Anna Foka
Datos Biográficos
| ID | 288516 |
|---|---|
| NOMBRE | Anna Foka |
| NOMBRES | Anna |
| APELLIDO | Foka |
| FIRMA | FOKA A |
| AFILIACIONES | Uppsala University |
| ORCID | 0000-0002-9949-616X |
| VERIFICADO | Sí |
| TOTAL DE OBRAS | 11 |
| TOTAL DE CITAS | 21 |
| TOTAL COMO AUTOR | 9 |
| TOTAL COMO EDITOR | 2 |
| PRIMER AÑO DE PUBLICACIÓN | 2015 |
| AÑO MÁS RECIENTE DE PUBLICACIÓN | 2025 |
| ÍNDICE H | 2 |
Tracing the bias loop
This article investigates the pervasive issue of bias within AI-driven cultural heritage collections, emphasizing how digital technologies both inherit and amplify existing societal and historical prejudices embedded in analogue records. It outlines the multifaceted nature of bias—ranging from data selection and annotation to algorithmic design and user interaction—demonstrating how each stage of the AI pipeline can introduce or perpetuate distor…
Comics as Heritage
This paper investigates digital comics—particularly webcomics and webtoons—as emerging forms of cultural heritage, analyzing their exponential global influence alongside the limitations of traditional heritage frameworks in systematically preserving them. The UNESCO heritage model, rooted in concepts of physical fixity and authenticity, is shown as inadequate for born-digital works like comics, which derive meaning from technological infrastructu…
AI and Swedish Heritage Organisations
This article examines the challenges and opportunities that arise with artificial intelligence (AI) and machine learning (ML) methods and tools when implemented within cultural heritage institutions (CHIs), focusing on three selected Swedish case studies. The article centres on the perspectives of the CHI professionals who deliver that implementation. Its purpose is to elucidate how CHI professionals respond to the opportunities and challenges AI…
AI, Cultural Heritage, and Bias
Our article AI, cultural heritage, and bias examines the challenges and potential solutions for using machine learning to interpret and classify human memory and cultural heritage artifacts. We argue that bias is inherent in cultural heritage collections (CHCs) and their digital versions and that AI pipelines may amplify this bias. We hypothesise that effective AI methods require vast, well-annotated datasets with structured metadata, which CHCs …
Humanising places
Introduction
Keywords: Historical game studieshistorygamesvideogamespopular historyChallenge the Past/Diversify the Future conference
Laughter, Humor, and the (Un)Making of Gender
Humor is the tendency of particular cognitive experiences to provoke laughter and provide amusement. Throughout history, it has played a crucial role in defining gender roles and identities. This coll
Deviant Women
This multidisciplinary collection of articles illuminates the ways in which the concept of female deviance is represented, appropriated, re-inscribed and refigured in a wide range of texts across time, cultures and genres. Such a choice of variety shows that representations of deviance accommodate meaning-making spaces and possibilities for resistance in different socio-cultural and literary contexts. The construct of the deviant woman is analyse…
Gender Subversion and the Early Christian East
Scholars of theater have mostly treated Byzantine performance arts schematically, as if they were a literary bridge between antiquity and renaissance for the Roman East.1 Indeed, within the realm of performance arts, the same artistic forms found in Roman entertainment and spectacle also appear in later Greek antiquity: the landscape of popular culture in Byzantium is largely composed of chariot racing in the Hippodrome with comic mimes and serio…
Digital gender
Past research on gender online has made important land gains but under-theorizes the Internet as a passive, fixed, and somewhat insubstantial space or context. By contrast, this special issue draws on new material thinking to put into questions the very notion of “cyberspace” as a distinct realm. In this vein, the contents of this issue critically examine how the Internet and related digital technologies actively “work” to maintain or transform s…
Redefining Gender in Sword and Sandal
Spartacus (2010–13), although belonging to a genre comprised primarily of male-centered narratives about gladiators, redefines the genre's definition of heroism. Female characters in the TV series evolve from objectified females to strong and brave action heroines, thus marking the evolution of the perception of ancient female sexuality in popular culture
Introduction
Keywords: Historical game studieshistorygamesvideogamespopular historyChallenge the Past/Diversify the Future conference
AI, Cultural Heritage, and Bias
