{"id":105,"date":"2023-10-19T17:25:05","date_gmt":"2023-10-19T17:25:05","guid":{"rendered":"https:\/\/culturalinformaticslab.gr\/?page_id=105"},"modified":"2024-07-26T12:21:43","modified_gmt":"2024-07-26T12:21:43","slug":"%ce%b4%ce%b9%ce%b4%ce%b1%ce%ba%cf%84%ce%bf%cf%81%ce%b9%ce%ba%ce%ad%cf%82-%ce%b4%ce%b9%ce%b1%cf%84%cf%81%ce%b9%ce%b2%ce%ad%cf%82","status":"publish","type":"page","link":"https:\/\/culturalinformaticslab.gr\/en\/?page_id=105","title":{"rendered":"Doctoral Theses"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\"><mark style=\"background-color:rgba(0, 0, 0, 0)\" class=\"has-inline-color has-vivid-red-color\">Messini, S. (2024). <em>Data mining in political science. Outlining the political landscape of Greece during the financial crisis<\/em>.<\/mark><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><img loading=\"lazy\" decoding=\"async\" width=\"150\" height=\"212\" class=\"wp-image-339\" style=\"width: 150px;\" src=\"https:\/\/culturalinformaticslab.gr\/en\/wp-content\/uploads\/2024\/07\/\u200e\u03b5\u03c3\u03ce\u03c6\u03c5\u03bb\u03bb\u03bf.\u200e1.png\" alt=\"\" align=\"left\" hspace=\"5\" srcset=\"https:\/\/culturalinformaticslab.gr\/en\/wp-content\/uploads\/2024\/07\/\u200e\u03b5\u03c3\u03ce\u03c6\u03c5\u03bb\u03bb\u03bf.\u200e1.png 300w, https:\/\/culturalinformaticslab.gr\/en\/wp-content\/uploads\/2024\/07\/\u200e\u03b5\u03c3\u03ce\u03c6\u03c5\u03bb\u03bb\u03bf.\u200e1-212x300.png 212w\" sizes=\"auto, (max-width: 150px) 100vw, 150px\" \/>The dissertation is studying political discourse and focuses on the analysis of electoral behavior. It applies a theoretical approach to the political Left from the perspective of the Lacanian tradition, in combination with computational data mining and analysis of data collected from Twitter, which has been one of the most powerful tools in political communication. The period under investigation covers the three electoral contests in Greece in the years 2015 (January and September) and 2019. For data processing and analysis we supplemented a specialized dictionary, adapting it to Greek language and ensuring it covered political discourse. Additionally, the finding about each election have been visualized, thereby critically complementing the text. In this sense, the visualization does not constitute mere illustration but is an essential part of the research and presentation without which understanding of the findings and tables remains incomplete.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The sentiment analysis conducted according to Plutchik&#8217;s theory highlighted variations in the intensity of negative emotions. Intensity dynamics may influence electoral behavior and prepare for a shift in roles between government and opposition. Anger and Disgust, along with Disappointment and Shame, dominated all three electoral contests and seem to explain the significant rise of SYRIZA\u2019s appeal in January 2015 when it took power for the first time. In contrast, Contempt appears to be associated with the restoration of the old party system in July 2019.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Our research focused on the largest communities within the networks formed each time around the collected tweets. In these, the central figures come from the major parties that occupy the top positions in voters\u2019 choices and participate in the exercise of power. In future research, we intend to focus on medium-sized communities where it is likely to encounter lesser-known public figures from smaller parties and where more intense discussions and debates are likely to take place.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><mark style=\"background-color:rgba(0, 0, 0, 0)\" class=\"has-inline-color has-vivid-red-color\">Asprogeraka, A. M. (2023).&nbsp;<em>Communicative practices of innovative educational software in the field of EU law enforcement<\/em>. PhD thesis. Panteion University of Social and Political Sciences. Department of Communication, Media and Culture.