1,721,034 research outputs found
Indledning:Digitale liv – brugere, platforme og selvfremstillinger
Det foregående årti er Danmark, danskernes liv og det danske samfund i stigende grad blevet digitaliseret. Det gælder både private og personlige forhold som dating og tracking af kropsforhold som søvn, motion og menstruationscyklusser, såvel som offentlige forhold som ’forældreintra’ og kommunikation gennem ’e-boks’. Faktisk er digitaliseringen så langt i Danmark, at vi i 2018 blev kåret som det ’bedste land’ i verden til offentlig digitalisering (Ritzau 2018). Digitalisering og brugen af digitale medier hænger sammen med, at størstedelen af befolkningen har adgang til internettet; Danmark har en såkaldt internet-penetration på 97,8% - hvilket gør Danmark til et af de lande i verden, hvor fleste mennesker har internetadgang (Internet World Stats 2019). Antologien handler om denne digitalisering – både den private og den offentlige. For hvad betyder digitaliseringen for os – som mennesker og som samfund? Hvad gør digitaliseringen ved vores samvær og vores interaktioner med hinanden, med offentlige institutioner og med kommercielle virksomheder? Antologien belyser, hvordan personlige relationer, kommunikation, politiske debatter og kulturforbrug påvirkes, forandres og udvikles gennem den digitalisering, der er blevet en del af vores tilværelse. Antologien har fokus på almindelige digitaliseringer, dvs. de digitaliseringer der påvirker vores hverdag, samvær og samfund. Den handler ikke om spektakulære digitaliseringer eller om særegne eller specielle digitaliseringer. Derimod er vægten lagt på de digitaliseringer, der karakteriserer vores hverdagsliv. For digitalisering påvirker hverdagslivet på en lang række områder: individets kontakt til offentlige institutioner flyttes fra fysiske møder til digitale platforme som fx ’lægevejen’; kontakten til venner vedligeholdes online, hvor samvær påvirkes af algoritmer, der fremmer nogle venner på bekostning af andre; virksomheder og politikere tvinges til at deltage i debatter på Facebook og Twitter; influencers på Instagram og YouTube bliver børn og unges nye autoriteter inden for forbrug og opførsel; og nye former for arbejdspladser og økonomier – der opløser de tidligere skel mellem det offentlige og det private – opstår via online platforme. Antologien beskriver digitaliseringer, som ’almindelige’ mennesker oplever i deres hverdag. Den ser på, hvordan digitaliseringer udformer sig, og hvordan vi interagerer med dem - både som borgere, patienter og forbrugere, men også som arbejdstagere, hvad enten det er lønmodtageren på gulvet eller chefen højere oppe. Samtidig analyserer bogen digitaliseringer kritisk og stiller spørgsmål ved, hvad sådanne digitaliseringer betyder for og gør ved vores hverdag, vores liv og samfund. <br/
Indledning: Digitale liv:Brugere, platforme og selvfremstillinger
Det foregående årti er Danmark, danskernes liv og det danske samfund i stigende grad blevet digitaliseret. Det gælder både private og personlige forhold som dating og tracking af kropsforhold som søvn, motion og menstruationscyklusser, såvel som offentlige forhold som ’forældreintra’ og kommunikation gennem ’e-boks’. Faktisk er digitaliseringen så langt i Danmark, at vi i 2018 blev kåret som det ’bedste land’ i verden til offentlig digitalisering (Ritzau 2018). Digitalisering og brugen af digitale medier hænger sammen med, at størstedelen af befolkningen har adgang til internettet; Danmark har en såkaldt internet-penetration på 97,8% - hvilket gør Danmark til et af de lande i verden, hvor fleste mennesker har internetadgang (Internet World Stats 2019). Antologien handler om denne digitalisering – både den private og den offentlige. For hvad betyder digitaliseringen for os – som mennesker og som samfund? Hvad gør digitaliseringen ved vores samvær og vores interaktioner med hinanden, med offentlige institutioner og med kommercielle virksomheder? Antologien belyser, hvordan personlige relationer, kommunikation, politiske debatter og kulturforbrug påvirkes, forandres og udvikles gennem den digitalisering, der er blevet en del af vores tilværelse. Antologien har fokus på almindelige digitaliseringer, dvs. de digitaliseringer der påvirker vores hverdag, samvær og samfund. Den handler ikke om spektakulære digitaliseringer eller om særegne eller specielle digitaliseringer. Derimod er vægten lagt på de digitaliseringer, der karakteriserer vores hverdagsliv. For digitalisering påvirker hverdagslivet på en lang række områder: individets kontakt til offentlige institutioner flyttes fra fysiske møder til digitale platforme som fx ’lægevejen’; kontakten til venner vedligeholdes online, hvor samvær påvirkes af algoritmer, der fremmer nogle venner på bekostning af andre; virksomheder og politikere tvinges til at deltage i debatter på Facebook og Twitter; influencers på Instagram og YouTube bliver børn og unges nye autoriteter inden for forbrug og opførsel; og nye former for arbejdspladser og økonomier – der opløser de tidligere skel mellem det offentlige og det private – opstår via online platforme. Antologien beskriver digitaliseringer, som ’almindelige’ mennesker oplever i deres hverdag. Den ser på, hvordan digitaliseringer udformer sig, og hvordan vi interagerer med dem - både som borgere, patienter og forbrugere, men også som arbejdstagere, hvad enten det er lønmodtageren på gulvet eller chefen højere oppe. Samtidig analyserer bogen digitaliseringer kritisk og stiller spørgsmål ved, hvad sådanne digitaliseringer betyder for og gør ved vores hverdag, vores liv og samfund. <br/