Our article AI, cultural heritage, and bias examines the challenges and potential solutions for using machine learning to interpret and classify human memory and cultural heritage artifacts. We argue that bias is inherent in cultural heritage collections (CHCs) and their digital versions and that AI pipelines may amplify this bias. We hypothesise that effective AI methods require vast, well-annotated datasets with structured metadata, which CHCs …
Humanising places
Laughter, Humor, and the (Un)Making of Gender
Humor is the tendency of particular cognitive experiences to provoke laughter and provide amusement. Throughout history, it has played a crucial role in defining gender roles and identities. This coll
Deviant Women
This multidisciplinary collection of articles illuminates the ways in which the concept of female deviance is represented, appropriated, re-inscribed and refigured in a wide range of texts across time, cultures and genres. Such a choice of variety shows that representations of deviance accommodate meaning-making spaces and possibilities for resistance in different socio-cultural and literary contexts. The construct of the deviant woman is analyse…
Gender Subversion and the Early Christian East
Scholars of theater have mostly treated Byzantine performance arts schematically, as if they were a literary bridge between antiquity and renaissance for the Roman East.1 Indeed, within the realm of performance arts, the same artistic forms found in Roman entertainment and spectacle also appear in later Greek antiquity: the landscape of popular culture in Byzantium is largely composed of chariot racing in the Hippodrome with comic mimes and serio…
Digital gender
Past research on gender online has made important land gains but under-theorizes the Internet as a passive, fixed, and somewhat insubstantial space or context. By contrast, this special issue draws on new material thinking to put into questions the very notion of “cyberspace” as a distinct realm. In this vein, the contents of this issue critically examine how the Internet and related digital technologies actively “work” to maintain or transform s…
Redefining Gender in Sword and Sandal
Spartacus (2010–13), although belonging to a genre comprised primarily of male-centered narratives about gladiators, redefines the genre's definition of heroism. Female characters in the TV series evolve from objectified females to strong and brave action heroines, thus marking the evolution of the perception of ancient female sexuality in popular culture
Introduction
Keywords: Historical game studieshistorygamesvideogamespopular historyChallenge the Past/Diversify the Future conference
Humanising places
AI and Swedish Heritage Organisations
This article examines the challenges and opportunities that arise with artificial intelligence (AI) and machine learning (ML) methods and tools when implemented within cultural heritage institutions (CHIs), focusing on three selected Swedish case studies. The article centres on the perspectives of the CHI professionals who deliver that implementation. Its purpose is to elucidate how CHI professionals respond to the opportunities and challenges AI…
AI, Cultural Heritage, and Bias
Our article AI, cultural heritage, and bias examines the challenges and potential solutions for using machine learning to interpret and classify human memory and cultural heritage artifacts. We argue that bias is inherent in cultural heritage collections (CHCs) and their digital versions and that AI pipelines may amplify this bias. We hypothesise that effective AI methods require vast, well-annotated datasets with structured metadata, which CHCs …
Tracing the bias loop
This article investigates the pervasive issue of bias within AI-driven cultural heritage collections, emphasizing how digital technologies both inherit and amplify existing societal and historical prejudices embedded in analogue records. It outlines the multifaceted nature of bias—ranging from data selection and annotation to algorithmic design and user interaction—demonstrating how each stage of the AI pipeline can introduce or perpetuate distor…
Comics as Heritage
This paper investigates digital comics—particularly webcomics and webtoons—as emerging forms of cultural heritage, analyzing their exponential global influence alongside the limitations of traditional heritage frameworks in systematically preserving them. The UNESCO heritage model, rooted in concepts of physical fixity and authenticity, is shown as inadequate for born-digital works like comics, which derive meaning from technological infrastructu…
Computer Science (6 obras) · Art (5 obras) · History (5 obras) · Sociology (4 obras) · Aesthetics (3 obras) · Archaeology (3 obras) · Cultural heritage (3 obras) · Literature (3 obras) · Political science (3 obras) · Visual arts (3 obras)