Sökning: "feminist technoscience"
Visar resultat 1 - 5 av 25 avhandlingar innehållade orden feminist technoscience.
1. Ta plats : Plats-specifika spel i dialog med feministisk teknovetenskap
Sammanfattning : Min utgångpunkt för den här avhandlingen är att undersöka hur ett spelande som utgår från spelarnas fysiska kroppar och publika platser kan få betydelse i städers vardagsliv. Jag utgår ifrån att den fysiska platsen och spelarens kropp får för lite uppmärksamhet i plats-specifika spel. LÄS MER
2. Transforming technocultures : Feminist Technoscience, Critical Design Practices and Caring Imaginaries
Sammanfattning : The digital era has brought forward many innovative technologies but their contribution to resilient, inclusive and sustainable societies remain ambiguous. Innovation has often been considered a key component for production and economic growth, but this notion is gradually changing. LÄS MER
3. Crossing Boundaries, Focusing Foundations, Trying Translations : Feminist Technoscience Strategies in Computer Science
Sammanfattning : In this thesis I explore feminist technoscience strategies in computer science, starting in “the gender question in computer science”, and ending up in communication and translation between feminist technoscience research and computer science educational practice. Necessary parts in this work concern issues of boundary crossings between disciplines, and focusing on the foundations of computer science: what it means to “know computer science”. LÄS MER
4. Making Death Matter : A Feminist Technoscience Study of Alzheimer's Sciences in the Laboratory
Sammanfattning : This thesis is a contribution to feminist laboratory studies and a critical engagement with the natural sciences, or more precisely research on the biochemical workings and deadly relations of Alzheimer’s disease emanating from a year of field work in a Drosophila fly lab. The natural sciences have been a point of fascination within the field of gender studies for decades. LÄS MER
5. Sacred Games - Becoming Gods : Priming digital game ethics
Sammanfattning : The point of departure for my research is a perceived breach and resulting dissonance between how digital games and other parts of society that are similar in form, enact certain aspects of life. This shift was made especially clear in massive multiplayer games in 2004 with the release of World of Warcraft, the design of which panders to cultural weak points, rather than attempting to mimic them. LÄS MER