23 resultados para walking tours
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kuv., 12 x 22 cm
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kuv., 12 x 21 cm
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The Age of Speed:Automobility’s Gender in the 1920s Finland The aim of this study is to analyze the connections between automobility and gender in Finland in the 1920s. In this study it is argued that the 1920s was the significant era in the Finnish history of automobility when many of the long-lasting gendered notions and cultural understandings were constructed. This study combines cultural history of technology with gender analysis. As the previous research on gender and technology has recognized, technology is a significant site of gender negotiations. Both from the cultural historical perspective and a gender perspective it is important to understand both technology and gender as cultural constructions. They were linked together and constructed each other. In other words: technology shapes gender and gender shapes technology. Historians of technology like Nina Lerman, Ruth Oldenziel and Arwen Mohun have argued that both gender and technology are about power: social, cultural, economic and political. In this study automobility means technology that can be analyzed in layers of identity, structures, institutions and representations. The source material consists of various types of historical sources, magazines and journals, advertisements, archival material together with films and literature. In the previous studies of the history of automobility gender has often been neglected. The term “gender” has also quite often been misunderstood. Some studies in the field have only focused on the early female drivers. However, far too little attention has been paid to the question, why automobility was considered as masculine sphere only. This study aims to give new insights to the previous interpretations of the history of automobility. As in various other countries also in Finland, the decade of the 1920s is characterized as a period of “modern times.” It was also the era of the automobiles. Although the number of cars in Finland was still low compared to the other European countries and the USA, in press, films and literature, images of automobiles and new women – and men – on the wheel became as an emblem of a new era. The thesis consists of three main chapters. The first main chapter focuses on the conflicts between drivers and non-drivers. The study shows how in the debate of the automobility “a driver” was constantly referred as a man and “a pedestrian” accordingly a woman, even though in the reality there were as much men and women walking on the streets and the roads. Thus, the public debate constructed and reconstructed the gendered traffic system where men were playing the key role. The second main chapter of the study analyses the automobile clubs and the cultural representations. The chapter answers the question how the concept of a driver was gendered. The Automobile clubs and the organizations of professional drivers were in a significant role in developing the early history of traffic in Finland. The Finnish Automobile Club (Suomen Automobiili Klubi, founded in 1919) was the oldest and the most powerful of all automobile organizations. The Finnish Automobile Club accepted women as members from the very beginning. The membership was strictly limited to the upper class and the very first female members were wives and daughters of the male members. However, Doctor of medicine and surgery 316 Karolina Eskelin (1867-1936) the founding member of the Club was an exception to that convention. The male members of the Finnish Automobile Club attended official international meetings and consulted Finnish authorities in traffic and road questions, whereas, female members joined car trips, picnics and social gatherings arranged by the club. Few young female members of the club drove in races and gross-country-tours. The cultural representations of drivers in the Finnish media in the 1920s both deconstructed and reconstructed the concept of gender. In Finnish press in general, motoring was seen as male dominated area. Men were represented as the experts of the automobility. The drivers’ uniforms and the automobile clubs underlined professionalism and expertise which, thus, got masculine meaning. Women were beautiful accessories in the car ads, but they were also becoming a new consumer group in the market. The representations of the female and the male drivers influenced and shaped actively the understandings of femininity and masculinity. In the third main chapter the analysis focuses on the automobile as an artifact.The automobile was considered as an artifact that primarily belonged to the masculine domain. However, the representations of the automobiles were ambivalent. The automobile was both masculine and feminine depending on the context. The representations of the automobile were also used to construct the discourse of heteronormativity.
