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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
201

Construíndo diálogos: complexidade e emergência em processos de design / Constructing dialogues: emergence and complexity in design processes

Nojimoto, Cynthia 28 November 2014 (has links)
Esta pesquisa investiga processos de design de objetos que surgem da intersecção entre o mundo físico e o meio digital a partir de construção teórica pautada em conceitos presentes na Cibernética, na Teoria Geral dos Sistemas e no contemporâneo campo dos sistemas complexos. Considerando que tais objetos apresentam algumas peculiaridades inerentes da associação entre a instância física e digital, a hipótese desta pesquisa é, portanto, que os processos de design são sistemas complexos que devem ser analisados por uma abordagem sistêmica e holística para formulação de proposições que possam incorporar complexidade e estimular fenômenos emergentes nos processos de design. Assim, a pesquisa possui como objetivos entender em que aspectos os processos de design de tais objetos podem ser considerados como sistemas complexos; estabelecer relações sistêmicas ao longo do processo; compreender como os atores dialogam entre si, considerando que possuem distintos conhecimentos específicos, experiências e visões de mundo; e refletir sobre o uso do meio digital para o diálogo entre os atores e também como meio instrumental no processo. Para atingir esses objetivos, além de reflexão teórica, a pesquisa alimenta-se de fontes primárias através de entrevistas e visitas a centros de pesquisa, institutos e escritórios que trabalham na interseção de instâncias físicas e digitais, que, associadas aos experimentos realizados, fornecem uma visão ampliada dos processos de design para o desenvolvimento de uma reflexão propositiva. / This research investigates design processes of products that are created from the intersection between physical and digital world, according to theoretical framework basing on concepts from Cybernetics, General System Theory and contemporary complex systems approach. Considering that such products involve some peculiarities regarded to the association between physical and digital instance, the hypothesis of this research is, therefore, that design processes are complex systems that must be analyzed by a systemic and holistic perspective to formulate propositions embracing the complexity and stimulating the emergence in design processes with the support of digital technologies. Thus, the research aims to explore what circumstances design processes can be considered as complex system; establish systemic relationships throughout the process; understand how the actors interact with each other, considering they have different expertise, experiences, worldviews; and reflect on the use of digital media for dialogue between the actors and as instrument in the process. To achieve these objectives, in addition to theoretical analysis, the research seeks to understand design processes from primary sources through interviewing and visiting research centers, institutes and offices that work in the intersection of physical and digital instances, that, associated with the experiments conducted in this research, provide comprehensive view about the subject of study in order to develop propositions for design processes.
202

Implementation of digital role-playing games in higher education classrooms to accomplish learning outcomes

Thong, L. P. January 2016 (has links)
Industries have expectations that university graduates possess well-rounded theoretical and practical knowledge to be successful in their jobs. While effective teaching and learning are essential goals in higher education institutions, lessons and learning activities in traditional classroom settings are often out of context, presented to students with much theoretical generality and abstract representations. This leads to a disconnection between academia and industry, where students struggle to apply abstract principles and knowledge in a real-world context to perform effectively in their workplace. Live role-play has been traditionally used as an educational technique to engage students and provide them the opportunity to learn with a real-world context within classroom settings. While role-playing in the classroom encourages transfer of learning, one of its limitation is traditional role-play often does not provide an authentic and believable real-world experience to participants. The primary aim of this study is to converge the pedagogical benefits of role-playing, educational technology and digital games to investigate the effectiveness of using digital role-playing games in classrooms to achieve learning outcomes. Qualitative data were collected from digital media lecturers of a transnational university based in Vietnam and Australia to identify desirable learning outcomes and describe teaching and learning challenges of digital media courses. Through interviews, lecturers also discussed their perceptions of digital RPGs and their level of acceptance in using this educational technology as part of their teaching practice to accomplish learning outcomes. The results highlighted three key desirable learning outcomes: The first learning outcome is students should develop solid understanding of theoretical and foundational design knowledge, enabling effective application of theoretical knowledge to produce creative digital media outputs. The second learning outcome - students should speak the "design language". Students should develop the ability to articulate, critique and explain creative works using appropriate design vocabularies and terminologies, which are used by design practitioners in the industry. The third learning outcome indicated that students should be resourceful and self-sufficient to conceptualise and generate creative ideas. Using Bloom’s taxonomy categories, game characteristics and identified learning outcomes, a conceptual framework was developed for the design and use of digital RPGs to achieve learning outcomes for digital media education. In validating this conceptual framework, a 3d digital role-playing game, Virtual Designer was developed and implemented in classroom environment. A pre/post-test experimental setup was implemented, in which performance gains were measured and compared between control (conventional learning methods) and treatment group (played digital RPG) to determine the learning effectiveness of digital RPGs. Opinion-based survey and focus group interview was also conducted. Based on collected feedback, students find Virtual Designer an effective tool to assess their state of knowledge in different areas of design and apply theoretical knowledge into practical contexts. Students find the game to be an engaging alternative to conventional learning methods, but some have commented the game to be too difficult and at times frustrating to play. Lecturers have also play-tested Virtual Designer and provided favorable views on the overall feasibility of using similar digital RPGs as a teaching and learning tool to sustain students’ interest in learning their subjects – and successfully accomplishing learning outcomes.
203

