4 research outputs found
Digital Technology and Communications in Today\u27s Cuba
Drawing on four months of ethnographic fieldwork carried out in Havana in 2016, this thesis focuses on how digital technologies have been integrated into Cuban society and how they have been intertwined with the Cuban government’s educational goals and its attempt to control the circulation and quality of information at a time of change. Among the topics discussed are the role of digital technologies in: (1) reconfiguring space and sociality on the island; (2) expanding Cubans’ options to connect with people overseas and meet their desire for knowledge and pride in being worldly and up-to-date; and (3) generating alternative sources of information and entertainment that may compete with, replace, or complement government-sanctioned sources. Overall, the analysis allows me to explore significant societal transformations and the accompanying generational and social differences that characterize contemporary Cuba
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Gaming myth: an exploration of video gaming, heritage, and identity creation in contemporary Cuba
This thesis examines the relationship between video games and the creation and sustainment of local, national, and personal myths in contemporary Cuba. This thesis examines traditional notions of myth, particularly those which relate to culture and heritage. At the same time, it will analyse the evolving role which video games, and technology more generally, play in our lives, and how new technologies affect the creation and propagation of myth in personal and national narratives. This thesis will then go on to give an overview of the historical context of Cuba, a nation in which myth continues to play a fundamental role in the national narrative, and explore how video games are an increasingly central element of these narratives.
This thesis asks whether video games and computing can tell us anything of note about Cuban culture, and whether the games which are being played and developed in Cuba are part of a broader cultural and historical tradition which shapes Cuba as it is today. This thesis answers both of these questions in the affirmative, and demonstrates the significant impact which video games have had upon Cuba (particularly the more rural and remote parts of the country). This thesis also examines the question of whether gaming in Cuba might provide us with any practical or theoretical approaches to gaming which might be missing from the existing literature, and brings to the fore the lessons which Cuba’s unique circumstances hold for the furthering of the study of video games as an academic discipline. In order to support these assertions, the final chapter of this thesis is dedicated to a case study of the rural province of Granma. Using original interviews and fieldwork, this chapter combines the extensive historical and theoretical considerations which have been laid out in the preceding chapters, and applies them to the contemporary Cuban context. This thesis makes an original contribution to both the fields of Cuban studies and video game theory. Video game studies have traditionally been Western-centric, and have all but ignored countries such as Cuba. Whilst previous works have explored the role of myth within Cuba and gaming separately, this is the first work to study the manner in which myth underpins both video gaming and Cuban culture as a symbiotic whole
The Historical Articulation of ‘the People’ in Revolutionary Cuba. Media Discourses of Unity in Times of National Debate (1990-2012)’
If there is one revolution that claims to have happened in the name of the people, that is surely the Cuban Revolution. This thesis examines the discursive construction of ‘the Cuban people’ during the periods of national debate. More specifically, this thesis analyses ‘the people’ through the lens of national newspaper Granma during the Party-led calls for debate that preceded the IV (1991), and the VI (2011) Congresses of the Communist Party of Cuba (Partido Comunista de Cuba, PCC). I then go on to discuss the hegemonic construction of ‘the people’ with contemporary Cuban journalists, who offer competing articulations of national belonging.
This thesis draws on Laclau and Mouffe’s (1985) Discourse Theory, which is systematised through a combination of qualitative methods of analysis. In this work, I have analysed over 500 newspaper articles, paying special attention to historical interdiscursivity, that is, to the historical origins in which media discourses are embedded. Then, contextual factors are further examined through in-depth interviews with Cuban journalists.
The data indicates that Granma has constructed a populist discourse by which ‘the Cuban people’ are united against a common, hubristic enemy. On the one hand, the revolutionary leadership has externalised problems through the mediated construction of an external enemy, the United States, which is held responsible for the failures of the revolutionary project. On the other hand, the leadership has simultaneously managed to channel a great deal of social discontent through hegemonic interventions aimed at renewing consensus from within.
While the leadership has historically maintained a communicational and informational hegemony, which ensured the dissemination of the official discourse in the media, recent changes in the media and technological landscape have enabled the appearance of new spaces online, ending the PCC’s hegemonic control of the media system. In this new communicational setting, people’s demands are not just seen as the systematic result of a Revolution led astray from its democratic principles by an external enemy. Instead, the data indicates a discursive move from the externalisation to the internalisation of ‘the enemy’, presented as bureaucratic resistance to a people-led change
Metodología de implantación de modelos de gestión de la información dentro de los sistemas de planificación de recursos empresariales. Aplicación en la pequeña y mediana empresa
La Siguiente Generación de Sistemas de Fabricación (SGSF) trata de dar respuesta a los requerimientos de los nuevos modelos de empresas, en contextos de inteligencia, agilidad y adaptabilidad en un entono global y virtual. La Planificación de Recursos Empresariales (ERP) con soportes de gestión del producto (PDM) y el ciclo de vida del producto (PLM) proporciona soluciones de gestión empresarial sobre la base de un uso coherente de tecnologías de la información para la implantación en sistemas CIM (Computer-Integrated Manufacturing), con un alto grado de adaptabilidad a la estnictura organizativa deseada. En general, esta implementación se lleva desarrollando hace tiempo en grandes empresas, siendo menor (casi nula) su extensión a PYMEs.
La presente Tesis Doctoral, define y desarrolla una nueva metodología de implementación pan la generación automática de la información en los procesos de negocio que se verifican en empresas con requerimientos adaptados a las necesidades de la SGSF, dentro de los sistemas de gestión de los recursos empresariales (ERP), atendiendo a la influencia del factor humano. La validez del modelo teórico de la metodología mencionada se ha comprobado al implementarlo en una empresa del tipo PYME, del sector de Ingeniería.
Para el establecimiento del Estado del Arte de este tema se ha diseñado y aplicado una metodología específica basada en el ciclo de mejora continua de Shewhart/Deming, aplicando las herramientas de búsqueda y análisis bibliográfico disponibles en la red con acceso a las correspondientes bases de datos