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  • 1.
    Huvila, Isto
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of ALM.
    Alternatives to Being Information Literate2018In: Information Literacy in the Workplace / [ed] Serap Kurbanoğlu, Joumana Boustany, Sonja Špiranec, Esther Grassian, Diane Mizrachi, Loriene Roy, Springer, 2018, p. 813-821Conference paper (Refereed)
    Abstract [en]

    In contrast to the relative abundance of conceptualisations of information literacy, the earlier research has placed considerably less attention on its alternatives. The findings show that there are shades of being less and non-literate beyond a mere lack of necessary skills or engagement in inappropriate practices. Information illiteracy can be experienced as a problem but it can also represent a conscious choice for delimiting and organising information practices. From a theoretical and practical perspective, this study suggests that both information literacies and information illiteracies should be taken into account in information literacy research and education, and when developing and deploying information systems and services to compensate for the lack of literacies.

  • 2.
    Huvila, Isto
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of ALM.
    Taking excavation to a virtual world: Importing archaeological spatial data to Second Life and OpenSim2018Report (Other academic)
    Abstract [en]

    The benefits of analysing and presenting archaeological spatial data in an interactive 3D environment have been discussed extensively in the literature. This paper reports of a R&D project that explored the possibilities of presenting archaeological information in virtual worlds with a specific focus on presenting and using actual documentation data captured by total stations and laser scanners directly in virtual worlds. Field trials were conducted in Second Life and OpenSim environments. The findings indicated that Second Life was a preferred environment because of the relatively large existing ecology of individual and institutional users. The proprietary nature of the environment and the consequent limitations to data transfer and the control of the world did, however, make the importing, linkage and manipulation of data problematic. OpenSim allowed a total control of the environment, but lacked certain technical features implemented in Second Life together with a comparable, large population of users. 

  • 3.
    Kjellman, Ulrika
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of ALM.
    Hdemark, Åse (Contributor)
    Lindberg, Jenny
    Nolin, Jan (Contributor)
    Sundin, Olof (Contributor)
    Wisselgren, Per (Contributor)
    Profession, utbildning, forskning: biblioteks- och informationsvetenskap för en stärkt bibliotekarieprofession2018Report (Other academic)
    Abstract [sv]

    Sekretariatet för nationell biblioteksstrategi vid Kungliga Biblioteket har givit de fem biblioteks- och informationsvetenskapliga utbildningarna vid Högskolan i Borås, Linnéuniversitetet, Lunds univeritet, Umeå universitet och Uppsala universitet uppdraget att utreda och formulera förslag kring utbildning och forskning för en stärkt bibliotekarieprofession. Syftet med föreliggande rapport är, att visa situationen för svensk biblioteks- och informationsvetenskap, tydliggöra relationen till bibliotekarieprofessionen och lämna strategiska förslag på hur ämnet kan förstärkas till förmån för en stärkt professionsutvecklig. En omvärldsanalys med riktning mot bibliotekssektorn görs samt en beskrivning av nuläget för biblioteks- och informationsvetenskaplig utbildning och forskning. 

    Biblioteks- och informationsvetenskapens centrala betydelse för bibliotekarieprofessionen lyfts fram. Utbildingsprogrammen i ämnet attraherar gott om studenter och som svar på bibliotekens konstaterade behov av biblioteks- och informationsvetenskapligt utbildad personal argumenterar rapportförfattarna för möjligheten att expandera utbildningarna på kandidat- och masternivå vid samtliga fem lärosäten. Inom forskningen konstateras, att trots att ämnet idag i grunden fungerar väl finns ännu svårigheter att erhålla finansiering för professionsinriktad biblioteksforskning. Omvärldsanalysen visar upp ett behov av en tydligare struktur för kontinuerlig kompetensutveckling inom bibliotekarieprofessionen. Rapporten mynnar ut i fem strategiska förslag rörande grundutbildning, forskning och kontinuerlig kompetensutveckling:

    -       En ökning av antalet studieplatser på program på kandidat- och masternivå i biblioteks- och informationsvetenskap.