TV aberta e mídias sociais: o engajamento da audiência interativa na construção de conteúdos televisivos

Odorico, Nayana Franklin 12 December 2016 (has links)
Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2017-01-10T11:32:05Z No. of bitstreams: 1 Nayana Franklin Odorico.pdf: 3369727 bytes, checksum: 615c0c5b5447fe859f1d775bc2b585ed (MD5) / Made available in DSpace on 2017-01-10T11:32:05Z (GMT). No. of bitstreams: 1 Nayana Franklin Odorico.pdf: 3369727 bytes, checksum: 615c0c5b5447fe859f1d775bc2b585ed (MD5) Previous issue date: 2016-12-12 / Conselho Nacional de Pesquisa e Desenvolvimento Científico e Tecnológico - CNPq / This academic work has the objective to understand the acting of the protagonist of cyberculture in Brazil, the user, as well as his relevance for the construction of television content. The interest in the scenario comes from the multiplication of mobile devices usage and social media, that allowed interactive subjects to have more access to information and share it at any time, generating a series of changes in their behavior and habits. That influenced the change of attitude of some TV programs which have begun to introduce content and themes to their programming influenced by the internet. The main problem of this research is connected to the questioning about which audience responds to the participation invitations performed by the open TV network and how it uses this feedback to generate content. It is noticed a territory constructed and groped by young people in a scenario of engagement, creating a new collaborative public space that boosts the capacity of articulation and action of users. The open TV network programming stimulates the usage of social media not only as a form of interaction, but also as a possibility to new branches of transmidia content. The financial interests of big TV broadcasters and companies stand in first plan, however the produced content constantly needs reformulation and freshness of new formats. The study is based on the work of important brazilian and international authors of communication area that contributed to reflection and construction of the theoretical basis of analysis, such as: Cannito and the challenges of TV in the digital age; Clay Shirky and the behavior of a new spectator and culture of participation; Eugenio Trivinho and relevant studies about glocal and cyberculture dromocracy; Henry Jenkins and convergences of current media and transmedia narrative; besides Thompson and the studies on the development of media. The corpus analysis focuses on the night programming of Rede Globo de Televisão (the soap opera Verdades Secretas and the reality show BBB16) during the second half of 2015 and the first half of 2016. The sistematic observation fell on both TV programs and individual behavior on Facebook and Twitter. To assist the empiric analysis of the corpus, sources of market and consumer research were used, as well as qualitative research carried out with users, which enhanced the final results of this work / A presente pesquisa objetiva compreender a atuação do principal protagonista da cibercultura no Brasil, o usuário, bem como sua relevância na construção de conteúdos televisivos. O interesse por este cenário nasce da multiplicação do uso de dispositivos móveis e das mídias sociais, que possibilitaram aos sujeitos interativos maior acesso e compartilhamento de informação a qualquer momento, gerando uma série de transformações em seus comportamentos e hábitos. Esse fato acabou por influenciar mudança de postura de alguns programas televisivos, que passaram a trazer para a sua programação conteúdos e pautas provenientes da internet. O problema principal dessa pesquisa liga-se ao questionamento sobre qual público responde aos convites de participação realizados pela TV aberta e o modo como ela utiliza esse feedback para gerar conteúdo. Percebe-se um território construído e tateado pelos jovens em um panorama de engajamento, criando um espaço colaborativo que impulsiona a capacidade de articulação e ação dos usuários. A programação da TV aberta estimula o uso das mídias sociais não só como forma de interação, mas também como possibilidade para novos braços de conteúdos transmídia. Os interesses financeiros das grandes emissoras e empresas continuam em primeiro plano, porém, os conteúdos produzidos necessitam constantemente de reformulações e frescor de novos formatos. Este estudo se baseia em importantes autores brasileiros e estrangeiros da área da Comunicação, que contribuíram para a reflexão e construção das bases teóricas de análise, a saber: Cannito e os desafios da TV na era digital; Clay Shirky e o comportamento de um novo espectador e sua cultura de participação; Eugênio Trivinho e os estudos relevantes sobre glocal e dromocracia cibercultural; Henry Jenkins e a convergência das mídias e a narrativa transmídia; e Thompson e seus estudos sobre o desenvolvimento das mídias. A análise do corpus enfoca a grade noturna da Rede Globo de Televisão (telenovela Verdades Secretas e BBB16) durante o segundo semestre de 2015 e o primeiro semestre de 2016. A observação sistemática recaiu tanto nos programas de TV quanto no comportamento dos indivíduos no Facebook e Twitter. Para auxiliar a análise empírica do corpus, foram utilizadas fontes de estudo do mercado e sobre o consumidor, além de pesquisa quantitativa com usuários, que incrementaram o resultado final do trabalho
204

