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Semiotic machines : software in discourse

dc.contributor.advisorMarsden, Garyen_ZA
dc.contributor.authorWalton, Marionen_ZA
dc.date.accessioned2014-08-13T19:25:43Z
dc.date.accessioned2018-11-26T13:52:37Z
dc.date.available2014-08-13T19:25:43Z
dc.date.available2018-11-26T13:52:37Z
dc.date.issued2008en_ZA
dc.identifier.urihttp://hdl.handle.net/11427/6370
dc.identifier.urihttp://repository.aust.edu.ng/xmlui/handle/11427/6370
dc.descriptionIncludes abstract.en_ZA
dc.description.abstractThis study develops new theoretical and methodological approaches to the study of software as a medium of communication. This study analyses voting software, educational software, search engines, and combat and narrative in digital games. In each case it investigates how proprietary software affords discourse, and suggests a way of characterising users’ experience of this discourse. These affordances constitute the rules of communication, or ‘rules of speaking’, ‘rules of seeing’, and ‘writing-rights’ which proprietary software makes available to users, situating them within specific power-relations in the process.en_ZA
dc.language.isoengen_ZA
dc.subject.otherComputer Scienceen_ZA
dc.titleSemiotic machines : software in discourseen_ZA
dc.typeThesisen_ZA
dc.type.qualificationlevelDoctoralen_ZA
dc.type.qualificationnamePhDen_ZA
dc.publisher.institutionUniversity of Cape Town
dc.publisher.facultyFaculty of Scienceen_ZA
dc.publisher.departmentDepartment of Computer Scienceen_ZA


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