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Theses with Impact  

In addition to peer-reviewed papers, Impact also publishes master theses and PhD dissertations.

Theses eligible for publication are:

M.A. theses written by students of Humanistic Informatics at Aalborg University, awarded the highest marks. This means that the thesis was awarded either 11 or 13 using the Danish 13-scale grading system.

PhD dissertations completed and defended by candidates from the doctoral school in Human Centered Informatics.

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Published Theses:

Stine Ejsing-Duun: Game and Gamer - Partners in Play
Søren Søberg Poulsen: Englefald
Steffen B. Braüner Den dialogiske magt
Signe Schou and Réne Toft Oplevelsesrummets poetik
Tanja Jensen and Christél Nielsen Helhed eller forskellighed - et spørgsmål om perspektiv
Ulrik Petersen Creation in Graphs
Thomas Ryberg Informations- og kommunikationsteknologi i gymnasiet - i et læringsperspektiv

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Abstracts:

 

Game and Gamer - Partners in Play
En analyse af forholdet mellem spiller og spil i spilsituationenDownload
Author: Stine Ejsing-Duun
Published: 28.02.2007

Abstract:
Let's look into the future: Imagine you enter a store wanting to buy a digital game. You quickly find the section with multitudes of captivating game covers, all with reviews promising hours of absorbing game play. Indeed you find yourself in difficulty. What game will provide the optimal game experience? Do not worry, because in the future all games will be "customer experience assured": You just pick a game with the description of the experience you want, and you are assured of an enjoyable time. The trend of the future is “experience economy”. In order to stand out on the market, companies need to offer not just material goods and services, but experiences. A number of experts emphasize that we must be prepared in order to gain the most from this new economic possibility. One proposal is to educate students in “Customer Experience Assurance”: To teach them how to assure the optimal experience for the customer. Nonsense I say - it is not possible to assure an experience. Throughout this thesis, both from a theoretical and an empirical point of view, I argue that the only way a game experience can arise is as a result of a gamers continued participation in a games context. In other words I argue that a game experience not only depends on the game, but also on the gamer. Thus it is the relationship between the gamer and the game that this thesis examines.

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Englefald - sekulariseringens indvirkning på gysergenrens religionsfremstilling i lyset af amerikanske og danske vampyrfilmDownload
Author: Søren Søberg Poulsen
Published: 27.02.2007

Abstract:
This thesis deals with the impact of secularization on the horror genre’s portrayal of religion and religious beliefs. Religiousness is a recurring element in horror fiction. But the genre’s portrayal of religion evolves in time, since the demonic, frightening the percipient, and the divine, which the percipient awaits rescuing him/her are not static but dynamic phenomena.

The horror genre speaks a language of archetypes, which exist subliminal in the individual as well as in its surroundings. Sigmund Freud describes the sense of the uncanny as the experience of the repressed returning to the individual’s consciousness in a masked and distorted form. The archetypes are to be found in and surround all individuals and horror fiction appeals to a large population since it draws upon an archetypical language visualizing the repressions of the unconsciousness in all individuals.

The development of the genre is driven by the speculation of the recipient in ways to trig the percipient’s emotional and cognitive dispositions for experiencing the uncanny sensation. The position is religiousness and the demonic in society is part of these dispositions. Consequently, secularization plays a role in the development of the horror genre, and this role is the primary subject to examine in the thesis. The thesis deals with horror fiction from Western, Christian societies, and the research question states as follows: How does secularization of Western, Christian societies influence the portrayal of religion in horror film?

Through analysis of the American movies Dracula 1931 and Bram Stoker’s Dracula from 1992 and Vampyr from 1932 directed by the Dane Carl Th. Dreyer and Nattens Engel directed by the Dane Shaky Conzales I have concluded that secularization from the 1930ies to the 1991ies has resulted in a splitting and a fragmentation of religiousness in the horror fiction portrayal. The movies from the 1930ies contain a Christian optic (Dracula) and a rationalistic view (Vampyr) while the films from the 1990ies both put together a subjective religious perspective, which differs from the traditional religious belief in their countries of origin.

Secularization has obviously had a larger impact in the Danish movies than on the American movies. Vampyr is sceptical towards Christianity, while the optic of Dracula is indeed Christian, and Bram Stoker’s Dracula reflects a cultural clash between the traditional religious ideologies and individual and religious emancipation, but Nattens Engel reflects a society in which the development presents a concept of religion, where the individual and the cultural production subjectively sample religious values into a unity from the fragmented spectrum of religious beliefs present in society.

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Den dialogiske magt - et Foucault-inspireret magtanalytisk blik på træning i dialogiske kompetencerDownload
Author: Steffen B. Braüner
Published: 17.11.2005

Abstract:
The starting point of this thesis is the growing focus on the training of interpersonal, communicative competencies of organizational members with the aim of developing human resources in organizations. In the literature of Human Resource Management this growing focus is described as a shift of paradigm in the management of people - a shift from mistrust, control, confrontation, and giving orders to management by dialogue, trust, self management, equality, solidarity and even love. It is a shift from a repressing brutality of power to a loving, emancipating dialogue.