<\/mark>&nbsp;<a href=\"http:\/\/hdl.handle.net\/10442\/hedi\/53968\">DOI: 10.12681\/eadd\/53968<\/a><\/p>\n\n\n\n<pre class=\"wp-block-code\"><code>The rapidly evolving context of institutional practices and policy making processes, such as risk and crime threat assessments of serious and organised crime, represents a multi-level form of power exercised on and by securitizing actors within different other contexts where the strategic plan of their professional training is developed, categorized and prioritized. The design of an effective educational service and the use of cutting-edge technologies depend not only on how 'security' is perceived by institutional actors\u2014such as who and what is considered as a threat, who and how many need protection\u2014but also on the crime itself and the tools and techniques the crime groups use. As a result, in order for professionals to meet the expectations related to the risk assessment process and operational management, the tools used as educational resources, as well as the practices of rapid training adopted, are constantly being redefined. However, in recent years, the meta-discourse on EU cooperation on security and defense common training is no longer solely focused on the development of governance technologies or enhancing the technical knowledge of professionals in managing cutting-edge technologies used by the 'enemy.' Instead, it also focuses on exploring the sociocultural situations and anthropological landscapes in which this 'enemy' is embedded. Within the dimension of professionalization of teaching and describing complex social phenomena, this educational model tends to emphasize, more than ever, its socially responsible role. Within this perspective of la politique, which shapes the educational strategy of law enforcement training, the thesis examines a range of innovative educational interactive applications. Specifically, it focuses on those that utilize mechanisms found in digital games, considering them as an integral part of practices related to security, knowledge production, and the ability to handle cultural diversity of those (individuals, groups, communities) that are perceived as a 'threat'. These game-based applications, focused on the protection of Fundamental Rights and Communication, are studied as part of a dispositif that significantly encompasses the totality of normative expectations of all policy actors\/policy subjects who preconfigure the set of dimensions and characteristics that shape the individual contexts within which emergency situations are adopted as educational practices. The aim was to highlight the heterogeneous set of communicative acts and practices within the given contexts that surround their design and utilization. In other words, from a multimodal theory of communication perspective, this dissertation examines the multimodal in-game semiotic aspect of these artifacts and the possibilities of generating educational discourse in terms of the decisions that actors in the specific field are called upon to make during their design (in-game semiosis). Simultaneously, it recognizes the importance of the influence of extra-ludic factors on the meaning production for the given digital experience (extra-ludic semiosis).The research focuses on the analysis and critique of artifacts utilized in the programs of the European Union Agency for Law Enforcement Training (CEPOL), the European Border and Coast Guard Agency (FRONTEX), and the training courses of EUROPOL on cybersecurity threats. Furthermore, the context of the cross-border police cooperation mechanism which supports the EU Policy Cycle for organized and serious international crime\/EMPACT, has been studied and analyzed.<\/code><\/pre>\n\n\n\n<p class=\"wp-block-paragraph\"><mark style=\"background-color:rgba(0, 0, 0, 0)\" class=\"has-inline-color has-vivid-red-color\">Roinioti, E. (2018). Space and place in mmorpg: game, sociability, mediation. PhD thesis. Panteion University of Social and Political Sciences. Department of Communication, Media and Culture.<\/mark>&nbsp;<a href=\"http:\/\/hdl.handle.net\/10442\/hedi\/42998\">DOI: 10.12681\/eadd\/42998<\/a><\/p>\n\n\n\n<pre class=\"wp-block-code\"><code><img loading=\"lazy\" decoding=\"async\" width=\"350\" height=\"495\" align=\"left\" hspace=\"5\" class=\"wp-image-106\" style=\"width: 350px;\" src=\"https:\/\/culturalinformaticslab.gr\/en\/wp-content\/uploads\/2023\/10\/getfile.php_.jpeg\" alt=\"\" srcset=\"https:\/\/culturalinformaticslab.gr\/en\/wp-content\/uploads\/2023\/10\/getfile.php_.jpeg 1489w, https:\/\/culturalinformaticslab.gr\/en\/wp-content\/uploads\/2023\/10\/getfile.php_-212x300.jpeg 212w, https:\/\/culturalinformaticslab.gr\/en\/wp-content\/uploads\/2023\/10\/getfile.php_-724x1024.jpeg 724w, https:\/\/culturalinformaticslab.gr\/en\/wp-content\/uploads\/2023\/10\/getfile.php_-768x1086.jpeg 768w, https:\/\/culturalinformaticslab.gr\/en\/wp-content\/uploads\/2023\/10\/getfile.php_-1087x1536.jpeg 