Dags för Science Slam igen den 16 maj

Den svenska premiären för Science Slam i Lund den 30 november 2010 blev mycket uppskattad och väckte genast önskemål om en uppföljning. Nu bjuder HEX-gruppen vid Lunds universitet (område HT) in till nästa Science Slam, som äger rum på Carlssons Trädgård måndagen den 16 maj klockan 17.30.

Inom Science Slam presenteras egen forskning i ett populärvetenskapligt föredrag om högst tio minuter. Precis som hos förebilden Poetry Slam är arrangemanget upplagt som en tävling där deltagarna får använda alla medel i syfte att låta publiken komma forskningsuppgiften riktigt nära, och att presentera den på ett informativt och samtidigt underhållande sätt. Liksom vid premiären presenteras forskning med anknytning till olika områden inom humaniora och teologi.

Plats: Carlssons Trädgård, Mårtenstorget 6

Tid: kl 17.30 måndagen den 16 maj (restaurang och bar öppnar 17.00)

Du är välkommen med frågor om Science Slam till:

Anders Marklund, anders.marklund@litt.lu.se

Mer information på www.HEX.lu.se.

Se en video med Sven Strömqvists bidrag på första Science Slam i Lund:


Hur kan man bevara spel?

Dan Pinchbeck kommer till Kulturanatomen den 7 april i serien ”digital culture and games” i HEX regi.

How to Preserve Digital Games (and How Not To)
Games are a vital part of contemporary culture and the most important emerging media form of the early 21st century. The rapid development of the medium and proliferation of artifacts, coupled with the rate of obsolescence of technological platforms presents unique challenges for digital preservation. Libraries, museums and other cultural heritage organizations have been slow to respond to these challenges, and there is still a profound lack of preservation of these important objects outside fan communities. A hugely significant part of contemporary culture, caught between a lack of strategic preservation and substantial technical challenges, is extremely vulnerable and risks being lost for future generations.
This lecture presents a state of play in international game preservation and the challenges facing us as game scholars, preservationists, developers and players. How do we ensure we capture this fragile history, overcome the issues of copyright, user-generated content, obsolescence of preservation platforms, hardware interfaces and the impossibility of capturing player experience?

Läs mer på HEX webbplats.

Remix med Anette






”The remix is the very nature of the digital” William Gibson, 2005. […från Anettes twitter strax efteråt]

Anette Markham tog avstamp i sin egen kaotiska tillvaro för att beskriva idén med remix-etnografi. En introduktion till hur remix finns tillgängligt i olika former ledde över till en diskussion om hur man kan utnyttja det i forskningsprocessen. I den efterföljande labben testades idén genom applicering på en nyhetshändelse. Det laborativa momentet i seminarieserien ”Digital culture and games” är helt klart en viktig ingrediens. Direkt är det möjligt att omsätta det man hört i en mer praktisk tillämpning och det är kul!

Remix Ethnography: Qualitative Research for Lived Experience of Media in a Mobile, Fragmented, and Global Epoch

HEX- Digital Cultures and Games Lecture and Lab
A joint seminar for HEX; the Department of Arts and Cultural Studies sections for Ethnology, Library and information Science; and the Master of Applied Cultural Analysis

WHO: Dr. J. Annette Markham, Guest Professor, Centre for Internet Research, Aarhus Universitet, Denmark.

WHEN: March 24, 2011. 15 – 18
15.15-16.45 Lecture + discussion
17.00-18.00 Exercises in the computer lab

WHERE: Department of Arts and Cultural Sciences, Lund. Room 109, ground floor, to the left, in Kulturanatomen at Biskopsgatan 7 . The ensuing lab will be held at Biskopsgatan 7, in basement game labs 022 and 019. We’ll lead you there.

Annette Markham is Guest Professor at Institut for Informations- og Medievidenskab and Centre for Internet Research, Aarhus Universitet, Denmark.  Annette has studied identity and meaning in everyday life and has published ethnographies in journals including Qualitative Inquiry and Management Communication Quarterly. Her sociological work of online lived experience is well represented in the book Life Online: Researching Real Experience in Virtual Space (Sage, 1998). Her more recent research focuses on emergent qualitative methods in internet studies.  Works have been published in a range of journals, handbooks, and book collections, as well as her recent publication: Internet Inquiry: Dialogue Among Scholars (co-edited with Nancy Baym, Sage 2009). She is currently working on a book manuscript entitled: The Ethics of Fabrication. Annette can be reached at amarkham [at] gmail [dot] com; http://markham.internetinquiry.org/

WHAT: The internet—with all its capacities, interfaces, uses, and underlying technologies—both epitomizes and enables a seemingly constant barrage of reality-altering, globe-shifting changes. Technologies that were once separate and physically located now converge and move with the user to create individualized experiences of media. At the same time, social media and web 2.0 technologies facilitate complex networks of connection among people both locally and globally, across any media form imaginable, disrupting our traditional understandings of producer and consumer, user and object.  Materiality in this mobile epoch is better understood as connection, process, and relationship.

Conducting qualitative research in mobile, global, and fragmented media environments can be profoundly challenging. What and where is the object of analysis? How can we draw boundaries around the field when it is discursively constructed and never stable? Interestingly, perhaps, these challenges may have always been present in traditional research contexts, but the internet brings many invisible assumptions about qualitative inquiry to the foreground. Nonetheless, in mediated contexts, qualitative researchers must grapple with the problem of how to distinguish subject, object, and phenomenon when convergence of media intertwines them together. To deal with the challenges offered by complex contexts, do we cling to tradition, hoping for steady grounding? Or do we continually experiment?

Thinking about ethnographic practice through the framework of remix culture offers a means of reflecting on the premises ethnography but reconfiguring some of the practices associated with fieldwork, interviewing, and participant observation. A remix approach to ethnography focuses attention on the disjunctive and fragmented ‘moments’ of fieldwork; the impossible challenge of filtering potentially huge amounts of ‘data;’ and the complexity of creating an account that is both true to the lived experience of networked, multiphrenic participants and also readable as a somewhat coherent research report. Rather than relying on disciplinary and disciplined research methods, a remix approach considers seriously the notion that every choice made throughout the course of a project is a methodological decision with practical, epistemological, and ethical consequences.

This lecture addresses some methodological and ethical challenges and also offers some emergent methods for conducting qualitative research that is both creative and rigorous.

In the ensuing lab session we will illustrate and discuss in more depth some of the issues brought up in the lecture. More detailed description to follow.

HOW: Drop in. It is not mandatory to announce your participation ahead of time, but it is much appreciated! Please email: jessica.enevold@kultur.lu.se


Jessica Enevold
Seminar coordinator HEX Digital Cultures and Games Series