469 research outputs found

    The Politics of Platformization: Amsterdam Dialogues on Platform Theory

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    What is platformization and why is it a relevant category in the contemporary political landscape? How is it related to cybernetics and the history of computation? This book tries to answer such questions by engaging in multidisciplinary dialogues about the first ten years of the emerging fields of platform studies and platform theory. It deploys a narrative and playful approach that makes use of anecdotes, personal histories, etymologies, and futurable speculations to investigate both the fragmented genealogy that led to platformization and the organizational and economic trends that guide nowadays platform sociotechnical imaginaries

    Recent Developments in Quality Management in the Era of Digital Transformation – A Review

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    The purpose of the current exploratory research is to trace the growth and evolution of the Quality Management as a critical function in organizations and as a discipline of study in academia and research. The methodology adapted is to review some of the classical works and research in the area of Quality Management, which indicates direction of growth and evolution. There are several pioneers who have contributed richly for building and shaping the Quality Management principles, practices and methodologies over several decades. The current study involved the task of summarizing significant trends of Quality Management starting from the crafts man era and going up to the current trend of managing Quality as part of digital transformation. In the digital era there is an increased emphasis on automation of all the activities related to product and process quality management. The use of IoT based automation starting from data capturing, archiving and the point of self-diagnostic and autonomous way of managing quality issues is common place in today’s industries Quality 4.0 era. There are several challenges along the way for which quality professionals must be equipped in terms of knowledge, skills and attitude necessary for quality problem solving using modern techniques. This aspect is also researched in this study. Familiarity with technology platforms such as artificial intelligence, machine learning, image processing, sensors and actuators and such other emerging technologies must form the arsenal for analyzing data and data patterns in the face of data deluge. This requires several inter and multi-disciplinary knowledge exchange forums for grooming future quality professional. This article aims at tracing the metamorphosis of quality management with focus on people development and continuous process improvements in the manufacturing and allied sectors

    Transgressive Positivity in Four Online Multiplayer Games

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    Online games have a reputation for toxicity. Forms of play that have been theorized as transgressive from the perspective of idealized play have become highly normalized within the toxic space of online gaming. In this context, positivity in online gaming takes on a transgressive quality that challenges the common behaviours, the norms of communication, and their underlying ideologies found within online gaming communities. Through an ethnography of four massively multiplayer online game spaces - DOTA 2, Lost Ark, Destiny 2, and World of Warcraft - this project examines the effects of positivity in play on others who share these game worlds to consider ways that positivity might be leveraged to impact gaming’s toxic culture. Positivity is approached through different scales, from smaller individual actions like friendly greetings and helpful gestures not often seen in these particular games, to larger community formations that promote positivity and inclusivity within these gaming communities. This study finds that positivity across these scales produces substantial and proportional resistance to positive deviations from the toxic norms within these games and their linked community sites. Players actively trying to resist toxicity through positivity add varying levels of labor to their leisure and are frequent targets for harassment, leading to burnout or self-exclusion from these online games. Transgressive positivity in online play can produce alternatives to self-exclusion from gaming by producing ephemeral connections and networks of support between players. Enclaves built on positivity can form, but they are always under threat when they intersect with the mainstream culture across each of these four games. Ultimately, there are severe systemic issues within these communities - reinforced by trends within the games industry and in online game design - that undercut player-led positivity initiatives. While positivity can be a useful strategy for some to connect with others and to persist in spite of these toxic environments, positivity’s transgressive quality in online play produces substantial vulnerability for those who actively pursue it as a strategy of resistance or cultural intervention

    Integration of heterogeneous data sources and automated reasoning in healthcare and domotic IoT systems

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    In recent years, IoT technology has radically transformed many crucial industrial and service sectors such as healthcare. The multi-facets heterogeneity of the devices and the collected information provides important opportunities to develop innovative systems and services. However, the ubiquitous presence of data silos and the poor semantic interoperability in the IoT landscape constitute a significant obstacle in the pursuit of this goal. Moreover, achieving actionable knowledge from the collected data requires IoT information sources to be analysed using appropriate artificial intelligence techniques such as automated reasoning. In this thesis work, Semantic Web technologies have been investigated as an approach to address both the data integration and reasoning aspect in modern IoT systems. In particular, the contributions presented in this thesis are the following: (1) the IoT Fitness Ontology, an OWL ontology that has been developed in order to overcome the issue of data silos and enable semantic interoperability in the IoT fitness domain; (2) a Linked Open Data web portal for collecting and sharing IoT health datasets with the research community; (3) a novel methodology for embedding knowledge in rule-defined IoT smart home scenarios; and (4) a knowledge-based IoT home automation system that supports a seamless integration of heterogeneous devices and data sources

