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May 25, 2026
HSE Scientists Train Neural Network to 'Hear' Faults in Electric Motors
Researchers at the AI and Digital Science Institute of the HSE Faculty of Computer Science have developed a new method—the Signature-Guided Data Augmentation (SGDA) framework—that achieves 99% accuracy in motor fault detection and 86% accuracy in fault classification. The application of this approach can reduce industrial equipment repair costs, minimise downtime, and improve production safety. The study results have been published in Engineering Applications of Artificial Intelligence.
May 25, 2026
'The Humanities Serve as a Conscience'
Maria Mizernaia studies Soviet literature and the history of book publishing. In this interview for the HSE Young Scientists project, she discusses plans to publish a novel about besieged Leningrad, AI-provoked reflections on what it means to be human, and how novels can help satisfy our dopamine hunger.
May 25, 2026
Is It Possible to Predict a Citys Life Based on the Shape of Its Neighbourhoods?
Is it possible to predict, based on the configuration of streets and buildings, where a café will open or where traffic congestion will occur? Participants in the Spatial Analysis and Modelling of Urban Processes research and study group use open data and machine learning to identify universal patterns. Alexander Sheludkov and Eduard Somov discuss the purpose of comparing cities, the need for new forms of urban statistics, and how open data is transforming approaches to urban studies.

 

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Герменевтика шаманcких видеоигр на примере Kisima Inŋitchuŋa

Галактика медиа: журнал медиа исследований. 2025. Т. 7. № 2. С. 187–208.
Маленко Маро Янович

The article focuses on "ethnological video games", defined as video games which are developed on the basis of ethnographic and folkloric material. The particular focus is on the kind of ethnological games which contain representation or simulation of shamanistic practices. Among them are "Mooseman" based on Komi-Permyak and Finno-Ugric mythology, "Never Alone" based on Iñupiaq folklore, and the rhythm game "Nishan Shaman" based on a Manchu folktale. The starting point of discussion is: in what cases these kinds of videogames are able to draw players into shamanic or animistic practices, as well as into corresponding ontologies? In order to address this, the article offers a structural-semiotic and ludohermeneutic analysis for one of the above-mentioned games, "Never Alone", or "Kisima Inŋitchuŋa" in Iñupiaq. Using Donna Haraway's concept of "world games", the article proposes a number of modes of compatibility between video game ontologies and ethnographically identified shamanic ontologies. Correspondence between mythological and video game realities is considered, on the level of performative engagement in the semiotics of a myth or a video game. In its exaggerated form, the question of the article is: how does a playthrough of a "shamanic video game" could be similar to an actual shamanic ritual?

Research target: Art History Media and Communications Other Humanities
Language: Russian
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Text on another site
Keywords: этнографияантропологиясемиотикаethnographysemioticsanthropologyshamanismшаманизмвидеоигрыgame studiesvideo gamesgame studiesOntological turnLudohermeneuticsCosmopraxisWorld Gamesонтологический поворотлюдогерменевтикакосмопраксисмиро-игры
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