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Träfflista för sökning "hsv:(SAMHÄLLSVETENSKAP) hsv:(Medie och kommunikationsvetenskap) hsv:(Kommunikationsvetenskap) ;pers:(Ivarsson Jonas 1976)"

Sökning: hsv:(SAMHÄLLSVETENSKAP) hsv:(Medie och kommunikationsvetenskap) hsv:(Kommunikationsvetenskap) > Ivarsson Jonas 1976

  • Resultat 1-10 av 29
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1.
  • Bennerstedt, Ulrika, 1979, et al. (författare)
  • Knowing the Way. Managing Epistemic Topologies in Virtual Game Worlds
  • 2010
  • Ingår i: 'Computer Supported Cooperative Work (CSCW). An International Journal. - : Springer Science and Business Media LLC. - 0925-9724 .- 1573-7551. ; 19:2, s. 201-230
  • Tidskriftsartikel (refereegranskat)abstract
    • This is a study of interaction in massively multiplayer online games. The general interest concerns how action is coordinated in practices that neither rely on the use of talk-in-interaction nor on a socially present living body. For the participants studied, the use of text typed chat and the largely underexplored domain of virtual actions remain as materials on which to build consecutive action. How, then, members of these games can and do collaborate, in spite of such apparent interactional deprivation, are the topics of the study. More specifically, it addresses the situated practices that participants rely on in order to monitor other players’ conduct, and through which online actions become recognizable as specific actions with implications for the further achievement of the collaborative events. The analysis shows that these practices share the common phenomenon of projections. As an interactional phenomenon, projection of the next action has been extensively studied. In relation to previous research, this study shows that the projection of a next action can be construed with resources that do not build on turns-at-talk or on actions immediately stemming from the physical body—in the domain of online games, players project activity shifts by means of completely different resources. This observation further suggests that projection should be possible through the reconfiguration of any material, on condition that those reconfigurations and materials are recurrent aspects of some established practice.
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2.
  • Bennerstedt, Ulrika, 1979, et al. (författare)
  • How gamers manage aggression: Situating skills in collaborative computer games
  • 2012
  • Ingår i: International Journal of Computer-Supported Collaborative Learning. - : Springer Science and Business Media LLC. - 1556-1607 .- 1556-1615. ; 7:1, s. 43-61
  • Tidskriftsartikel (refereegranskat)abstract
    • In the discussion on what players learn from digital games, there are two major camps in clear opposition to each other. As one side picks up on negative elements found in games the other side focuses on positive aspects. While the agendas differ, the basic arguments still depart from a shared logic: that engagement in game-related activities fosters the development of behaviors that are transferred to situations beyond the game itself. With an approach informed by ethnomethodology, in this paper we probe the underlying logic connected to studies that argue for such general effects of games. By focusing on proficient gamers involved in the core game activity of boss encounters in a massively multiplayer online game, we examine the fundamentals that must be learnt and mastered for succeeding in an ordinary collaborative gaming practice where aggression is portrayed. On the basis of our empirical analysis we then address the contentious links between concrete instances of play and generic effects. As expected, the results point to “aggression” as well as “collaboration” as major components in the gaming experience, but our analysis also suggests that the practices associated with these notions are locally tied to the game. Based on these results, we propose that to reverse this relationship and claim that game environments foster collaboration or aggression in general first assumes strong theoretical claims about the nature of cognition and learning, and second, risks confusing the debate with hyperbole.
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3.
  • Ivarsson, Jonas, 1976, et al. (författare)
  • Suspicious Minds: the Problem of Trust and Conversational Agents
  • 2023
  • Ingår i: Computer Supported Cooperative Work (CSCW). - 0925-9724 .- 1573-7551.
  • Tidskriftsartikel (refereegranskat)abstract
    • In recent years, the field of natural language processing has seen substantial developments, resulting in powerful voice-based interactive services. The quality of the voice and interactivity are sometimes so good that the artificial can no longer be differentiated from real persons. Thus, discerning whether an interactional partner is a human or an artificial agent is no longer merely a theoretical question but a practical problem society faces. Consequently, the ‘Turing test’ has moved from the laboratory into the wild. The passage from the theoretical to the practical domain also accentuates understanding as a topic of continued inquiry. When interactions are successful but the artificial agent has not been identified as such, can it also be said that the interlocutors have understood each other? In what ways does understanding figure in real-world human–computer interactions? Based on empirical observations, this study shows how we need two parallel conceptions of understanding to address these questions. By departing from ethnomethodology and conversation analysis, we illustrate how parties in a conversation regularly deploy two forms of analysis (categorial and sequential) to understand their interactional partners. The interplay between these forms of analysis shapes the developing sense of interactional exchanges and is crucial for established relations. Furthermore, outside of experimental settings, any problems in identifying and categorizing an interactional partner raise concerns regarding trust and suspicion. When suspicion is roused, shared understanding is disrupted. Therefore, this study concludes that the proliferation of conversational systems, fueled by artificial intelligence, may have unintended consequences, including impacts on human–human interactions.
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4.
  • Kuroshima, Satomi, 1976, et al. (författare)
  • Toward a praxeological account of performing surgery: Overcoming methodological and technical constraints
  • 2021
  • Ingår i: Social Interaction. Video-Based Studies of Human Sociality. - : Det Kgl. Bibliotek/Royal Danish Library. - 2446-3620. ; 4:3
  • Tidskriftsartikel (refereegranskat)abstract
    • Surgical operations are fundamentally comprised of multisensorial and multimodal activities. As surgical work involves professional and technical skills that entail a multitude of sensorial information, various methodological difficulties and technical constraints emerge for analysts. Subjective sensations and feedback received during the participants' constructed actions may not be available to outsiders, and the privilege of studying surgical operations is not always guaranteed for the fieldworker. However, as practical surgical tasks are constructed from the routine progression of mundane activities, technical and methodological difficulties can be overcome, confirming the perspicuous nature of surgical operations for social scientists as outsiders. In this report, the researchers describe their fieldwork experiences in two different types of operating rooms—gastroenterology surgical operations in a Japanese context and endovascular aortic repairs in a Swedish context—with a specific focus on how they controlled the technical challenges. This demonstrates the value of surgical operations as a site for scientific investigation independent of expert knowledge about surgery.
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  • Resultat 1-10 av 29

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