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Marianne Gunderson's picture

Marianne Gunderson

PhD Candidate, the Machine Vision project (ERC)
  • E-mailMarianne.Gunderson@uib.no
  • Visitor Address
    Sydnesplassen 7
    HF-bygget
    5007 Bergen
    Room 
    302
  • Postal Address
    Postboks 7805
    5020 Bergen
Academic article
  • Show author(s) (2023). Machine vision situations: Tracing distributed agency. Open Research Europe.
  • Show author(s) (2022). Representations of Machine Vision Technologies in Artworks, Games and Narratives: Documentation of a Dataset. Data in Brief.
  • Show author(s) (2021). Visions of Augmented Reality in Popular Culture: Power and (Un)readable Identities When the World Becomes a Screen. Tidsskrift for kjønnsforskning. 89-104.
  • Show author(s) (2020). Toward a fannish methodology: Affect as an asset. Transformative Works and Cultures.
  • Show author(s) (2019). Mapping Cultural Representations of Machine Vision: Developing Methods to Analyse Games, Art and Narratives. ACM Hypertext Proceedings. 97-101.
  • Show author(s) (2017). Other Ethics: Decentering the Human in Weird Horror. Kvinder, Køn og Forskning. 12-24.
Report
  • Show author(s) (2020). Machine Vision Creepypasta: Surveillance Devices in Digital Horror. .
Academic lecture
  • Show author(s) (2022). An algorithm of one’s own: TikTok’s For You Page algorithm and the self.
  • Show author(s) (2021). Tiktok’s algorithmic mirror.
  • Show author(s) (2021). The Internet of Eyes: Lively Devices in Digital Horror.
  • Show author(s) (2021). Identifying, Deceiving, Protecting and Hunting: What Fictional Machines and Humans Do with Machine Vision Technologies.
  • Show author(s) (2021). Feeling seen: TikTok's Uncanny Ocular Powers.
  • Show author(s) (2020). THE INTERNET OF EYES: MACHINE VISION IN DIGITAL HORROR.
  • Show author(s) (2020). Når virkeligheten blir en skjerm: Populærkulturelle forestillinger av AR-syn.
  • Show author(s) (2020). HOW DOES IT FEEL TO BE SEEN BY A MACHINE: LIVELY DEVICES IN DIGITAL HORROR.
  • Show author(s) (2019). Your camera has detected motion.
  • Show author(s) (2019). The Internet of Eyes – hostile devices in digital horror stories.
  • Show author(s) (2019). Mapping Cultural Representations of Machine Vision: Developing Methods to Analyse Games, Art and Narratives.
  • Show author(s) (2019). Haunted Cameras and the Agency of Technology .
Other presentation
  • Show author(s) (2021). Sivilisasjonens venterom.
Book review
  • Show author(s) (2020). Et hjem i løse lufta. Vinduet.
  • Show author(s) (2019). Hinsides Skapet. Vinduet.
Masters thesis
  • Show author(s) (2021). Å se verden på en ny måte: Laiv som pedagogisk verktøy i maskinsynsetikk.
  • Show author(s) (2017). What is an omega? Rewriting sex and gender in omegaverse fanfiction.
Interview
  • Show author(s) (2019). Lager rollespill på museet.
Museum exhibition
  • Show author(s) (2021). Maskinsyn: Ditt digitale liv - Smart eller overvåket?
Abstract
  • Show author(s) (2020). HOW DOES IT FEEL TO BE SEEN BY A MACHINE: LIVELY DEVICES IN DIGITAL HORROR. Selected Papers of Internet Research, SPIR.
Article in business/trade/industry journal
  • Show author(s) (2021). Ekte mennesker. Vinduet.

More information in national current research information system (CRIStin)