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1.
  • Munthe, Christian, 1962- (författare)
  • The Wikileaks Cablegate Pro & Con
  • 2010
  • Ingår i: Philosophical Comment Blog. ; :2010-12-02
  • Tidskriftsartikel (populärvet., debatt m.m.)
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2.
  • 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. - 0925-97241573-7551. ; 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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3.
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4.
  • Gómez-Barroso, José Luis, et al. (författare)
  • Prospects of Mobile Search
  • 2010
  • Bok (övrigt vetenskapligt)abstract
    • Search faces (at least) two major challenges. One is to improve efficiency of retrieving relevant content for all digital formats (images, audio, video, 3D shapes, etc). The second is making relevant information retrievable in a range of platforms, particularly in high diffusion ones as mobiles. The two challenges are interrelated but distinct. This report aims at assessing the potential of future Mobile Search. Two broad groups of search-based applications can be identified. The first one is the adaptation and emulation of web search processes and services to the mobile environment. The second one is services exploiting the unique features of the mobile devices and the mobile environments. Examples of these context-aware services include location-based services or interfacing to the internet of things (RFID networks). The report starts by providing an introduction to mobile search. It highlights differences and commonalities with search technologies on other platforms (Chapter 1). Chapter 2 is devoted to the supply side of mobile search markets. It describes mobile markets, presents key figures and gives an outline of main business models and players. Chapter 3 is dedicated to the demand side of the market. It studies users¿ acceptance and demand using the results on a case study in Sweden. Chapter 4 presents emerging trends in technology and markets that could shape mobile search. It is the author's view after discussing with many experts. One input to this discussion was the analysis of on forward-looking scenarios for mobile developed by the authors (Chapter 5). Experts were asked to evaluate these scenarios. Another input was a questionnaire to which 61 experts responded. Drivers, barriers and enablers for mobile search have been synthesised into SWOT analysis. The report concludes with some policy recommendations in view of the likely socio-economic implications of mobile search in Europe. Appears in Collections: Institute for Prospective Technological Studies
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5.
  • Landzelius, Kyra, 1963- (författare)
  • Virtual Incarnation of the Native American Church
  • 2007
  • Ingår i: Minority Religious Communities on the Internet, G. Larsson (ed.), Studies on Inter-Religious Relations. - Uppsala : Swedish Science Press. ; s. 106-130
  • Bokkapitel (övrigt vetenskapligt)
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6.
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7.
  • Spante, Maria, 1967- (författare)
  • Connected Practice: The Dynamics of Social Interaction in Shared Virtual Environment
  • 2009
  • Doktorsavhandling (övrigt vetenskapligt)abstract
    • This thesis investigates the phenomenon of social interaction in shared virtual environments (SVEs), supported by virtual reality (VR) systems over time. SVEs are computer generated 3D graphical spaces where geographically distributed people can meet and interact with each other in a graphical space. Although there have been a number of studies about social interaction in SVEs, there has been a lack of research looking into changes over time, which this thesis does. In order to gain more knowledge about social interaction over the longer term, this thesis compares and contrasts four different types of VR systems that supported various SVEs. Two of the systems were internet based SVEs on desktop computers where many users could interact at the same time. One of the SVEs had voice based communication. The other SVE had text based communication. The other two were based in laboratory settings. One setting was networked immersive projection technologies (IPT) in which two participants performed a variety of tasks together. The other was one IPT connected to a desktop VR and participants changed systems half way through the trial in which they collaboratively solved a task together. In both settings voice based communication were used. Observations and other methods of analysis were carried out, focusing on differences and similarities in peoples behaviors in the process of social interaction over time in SVEs. The six papers contained in this thesis explore social interaction over time in shared virtual environments. This thesis argues that technology becomes not only a tool for social interaction; it also becomes a key aspect in social interaction. While the technology filters out some of the social cues we are familiar with from face to face situations, it also ‘filters in’ new cues that become important for how people can connect to each other in the shared virtual environment. Over time, these social cues, that people creates among themselves while using the technology, become essential for people learn about; otherwise they find it difficult to relate to each other and do things together in the shared virtual environments. The more difficulties people have in figuring out how to use the technology while interacting with others, the less they will accept the technology as an appropriate tool for connecting people and doing things together. The reason for this is that social and technical issues can only be separated analytically in shared virtual environments; in practice, as this thesis shows, they are highly intertwined. This thesis puts forward a dynamic model identifying the importance of looking more explicitly at individuals, technology, task and time while studying social interaction in SVEs. In this way, the thesis combines a number of insights both from previous social science theories of social interaction and practices - together with observations from the studies this thesis builds on. The thesis puts forward a concept that includes these insights - connected practice, defined as the dynamics of social interaction in technical systems. This concept can guide future studies to incorporate both technical and social aspects over time since it was shown to be the key to understanding the phenomenon of this thesis. It is finally suggested in the thesis that the concept connected practice can be utilized in other technical systems apart from SVEs in future research of social interaction in technical systems.
8.
  • Sveningsson, Malin, 1968- (författare)
  • Med kroppen som medium. Cosplay som performativ mediepraktik
  • 2012
  • Ingår i: Senmoderna reflexioner -festskrift till Johan Fornäs. - Linköping : Linköping University Electronic Press. - 978-91-7519-945-0 ; s. 101-112
  • Bokkapitel (övrigt vetenskapligt)abstract
    • Senmoderna reflexioner. Festskrift till Johan Fornäs, är en antologi med tjugotre artiklar tillägnade Johan Fornäs på hans 60-årsdag den 7 mars 2012. Flera av artiklarna utgår från teman i Johan Fornäs böcker, medan andra på olika sätt behandlar ämnen relaterade till hans breda och mångfacetterade intresseområden. Boken är indelad i fyra tematiska delar, som behandlar olika praktiker: teoretiska, mediala, estetiska och litterära. Under rubriken ”teoretiska praktiker” diskuteras olika aspekter av hermeneutik, kulturalisering och kulturellt kapital. Under ”mediala praktiker” återfinns studier av samtida mediefenomen och deras relationer till demokrati och politik. ”Estetiska praktiker” innefattar bidrag som diskuterar kulturella praktikers funktion i den offentliga sfären. I den avslutande delen, ”litterära praktiker”, analyseras utvalda litterära texter och den diskurs som omger dem. Huvuddelen av artiklarna är skrivna på svenska, med undantag av tre engelska bidrag.
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9.
  • Westlund, Oscar, 1979-, et al. (författare)
  • Exploring the Logic of Mobile Search
  • 2011
  • Ingår i: Behaviour & Information Technology. ; 30:5, s. 691-703
  • Tidskriftsartikel (refereegranskat)
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10.
  • Westlund, Oscar, 1979- (författare)
  • The adoption of mobile media by young adults in Sweden
  • 2007
  • Ingår i: Mobile Media 2007. - 9781864878905
  • Konferensbidrag (refereegranskat)abstract
    • A qualitative analysis of adoption and use of mobile media among young adults. Discusses the reasons to why people have not adopted mobile media. The article gives special attention to journalistic news for mobile devices.
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