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“Chiasmi International” n° 22, 2020
The question of technology is not often directly addressed by Merleau-Ponty and is rarelythematized as such. The philosopher does not explicitly elaborate what today we would define as aphilosophy of technology or a theory of techniques. And yet, this issue often appears in thebackground of his analysis and sometimes it even constitutes the pivot of his questioning of themutual implication of the sense and the sensible, nature and culture.
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Paris
The Fate of Post-Mortem Personal Data
Profiles compiled from scattered digital footprints left by the user on the Internet shape the outline of digital identities. While the Internet user is alive, he remains in charge of managing these identities, with the help of digital privacy law. Yet as civil rights befall the living, these data protection rights, as such, fall as his death occurs. This international workshop, organised in the frame of the ENEID research project on post-mortem digital identities, will bring together scholars from the field of Information and Communication sciences and from Legal studies, as well as experts working as Data Protection Officers or working for Data Protection Authorities, in order to take a closer look at the fate of personal data after death.
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The Florian Znaniecki Scientific Foundation founded in 1989 plans to publish a volume, as part of the Sociological Monographs series, with a working title “Contemporary migrations in the humanistic coefficient perspective. Florian Znaniecki’s thought in today’s science”. Therefore, we would like to invite you to send us the original, previously unpublished, English-language works devoted to the application of Florian Znaniecki’s thought in contemporary migration research.
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Nancy
From « Traditional » Games to Digital Games
Since the early 2000’s, the importance of studying digital games has increased to take a significant place in the academic literature dedicated to entertaining phenomena, to such a point that many articles offering to make an inventory of current “game studies” primarily focus on work related to games on this media. In this context, we cannot ignore the fact that work aimed at conceiving and studying digital games is also regularly referred to as reflections on (non-digital) “traditional” games, whether to build their theoretical framework, or to conduct comparative and contrastive studies. According to us, this kind of mutual lighting encourages researchers to examine the peculiarities and complementarities of the two areas, as well as the theoretical interest of connecting or of confronting them. Therefore, in order to analyse the relations established between “traditional” games and digital games, this call is divided into five themes that give a broad overview of the different kinds of possible links. All types of research, fundamental or applied, as well as disciplinary approaches are welcome.
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