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  • 1.
    Andersson, Johanna
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of ALM.
    Arkivet- en resurs för skolan?: En arkivpedagogisk studie utifrån arkivens samarbete med skolan.2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis focuses on the cooperation of the archive and the school. The theoretical framework is socio-cultural perspective. The main method used is qualitative interviews with employees at the archives. I have studied three different archives which, in cooperation with the school, conduct archival education. In addition to the interviews I have participated in two observations. The research found that there was a great interest in the school to participate in the archive's educational work. Factors such as stress for the teachers and too few archive educational resources adversely affect the archive education mission. The views look different, but the goal is to present archives to the students and provide a positive experience. The fact that archives are to be regarded as an obvious place of visit, was the democratic right of citizens, and that information is being discussed what the archives want to convey to archive education. The archival material used by the archives has a clear link with the curricula and places great emphasis on teaching source criticism.

  • 2.
    Avraam, Elsa
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of ALM.
    Knowledge Organisation and Contemporary Art: Cataloguing Practices in two Libraries in Sweden, Umeå universitetsbibliotek and Konstbiblioteket2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This master thesis examines the cataloguing practices of two art libraries in Sweden in relation to contemporary art. The aim of this study is to show how classification systems and other forms of controlled vocabulary correspond to contemporary art and reveal the factors that influence the everyday practice of cataloguing.

    The qualitative methods of semi-structured interviews and an analysis of bibliographic records have been used for the purposes of this study. The study is based on domain analysis as conceived by Hjørland and Albrechtsen and some concepts and principles of Knowledge Organisation in the field of Library and Information Science.

    A total of three interviews of cataloguers has proved that perceptions concerning classification and subject indexing differ among cataloguers and cataloguing practices depend on local policies concerning acquisition, shelving and user perspectives, but also each library’s resources and the institutional context (academic vs museum). Through the analysis of eleven bibliographic records, no consistent pattern has been detected, in relation to indexing and classification. The libraries do not use special systems for subject analysis. The classifications provided by universal systems have been considered insufficient to express all the concepts found in documents. The use of subject headings is, therefore, important and complements the process of subject analysis. The classification systems and subject headings lists analysed include the Dewey Decimal Classification (DDC), the Swedish Sveriges Allmänna Biblioteksförenings Klassifikationssystem (SAB) and the Svenska ämnesord (SAO). This is a two-year master’s thesis in Archive, Library and Museum studies.

  • 3.
    Lundström, Johanna
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of ALM.
    Ordnad extremism: Högerextremt material i den svenska samlingen,diskurs och praktik2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    The aim of this master thesis is to examine discourses and practices in the handling of materials from the ex-treme right in the Swedish national collection at Kungliga biblioteket (the Swedish national library). Questions posed in this study concern what practices have been used in the handling of the material, the discourse sur-rounding the material and its relation to power structures. The source documents in this study come from the library’s archive records between the years 2000 and 2010. As a complement, the study also uses correspond-ence with librarians active during the time period as well as an interview with an expert on the Swedish extreme right. This study uses Foucauldian discourse analysis as a method and searches for discursive patterns and power structures in the source documents. The essay sees a complex progression in how materials from the extreme right have been handled throughout the time period 2000-2010. In summary, the researched material contains two discursive patterns. Although on opposite terms, they can both be linked to the restrictions of the material. During the time period, a separate collection was set up for extremist material, a collection which is now taken apart. This study argues that “extremism” is a relative term by definition and therefor unsuitable for labelling any material in the long run. This study is a two-year master‘s thesis in Library and Information Science at Uppsala University.