    Data journeys in the sciences

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    This is the final version. Available from Springer via the DOI in this record. This groundbreaking, open access volume analyses and compares data practices across several fields through the analysis of specific cases of data journeys. It brings together leading scholars in the philosophy, history and social studies of science to achieve two goals: tracking the travel of data across different spaces, times and domains of research practice; and documenting how such journeys affect the use of data as evidence and the knowledge being produced. The volume captures the opportunities, challenges and concerns involved in making data move from the sites in which they are originally produced to sites where they can be integrated with other data, analysed and re-used for a variety of purposes. The in-depth study of data journeys provides the necessary ground to examine disciplinary, geographical and historical differences and similarities in data management, processing and interpretation, thus identifying the key conditions of possibility for the widespread data sharing associated with Big and Open Data. The chapters are ordered in sections that broadly correspond to different stages of the journeys of data, from their generation to the legitimisation of their use for specific purposes. Additionally, the preface to the volume provides a variety of alternative “roadmaps” aimed to serve the different interests and entry points of readers; and the introduction provides a substantive overview of what data journeys can teach about the methods and epistemology of research.European CommissionAustralian Research CouncilAlan Turing Institut

    Producing Affection : Affect and Mediated Intimacy in Pokémon

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    Pokémon is a global multimedia franchise formed around a core series of videogames and a variety of characters to collect, learn about, and play with. Throughout its decades of development, Pokémon has grown into a media mix comprising of digital and analog games, animations, comics, toys, and a plethora of branded merchandize, all centering on the Pokémon characters and the audience’s relationship with them. In this thesis, I explore how affection is formed and distributed in Pokémon. I view the relationship with Pokémon characters as a form of mediated intimacy, theorizing it as feelings of affection and closeness expressed through and aimed at technology. Through this, I discuss how technological and fantastical bodies wield agency and actively participate in the formation of everyday affects. By drawing primarily on game studies and affect studies, I develop an interdisciplinary method for playing and reading media texts for their affects and use it to analyze the media mix of Pokémon and the affective relations therein. I focus primarily on the Pokémon videogames that serve as the core product of the entire media mix. I examine what it means to construct an entire media mix based on videogames and play and suggest this as a key interpretive arrangement for understanding the mediated intimacy of Pokémon. This study presents the mediated intimacy of Pokémon as the result of the ludic and technological foundations of the Pokémon media mix, at the heart of which is the role-playing form of the original videogames and the way they have positioned audiences as participants and characters in the world of Pokémon. In this playful environment that overlaps fiction and everyday reality, the media mix guides its players to conduct a form of affective labor to access and traverse the textual whole of Pokémon and furthermore aligns this effort with the diegetic theme of caretaking as captured on the transmedia bodies of Pokémon. Additionally, this work contributes to the theorization and rethinking of intimacies by exploring affection in human and non-human networks as an entanglement of biological and technological actors.Tuotettua kiintymystä. Pokémonin affekti ja medioitu intiimiys Pokémon on globaali monimediakokonaisuus. Sen keskiössä on joukko videopelejä sekä niiden hahmoja, joita kerätään, joista opitaan ja joiden kanssa leikitään. Pokémonista on vuosikymmenten mittaan kasvanut mediatuotteiden rypäs, media mix: monista tuote- ja julkaisukanavista koostuva kokonaisuus, joka sisältää digitaalisia ja analogisia pelejä, animaatioita, sarjakuvia, leluja ja brändituotteita, joissa kaikissa korostuvat Pokémon-hahmot sekä yleisön suhde niihin. Väitöskirjassani tarkastelen, miten kiintymystä rakennetaan ja levitetään Pokémonissa. Tutkin Pokémon-hahmoihin muodostettuja suhteita medioidun intiimiyden käsitteen kautta. Tutkimuksessani suhteet näyttäytyvät kiintymyksellisten tunteiden tiivistyminä sekä läheisyytenä, jota ilmaistaan teknologian avulla ja sitä kohtaan. Näin tarkastelen, miten teknologisten sekä fantastisten kehojen toimijuus näkyy arkipäiväisten affektien muodostumisessa. Ammentamalla pelitutkimuksesta ja affektitutkimuksesta kehitän monitieteisen metodin mediatekstien pelaamiseen ja lukemiseen, ja käytän sitä Pokémonin media mixin, sen affektien ja sen piirissä muodostettujen kiintymyssuhteiden analysointiin. Keskityn erityisesti Pokémon-videopeleihin, jotka toimivat koko media mixin ydintuotteena. Tutkin, miten Pokémonin media mix on rakennettu ensisijaisesti pelilliselle ja leikilliselle pohjalle, ja ehdotan tätä tulkintamallia keskeiseksi Pokémonin medioidun intiimiyden ymmärtämiselle. Tutkimuksen tuloksena esitän Pokémonin medioidun intiimiyden muodostuvan Pokémonin media mixin leikillisistä ja teknologisista juurista, joiden perustana on alkuperäisten Pokémon-videopelien roolipelillinen rakenne sekä se, miten sen avulla pelaajat on asemoitu hahmoiksi Pokémonin maailmaan. Fiktiota ja todellisuutta sekoittavassa leikillisessä ympäristössä Pokémonin media mix ohjaa pelaajia hoivan ja huolenpidon teemojen kautta tekemään tunnetyötä tuoteperheen mediatekstien parissa ja piirtää tämän työn tulokset Pokémon-hahmojen monimediakehoille. Lisäksi väitöstutkimukseni osallistuu intiimiyden laajempaan teoretisointiin ja uudelleenmäärittelyyn tarkastelemalla elollisten ja leikillisesti elävien toimijoiden suhteita biologisena ja teknologisena yhteenliittymän