    -       Nationell forskarskola för biblioteksforskning.

    -       Inrättande av en externfinansierad professur med inriktning mot biblioteksforskning.

    -       Stärkt finansieringsstruktur för biblioteksforskning.

    -       Etablerande av en samlad nationell struktur för kontinuerlig kompetensutveckling.

  • 4. Rexhepi, Hanife
    et al.
    Åhlfeldt, Rose-Mharie
    Cajander, Åsa
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Huvila, Isto
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of ALM.
    Cancer patients' attitudes and experiences of online access to their electronic medical records: A qualitative study2018In: Health Informatics Journal, ISSN 1460-4582, E-ISSN 1741-2811, Vol. 24, no 2, p. 115-124Article in journal (Refereed)
  • 5.
    Rodéhn, Cecilia
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Centre for Gender Research. Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of ALM.
    Vetenskap, religion och ursprung. Valencias museer2018In: Medusa. Svensk tidsskrift för antiken, ISSN 0349-456X, Vol. 39, no 1, p. 18-25Article in journal (Other academic)
  • 6.
    Rydbeck, Kerstin
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of ALM.
    Folkbildningen – en heteronormativ historia eller...?2018In: Folkbildningens och ABFs idéhistoria / [ed] Stellan Boozon och Jörgen Hammarin, Stockholm: Arbetarnas bildningsförbund , 2018, 1, p. 44-84Chapter in book (Refereed)
  • 7.
    Rydén, Reine
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of ALM.
    Extreme long-term preservation of information – who cares?: Swedish opinions about nuclear waste information2018In: Information research, ISSN 1368-1613, E-ISSN 1368-1613, Vol. 23, no 1, article id paper 782Article in journal (Refereed)
    Abstract [en]

    Introduction. Information concerning a planned repository for nuclear waste in Sweden needs to be preserved for future generations in ways that make it available and comprehensible up to 100,000 years from now. This paper examines current planning for information preservation and opinions on the issue expressed by a variety of interested parties.

    Method. A literature overview outlines the major strategies for preservation of information related to nuclear waste forwarded in international research. Documents concerning the industry’s plans for information preservation were collected. Consultation responses concerning the application submitted by universities, government agencies and environmental organizations were also collected and examined.

    Analysis. The first document study elucidates the industry’s application and plans for information preservation in relation to current research in the field. The second document study clarifies opinions on the issue expressed by the various participants in the consultation process.

    Results. The Swedish nuclear industry has a relatively high awareness of strategies for information preservation forwarded by researchers. Planning is however limited to maintaining a readiness for later decisions. With a few exceptions, other interested parties keep a low profile and comment only on technical matters.

    Conclusions. Societal interest in the issue of long-term information preservation is generally low. A tentative explanation is that the extreme time-scale involved makes the problem difficult to grasp. The equally long-term technological and geological problems are easier to discuss since they do not demand knowledge of the future development of human society.

  • 8.
    Sköld, Olle
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of ALM.
    Documenting Videogame Communities: A Study of Community Production of Information in Social-Media Environments and its Implications for Videogame Preservation2018Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    Drawing on the disciplines of library and information studies and archival studies, this study seeks to explore the production of information in online videogame communities and to elucidate how such insights can offer practical and conceptual support to the knotty issue of how to preserve those sociocultural aspects of videogames that exist 'beyond' the code and audiovisual data resources of the videogame itself. This is accomplished in two principal moves: (i) by delving into the current state of socioculturally-focused videogame preservation and; (ii) by inquiring into the production of information carried out by videogame communities in what arguably is one of their most important interfaces of interaction—discussion forums, wikis, and other social-media services. The study is based on four papers (I–IV). Paper I develops the theoretical framework of the study on the basis of practice theory and document theory. Papers II and III report on field-studies of videogame-community information production in the context of two processes of importance in community social life: memory-making (II) and knowledge production (III). Paper IV offers a qualitative systematic review of videogame-archiving literature, allowing Papers I–III to be situated in an archival context. The study employs multiple methods and encompasses several empirical sites of inquiry and was inspired by the framework of exploratory research and of 'bricolage' research strategies.

