Stine Liv Johansen
Aarhus University
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Publication
Featured researches published by Stine Liv Johansen.
ambient intelligence | 2011
Janienke Sturm; Stine Liv Johansen; Mark de Graaf; Ben A. M. Schouten
New technologies create opportunities to enrich peoples experience while playing games. In recent years we have seen many examples of technological advances opening up new player experiences, for instance new controllers (e.g. Nintendos Wii), new sensor technologies (e.g. GPS), and new forms of play (e.g. multi-player online games and open-ended play), etc. Another novel technology offering ample opportunities to derive new properties for games and play is ambient intelligence.
interaction design and children | 2009
Helle Skovbjerg Karoff; Stine Liv Johansen
In order to understand the interaction between human and technology, the triangulation between materiality, body and practice must be emphasized. By introducing play situations from a just finished empirical study in three bigger cities in Denmark, this paper will address the interplay from the humans point of view, as a body doing a certain practice, which is constantly produced by taking approaches which comes from phenomenology and practice theory. We introduce aspects of play understood as a dynamic between materiality, body and practice with the goal of inspiring not only for new design approaches, but also to use the concept of affordance in a broader sense. Also we want to think about testing as not being just about usability, but related to a broader cultural practice.
Archive | 2016
Stine Liv Johansen
There has always been a close connection between football, fan cultures and media. In contemporary media culture, this connection has expanded to a wide range of media — digital, in particular — and to a wider range of users, children included. Through their networked media practices, children form and perform their identities, related to specific communities of practice or fan cultures as social practices of interpretive reproduction (Reckwitz, 2002; Frykman and Gilje, 2003; Corsaro, 2005). Media form the basis of our interactions, and mediatisation must be seen as a prerequisite for children’s play today (Hepp, 2012; Hjarvard, 2013). Children’s fan cultures cover a wide range of topics; yet football is a field with specific explanatory power due to its structural and cultural specificities.
Digital Creativity | 2014
Kim Halskov; Stine Liv Johansen; Michelle Bach
Abstract Three-dimensional projection installations are particular kinds of augmented spaces in which a digital 3-D model is projected onto a physical three-dimensional object, thereby fusing the digital content and the physical object. Based on interaction design research and media studies, this article contributes to the understanding of the distinctive characteristics of such a new medium, and identifies three strategies for designing 3-D projection installations: establishing space; interplay between the digital and the physical; and transformation of materiality. The principal empirical case, From Fingerplan to Loop City, is a 3-D projection installation presenting the history and future of city planning for the Copenhagen area in Denmark. The installation was presented as part of the 12th Architecture Biennale in Venice in 2010.
Archive | 2013
Janienke Sturm; Vanden Abeele; Stine Liv Johansen; Mark van Kuijk; Bam Ben Schouten
MedienPädagogik: Zeitschrift für Theorie und Praxis der Medienbildung | 2007
Stine Liv Johansen
Archive | 2009
Helle Skovbjerg Karoff; Stine Liv Johansen
Archive | 2010
Helle Skovbjerg Karoff; Stine Liv Johansen
p.o.v. - Point of view | 2007
Stine Liv Johansen; Nicolai Jørgensgaard-Graakjær
Archive | 2019
Stine Liv Johansen; Malene Charlotte Larsen