    Información y Tecnologías de Información Geográfica como herramientas para la gestión de riesgo de desastre en pequeños productores agropecuarios de la provincia de Buenos Aires, entre 2000 y 2018

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    Esta obra ha tenido como finalidad contribuir en la visualización de la problemática del riesgo que presenta el pequeño productor agropecuario de la provincia de Buenos Aires. Para lo cual ha integrado distintas perspectivas, entre las que se destaca la utilización de las tecnologías de información geoespacial, junto al análisis cualitativo de las principales variables propias de la producción agropecuaria. En paralelo se ha realizado un abordaje cualitativo, interpretando las herramientas legislativas actuales, provinciales y nacionales, que posee el Estado en la gestión del riesgo. La discusión central se lleva adelante entendiendo al objeto de estudio como la vinculación indisociable entre el Estado y el productor. Como herramienta adicional en análisis de la gestión del riesgo, se abordaron las discusiones bajo la lógica de la geografía crítica, que ha sido en su mayoría ha sido planteada tanto al inicio y final de cada Capítulo. En lo que se refiere a la utilización de las tecnologías de información geográfica, estas han sido una parte relevante y transversal en el proyecto, se ha intervenido los distintos enfoques bajo el análisis y la producción de información geoespacial, construyendo y reconstruyendo pensamiento e ideas propias, como también ha sido posible contar con un importante volumen de datos de distintas vertientes tecnológicas, por lo cual y en conjunto, las tecnologías de información geoespacial han sido de gran ayuda como una herramienta de integración, análisis y visualización de los distintos escenarios de riesgo. Como resultado final de todo el proceso de investigación, se tienen como finalidad, realizar un aporte crítico sobre la gestión del Estado en lo referente a los distintos aspectos de la gestión del riesgo.Facultad de Humanidades y Ciencias de la Educació

    Old English Poetry and Its Legacy

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    This collection focuses on the legacy of Old English poetry and includes new interpretations of works such as Exeter Book Riddle 5, which provides an enduring legacy of social critique crafted through humor; the three manuscripts that contain the Solomon and Saturn dialogues, which reveal a shift in the use of poetry over time; Fates of the Apostles in which a previously unseen eighth rune is semiotically operative along with Cynewulf’s signature; The Wife’s Lament, in which the cave occupied by the wife has its archeological antecedents in early medieval rock-cut buildings; The Ruin, in which both the poem’s text and the silent spaces of wyrd’s traces are inscribed upon the material manuscript; the history of the reception of the riddles, which is instrumental in inspiring one of the acknowledged classic ghost stories of the twentieth century; tears and weeping in the whole corpus of Old English literature; and Beowulf, in which the figures of the stag and wolf play an important role in the thematic design of the poem but have not been examined before. The reprint is prefaced with a detailed account of the scholarly contributions to Old English studies by John D. Niles

    Handbuch kommunikationswissenschaftliche Erinnerungsforschung

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