    The results of the study add to the present state of knowledge on how information in the social-media environments of the large and influential present-day videogaming domain emerges as a result of community practices of production, and how videogame-community social life is entangled with information production in such spaces. The study also furthers archival inquiry on the topic of videogame preservation by providing a description and analysis of what information objects videogame-related social media plausibly hold, and by what communal practices and processes they have been brought into existence. Furthermore, the study examines the consequences of collecting community-produced social media and framing it as documentation of the sociocultural aspects of videogames—a key issue in videogames preservation.

    List of papers
    1. Tracing Traces: A Document-Centred Approach to the Preservation of Virtual World Communities
    Open this publication in new window or tab >>Tracing Traces: A Document-Centred Approach to the Preservation of Virtual World Communities
    2013 (English)In: Information research, ISSN 1368-1613, E-ISSN 1368-1613, Vol. 18, no 3Article in journal (Refereed) Published
    Abstract [en]

    Introduction. The aim of this paper is to form a framework capable of theorizing how virtual communities are entangled with their new media environments, thereby contributing to the understanding of present-day virtual communities and how to preserve them.

    Method. An extensive bibliography on virtual worlds, virtual world preservation, document- and practice theory, and virtual communities forms the conceptual basis of the paper.

    Analysis. The proposed framework was formed by the way of qualitative and synthetic conceptual analysis of the collected literature. Results. Virtual world communities can be fruitfully conceptualized as distinct domains with specialized documentary practices. In each domain of practice, the virtual world’s related new media ecology functions as a central hub where the configuration of shared routinized sayings, doings, and knowings specific to that virtual world are negotiated. 

    Conclusion. By theorizing the activities of virtual communities in new media environments as documentary practices, and blog posts, comments, and tweets as documents, the framework accentuates new media as infrastructures that do not solely carry informative traces of the activities of virtual communities, but in effect are an active and formative part of them. As such, they merit high preservational priority.

    Keyword
    Documents, Practices, New Media, Digital cultural heritage preservation, Virtual worlds
    National Category
    Information Studies
    Research subject
    Library and Information Science
    Identifiers
    urn:nbn:se:uu:diva-213410 (URN)000329310400018 ()
    Conference
    Proceedings of the Eighth International Conference on Conceptions of Library and Information Science, Copenhagen, Denmark, 19-22 August, 2013
    Available from: 2013-12-20 Created: 2013-12-20 Last updated: 2018-01-14
    2. Documenting Virtual World Cultures: Memory-Making and Documentary Practices in the City of Heroes Community
    Open this publication in new window or tab >>Documenting Virtual World Cultures: Memory-Making and Documentary Practices in the City of Heroes Community
    2015 (English)In: Journal of Documentation, ISSN 0022-0418, E-ISSN 1758-7379, Vol. 71, no 2, p. 294-316Article in journal (Refereed) Published
    Abstract [en]

    Purpose. The purpose of this paper is to explore how virtual world communities employ new media as a repository to record information about their past.

    Design/methodology/approach. Using the notions of documentary practice and memory-making as a framework, a case study of MMORPGCity of Heroes’ (CoH) virtual community on Reddit discussion board “/r/cityofheroes” was conducted. The study consists of an interpretative analysis of posts, comments, images, and other materials submitted to /r/cityofheroes during a period of approximately seven months.

    Findings. The principal finding of the study is that the CoH community, with varying levels of intentionality, documented a range of pasts on /r/cityofheroes, relating to CoH as a game world, a site of personal experience, a product, a nexus of narratives, and a game. The analysis also lays bare the community’s memory-making processes, in which the documented conceptions of CoH’s past were put to work in the present, informing community action and viewpoints.

