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Copenhagen, Denmark

Jensen C.B.,IT University of Copenhagen
Science Technology and Human Values | Year: 2014

The dichotomy between the conceptual and the empirical is part of common sense, yet its organizing force also extends to intellectual life more generally, including the disciplinary life of science and technology studies (STS). This article problematizes this dichotomy as it operates in contemporary STS discussions, arguing instead that the conceptual and the empirical form unstable hybrids. Beginning with a discussion of the "discontents" with which the dominant theory methods packages in STS are viewed, it is suggested that STS has entered a phase resembling Kuhnian normal science. Based on a discussion of the making of cognitive dissonance theory, it is then argued conceptual-empirical mixtures are unavoidable in actual research practice. This situation can be taken as an encouragement for more sustained exploration of conceptual-empirical relations and their inventive potentials. Invoking Deleuze and Guattari's notion of "continuous variation," the article concludes that STS as a discipline is well served by promoting an ethos of empirical and conceptual experimentation. © The Author(s) 2013. Source


Pagh R.,IT University of Copenhagen
ACM Transactions on Computation Theory | Year: 2013

We present a simple algorithm that approximates the product of n-by-n real matrices A and B. Let ||AB||F denote the Frobenius norm of AB, and b be a parameter determining the time/accuracy trade-off. Given 2-wise independent hash functions h1, h2 : [n] ? [b], and s1, s2 : [n] ? {-1,+1} the algorithm works by first "compressing" the matrix product into the polynomial p(x) = n k=1 n i=1 Aiks1(i) xh1(i) ? ? n j=1 Bkjs2( j) xh2( j) ? ?. Using the fast Fourier transform to compute polynomial multiplication, we can compute c0 cb-1 such that i cixi = (p(x) mod xb)+(p(x) div xb) in time O(n2 +nb). An unbiased estimator of (AB)ij with variance at most ||AB||2 F/b can then be computed as: Cij = s1(i) s2(j) c(h1(i)+h2(j)) mod b. Our approach also leads to an algorithm for computing AB exactly, with high probability, in time O (N + nb) in the case where A and B have at most N nonzero entries, and AB has at most b nonzero entries.©2013 ACM 1942-3454/2013/08-ART12 15.00. Source


Boase J.,Ryerson University | Ling R.,IT University of Copenhagen
Journal of Computer-Mediated Communication | Year: 2013

Approximately 40% of mobile phone use studies published in scholarly communication journals base their findings on self-report data about how frequently respondents use their mobile phones. Using a subset of a larger representative sample we examine the validity of this type of self-report data by comparing it to server log data. The self-report data correlate only moderately with the server log data, indicating low criterion validity. The categorical self-report measure asking respondents to estimate "how often" they use their mobile phones fared better than the continuous self-report measure asking them to estimate their mobile phone activity "yesterday." A multivariate exploratory analysis further suggests that it may be difficult to identify under- and overreporting using demographic variables alone. © 2013 International Communication Association. Source


Witkowski E.,IT University of Copenhagen
Games and Culture | Year: 2012

In the following article, the author explores the notion of playing computer games as sports by sketching out the labors and sensations of Counter-Strike teams playing at pro/am e-sports local area network (LAN) tournaments. How players are engaged physically in practice and play is described in this qualitative study through the core themes of movement, haptic engagement, and the balanced body. Furthermore, the research describes how technologies in play are laboring actors too; the players and technologies in this study are rendered as networked, extended, and acting in and on the same fields of play. In asking is there a "sport" in e-sports, this study questions the legitimacy of a traditional sports ontology and simultaneously tackles the notion of engagement with computer game play as a legitimate sporting endeavor. © The Author(s) 2012. Source


Vallgarda A.,IT University of Copenhagen
Personal and Ubiquitous Computing | Year: 2014

The computer is no longer the center of attention. Thus, what we design is no longer the interface to the computer. Rather, what we design is a thing or an environment in which a computer might be used to create certain desired effects. Indeed, interaction design in a sense becomes the practice of giving form to artifacts or environments rather like any of the other design disciplines that we have know for centuries. However, giving form to computational things is highly complex and somewhat different than most other form-giving practices due to its temporal form element - its ability to change between states. Thus, an interaction design practice needs to encompass this temporal form giving in combination with physical form giving and performances of the interaction gestalt. In this paper, I propose this trinity of forms as a framework to unfold the practice of interaction design. I further demonstrate how computational composites present a way to work with the temporal form and the physical form in a process not too different from any traditional form-giving practice. Lastly, I point to some tools and techniques to deal with the interdependencies of the three form elements and thereby also demonstrate that a form-giving practice of interaction design is already well under way. © 2013 Springer-Verlag London. Source

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