Femininities and Technologies

Author(s):  
Mariana Michels Fontoura ◽  
Marília Abrahão Amaral

The role of gender in the design of technologies has been a topic of growing importance in fields such as interaction design, HCI, and games. Understanding that technology development and usage practices emerge within the cultural processes, the authors propose in this chapter a discussion about the notions of traditional femininity, its relation to video games, as well as new approaches to female representation. It is also assessed the cultural understanding of gender, sex, and sexuality, as well as how these notions may influence the players experience. The issues discussed and briefly analyzed here point to a production and regulation of gender by technologies such as video games. Therefore, the goal is to assess how gender notions and relations influence the design and use of games in terms of visuals, narrative and sociability.

Metahumaniora ◽  
2017 ◽  
Vol 7 (3) ◽  
pp. 332
Author(s):  
Samson CMS

ABSTRAKTidak mampunya kita mendalami pengetahuan asli kita sendiri mengakibatkanterjadinya disharmoni teknologi dengan kebutuhan di lapangan, tidak terkecuali TeknologiTepat Guna (TTG) dalam pertanian ladang. Tujuan penelitian ini adalah untuk mengetahuiperanan Aseuk Hatong dalam tradisi pertanian ladang di masyarakat Tatar Karang PrianganKabupaten Tasikmalaya yang religius Islami, tapi masih mempertahankan tradisi tersebut.Metode penelitian ini menggunakan studi fenomenologi Schutz. Hasil penelitian menunjukkanbahwa 1) Seni berkomunikasi: (kakawihan) dalam tradisi Aseuk Hatong adalah upayaharmonisasi antara petani dengan alam yang sedang kemarau melalui senandung ringan yangkontekstual. 2) Teknologi Tani: (Aseuk Hatong) adalah suatu alat untuk mengolah untuk tanahladang pada musim kemarau yang dibalut dengan estetika musikal sederhana khas petaniladang, hasil pengembangan teknologi yang tepat guna, menyenangkan, inovatif, fungsional,terjangkau, murah, dan ramah lingkungan. Dengan demikian, dapat dirumuskan bahwa TradisiAseuk Hatong di Tatar Karang Priangan merupakan media persuasif bertani di kala ngahuma(berladang) tidak dibarengi musim penghujan. Tradisi Aseuk Hatong juga merupakanpengembangan teknologi yang sangat memperhitungkan kearifan lokal yang berlaku.Kata kunci: aseuk hatong, kawih, komunikasi seni, teknologi tani, pertanian ladangABST RACTOur inability to deepen our own original knowledge results in disharmony of technologywith the needs in the field, including the Appropriate Technology (TTG) in agriculture. It istherefore that in any development it is often not harmonious with the needs of society. Theobjective of the research is to know the role of Aseuk Hatong in the agricultural tradition in theTatar Karang Priangan community of Tasikmalaya Regency whicht is religiously Islamic yetstill maintains the tradition. The research method is Schutz phenomenology study. The resultsof research show that (1) the art of communicating (kakawihan) in Aseuk Hatong tradition isa harmonious effort between farmers and the dry nature through mild, contextual humming.(2) Farm technology (Aseuk Hatong)is a tool to cultivate the soil, plowing the fields during thedry season by wrapping with simple typical musical aesthetics of field farmers as the resultsof appropriate technology development, fun, innovative, functional, affordable, cheap, andenvironmentally friendly. As the conclusion, it can be said that Aseuk Hatong Tradition in TatarKarang Priangan as a persuasive media farming during ngahuma (farming) not accompaniedby rainy season is a technology development that takes into account local wisdom occur.Keywords: aseuk hatong, kawih, art communication, farming technology


Oikos ◽  
2014 ◽  
Vol 16 (33) ◽  
pp. 69
Author(s):  
Luis Muñoz Medina ◽  
Rafael Pizarro Rodríguez

The Role of Rhetoric and Metaphors in Organisational Change  RESUMEN El presente artículo es una recopilación de literatura científica que demuestra la relevancia de comprender nuevas formas de construir el concepto de cambio organizacional a través del lenguaje, en especial a través de claves lingüísticas como la retórica y metáfora. Esta construcción ayuda a generar procesos de cambio organizacional que presenten una menor intensidad y carga emocional negativa para los individuos, así como una mejor comprensión del mismo cambio para los empleados. Palabras clave: cambio, organización, retórica, metáfora. ABSTRACT This article is a compilation of scientific literature about the importance of understanding new approaches to the construction of the organisational change concept through language, especially through linguistic devices such as rhetorical and metaphorical ones. This construction helps the creation of organisational change processes with lower levels of impact and a lower negative emotional burden for individuals as well as a better understanding of such changesKeywords: changes; organisation; rhetoric; metaphor. 


