Ragnhild Solberg

Ragnhild Solberg
  • Doctor of Philosophy
  • Professor (Associate) at University of Bergen

About

13
Publications
1,750
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41
Citations
Introduction
Ragnhild Solberg has a PhD in posthumanist game studies and machine vision in digital culture. She is currently teaching digital culture at the University of Bergen, Norway.
Current institution
University of Bergen
Current position
  • Professor (Associate)
Additional affiliations
August 2022 - June 2023
Norwegian University of Science and Technology
Position
  • Professor (Associate)

Publications

Publications (13)
Article
Full-text available
This 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 technologi...
Article
Full-text available
As the increasingly ubiquitous field of surveillance has transformed how we interact with each other and the world around us, surveillance interactions with virtual others in virtual worlds have gone largely unnoticed. This article examines representations of digital games’ diegetic surveillance cameras and their relation to the player character an...
Article
Full-text available
This article explores how video games that valorize techno-masculine imaginaries of superhuman domination also present humans as depending on computational and non-human agencies to succeed. Through close readings of Call of Duty 4: Modern Warfare (Infinity Ward 2007) and Cyberpunk 2077 (CD Projekt Red 2020), I illustrate the close connection betwe...
Article
Plain language summary Machine vision – the ability of machines to “see” and interpret visual information – has advanced significantly in recent years, with applications ranging from self-driving cars to medical diagnosis. However, there is a growing recognition that this technological advancement does not simply power a wide variety of new tools a...
Conference Paper
Full-text available
This paper was presented at the SLSAeu2021 conference "Literary and Aesthetic Posthumanism" in March 2021. The paper investigates how NieR: Automata consolidates reversing an anthropocentric view with firmly situating the human in the network.
Technical Report
Full-text available
This visual report presents the main findings of a six-year research project that asked how everyday machine vision affects the way ordinary people understand themselves and their world. We approached this from two main angles: analyses of art, games and narratives about machine vision, and ethnographic research on how people use, promote and respo...
Data
This dataset 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, 191 digital artworks and 236 movies, novels and other narratives) that use or represent machine vision technologies like facial recognition,...
Article
Full-text available
[English translation of full text available: https://doi.org/10.33767/osf.io/zd284] Holograms are common background features conveying a science fiction mood. Digital games allow us to experience worlds where holograms are positioned as actors with functions beyond being atmospheric objects. This article tracks a broad cultural understanding of t...
Article
Full-text available
The words “computing” and “software” are sure to create some images in your mind. These images might be of machines or data chips, circuit boards or Boolean algebra, perhaps even sentient machines of the science fiction type. In The Software Arts (2019), Warren Sack argues that they should also be of grammar, logic, and rhetoric; in short, the triv...
Conference Paper
Full-text available
Machine vision – the registration, analysis, and representation of visual information by machines and algorithms (Rettberg 2017) – is currently hiding behind videogames’ playful exterior. However, machine vision technologies such as night vision overlays, facial recognition systems, and surveillance cameras have been represented within virtual envi...
Conference Paper
Full-text available
Machine vision technologies are increasingly ubiquitous in society and have become part of everyday life. However, the rapid adoption has led to ethical concerns relating to privacy, agency, bias and accuracy. This paper presents the methodology and preliminary results from a digital humanities project that maps and categorises references to and us...
Preprint
Full-text available
Machine vision technologies are increasingly ubiquitous in society and have become part of everyday life. However, the rapid adoption has led to ethical concerns relating to privacy, bias and accuracy. This paper presents the methodology and some preliminary results from a digital humanities project that is mapping and categorising references to an...

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