitors agency in their museum experience. The chapter emphasises how museum experiences are inherently social, and looks at how hybrid museum experiences can be made meaningful through tapping into social practices and the visitors’ social context.
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10.
  • Waern, Annika, 1960-, et al. (författare)
  • Sensitizing Design Teams to Theory
  • 2022
  • Ingår i: Hybrid Museum Experiences. - : Amsterdam University Press.
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)
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  • Resultat 1-10 av 11

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