As teorias da comunicação aplicadas à narrativa transmídia

Miranda, Gabriela Dischinger 21 August 2017 (has links)
Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2017-08-30T12:55:55Z No. of bitstreams: 1 Gabriela Dischinger Miranda.pdf: 9361011 bytes, checksum: 6de1bfd60b91a107b8b069cc79027a3c (MD5) / Made available in DSpace on 2017-08-30T12:55:55Z (GMT). No. of bitstreams: 1 Gabriela Dischinger Miranda.pdf: 9361011 bytes, checksum: 6de1bfd60b91a107b8b069cc79027a3c (MD5) Previous issue date: 2017-08-21 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / From a brief overview of the main communication theories we can see that many that are still used today were thought between the decades of 1930 and 29160, based on mass communication; media that assumes asymmetric communication and one to many. Communication on digital media, on the other hand, is two way, in which the individual not only has the possibility to send their own messages, bus also respond to those they receive. Therefore, new digital media changed radically the communication environment, making it important to review the main communication theories seeking to identify those that can still explain multimedia and transmedia communication. In this dissertation, we mapped these main communication theories and detailed how digital and transmedia communication works. With four case studies we illustrated how communication happens today and looked for those communications theories that still fits in this scenario / A partir de um breve panorama das principais teorias da comunicação percebemos que a maioria das teorias que perduram até hoje foram pensadas entre 1930 e 1960 baseadas nos meios de comunicação de massa; meios esses que preveem uma comunicação assimétrica e de um para muitos. A comunicação nos meios digitais, por outro lado, é uma via de mão dupla, por meio da qual o indivíduo não apenas passou a ter a possibilidade de transmitir suas próprias mensagens, mas também responder àquelas que recebe. Dessa forma, as novas mídias digitais trouxeram uma grande mudança no ambiente comunicacional, o que torna importante a revisão das principais teorias da comunicação com o objetivo de identificar aquelas que ainda conseguem explicar a comunicação multimeios e transmidiática. Nessa dissertação mapeamos as principais teorias da comunicação e detalhamos a comunicação digital e transmidiática. Através quatro de estudos de caso ilustramos a comunicação hoje e buscamos as principais teorias da comunicação que ainda se encaixam nesse cenário
205