    Originality/value. Games and gaming practices are increasingly prevalent in leisure and professional settings. This trend, which makes virtual environments and online media proxies for or augmentations of “real life”, makes it necessary for information scholars to understand how the full range of human information behaviours, including documenting, and memory-making, emerge or are replicated online. Additionally, few studies have examined the interplay between new media affordances, documentary practices, and memory-making in the context of virtual world communities.

    Place, publisher, year, edition, pages
    Emerald Group Publishing Limited, 2015
    National Category
    Information Studies
    Research subject
    Library and Information Science
    Identifiers
    urn:nbn:se:uu:diva-247471 (URN)10.1108/JD-11-2013-0146 (DOI)000352716700007 ()
    Available from: 2015-03-18 Created: 2015-03-18 Last updated: 2018-01-14
    3. Getting-to-Know: Inquiries, Sources, Methods, and the Production of Knowledge on a Videogame Wiki
    Open this publication in new window or tab >>Getting-to-Know: Inquiries, Sources, Methods, and the Production of Knowledge on a Videogame Wiki
    2017 (English)In: Journal of Documentation, ISSN 0022-0418, E-ISSN 1758-7379, Vol. 73, no 6, p. 1299-1321Article in journal (Refereed) Published
    Abstract [en]

    Purpose. The purpose of this paper is to investigate the sociocultural underpinnings of wiki-based knowledge production in the videogame domain, and to elucidate how these underpinnings relate to the formation of wikis as resources of videogame documentation.

    Design/methodology/approach. The paper is based on a three-month ethnographic investigation of knowledge practices on the Dark Souls Wiki (DSW). In focus of the analysis were the boundaries and knowledge aims of the DSW, together with how its contributors organized inquiries and used various sources, methods of investigation, and ways of warranting knowledge claims.

    Findings. The principal result of the paper is an empirical account of how the DSW functions as a culture of knowledge production, and how the content and structure of the wiki connects to the knowledge practices of its contributors. Four major factors that influenced knowledge practices on the wiki were identified: the structures and practices established by the community’s earlier wiki efforts; principles and priorities that informed wiki knowledge practices; the characteristics of the videogame in focus of the site’s knowledge-building work; the extent and types of relevant documentation provided by videogame industry, the videogaming press included.

    Originality/value. Previous research has shown interest in investigating the mechanisms by which community-created knowledge and online resources of documentation emerge, and how these are utilized in play. There is, however, little research seeking to elucidate the sociocultural structures and practices that determine and sustain collaborative online videogame knowledge production.

    Keyword
    Wikis, Knowledge production, Ethnography, Social media, Practices, Videogames
    National Category
    Information Studies
    Research subject
    Library and Information Science
    Identifiers
    urn:nbn:se:uu:diva-336745 (URN)10.1108/JD-11-2016-0145 (DOI)
    Available from: 2017-12-16 Created: 2017-12-16 Last updated: 2018-01-14
    4. Understanding the “Expanded Notion” of Videogames as Archival Objects: A Review of Priorities, Methods, and Conceptions
    Open this publication in new window or tab >>Understanding the “Expanded Notion” of Videogames as Archival Objects: A Review of Priorities, Methods, and Conceptions
    2018 (English)In: Journal of the Association for Information Science and Technology, ISSN 2330-1635, E-ISSN 2330-1643, Vol. 69, no 1, p. 134-145Article, review/survey (Refereed) Published
    Abstract [en]

    This paper aims to show how videogames are construed as archival objects in the videogame-preservation literature by investigating drivers and motivations, selection of material, and methods of preservation. The review focuses on the expanded notion of videogames (“the EN”), a concept this paper introduces to collectively refer to the cultural and social aspects of videogames—for example, game culture, experiences, play, and community life and activity. The study's research aims are pursued on the basis of a critical systematic literature review of 42 publications originating from academic research and videogame-archiving projects. The study's main finding is that the archiving literature construes the EN of videogames in three principal ways: i) as an essential part of the videogame as an archival object; ii) as a useful resource in archiving videogames, able to provide documentation of game culture and social context; and iii) as a useful resource in inquiries focused on the current state and recent history of society and culture from a sociotechnical viewpoint. The study suggests videogame community dynamics, videogame ontology, the development of archival theory, and videogame-archive studies as rewarding directions for further research.