1087w, https:\/\/culturalinformaticslab.gr\/en\/wp-content\/uploads\/2023\/10\/getfile.php_-1449x2048.jpeg 1449w\" sizes=\"auto, (max-width: 350px) 100vw, 350px\" \/>The way we conceive and interpret game space depends on a variety of parameters: game\u2019s genre, player\u2019s agency and freedom of choice are some of them. Even though the study of game space has indeed been influenced by classical theories like Henri Lefebvre\u2019s social construction of space, recent studies have pointed out the concept of navigation and player\u2019s interaction with and within the virtual world, as a useful theoretical concept for analyzing game space. On the other hand, Ray Oldenburg\u2019s theory of Third Place, i.e. the existence of an informal, public social place that promotes social integration and community life, separated from the first place of home and the second place of work, seems to have taken over digital and virtual places, arguing about the presence of a new kind of Third Place that we now call Digital Third Place. This present research, aims to critically analyze the way game space in Massively Multiplayer Online Role-Playing Games (MMORPG) is being constructed and formed during a game session. More specifically, our research questions refer to the social characteristics that game space acquire, when we take into consideration the design elements of the game. During this research, special focus will be given to the intermediate, temporary spaces that are being produced during an online game session and which in turn refer to the first place of home, where the natural self of the player exists, the virtual world of the game, where one can encounter his\/her virtual reflection (avatar) and the intermediated hybrid space in which the acoustic space plays a significant role.In order to study this peculiar spatial relationship, we designed and applied a new qualitative research method, called game elicitation. Game elicitation refers to the simultaneous synchronized double recording of the MMORPG player (in room and in game), in two different phases of the game and the interview that followed using the recorded material. During game elicitation, we had the opportunity to analyze the visuality of the player in both spaces (in room and in game), the way the player organizes and signifies game\u2019s area of use and finally, the way that technology forms and reflects relationships and domestic habits. Through semi-structured interviews we also examined how the concept of Digital Third Place may apply in MMORPGs. Our research showed that even though MMORPG design logic promotes models of behaviour that are not included into the theoretical structure of the Third Place, under specific occasions characteristics of the Digital Third Place tend to emerge.<\/code><\/pre>\n","protected":false},"excerpt":{"rendered":"<p>Messini, S. (2024). Data mining in political science. Outlining the political landscape of Greece during the financial crisis. The dissertation is studying political discourse and focuses on the analysis of electoral behavior. It applies a theoretical approach to the political Left from the perspective of the Lacanian tradition, in combination with computational data mining and &hellip; <\/p>\n<p class=\"link-more\"><a href=\"https:\/\/culturalinformaticslab.gr\/en\/?page_id=105\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;Doctoral Theses&#8221;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"footnotes":""},"class_list":["post-105","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"https:\/\/culturalinformaticslab.gr\/en\/index.php?rest_route=\/wp\/v2\/pages\/105","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/culturalinformaticslab.gr\/en\/index.php?rest_route=\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/culturalinformaticslab.gr\/en\/index.php?rest_route=\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/culturalinformaticslab.gr\/en\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/culturalinformaticslab.gr\/en\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=105"}],"version-history":[{"count":5,"href":"https:\/\/culturalinformaticslab.gr\/en\/index.php?rest_route=\/wp\/v2\/pages\/105\/revisions"}],"predecessor-version":[{"id":340,"href":"https:\/\/culturalinformaticslab.gr\/en\/index.php?rest_route=\/wp\/v2\/pages\/105\/revisions\/340"}],"wp:attachment":[{"href":"https:\/\/culturalinformaticslab.gr\/en\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=105"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}