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- Aarsand, Pål André, 1970-
(author)
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Around the Screen : Computer activities in children’s everyday lives
- 2007
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Doctoral thesis (other academic/artistic)abstract
- The present ethnography documents computer activities in everyday life. The data consist of video recordings, interviews and field notes, documenting (i) 16 students in a seventh grade class in a computer room and other school settings and (ii) 22 children, interacting with siblings, friends and parents in home settings. The thesis is inspired by discourse analytical as well as ethnographic approaches, including notions from Goffman (1974, 1981), e.g. those of activity frame and participation framework, which are applied and discussed.The thesis consists of four empirical studies. The first study focuses on students’ illegitimate use, from the school’s point of view, of online chatting in a classroom situation. It is shown that the distinction offline/online is not a static one, rather it is made relevant as part of switches between activity frames, indicating the problems of applying Goffman’s (1981) notions of sideplay, byplay and crossplay to analyses of interactions in which several activity frames are present, rather than one main activity. Moreover, it is shown that online identities, in terms of what is here called tags, that is, visual-textual nicknames, are related to offline phenomena, including local identities as well as contemporary aesthetics. The second study focuses on placement of game consoles as part of family life politics. It is shown that game consoles were mainly located in communal places in the homes. The distinction private/communal was also actualized in the participants’ negotiations about access to game consoles as well as negotiations about what to play, when, and for how long. It is shown that two strategies were used, inclusion and exclusion, for appropriating communal places for computer game activities. The third study focuses on a digital divide in terms of a generational divide with respect to ascribed computer competence, documenting how the children and adults positioned each other as people ‘in the know’ (the children) versus people in apprentice-like positions (the adults). It is shown that this generation gap was deployed as a resource in social interaction by both the children and the adults. The forth study focuses on gaming in family life, showing that gaming was recurrently marked by response cries (Goffman, 1981) and other forms of blurted talk. These forms of communication worked as parts of the architecture of intersubjectivity in gaming (cf. Heritage, 1984), indexing the distinction virtual/‘real’. It is shown how response cries, sound making, singing along and animated talk extended the virtual in that elements of the game became parts of the children’s social interaction around the screen, forming something of an action aesthetic, a type of performative action for securing and displaying joint involvement and collaboration. As a whole, the present studies show how the distinctions master/apprentice, public/private, virtual/real and subject/object are indexicalized and negotiated in computer activities.
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- Aronsson, Karin, 1946-, et al.
(author)
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Skolans grupparbete som social arena
- 2004
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In: Pedagogik som vetenskap. - Stockholms universitet : Pedagogiska institutionen. - 9163159783 - 9789163159787 ; , s. 294-317
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Book chapter (other academic/artistic)abstract
- En vetenskaplig disciplins identitet är sammanvävd med dess historia. En samhällsvetenskaplig disciplins forskningsobjekt är emellertid i hög grad den samtida omvärlden och de frågor som står högt på dagordningen i samhällsdebatten. Men inom samhällsvetenskap sysslar man även med centrala och grundläggande frågor. Förhållningssättet till de grundläggande frågorna har dock stor betydelse för hur forskarna kommer att agera i de dagsaktuella frågorna
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4. |
- Aronsson, Karin, 1946-, et al.
(author)
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Skolans grupparbete som social arena
- 2004
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In: Pedagogik som vetenskap.. - Stockholm : Pedagogiska institutionen, Stockholms universitet. - 9163159783 ; , s. 294-317
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Book chapter (other academic/artistic)
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5. |
- Cromdal, Jakob, 1969-, et al.
(author)
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Doing reluctance : Managing delivery of assessments in peer evaluation
- 2007
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In: Discursive research in practice. - Cambridge : Cambridge University Press. - 9780521849296 - 9780511611216 - 9780521614092 ; , s. 203-222
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Book chapter (other academic/artistic)abstract
- Over the past few decades new ways of conceiving the relation between people, practices and institutions have been developed, enabling an understanding of human conduct in complex situations that is distinctive from traditional psychological and sociological conceptions. This distinctiveness is derived from a sophisticated analytic approach to social action which combines conversation analysis with the fresh treatment of epistemology, mind, cognition and personality developed in discursive psychology. This text is the first to showcase and promote this new method of discursive research in practice. Featuring contributions from a range of international academics, both pioneers in the field and exciting new researchers, this book illustrates an approach to social science issues that cuts across the traditional disciplinary divisions to provide a rich participant-based understanding of action.
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- Cromdal, Jakob, 1969-, et al.
(author)
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Morality in professional practice
- 2014
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In: Journal of Applied Linguistics and Professional Practice. - : Equinox Publishing. - 2040-3658 .- 2040-3666. ; 9:2, s. 155-164
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Journal article (peer-reviewed)
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8. |
- Höök, Kristina, 1964-, et al.
(author)
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Embracing First-Person Perspectives in Soma-Based Design
- 2018
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In: INFORMATICS-BASEL. - : MDPI. - 2227-9709. ; 5:1
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Journal article (peer-reviewed)abstract
- A set of prominent designers embarked on a research journey to explore aesthetics in movement-based design. Here we unpack one of the design sensitivities unique to our practice: a strong first person perspective-where the movements, somatics and aesthetic sensibilities of the designer, design researcher and user are at the forefront. We present an annotated portfolio of design exemplars and a brief introduction to some of the design methods and theory we use, together substantiating and explaining the first-person perspective. At the same time, we show how this felt dimension, despite its subjective nature, is what provides rigor and structure to our design research. Our aim is to assist researchers in soma-based design and designers wanting to consider the multiple facets when designing for the aesthetics of movement. The applications span a large field of designs, including slow introspective, contemplative interactions, arts, dance, health applications, games, work applications and many others.
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- Kratz, Sven, et al.
(author)
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Body, Movement, Gestures & Tactility in Interaction with Mobile Devices
- 2011
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In: Mobile HCI. - Stockholm, Sweden.
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Conference paper (peer-reviewed)abstract
- In the search for novel and more expressive interaction techniques for mobile devices, bodily aspects such as movement, gesture, and touch based interfaces are prominent. For instance, touch-screen gestures have found widespread application in mobile device interfaces while bodily gestures involving device movement are successfully applied in gaming scenarios. Other modalities, like pressure, free-hand and on body interaction are increasingly being explored in research systems in mobile settings. This is becoming possible through current developments that have made sensing and actuating technologies cheaper and more easily integrated in mobile and handheld devices. The turn towards experiential, embodied, enacted perspectives on cognition and action has also contributed to a shift in what aspects of interaction focus upon in interaction design. This has lead to HCI-researchers to explore now only how the whole human body can be taken into account in design, but also to explore new domains of application for instance in leisure, entertainment and public urban environments.
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