    National Category
    Information Studies
    Research subject
    Library and Information Science
    Identifiers
    urn:nbn:se:uu:diva-336747 (URN)10.1002/asi.23875 (DOI)000418157900012 ()
    Available from: 2017-12-16 Created: 2017-12-16 Last updated: 2018-04-06Bibliographically approved
  • 9.
    Sköld, Olle
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of ALM.
    Understanding the “Expanded Notion” of Videogames as Archival Objects: A Review of Priorities, Methods, and Conceptions2018In: Journal of the Association for Information Science and Technology, ISSN 2330-1635, E-ISSN 2330-1643, Vol. 69, no 1, p. 134-145Article, review/survey (Refereed)
    Abstract [en]

    This paper aims to show how videogames are construed as archival objects in the videogame-preservation literature by investigating drivers and motivations, selection of material, and methods of preservation. The review focuses on the expanded notion of videogames (“the EN”), a concept this paper introduces to collectively refer to the cultural and social aspects of videogames—for example, game culture, experiences, play, and community life and activity. The study's research aims are pursued on the basis of a critical systematic literature review of 42 publications originating from academic research and videogame-archiving projects. The study's main finding is that the archiving literature construes the EN of videogames in three principal ways: i) as an essential part of the videogame as an archival object; ii) as a useful resource in archiving videogames, able to provide documentation of game culture and social context; and iii) as a useful resource in inquiries focused on the current state and recent history of society and culture from a sociotechnical viewpoint. The study suggests videogame community dynamics, videogame ontology, the development of archival theory, and videogame-archive studies as rewarding directions for further research.

  • 10.
    Sundberg, Kristina
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of ALM.
    Kjellman, Ulrika
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of ALM.
    The tattoo as a document2018In: Journal of Documentation, ISSN 0022-0418, E-ISSN 1758-7379, Vol. 74, no 1, p. 18-35, article id https://doi.org/10.1108/JD-03-2017-0043Article in journal (Refereed)
    Abstract [en]

    Purpose

    The purpose of this paper is to investigate how tattoos can be considered documents of an individual’s identity, experiences, status and actions in a given context, relating to ideas stating that archival records/documents can be of many types and have different functions. The paper also wants to discuss how tattoos serve as a bank of memories and evidence on a living body; in this respect, the tattooed body can be viewed as an archive, which immortalises and symbolises the events and relationships an individual has experienced in his or her life, and this in relation to a specific social and cultural context.

    Design/methodology/approach

    To discuss these issues, the authors take the point of departure in the tattoo practice of Russian/Soviet prisoners. The tattoo material referred to is from the “Russian Criminal Tattoo Archive”. The archive is created by FUEL Design and Publishing that holds the meanings of the tattoos as explained in Russian Criminal Tattoo Encyclopaedia Volume I-III. The authors exemplify this practice with two photographs of Soviet/Russian prisoners and their tattoos. By using a semiotic analysis that contextualises these images primarily through literature studies, the authors try to say something about what meaning these tattoos might carry.

    Findings

    The paper argues that it is possible to view the tattoo as a document, bound to an individual, reflecting his/her life and a given social and cultural context. As documents, they provide the individual with the essential evidence of his or her endeavours in a criminal environment. They also function as an individual’s memory of events and relationships (hardships and comradeships). Subsequently, the tattoos help create and sustain an identity. Finally, the tattoo presents itself as a document that may represent a critique of a dominant society or simply the voice of the alienated.

    Originality/value

    By showing how tattoos can be seen as documents and memory records, this paper brings a new kind of item into information and archival studies. It also uses theories and concepts from information and archival studies to put new light on the functions of tattoos.

1 - 10 of 10
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