Att kommunicera och utforma ett erbjudande : en studie av företaget GANT

TRULSSON, MICHAELA, KARLSSON, JENNY January 2011 (has links)
I dag blir det allt mer viktigt för modeföretagen att sticka ut och komma med annorlunda erbjudanden för att kunna konkurrera med de andra modeföretagen som finns på marknaden. Konsumtionen har blivit en livsstil och vi skapar vår identitet och personlighet genom den. För människan är det viktigt att tillhöra en grupp, vilket bidrar till att det skapas en märkeshets, där till exempel skjortmärket talar om för andra vilka vi är och vad vi står för.Då konkurrensen har ökat är det viktigare för företagen att jobba med långsiktiga kundrelationeroch aktivt jobba med att locka till sig nya kunder, samt behålla dem. I dag är det större konkurrens om kunderna, därför blir erbjudande företagen förmedlar allt viktigare. Lägger företaget ner tid på att få fram ett bra erbjudande och differentierar sig blir kommunikationen till kunden tydligare vilket i sin tur leder till att företaget får tillfredsställda kunder och högre omsättning. Ett företag måste kunna erbjuda något mer än enbart den fysiska produkten för att höja värdet hos kunden.Vårt huvudproblem och delproblem i uppsatsen är:- Vilka betydelsefulla delar bör ingå i GANT´s erbjudande till konsumenten för att åstadkomma positiva attityder och beteenden?- På vilket sätt kommunicerar GANT sitt erbjudande för att nå fram till konsumenten?Syftet med vår uppsats är att undersöka, diskutera och analysera vilka beståndsdelar som ska ingå i erbjudandet som riktar sig till GANT konsumenten. Syftet är även att ta reda på hur GANT kommunicerar sitt erbjudande till konsumenterna.Under uppsatsens gång kommer vi att tillämpa teorierna; kundnärhetens nycklar, marknadsmixenoch kommunikationsprocessen. Vi kommer även använda oss av storytelling samt begreppenattityder och beteenden. För att kunna ge svar på vår problemformulering har vi utfört enwebbenkätundersökning, en påstana intervju samt två personliga intervjuer med personer inomföretaget GANT.Vi kommer att avgränsa oss till klädkedjan GANT och till deras dam och herrsortiment. I vår webbenkätundersökning och påstana kommer vi att avgränsa oss till kvinnor och män som någon gång har handlat på GANT.Vi har fått fram att de viktigaste delarna i GANT´s erbjudande som genererar positiva attityder och beteenden är; kvalitet, design och service samt att kunderna är villiga att betala lite mer för att få en bra produkt. Genom våra personliga intervjuer har vi förstått att GANT jobbar med en hög kundnärhet och service samt att de använder sig av traditionell marknadsföring. / Program: Butikschef, textil och mode
206

Smart consumer. En studie om påverkan av den digitala kommunikationen på konsumentbeteendet / Smart consumer. A study about digital communication’s impact on consumer behaviour and attitudes

Stark, Aigul, Zekaj, Melihate January 2012 (has links)
Dagens dynamiska situation på marknaden sätter spår på den befintliga marknadsfilosofin med fokus på kommunikationen mellan företaget och konsumenten. Den moderna teknologin och Internet har utvecklats och blivit mer tillgängliga, vilket har bidragit till att den moderna konsumenten tillbringar en stor del av sin tid på Internet. De digitala nätverken och kommu-nikationen inom dem förändrar konsumentbeteenden och attityder, främjar konsumenters självständighet samt ger kontroll över köpbesluten. De här trenderna påverkar dagens detalj-handel, där konkurrensen och kampen om kundernas lojalitet ökar. Konventionella marknads-föringsstrategier föråldras snabbt under dagens förlopp och kräver mer kreativitet och enga-gemang av företaget. Den smarta konsumenten har makt över exponeringen av kommunika-tionen och inspirerar dagens marknadsföring för en digital dialog med kunden. I vårt arbete undersöker vi den digitala kommunikationen och analyserar hur dess utveckling påverkar konsumentens beteende och attityder samt dess beslut kring köpvanorna. The dynamic market situation today affects the existing market philosophy with a focus on the communication between companies and consumers. Modern technology and the Internet have developed and become more available, which contributes to that modern consumer spends majority of his time on Internet. Digital framework and communication within it change consumer behavior and attitudes, encourage consumer’s independence and give him control over the buying decision. These trends influence modern retailing, where competition and fight for consumer loyalty augments. Conventional marketing strategies lose their actuality and require more creativity and engagement from companies. The smart consumer has a power over exposure of the communication and inspires modern marketing for a digital dialog with him. In our study we examine the digital communication and analyze its impact on consumer behavior and attitudes and consumer buying decision. / Program: Butikschefsutbildningen
207

The clash of articulations : aesthetic shock, multivalent narratives and Islam in the post-9/11 era