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Tässä tutkielmassa tarkastelen sitä, miten moraaliongelmien ratkaisuiden resurssina käytetään uskontoa, yksilöä tai yhteisöä televisiosarja The Walking Deadin henkilöhahmojen moraaliongelmissa. Tutkimuksessani lähden ensimmäiseksi kysymään, mitä moraaliongelmia sarja ylipäätään esittelee. Kiinnostukseni kohdistuu tämän jälkeen siihen, minkälaisen pohjan yhteisö luo moraaliratkaisujen tekemiseen ja siihen, miten yksilölliset tarpeet vaikuttavat päätösten perusteluihin. Tämän jälkeen mielenkiintoni keskittyy siihen, minkälaisia uskonnollisia resursseja henkilöhahmot käyttävät ongelmien ratkaisuun vai käyttävätkö lainkaan. Näiden jälkeen suhteutan moraaliongelmien ratkaisuihin käytetyt resurssit samalle viivalle ja pohdin, mitä henkilöhahmot eniten käyttävät moraaliongelmien ratkaisujen perusteena. Tutkimusaineistona toimii televisiosarja The Walking Dead, jonka henkilöhahmojen moraaliongelmia tutkin. Tutkimukseni analyysimenetelmäksi valikoitui laadullinen aineistolähtöinen sisällönanalyysi, jonka avulla olen rajannut tutkimusongelmani sekä lähdeaineistoni. Tämän jälkeen olen ryhmitellyt aineistoni valitsemieni aihepiirien mukaisesti ja lopuksi olen muodostanut tekemästäni havainnoista yhteenvedon. Sisällönanalyysin lisäksi tutkimukseni on osa fiktiivisen elämänmuodon tutkimusta. Tässä olen hyödyntänyt sisällönanalyysin menetelmiä: havainnointia, erittelyä ja vertailua. Tutkimuksessani päädyin siihen tulokseen, että moraaliongelmien resursseina voidaan sanoa käytettävän kaikkia eri mainitsemiani vaihtoehtoja: päätöksiä tehdään niin yksilöllisen tarpeen, yhteisöllisen tarpeen kuin uskonnollisuuden ja uskonnonkin kautta. Merkittävää on kuitenkin se, että suurin osa moraaliongelmien ratkaisuista pohjautuu kuitenkin yhteisön hyvinvoinnin ja elonjäämisen perusteista.
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Tutkielma tarkastelee zombiteemaisessa The Walking Dead -videopelissä (Telltale Games 2012) ilmeneviä pelaajan toimijuuden ja vallan ulottuvuuksia sekä niiden merkitystä pelikokemuksille pelianalyysin avulla. Keskiössä ovat pelikokemuksen aikana syntyvät kuvitteellisen vallan tuntemukset. Tutkielman tarkoituksena on selvittää, mikä merkitys pelissä tehdyillä valinnoilla ja niiden seurauksilla voi pelikokemukselle olla sekä lisäksi pohtia erilaisia konkreettisen vaikuttamisen keinoja. Tutkielma tarkastelee lisäksi niitä tapoja, joilla peli itse osallistuu rakentamaan ja vahvistamaan pelaajan tuntemuksia pelitarinan ja -kokemuksen hallinnasta. Tutkielman aineistona toimivat videopeli sekä Telltale Community -verkkokeskustelupalstalta kerätyt kommentit, jotka avartavat käsiteltyjä näkökulmia sekä tuovat esille pelaajien kokemuksia. Kommenttien perusteella tehty analyysi on laadullista, eikä pyri kattavaan otantaan. Videopeli on aina jossain määrin ennalta rakennettu kokonaisuus, mutta sen tuottamia kokemuksia ei voida koskaan täysin säädellä ennalta. Vaikka pelin valinta- ja etenemismahdollisuudet ovat tarkoin rajattuja, voi peli synnyttää pelaajissa vahvoja vallassa olemisen tunteita sekä uniikkeja pelikokemuksia, joihin muilla pelaajilla ei ole pääsyä. Huomio ei kohdistu yksittäisen pelaajan kokemuksiin vaan nimenomaan siihen, millä kaikilla mahdollisilla tavoilla peli voidaan kokea. Pelissä koetuista valtatuntemuksista tulee kuvitteellisia vasta silloin, jos pelaaja tulee tietoiseksi toimijuutensa rajallisuudesta tai vaikutusvaltansa pinnallisuudesta. Illuusion rikkoutuminen vähentää tunnetta vaikutusvallasta, muttei poista pelikokemuksen ainutlaatuisuutta. Pelaajalla on vapaus päättää pelaamisestaan, tekemistään tulkinnoista sekä siitä, mitkä pelin tapahtumat ovat hänelle tärkeitä. Pelaaja on oman pelikokemuksensa herra, koska hän voi antaa pelin tapahtumille haluamansa merkitykset.
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This thesis examines the concept of intuition from different aspects. The basis for this thesis has been the author`s experience about education as a supportive process for intuitive thinking. It studies what taking advantage of intuition means for the author of this thesis and how intuition can be defined as a concept. This thesis shows what intuition means both from the performer`s and the director`s point of view. The author attemps to explain how these two areas of her professional identity either support or prevent intuitive creativity from emerging successfully. The intuition of a performer is examined through playback theatre and the insight associated with playback theatre. Regarding the work of a director, the author describes the making of a walking tour performance called "Sama maa" (2006) that she directed. The author attempted to fully utelize her intuitive creativity while planning the performance. The intuitive choices of the author were the basis for planning and carrying out the performance. This thesis studies a concept that is very challenging to explain in words. There is not a lot of literature about concept of intuition with respect to theater. The author of the thesis has ended up thinging about guestion that is very important to her, a guestion about relationship between controlled and authentic mental processing. The author also engourages others to think about the meaning of intuition and insight to themselves as a part of a daily life and as a part of the artistic creativity.