Ragnhild Solberg
Dados Biográficos
| ID | 6741074 |
|---|---|
| NOME | Ragnhild Solberg |
| PRENOMES | Ragnhild |
| SOBRENOME | Solberg |
| ASSINATURA | SOLBERG R |
| AFILIAÇÕES | University of Bergen |
| ORCID | 0000-0002-5486-2453 |
| VERIFICADO | Sim |
| TOTAL DE OBRAS | 2 |
| TOTAL DE CITAÇÕES | 2 |
| TOTAL COMO AUTOR | 2 |
| TOTAL COMO EDITOR | 0 |
| PRIMEIRO ANO DE PUBLICAÇÃO | 2022 |
| ANO MAIS RECENTE DE PUBLICAÇÃO | 2022 |
| ÍNDICE H | 1 |
“Too Easy” or “Too Much”? (Re)imagining Protagonistic Enhancement through Machine Vision in Video Games
This article explores how video games that valorize techno-masculine imaginaries of superhuman domination also present humans as depending on computational and non-human agencies to succeed. Through close readings of Call of Duty 4: Modern Warfare (Infinity Ward 2007) and Cyberpunk 2077 (CD Projekt Red 2020), I illustrate the close connection between machine vision and militarized visions of domination and agency. The analyses show how beyond-hum…
(Always) Playing the Camera
As the increasingly ubiquitous field of surveillance has transformed how we interact with each other and the world around us, surveillance interactions with virtual others in virtual worlds have gone largely unnoticed. This article examines representations of digital games’ diegetic surveillance cameras and their relation to the player character and player. Building on a dataset of forty-one titles and in-depth analyses of two 2020 digital games …
(Always) Playing the Camera
As the increasingly ubiquitous field of surveillance has transformed how we interact with each other and the world around us, surveillance interactions with virtual others in virtual worlds have gone largely unnoticed. This article examines representations of digital games’ diegetic surveillance cameras and their relation to the player character and player. Building on a dataset of forty-one titles and in-depth analyses of two 2020 digital games …
“Too Easy” or “Too Much”? (Re)imagining Protagonistic Enhancement through Machine Vision in Video Games
This article explores how video games that valorize techno-masculine imaginaries of superhuman domination also present humans as depending on computational and non-human agencies to succeed. Through close readings of Call of Duty 4: Modern Warfare (Infinity Ward 2007) and Cyberpunk 2077 (CD Projekt Red 2020), I illustrate the close connection between machine vision and militarized visions of domination and agency. The analyses show how beyond-hum…
(Always) Playing the Camera
As the increasingly ubiquitous field of surveillance has transformed how we interact with each other and the world around us, surveillance interactions with virtual others in virtual worlds have gone largely unnoticed. This article examines representations of digital games’ diegetic surveillance cameras and their relation to the player character and player. Building on a dataset of forty-one titles and in-depth analyses of two 2020 digital games …
Aesthetics (2 obras) · Art (2 obras) · Artificial Intelligence (2 obras) · Computer Science (2 obras) · Digital Games and Media (2 obras) · Narrative (2 obras) · Sociology (2 obras) · Augmented reality (1 obras) · Embodied cognition (1 obras) · Ethics and Social Impacts of AI (1 obras)