Indledning: Digitale liv:Brugere, platforme og selvfremstillinger
Det foregående årti er Danmark, danskernes liv og det danske samfund i stigende grad blevet digitaliseret. Det gælder både private og personlige forhold som dating og tracking af kropsforhold som søvn, motion og menstruationscyklusser, såvel som offentlige forhold som ’forældreintra’ og kommunikation gennem ’e-boks’. Faktisk er digitaliseringen så langt i Danmark, at vi i 2018 blev kåret som det ’bedste land’ i verden til offentlig digitalisering (Ritzau 2018). Digitalisering og brugen af digitale medier hænger sammen med, at størstedelen af befolkningen har adgang til internettet; Danmark har en såkaldt internet-penetration på 97,8% - hvilket gør Danmark til et af de lande i verden, hvor fleste mennesker har internetadgang (Internet World Stats 2019). Antologien handler om denne digitalisering – både den private og den offentlige. For hvad betyder digitaliseringen for os – som mennesker og som samfund? Hvad gør digitaliseringen ved vores samvær og vores interaktioner med hinanden, med offentlige institutioner og med kommercielle virksomheder? Antologien belyser, hvordan personlige relationer, kommunikation, politiske debatter og kulturforbrug påvirkes, forandres og udvikles gennem den digitalisering, der er blevet en del af vores tilværelse. Antologien har fokus på almindelige digitaliseringer, dvs. de digitaliseringer der påvirker vores hverdag, samvær og samfund. Den handler ikke om spektakulære digitaliseringer eller om særegne eller specielle digitaliseringer. Derimod er vægten lagt på de digitaliseringer, der karakteriserer vores hverdagsliv. For digitalisering påvirker hverdagslivet på en lang række områder: individets kontakt til offentlige institutioner flyttes fra fysiske møder til digitale platforme som fx ’lægevejen’; kontakten til venner vedligeholdes online, hvor samvær påvirkes af algoritmer, der fremmer nogle venner på bekostning af andre; virksomheder og politikere tvinges til at deltage i debatter på Facebook og Twitter; influencers på Instagram og YouTube bliver børn og unges nye autoriteter inden for forbrug og opførsel; og nye former for arbejdspladser og økonomier – der opløser de tidligere skel mellem det offentlige og det private – opstår via online platforme. Antologien beskriver digitaliseringer, som ’almindelige’ mennesker oplever i deres hverdag. Den ser på, hvordan digitaliseringer udformer sig, og hvordan vi interagerer med dem - både som borgere, patienter og forbrugere, men også som arbejdstagere, hvad enten det er lønmodtageren på gulvet eller chefen højere oppe. Samtidig analyserer bogen digitaliseringer kritisk og stiller spørgsmål ved, hvad sådanne digitaliseringer betyder for og gør ved vores hverdag, vores liv og samfund. <br/
Danish championship in Skills and Roskilde Municipality
This project assignment is about how Roskilde Municipality can use experiential marketing as a tool to brand themselves as an attractive city to study in. In addition to this the project will revolve around Roskilde hosting the 2024 Danish championship in Skills. The Triple A model presented by Sine N. Just and Ib T. Guldbrandsen will serve as the structure of the situation analysis.Based on the analysis the project suggests that Roskilde Municipality utilizes the possibilities that experiential marketing gives by buying a try-touch-feel booth to engage and activate the visitors. Furthermore, it is recommended that Roskilde Municipality use cross-media communication to motivate the visitors’ parents to visit the event while also encouraging them to talk with their children about their choice of education. However, the project concludes that it requires an ongoing process to achieve a strong brand position as an attractive city to study in.<br/
Virtual Reality - Invita Kitchen Design Experience
Because of a rising interest in the arrival of new and exciting technologies in our everyday life and the continuing evolution of a medialized society, we decided to take a closer look at how Virtual Reality mediates an experience. We had to ask ourselves; what is Virtual Reality, and how does it work? To figure this out, we had to narrow our search field to one specific case. The case we chose to work with revolves around kitchen design in VR, and more specifically the Danish company Invita and their work with kitchens in VR. We quickly surmised, that the experience Invita offered was not sufficient compared to the promise they made regarding their VR campaign. To offer up a better solution or to improve upon the already existing solution, we had to first understand what makes a good VR experience. Through extensive research and analysis, we found that VR works best when the possibility of interaction and immersion through neuropsychological stimuli are present. Furthermore; the experience had to make use of certain design methods and technologies in order to be considered successful. Because of this work and our own experiences with VR at Khora in Copenhagen, we then conceptualized a new way for Invita to make use of VR, based on how current VR experiences are made and used by developers and consumers. Through an interview with employees at Invita Roskilde, we learned that they have a less innovative approach to VR at this moment. And with this interview in mind, plus our work with interactive VR experiences, we agree that VR is not something they should focus on at the moment, unless they only want to use it as a neat little gimmick. In the future it might be necessary for Invita to start implementing technologies such as Virtual Reality. But that time is not now