Johnson, Rebecca January 2017 (has links)
This study investigates a multilingual, multi-genre data set of 13 post-9/11 popular culture videos, produced by performative artists from across global society, which use digital media aesthetics to defy hegemonic narratives relating to Islam and the War on Terror. The languages represented across the 13 texts are English, French, Spanish and Arabic; and the popular culture genres are hip-hop, comedy, punk and parkour. The texts are grouped thematically for analytical purposes into the following categories: 9/11, War on Terror, Clash of Civilisations, and Palestine. Using the sociological manifestation of narrative theory (Baker 2006, Somers 1994) as the conceptual framework, I firstly conduct a narrative analysis of the texts focusing on themes of temporality; character/identity; and multivalence, i.e. the co-existence of seemingly contradictory narratives within a single text (Stroud 2002). I argue that a combination of aesthetics and multivalence is deployed in all the videos, despite their creative and linguistic diversity, which functions to arrest viewers out of uncritical immersion in their normative (hegemonic) narrative environment, and open a space in the affective present for new meanings and values to enter. This technique or affective practice, which I term ‘aesthetic shock’, addresses a widespread critique of socio-narrative theory; namely, the failure to account for how social agents might subscribe to new narratives that contradict their existing worldview. Secondly, the socio-narrative framework is supplemented with recent scholarship on affect (Berlant 2011, Butler 2004) and Deleuzian philosophy (1987). This permits a deeper understanding of the texts as indicative of an epistemological groundswell that is symptomatic of our unfolding moment in history, whereby contradiction and aesthetics emerge as key narrative tools for resistance to the post-9/11 hegemonic order. The two models are connected from a translation studies vantage point by the notion of ‘renarration’ (Baker 2008), offering a unique angle on the flows, patterns of exchange, and evolving identity constructs in the digital media context. Following detailed exploration of the texts and their production contexts, consistent features are drawn out in an attempt to identify emerging patterns between them. These findings include the affective practice of what I term ‘conscious individualism’, the creation of intimate publics (Berlant 2011), and a united, pluralised front against the neoliberal economic agenda for which prominent public narratives such as Samuel Huntington’s reductive ‘Clash of Civilisations’ thesis (1996) act as a smokescreen. Ultimately, it is argued that the texts should be seen as deterritorialising sites of aesthetic activism; a means for the non-elites masses across global society to creatively capitalise on the affordances of the digital era, to assert themselves against oppressive cultural narratives and affirm new modes of thinking and being the world. Expressions of political resistance such as the 13 texts analysed in this study are becoming more visible and more vital across different linguacultures as the rationalist nation-state paradigm loses currency, evoking the possibility of futures other than that of capitalist progress. I contend that we must pay close attention to such narratives –both their message and their medium – if we are to achieve a more constructive and nuanced appreciation of the chaotic and contradictory world in which we live.
208

Digital media : changes in the news production and journalistic practices in Nigeria

Bosah, Genevieve Amaka January 2018 (has links)
This research contributes to the study of the journalism by analysing the changes in journalistic practice and news production as a result of digital media and the implications thereof. I critically analyse the role of digital media on news production and journalistic practices and argue that the rise of digital media has significantly changed the roles, practices and structures of the journalistic profession in Nigeria. I also argue that these changes require a practice centred approach to explore changes in perceptions of identity and journalistic labour; attitude towards multi-skilling, working conditions of journalists and the commercialisation of news which have the potential to compromise journalistic performance and the news they produce. A proposed combined approach of Pierre Bourdieu’s Field theory and Howard Becker’s Social Worlds was used. I support Dickinson’s argument that the meso-level analysis offered by field research requires the micro-level analysis of the news world to present a “socially situated, empirically grounded and contextually located” analysis of journalists’ adoption/appropriation of media technologies. To this end, the combined approach provides a more rounded understanding of journalism and news production in Nigeria by presenting a contextual understanding of the socio-cultural and political economic context that shape to the changes that are occurring in the newsrooms in Nigeria. Empirical evidence is drawn from five media organisations in Nigeria (Guardian newspapers, ThisDay, Vanguard, Channels TV and Nigeria Television Authority) to examine these from the perception of journalists. It also argues that the adoption of particular technologies is “socially and culturally determined” and understanding these nuances would contribute to the broader debates on news production and journalism.
209

Quem matou quem : interações entre jogo e jogador no Newsgame CSI / Who killed who : interactions between game and player into Newsgame CSI

