If so, then you should know that PhD Student and Assistant Professor from University of Extremadura, Silviano Carrasco, is spending his autumn at the ITU where he is working on his final chapter of his PhD Dissertation on detective fiction in french contemporary novel and cinema.
But why is he here, then?
“For my final chapter, I wanted to explore how detective fiction is potraited in videogames, and how its mechanisms work in this specific medium: this is why I’m at the ITU,” he explains.
Especially, he has drawn on the expertise of Associate Professor Susana Tosca, who works within areas like digital storytelling, transmediality, computer games, digital aesthetics and, popular culture.
It will be interesting to follow Silviano’s work, and in C², we’re looking forward to reading the result.
Tablets and mobile devices have changed the way we access the internet – both for ourselves and for out children. With stationary computers and laptops, the industry has through the years provided parents with the option of parental control so that children could roam the web safely. New research from projects with ITU researcher Gitte stald now shows that parents see it differently when children access the internet on mobile devices.
In the project EU Kids Online, the research team has found that parents are less likely to monitor children’s internet use when they access it on mobile devices. The parents see the use as more ‘private’. Ironically, this means that online risks for kids in Europe have actually increased from 2010 to 2013.
The project EU Kids Online now recommends that industry stakeholders should prioritise to facilitate new technology for parents to support and monitor their children when they roam the internet.
Read the new EU Kids Online report here (PDF).
Read the LSE (London School of Economics) press release on the report here.
Stine Gotved, researcher at ITU, has submitted a paper for the upcoming 2014 AoIR conference in October. A shorter version of the initial paper was selected for a special issue of Information, Communication and Society.
The paper itself revolves around the marking of graves with QR codes – a global phenomenon that adds a new digital aspect to memorials. Interestingly, as Stine Gotved writes, this forces us to challenge our understanding of physical versus digital and public versus private.
Stine is part of the Death Online Research Network, where you find more information on the subject http://deathonlineresearch.net/sample-page/
Which aspects are relevant when measuring media literacy? How do we do it?
These are some of the questions posed in a new collaborative project between ITU Associate Professor Gitte Stald and Assistant Professor Morten Hjelholt from the C²-Group and the Danish Agency for Culture (Kulturstyrelsen).
The project will be based on existing research, knowledge and data and will strive to give a broad understanding of the competencies required to navigate in the modern media landscape. These competencies are essential in order to participate culturally and socially in society. This ambitious project seeks to cover a representative part of the population, and wil amongst other, conduct interviews in five different places in Denmark, chosen on the basis of life situation, societal status and cultural background.
The project will investigate and define terms as competent, competencies and media literacy.
Stay tuned for more information.
On Danish: http://www.kulturstyrelsen.dk/mediernes-udvikling-2014/specialrapporter/paa-vej-media-literacy/
Yesterday, the researchers from C² met up to discuss how to understand, conceptualise and (re)name user and new media research. All the researchers deal with the term “user” in their everyday work, but can the same term really be used for people engaging with social media, players engaging in games, viewers watching YouTube videos, or writers of slash fiction?
Through analogue presentations, each C²-member expressed his or her questions and doubts towards the term “user”, asked questions and engaged in discussions. The popular term VUP’er arose early, and covered a viewer, user, and participant/player/person/people. The word “user” gives primacy to the machine or device, while participant or player puts focus on the actual exchange or interaction.
The difficulty defining and renaming the user to make it fit contemporary research remained throughout the seminar even though subjects changed from slash fiction, gamers and players, children as users, interaction in a sociological perspective, network theory, online debates, discussions and conspiracy theorists, innocent social media bystanders, users as voters, and digital natives.
The seminar clearly gave food for thought for the respective researchers, and in the future it might even spark joint projects, an anthology or even further discussions and seminars regarding that mysterious and ubiquitous “user”.
(Despite the analogue starting point of the seminar, a few sneaky researchers got to tweet once or twice. Look for the hashtag #c2itu)