A conversation with Claire
This project seeks to examine the natural language capabilities in the Artificial Companionchatbot Harmony. Through an autoethnographic study, this journal will express scientific andpersonal expectations to Harmony and how they are expressed through a personal conversation.Beginning with theory on self-presentation through acting in everyday life by Erving Goffman,this study will discuss possible personal fronts in Harmony. The social techniques to sustain anact will be supported by the technical tools of Chatbot Architecture, which is described as awalkthrough of different models and techniques to build the framework of a conversationalchatbot. Chatbot Architecture is described as the design principles and will not go into theactual mechanics of building a chatbot. This is merely to try and describe the possible toolsneeded to build a conversational chatbot, that can communicate through natural language andconstruct a social front. This paper concludes that Harmony in some cases can maintain aconversation in natural language and thus keeps a social front, but the conversation is sporadicand does poorly in maintaining conversational topics. The social fronts are therefore not keptthroughout the conversation but changes rapidly and to confusion of the human interactor
Undervisning gennem digitale spil i den danske folkeskole: Education through digital games in the danish public school system
This study examines why Danish primary school students, do not perform as well in mathematics as the government would like them to. The government's criticism is based on a so called PISA test, which compares numerous countries’ student performances in different subjects. To help solve this issue, this study is focused on trying to teach mathematics in a different manner, than the classic blackboard education, where the students are having trouble seeing the practical use of mathematics and thereby lose their motivation for learning the subject. The most logical way to get children motivated is by making education fun. This leads to an approach involving teaching through a, for the children, very familiar platform, which is video games. Even though teaching through video games is a well known method, it has been highly criticized by experts, because of its inefficiency in educating and simple lack of fun. The study seeks to find the issues in these educational games, also known as edutainment games. Through analysis of an edutainment game and knowledge from leading experts, the study finds that a possible solution is a fun game with mathematical elements in it, which can be used as a bedrock for an educational course. Based on this knowledge a game design is shaped and gets illustrated through a storyboard. Finally the study concludes that it is theoretically possible to create a game, which is both fun and learning. The lack of actual testing on the target group, implies that a final conclusion, whether or not it works in practice, cannot be made yet.This study examines why Danish primary school students, do not perform as well in mathematics as the government would like them to. The government's criticism is based on a so called PISA test, which compares numerous countries’ student performances in different subjects. To help solve this issue, this study is focused on trying to teach mathematics in a different manner, than the classic blackboard education, where the students are having trouble seeing the practical use of mathematics and thereby lose their motivation for learning the subject. The most logical way to get children motivated is by making education fun. This leads to an approach involving teaching through a, for the children, very familiar platform, which is video games. Even though teaching through video games is a well known method, it has been highly criticized by experts, because of its inefficiency in educating and simple lack of fun. The study seeks to find the issues in these educational games, also known as edutainment games. Through analysis of an edutainment game and knowledge from leading experts, the study finds that a possible solution is a fun game with mathematical elements in it, which can be used as a bedrock for an educational course. Based on this knowledge a game design is shaped and gets illustrated through a storyboard. Finally the study concludes that it is theoretically possible to create a game, which is both fun and learning. The lack of actual testing on the target group, implies that a final conclusion, whether or not it works in practice, cannot be made yet
Idéjagten: En designløsning der kan give indsigt i beboeres ønsker til kultur- og fritidsaktiviteter i deres boligområde