However, drawing upon the understanding of power put forward by the French theorist Michel Foucault, this thesis sets up an alternative scenario that is more critical than that. It suggests that power is not "on retreat" in organizations, but merely that it has taken another form and relies on other means. Based on this scenario, the paper put forward the thesis that the training of dialogical competencies can be seen as an exercise of power, and the questions asked are: how is this power exercised and with what effects?

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Oplevelsesrummets poetik - oplevelse og social interaktion i digitalt forstærkede rum Download
Author: Signe Schou and Réne Toft
Published: 17.11.2005

Abstract:
Our work centres on digitally enhanced environments and the idea of bringing computer power and digital means into use in physical space. We explore the foundation of creating a potential for experience based on social interaction and interaction with a digitally enhanced environment. The environment in question is a physical environment, enhanced by digital technology, which discernibly reacts on and integrates the actions of, and interaction between, the participants. Social interaction is a pivotal element in our work, as we seek to find new ways for social experiences within a frameset of play and games in a physical setting, supported by digital technology. We are investigating a new form of experiential space which is a hybrid between the physical space and the virtual space and includes elements from fictional representations and social dynamics. Perhaps this experiential space is best described as a sort of immersive theatre, where actants through their actions and interactions can take part in creating the course of events. Our aim has been to seek a way of formalising the construction of experiences – or the potential for experiences – in a digitally enhanced environment. We have identified some decisive elements in relation to experience in digitally enhanced environments and developed a set of principles for formalisation containing those elements, which can act as a tool in the creation of experiential potential in a digitally enhanced environment. This potential is to be realised through social interaction between participants and interaction with the environment.

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Helhed eller forskellighed - et spørgsmål om perspektivDownload
Author: Tanja Jensen and Christél Nielsen
Published: 28.01.2005

Abstract:
By outlining the underlying intentions for this dissertation, the first step is to approach a deeper understanding of the group by looking into two theoretically diverging theories, namely a psychodynamic and a social psychological theory, respectively. Based on the knowledge that these two theories generate, the second and wider purpose is to develop new theoretical perspectives for understanding of diversity within a group context. As a parallel to this, a number of meta theoretical discussions are implemented in which the comparison of the two theoretical perspectives is held subject to further reflections. The interest in this problem field as regards the group and diversity arises partly from theoretical knowledge of the group theoretical field and own experiences with the group and partly from knowledge of the Danish concept of diversity management – “mangfoldighedsledelse”. The combination of those theoretical and pragmatic conditions, upon divergent premisses represent different aspects regarding diversity within a group context, has formed our desire to direct a theoretical investigative eye at this combination

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Creation in Graphs - Extracting Conceptual Structures from Old Testament TextsDownload
Author: UIrik Petersen
Published: 27.10.2004

Abstract:
The main goal of this MA thesis is to develop a method for automatically transforming natural language text into a formalization of a possible meaning of the text, expressed in the conceptual graphs of John Sowa.The method developed is that of syntax-directed, ontology-guided, rule-based, step-wise transformation. The method takes as input a piece of text, a syntactic analysis of the text, a formal ontology, some rules, a relation hierarchy, and a few small lexicons. First, the syntax is refined into more traditional syntax trees. Second, the syntax trees are transformed to “Intermediate” graphs, using syntax-driven rules. Third, the “Intermediate” graphs are transformed into “Fully semantic” graphs, using rule-based CG-matching. These graphs are “good enough”: their meaning is recognizable and they have no syntax left. An important byproduct of the first step is a phrase-structure grammar of the input text. Using the method in step 1, we show empirical evidence that the number of phrase-structure rules needed to analyze a given body of text is a root function in the number of words. The method is demonstrated to work on three verses from the book of Genesis in the Hebrew Bible

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Informations- og kommunikationsteknologi i gymnasiet - i et læringsperspektivDownload
Author: Thomas Ryberg
Published: 14.06.2004

Abstract:
This thesis deals with the integration of Information Technology (IT) in the Danish upper secondary school, seen in a learning perspective. The object of the thesis is to understand the developmental dynamics of IT, pedagogy and learning, and how IT can facilitate qualitative changes in the upper secondary school. This is examined through the construction of a theoretical outlook, and through analysis of an empirical investigation, which is ethnographically inspired. In the thesis a theoretical perspective combining Activity Theory, and Social Learning Theory, is presented and discussed. The theoretical outlook aims at presenting an understanding of learning and of the developmental dynamics between IT, pedagogy and learning. This is expressed through different categories of development and change that IT can facilitate. Also it is stressed that IT does not necessarily leads to the desired qualitative changes, but requires that we re-conceptualise our current out-looks and perspectives. Through an analysis of two school projects integrating IT, it is exemplified and analysed how IT can become an artefact of qualitative change. It is concluded that IT has potential to facilitate qualitative changes as IT allows new possibilities for participation, production and identity building in real societal and cultural contexts, but it requires that we simultaneously work actively with our current perspective and outlooks on learning.

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