"6132" - Selaus asiasanan mukaan TUNICRIS-julkaisut
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Agujeros de realidad. Des-diseñando el siglo XX en el este de Estonia
(2023)
article<p>Through the study of mining holes that have appeared in Kohtla-Järve, this article shows how repair work can take on a political charge by re-ordering the social and materializing different dimensions of care. In ... -
Antennology: Cosmos to Canvas
(25.03.2026)
articleAmid the vast expanse of the New Mexico high desert, the Very Large Array and Walter De Maria’s The Lightning Field each harness elemental forces. Though independently conceived, both converge around energies below the ... -
Artists as Cultural Intermediaries: How Professional Artists Present Their Work on Homepages and Instagram Accounts
(2025)
articleThis article examines how professional visual artists without gallery representation intermediate their art online. By conceptualizing artists as cultural intermediaries, I studied how their actions affect perceptions of ... -
Climate Connected: An Immersive VR and PC Game for Climate Change Engagement
CHI PLAY 2023 - Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play (06.10.2023)
conferenceClimate change poses a serious threat to human well-being and life on Earth. To avoid global warming's worst consequences every effort is needed, which requires cognitively, affectively and behaviorally engaging of as many ... -
Contextualisation devices: how anticipated peer group evaluations guide visual artists’ use of artistic influences
(2025)
articleArtists’ creative processes do not happen in isolation; they are informed by influences that artists borrow from their colleagues’ works. However, artists must judiciously use influences, as mere imitation is often viewed ... -
Dibujar hábitos, habitar dibujos
(31.12.2021)
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Expectations and realities: Examining adolescent students’ game jam experiences
(25.10.2021)
articleThis article describes the expectations and experiences of young (16 to 19 year old) digital game jam participants (N=34) who attend Finnish general upper secondary schools. Game jams are a form of game creation: events ... -
Experimental indices: Situational assemblages of facial recognition
(2022)
articleFacial recognition technologies are increasingly used outside of constricted, laboratory-like settings. While supporters of the technologies contend that they help in identifying threats by linking specific bodies to hard ... -
Exploring the immersive journalism landscape
(2020)
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Forecasting future trajectories for immersive journalism
(2020)
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From gibberish to clarity: combining plain language and legal design for better communication and greater impact
(2024)
articleLegal Design aims to make the law more accessible and human-friendly, with plain language and legal information design playing a central role. This article explores the interplay between these two components and their ... -
From Traditional to Game-Based Learning of Climate Change: A Media Comparison Experiment
(29.09.2023)
articleWidespread climate change engagement is needed to confront our current environmental crises, but it remains difficult to attain. Methods such as visualizations and experiential learning activities, including games and ... -
La función de la función
(31.12.2018)
specialWhat are the reasons for the discredit of functionalism in architecture? What kind of mutations has the term 'function' undergone? What meaning has it acquired from modernity to present? What has the function of ... -
Game Design Concepts: A Tertiary Literature Review
(2024)
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Gamification for Climate Change Engagement: A User-Centered Design Agenda
(2023)
conferencePolicymakers and environmental organizations are increasingly implementing gamification because of its ability to stimulate playful learning and transform human attitudes and behavior. Although it has become a prominent ... -
Gender and the Diversity of the Human Body as Challenges for the Inclusive Design of Wearable Technology
(2023)
articleParticularly since the 1990s, there has been an active discussion on inclusive design and on the possibility of designing products that would be suitable for every kind of user. Wearable technology products that need to ...