  • 4.
    Risheim, Lina
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of ALM.
    Smedsaas, Klara
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of ALM.
    Exit game? Any unsaved progress will be lost: En praktikteoretisk analys av relationen mellan svenska spelföretag och ABM-institutioner2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis analyzes the relationship between Swedish video game companies and the institutions for Archive, Libraries and Museums (ALM). The aim is to further the discussion regarding preservation of digital games. The thesis is based on semi-structured interviews with four video game companies and three institutions; an archive, a library and a museum. The theoretical foundation resides within practice theory, with the assumption that a practice is a combination of what people do and what they say. By analyzing what video game companies say they do the authors ascertain which methods of preservation is currently. The analysis is a cross-examination of the seven interviews with the result indicating that while video game companies are interested in the preservation of digital games they do not participate actively in the discussion on the best method of doing so. Communica- tion between video game companies and ALM institutions has room for improvement, as it is virtually non- existent. Furthermore, the findings indicate different motivations for preserving games and it is unclear which perspective the preservation should have; a technical perspective, cultural perspective or for the company’s bene- fit. In conclusion the current situation is that ALM institutions preserve games with a cultural and/or a technical perspective while game companies preserve their games for the company’s benefit. 

  • 5.
    Rodriguez-Åkerstedt, Olof
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of ALM.
    "Hittar bättre artiklar nu": En studie av biblioteksundervisning i en högskolekontext2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The purpose of this study is to contribute to an increased understanding of the importance of user education in relation to undergraduates´ bachelor thesis. The secondary purpose of the study was to investigate how institutional impact is reflected in student text production. The starting point of the study is an observation of user education at Södertörn University Library, where students in the process of writing their bachelor thesis in tourism participated. This student group became the focus of the study.

            Through a survey, feedback was collected concerning what the students think the user education might have contributed to in relation to their thesis writing. Whether the importance of user education reflected in the papers has been investigated based on a comparative reference analysis that included bachelor theses in tourism science published between 2015 and 2017.

    The students' questionnaire answered in general in the support of the user education, where an increased focus on searching in databases and after scientific articles was emphasized. The comparative reference analysis also did not dispute what was expressed in the questionnaire survey although the difference was marginal to those who participated and those that did not.

    Based on Norman Fairclough's critical discourse analysis, it was investigated how institutional impact was reflected in selected papers. By analysing the user education and guidelines, it was possible to see how a certain type of academic discourse was reproduced in the theses.

    This study describes the importance of library education in several ways. The discourse analysis showed that library education has a role as a genre of governance where academic and disciplinary discourse is reproduced. The survey also showed that library education constitutes a cognitive authority towards the students, which correlated with the reference analysis.

  • 6.
    Schlegel, Martin
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of ALM.
    Informationsbeteende i spelskapande: En fallstudie av Paradox Interactive2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis focuses on Paradox Interactive's information seeking as a process in the construction of historical computer games. The study is collecting data through a series of interviews with two professional groups: Content designers and 3D graphics. The study focuses on the role of information gathering as a internal process in the creation of the game but also on how the two professions, which have been involved in the study's interviews, gather information relevant to their specific tasks. The study also touches on whether it exists a connection between how Content designers and 3D graphics conduct their searches for information and the ABM sector (that is archives, libraries and museums) as sources/distributors of information.

    The study has resulted in knowledge regarding the professional groups' information behaviour, what factors that affect the process of gathering information. The study has also resulted in an awareness regarding what kind of information sources that are attractive. Furthermore, the interviews conducted have produced information on how archives, libraries and museums function as information sources for the selected professional groups. The information gathered through the interviews shows that archives, libraries and museums are not used as information sources by the professional groups. Reasons as to why this is the case are a lack of awareness as well as the professional groups' various needs, such as right content and easy accessibility.

    Games which are utilising or relate to popular history are a clear aspect of modern days popular culture. There exists an abundance of games which relate to history whether they are historical strategy-focused computer games or more action-packed videogames constructed around historical events and contexts. There exists an equally abundance of studies which focuses on games in certain aspects; one such area of research is how history is utilised in games. This study, as noted above, doesn't focus on the games themselves or how they utilise history but rather on the specific question of how the developers gather the information about the past, what sources that exists, and how archives, libraries and museums can better accommodate game creators as a specific group of information gatherers and users.

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