In this study, we have set ourselves to create a design solution that will help cultural organizations, in new residential areas, develop relevant activities and cultural events, based on wishes and opinions from inhabitants. By combining theories within dialogical communication, workshop and game development we sat out to explore how to create a tool for invention, that could benefit the current work of cultural organizations in Nordhavn.By using Soft Design Science Methodology we have worked through an iterative process and have managed to create a functioning design solution that can seen as a hybrid between a board game and a workshop. In its nature it can be seen as a board game, as it is practiced on a physical game surface and contains game characteristics such as randomness and competition. The workshop theory lies within the game’s emphasis on different phases, idea development and how this design solution’s developed content is created throughout creative dialogue between its participants. Combining these theories has been a challenging process, as we throughout the development of our design solution has discovered contrasts between competition, and how dialogue is able to function as a creative process. But despite its challenges, by testing our current design solution also showed that there lies a potential in combining these theories in regards to success future development.Within the nature of our methodology, we cannot see our current design solution as the end product. More thorough testing and a broader theoretical insight in our research field could potentially alter and change future prototypes from our current standpoint. Despite potential future alterations, we believe that our current results have set a well functioning focal point, in regards to our design solution’s future development
The location's impact on aesthetics at Danish music festivals: Based on Denmark's 'Ugliest' Festival
This study explores the effect of a music festival in Denmark’s location on this given festival’s aesthetics by looking at the impact the location itself, and permanently built features on the festival. Using Dorita Hannah’s approach to identify elements in an event-space I am able to chart, the different actors that have an impact on how this location is experienced and what elements interact herein. Jon Anderson’s understanding of the different contributors to the interconnected physical and emotional aspect of this subject is used to view how the location becomes a place in and of itself as a result of the various traces of human interaction. Both Wolfgang Welsch and Gernot Böhme help define what aesthetics are and how these intangible and subjective elements interact and how to interpret them, as well as how to define the different types of aesthetics how these impacts the perceiver and audience.To interpret this interwoven and complex system of aesthetics and location, a participatory observation was undertaken of the Danish music festival GrimFest, as well as an interview with the founder and head organizer Aage Stockholm. This was done to identify what kind of location, and the space herein, that GrimFest are centralized around as well as to experience the space. The interview was conducted to gather insight into the festival that could not be obtained through other means.This study finds that by using permanent physical built elements as part of the festivals space and location it is able to create a sense belonging as the participants interact with the space in specific patterns that results in a sense of belonging and as the permanent is ‘damaged’ through use generates a personalized and rustic aesthetic to the festival as a whole. Furthermore, it shows that by integrating the physical space of the location within the festival’s design and the permanent elements herein, one can curate a festival where nature and event co-exist and support the festivals aesthetics as a whole.This study explores the effect of a music festival in Denmark’s location on this given festival’s aesthetics by looking at the impact the location itself, and permanently built features on the festival. Using Dorita Hannah’s approach to identify elements in an event-space I am able to chart, the different actors that have an impact on how this location is experienced and what elements interact herein. Jon Anderson’s understanding of the different contributors to the interconnected physical and emotional aspect of this subject is used to view how the location becomes a place in and of itself as a result of the various traces of human interaction. Both Wolfgang Welsch and Gernot Böhme help define what aesthetics are and how these intangible and subjective elements interact and how to interpret them, as well as how to define the different types of aesthetics how these impacts the perceiver and audience.To interpret this interwoven and complex system of aesthetics and location, a participatory observation was undertaken of the Danish music festival GrimFest, as well as an interview with the founder and head organizer Aage Stockholm. This was done to identify what kind of location, and the space herein, that GrimFest are centralized around as well as to experience the space. The interview was conducted to gather insight into the festival that could not be obtained through other means.This study finds that by using permanent physical built elements as part of the festivals space and location it is able to create a sense belonging as the participants interact with the space in specific patterns that results in a sense of belonging and as the permanent is ‘damaged’ through use generates a personalized and rustic aesthetic to the festival as a whole. Furthermore, it shows that by integrating the physical space of the location within the festival’s design and the permanent elements herein, one can curate a festival where nature and event co-exist and support the festivals aesthetics as a whole
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