2019 ◽  
Vol 6 (1) ◽  
pp. 47-63 ◽  
Author(s):  
Bettina Nissen ◽  
Ella Tallyn ◽  
Kate Symons

Abstract New digital technologies such as Blockchain and smart contracting are rapidly changing the face of value exchange, and present new opportunities and challenges for designers. Designers and data specialists are at the forefront of exploring new ways of exchanging value, using Blockchain, cryptocurrencies, smart contracting and the direct exchanges between things made possible by the Internet of Things (Tallyn et al. 2018; Pschetz et al. 2019). For researchers and designers in areas of Human Computer Interaction (HCI) and Interaction Design to better understand and explore the implications of these emerging and future technologies as Distributed Autonomous Organisations (DAOs) we delivered a workshop at the ACM conference Designing Interactive Systems (DIS) in Edinburgh in 2017 (Nissen et al. 2017). The workshop aimed to use the lens of DAOs to introduce the principle that products and services may soon be owned and managed collectively and not by one person or authority, thus challenging traditional concepts of ownership and power. This workshop builds on established HCI research exploring the role of technology in financial interactions and designing for the rapidly changing world of technology and value exchange (Kaye et al. 2014; Malmborg et al. 2015; Millen et al. 2015; Vines et al. 2014). Beyond this, the HCI community has started to explore these technologies beyond issues of finance, money and collaborative practice, focusing on the implications of these emerging but rapidly ascending distributed systems in more applied contexts (Elsden et al. 2018a). By bringing together designers and researchers with different experiences and knowledge of distributed systems, the aim of this workshop was two-fold. First, to further understand, develop and critique these new forms of distributed power and ownership and second, to practically explore how to design interactive products and services that enable, challenge or disrupt existing and emerging models.


Author(s):  
Michael Adusei ◽  
Beatrice Sarpong-Danquah

Abstract We test the effect of institutional quality on capital structure in the microfinance setting. In doing this, we rely on data from 532 microfinance institutions (MFIs) located in 73 countries dotted across the six microfinance regions in the world. We observe that institutional quality exhibits a robust negative and statistically significant relationship with capital structure in both the short and long run, implying that MFIs in countries with a better institutional environment are less likely to utilize more debt. Our moderation analysis furnishes us with evidence that the presence of women on the board of an MFI significantly moderates the relationship between institutional quality and its capital structure. We show that in the presence of more female representation on the boards of MFIs, the tendency of MFIs using less debt is higher.


Sexualities ◽  
2021 ◽  
pp. 136346072110136
Author(s):  
Caroline Bem ◽  
Susanna Paasonen

Sexuality, as it relates to video games in particular, has received increasing attention over the past decade in studies of games and play, even as the notion of play remains relatively underexplored within sexuality studies. This special issue asks what shift is effected when sexual representation, networked forms of connecting and relating, and the experimentation with sexual likes are approached through the notion of play. Bringing together the notions of sex and play, it both foregrounds the role of experimentation and improvisation in sexual pleasure practices and inquires after the rules and norms that these are embedded in. Contributors to this special issue combine the study of sexuality with diverse theoretical conceptions of play in order to explore the entanglements of affect, cognition, and the somatic in sexual lives, broadening current understandings of how these are lived through repetitive routines and improvisational sprees alike. In so doing, they focus on the specific sites and scenes where sexual play unfolds (from constantly morphing online pornographic archives to on- and offline party spaces, dungeons, and saunas), while also attending to the props and objects of play (from sex toys and orgasmic vocalizations to sensation-enhancing chemicals and pornographic imageries), as well as the social and technological settings where these activities occur. This introduction offers a brief overview of the rationale of thinking sex in and as play, before presenting the articles that make up this special issue.


2016 ◽  
Vol 7 (1) ◽  
pp. 77-84 ◽  
Author(s):  
Elena Grebenshchikova

Technoethics is a new, but rapidly developing field of ethical reflection of technoscience. It can claim to unite the various ethical projections of the science and technology development in a common approach. One of the starting points of understanding this role of technoethics may be NBIC-convergence. The ethical dimensions of the NBIC-projects is represented in these sub-areas of applied ethics as a nanoethics, bioethics, neuroethics and ICT ethics. In this article particular attention is paid to the biomedical field, which is a prime example of innovative high technology, as well as the interaction of different types of ethics.


Animation ◽  
2021 ◽  
Vol 16 (1-2) ◽  
pp. 83-95
Author(s):  
Raz Greenberg

Produced throughout the 1980s using the company’s Adventure Game Interpreter engine, the digital adventure games created by American software publisher Sierra On-Line played an important and largely overlooked role in the development of animation as an integral part of the digital gaming experience. While the little historical and theoretical discussion of the company’s games of the era focuses on their genre, it ignores these games’ contribution to the relationship between the animated avatars and the gamers that control them – a relationship that, as argued in this article, in essence turns gamers into animators. If we consider Chris Pallant’s (2019) argument in ‘Video games and animation’ that animation is essential to the sense of immersion within a digital game, then the great freedom provided to the gamers in animating their avatars within Sierra On-Line’s adventure games paved the way to the same sense of immersion in digital. And, if we refer to Gonzalo Frasca’s (1999) divide of digital games to narrative-led or free-play (ludus versus paidea) in ‘Ludology meets narratology: Similitude and differences between (video) games and narrative’, then the company’s adventure games served as an important early example of balance between the two elements through the gamers’ ability to animate their avatars. Furthermore, Sierra On-Line’s adventure games have tapped into the traditional tension between the animator and the character it animated, as observed by Scott Bukatman in ‘The poetics of Slumberland: Animated spirits and the animated spirit (2012), when he challenged the traditional divide between animators, the characters they animate and the audience. All these contributions, as this articles aims to demonstrate, continue to influence the role of animation in digital games to this very day.


2009 ◽  
Vol 35 (2) ◽  
pp. 243-259 ◽  
Author(s):  
Andrew K. Przybylski ◽  
Richard M. Ryan ◽  
C. Scott Rigby
Keyword(s):  

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