Technoscience Studies is focusing research, higher education and development in advanced cooperation contexts. An overall aim for Technoscience Science is to develop ICT including media technologies as reality-producing technologies and thus as part of transformations in society, that follow in its wake. A pronounced awareness of the significance of local contexts has also pushed the research and research training towards the development of innovation systems.
The researchers and doctoral students at Technoscience studies are active in mainly one of the four profile areas:
Design for digital media
ICT for development
Innovation system and development
Research and undergraduate education are strongly intertwined resulting in establishment of companies by students within media technology or making the students easily employable, especially so within digital game and digital audio production.
The research has both a regional and international presence. The regional relevance of the research is given by its involvement and collaboration in NetPort Science Park in Karlshamn, and the focus area Digital Media. The international linkages appear in the form of participation in various networks in Europe and beyond, which constantly creates new possibilities for cooperation both within and outside academia.
Examples of projects
Exploring æffect in media practises
Linus de Petris, PhD project
My research is based in media technology and technoscience. The (onto)epistemological foundation is based on feminist technoscience and proceeds from my licentiate thesis. By transforming my findings in e-government practices, and with design and use of media technology in focus, the research starts with a literature study, which is later combined with one or more action research projects.
In different research situations, the reality production of technoscientific and media technology practices is diffracted to explore concepts such as materialities, sensualities, inscriptions and institutions. Specifically, the research starts by intertwining the concepts of effect and affect, introducing æffect.
Due to a change in employment, my research activities during 2014 have been limited in time to set a new course of action, partly by engaging more in the undergraduate programs.
Entangling technocultures: feminist technoscience, participation and social change
Linda Paxling – PhD project
My research is based in feminist technoscience, media technology, cultural studies and ICT4D.
The research objective is an explorative study of how media and ICTs, intra-act with the concepts of development, social change and innovation.
My empirical material is two-fold. For my licentiate I worked with ethnographic, action-oriented and participatory methods to address commonalities and differences in the infrastructuring of mobile technologies and development in a Ugandan context.
For the remaining PhD time I am experimenting with methods of transmedial storytelling and critical design practices and entangling these methods with the concepts of situated knowledges, participatory cultures and posthumanism.
Keywords: feminist technoscience, ICT4D, ethnography, intersectionality, transmedia, participatory design.
Alternative fields of play
Annika Olofsdotter Bergström, PhD project
The aim of my research is to explore how site- specific games as a process can connect players to different worlds and concepts to produce new knowledge and empowerment. The node in my work is the multi-layered vision where different situated bodies will rub against each other to explore new forms of actions, transcriptions of the world and reconstructed subjectivities. I want to explore how we create intra actions between different realities and materialities and how social and technology can be re-tangled and create novel agency.
The cross- boundary in experimenting with methods that intertwine and challenge the perception of possible combinations, constraints and intimacy; to give visibility to new knowledge production and methods, becomes absolutely crucial in my research.
I want to explore how polyphonic experiences; bodies and radically different perspectives can create new knowledge in a physical location.
Places and spaces in our society are clearly marked by gender, ethnicity, power and norms, affects us all residing there. Through intra-action with multiple agencies (people, spaces, materialities), different spatialitys can be reinvented and therefor “games could be perceived as a social technology” (Flanagan, 2009) to accomplish this.
Formation of clusters focusing generation of a co-evolution context of university and industry in Cochabamba region, Bolivia
Carlos Acevedo, PhD project
Main objective is to develop knowledge about Innovation Systems and clustering processes focusing on the generation of a co-evolution based context between the university-industry-government .
Specific objectives are to:
a) analyse national policies created to strengthen the National Innovation System.
b) analyse the SME cluster development taken place in the region of Cochabamba, Bolivia.
c) determine success mechanisms to make the innovation processes more dynamic in the co-evolution context between the university, firms and government.