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dc.contributor.authorRettberg, Jill Walker
dc.contributor.authorKronman, Linda Maria Jessica
dc.contributor.authorSolberg, Ragnhild
dc.contributor.authorGunderson, Marianne
dc.contributor.authorBjørklund, Stein Magne
dc.contributor.authorStokkedal, Linn Heidi
dc.contributor.authorSeta, Gabriele de
dc.contributor.authorJacob, Kurdin
dc.contributor.authorMarkham, Annette
dc.date.accessioned2022-10-24T13:04:15Z
dc.date.available2022-10-24T13:04:15Z
dc.date.created2022-05-24T19:40:28Z
dc.date.issued2022
dc.identifier.issn2352-3409
dc.identifier.urihttps://hdl.handle.net/11250/3027986
dc.description.abstractThis data paper documents a dataset that captures cultural attitudes towards machine vision technologies as they are expressed in art, games and narratives. The dataset includes records of 500 creative works (including 77 digital games, 190 digital artworks and 233 movies, novels and other narratives) that use or represent machine vision technologies like facial recognition, deepfakes, and augmented reality. The dataset is divided into three main tables, relating to the works, to specific situations in each work involving machine vision technologies, and to the characters that interact with the technologies. Data about each work include title, author, year and country of publication; types of machine vision technologies featured; topics the work addresses, and sentiments associated with that machine vision usage in the work. In the various works we identified 874 specific situations where machine vision is central. The dataset includes detailed data about each of these situations that describes the actions of human and non-human agents, including machine vision technologies. The dataset is the product of a digital humanities project and can be also viewed as a database at http://machine-vision.no. Data was collected by a team of topic experts who followed an analytical model developed to explore relationships between humans and technologies, inspired by posthumanist and feminist new materialist theories. The dataset as well as the more detailed database can be viewed, searched, extracted, or otherwise used or reused and is considered particularly useful for humanities and social science scholars interested in the relationship between technology and culture, and by designers, artists, and scientists developing machine vision technologies.en_US
dc.language.isoengen_US
dc.publisherElsevieren_US
dc.rightsNavngivelse 4.0 Internasjonal*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/deed.no*
dc.subjectDigital kulturen_US
dc.subjectDigital Cultureen_US
dc.subjectDigital humanioraen_US
dc.subjectDigital humanitiesen_US
dc.titleRepresentations of Machine Vision Technologies in Artworks, Games and Narratives: a Dataseten_US
dc.typeJournal articleen_US
dc.typePeer revieweden_US
dc.description.versionpublishedVersionen_US
dc.rights.holderCopyright 2022 The Author(s)en_US
dc.source.articlenumber108319en_US
cristin.ispublishedtrue
cristin.fulltextoriginal
cristin.qualitycode1
dc.identifier.doi10.1016/j.dib.2022.108319
dc.identifier.cristin2027112
dc.source.journalData in Briefen_US
dc.relation.projectEC/H2020/771800en_US
dc.subject.nsiVDP::Humaniora: 000en_US
dc.subject.nsiVDP::Humanities: 000en_US
dc.identifier.citationData in Brief. 2022, 42, 108319.en_US
dc.source.volume42en_US


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