Araujo, Daniela, 1987- 11 September 2018 (has links)
Orientador: Marko Synésio Alves Monteiro / Dissertação (mestrado) - Universidade Estadual de Campinas, Instituto de Estudos da Linguagem / Made available in DSpace on 2018-09-11T21:21:23Z (GMT). No. of bitstreams: 1 Araujo_Daniela_M.pdf: 9452997 bytes, checksum: 0644109618f21d2ff60782a4736e6d46 (MD5) Previous issue date: 2013 / Resumo: A finalidade do presente estudo foi investigar e refletir sobre o uso das novas mídias como ferramentas para a divulgação científica. Tomamos como objeto de estudo os newsgames: jogos baseados em notícias que procuram apresentar uma experiência interativa dos acontecimentos em vez de um simples relato dos eventos. Especificamente, analisamos o Newsgame CSI: Ciência contra o crime, produzido pela revista Superinteressante em outubro de 2008. O objetivo geral da pesquisa foi compreender a experiência interativa no momento em que ela ocorre, analisando a interação dos usuários e a interatividade do objeto. Para tanto, empreendemos um estudo empírico com sete sujeitos de pesquisa, no qual foi registrada a experiência de tais indivíduos com o Newsgame CSI, constituindo uma base de dados para a análise da interação. Os resultados da análise apontaram para limites da interatividade e lacunas a serem preenchidas para que se promova a participação do público de forma efetiva e colaborativa. Ao mesmo tempo, também demonstraram que para os sujeitos de pesquisa envolvidos o newsgame está muito mais associado ao entretenimento e a outros gêneros da ficção do que a fatos reais e conceitos científicos / Abstract: The aim of this study was to investigate and reflect about the use of new media as tools for Science Popularization. We take as object of study the Newsgames: games based on news that presents an interactive experience of the events rather than a simple reporting. Specifically, we analyzed the ?Newsgame CSI: Ciência contra o crime, produced by Superinteressante magazine, in October 2008. The goal of the research was to understand the interactive experience while it occurs. Therefore, we realized an empirical study with seven volunteers, which was recorded the experience of such individuals with Newsgame CSI, constituting a database for analyzing the interaction. Results indicated restrictions of interactivity and gaps in order to promote public participation effectively and collaboratively. At the same time, the results also revealed that for involved volunteers, the newsgame is much more associated with entertainment and other genres of fiction than real facts and scientific concepts / Mestrado / Divulgação Científica e Cultural / Mestra em Divulgação Científica e Cultural
210

Un concept technologique de trace numérique / A technological concept of digital trace

Collomb, Cléo 08 July 2016 (has links)
Cette thèse entend proposer un concept technologique – c’est-à-dire non-anthropocentré – de trace numérique. Il s’agit de rappeler que l’informatique exigeant des objets et des actes qu’ils passent par l’inscription pour exister, les machines computationnelles sont parties prenantes des processus de production des traces numériques, qu’une « sémiotique technologique » permettrait de décrire. L’enjeu d’un tel concept est de mettre en circulation une narration qui ne soit pas de l’ordre de ces discours de fin de monde décrits par Déborah Danowski et Eduardo Viveiros de Castro. Ces discours racontent la vie d’humains réduits à habiter un environnement ontologiquement dévitalisé et artificialisé, comme cela semble être le cas lorsque la valorisation technique et économique des traces numériques débouche sur une « délégation machinique de nos relations » (Louise Merzeau) ou encore sur une « gouvernementalité algorithmique » (Antoinette Rouvroy et Thomas Berns). À partir du moment où il y a des discours de fin de monde cependant, c’est qu’une tentative est à l’œuvre : celle qui consiste à inventer une mythologie adéquate à notre présent, celle qui essaie de dire quelque chose de la fin d’une certaine aventure anthropologique. Et c’est pour participer à cette tentative, tout en cherchant à éviter de contribuer aux discours de fin de monde, qu’une approche technologique des traces numériques à même de faire compter les machines computationnelles est proposée. / This Ph.D. thesis aims at proposing a concept that is technological – inother words, not anthropocentric – of digital traces. The point is that since computational processes require objects and actions to take the form of inscriptions as a condition of their existence, computational machines are fundamentally involved in the process of producing digital traces, which a technological semiotics could describe. What is at stake in the concept we propose is to put into circulation a narration which avoids the theme of “the end of the world” described by Déborah Danowski and Eduardo Viveiros de Castro. These “end of the world” stories evoke the life of human beings who are reduced to living in an environment that is ontologically devitalized and purely artificial, as it seems to be the case when the technical and economic valorization of digital traces has the end result of “delegating our human relations to machines” (Louise Merzeau) or yet again of leading to “algorithmic governmentality” (Antoinette Rouvroy and Berns). When the theme of “the end of the world” raises its head, it means that an attempt is being made : an attempt to invent a mythology appropriate to our present situation, a narration which tries to say something about the end of a certain anthropological adventure. And it is in order to participate in this venture, but seeking to avoid contributing to the theme of “the end of the world”, that we propose a technological approach to digital traces, enabling us to take into account computational machines as a part of the contemporary world.

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