Is being #instagay different from an #lgbttakeover?Stefanie Duguay
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*Edited version; see full conference paper here: http://eprints.qut.edu.au/85139/
This paper introduces research in progress that examines how queer women perform sexual identity across social media platforms. Applying a lens of queer theory and Actor Network Theory, it discusses womenâs embodied self-representations as taking on forms that both conform to and elaborate upon the selfie genre of digital representation. Acknowledging similarities and differences across platforms, specifically between Instagram and Vine, a novel walkthrough method is introduced to identify platform characteristics that shape identity performances. This method provides insights into the role of platforms in identity performances, which can be combined with analysis of user-generated content and interviews to better understand digital mediaâs constraints and affordances for queer representation.
Networked Learning & Identity Development in Open Online SpacesCatherine Cronin
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Link to full paper: http://networkedlearningconference.org.uk/abstracts/pdf/cronin.pdf
Paper presented at Networked Learning Conference 2014, University of Edinburgh (7th April 2014). The paper is part of a symposium titled "Perspectives on Identity within Networked Learning" with Jane Davis and Joyce Seitzinger.
Presentation given the RC33 Eighth International Conference on Social Science Methodology.
I argued that validity of social network analysis should be examined more, suggested a model dividing the ties based on publicity and intensity and finally presented certain ideas regarding the use of multiple platforms to get the social data.
The full paper presents our argumentation in detail and can be accessed from http://files.humanisti.fixme.fi/2012_rc33_full_paper.pdf .
Is being #instagay different from an #lgbttakeover?Stefanie Duguay
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*Edited version; see full conference paper here: http://eprints.qut.edu.au/85139/
This paper introduces research in progress that examines how queer women perform sexual identity across social media platforms. Applying a lens of queer theory and Actor Network Theory, it discusses womenâs embodied self-representations as taking on forms that both conform to and elaborate upon the selfie genre of digital representation. Acknowledging similarities and differences across platforms, specifically between Instagram and Vine, a novel walkthrough method is introduced to identify platform characteristics that shape identity performances. This method provides insights into the role of platforms in identity performances, which can be combined with analysis of user-generated content and interviews to better understand digital mediaâs constraints and affordances for queer representation.
Networked Learning & Identity Development in Open Online SpacesCatherine Cronin
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Link to full paper: http://networkedlearningconference.org.uk/abstracts/pdf/cronin.pdf
Paper presented at Networked Learning Conference 2014, University of Edinburgh (7th April 2014). The paper is part of a symposium titled "Perspectives on Identity within Networked Learning" with Jane Davis and Joyce Seitzinger.
Presentation given the RC33 Eighth International Conference on Social Science Methodology.
I argued that validity of social network analysis should be examined more, suggested a model dividing the ties based on publicity and intensity and finally presented certain ideas regarding the use of multiple platforms to get the social data.
The full paper presents our argumentation in detail and can be accessed from http://files.humanisti.fixme.fi/2012_rc33_full_paper.pdf .
When the game becomes serious, what are the rights and responsibilities for and of the learners avatar: a presentation to \'Interactive Technologies and Games, (i<tag.) Nottingham Trent University, 26/27 Oct 2010. Lesley Scopes and John Woollard
Alageel 3ReferencesAntheunis, M. L., Schouten, A. P.,.docxnettletondevon
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References:
Antheunis, M. L., Schouten, A. P., Valkenburg, P. M., & Peter, J. (2012). Interactive uncertainty
reduction strategies and verbal affection in Computer-Mediated Communication.
Communication Research, 39(6), 757-780.
Burgoon, J. K., Bonito, J., Ramirez, A. , Jr., Dunbar, N., Kam, K., & Fischer, J. (2002). Testing
the interactivity principle: Effects of mediation, propinquity, and verbal and nonverbal
modalities in interpersonal interaction. Journal of Communication, 52(3), 657-677.
Mcmahan, E. M. (1976). Nonverbal communication as a function of attribution in impression
formation. Communication Monographs, 43(4), 287-294.
Miczo, N., Segrin, C., & Allspach, L. E. (2001). R etw nonverbal sensitivity,
encoding, and relational satisfaction. ommunication Reports 14 ), 39-48.
Ray, G. B., & Floyd, K. (2006). Nonverbal expressions o Ikmg and disliking in initial
interaction: Encoding and decoding perspectives. Southern Communication Journal,
71(1), 45-65.
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IV: Type of nonverbal usage, such as physical touch, eye contact, written words if provided, etc.
The chosen topic for the research proposal will be about the nonverbal
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communâ˘cation was examined in many studies in different situations and what are
at the studies came up with to be applied in future research as for discovering different points
of view in interactions between people in relational experiences. As of how to form expresstons
er al cues from initial meeting and future meetings. The targeted people in the
research will be included from both genders at an adult age starting at 18 years and above.
Looking at Ray and Floyd (2006) is an example of a study for showing the preferences in
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previous research while later sources will be provided throughout the process. The provided (\
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SOCIAL NETWORKING EFFECTS 3
Running head: SOCIAL NETWORKING EFFECTS
The Impact of Social Networking Media on Adolescents
Student Name
Arizona State University
The Impact of Social Networking Media on Adolescents
In recent years, a rapid increase in technology has changed the way people communicat.
A Research Study: College Students, Social Media, and the SelfPaul Brown
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( Find out more: http://wp.me/pTIwx-1pT ) The following presentation is from my PhD dissertation proposal hearing. It outlines my study which attempts to inform an understanding of this generation of traditionally aged college students and their relationship with digital and social technologies. Specifically, it aims to understand how college students navigate environments that are saturated by digital and social technologies and how these environments impact studentsâ psychological sense of self.
Preliminary findings of "voices of digital natives" project at Edge Lab, presented at Association of Internet Researchers conference in Seattle, Oct 12 2011
Ethnobotany and Ethnopharmacology:
Ethnobotany in herbal drug evaluation,
Impact of Ethnobotany in traditional medicine,
New development in herbals,
Bio-prospecting tools for drug discovery,
Role of Ethnopharmacology in drug evaluation,
Reverse Pharmacology.
Students, digital devices and success - Andreas Schleicher - 27 May 2024..pptxEduSkills OECD
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Andreas Schleicher presents at the OECD webinar âDigital devices in schools: detrimental distraction or secret to success?â on 27 May 2024. The presentation was based on findings from PISA 2022 results and the webinar helped launch the PISA in Focus âManaging screen time: How to protect and equip students against distractionâ https://www.oecd-ilibrary.org/education/managing-screen-time_7c225af4-en and the OECD Education Policy Perspective âStudents, digital devices and successâ can be found here - https://oe.cd/il/5yV
We all have good and bad thoughts from time to time and situation to situation. We are bombarded daily with spiraling thoughts(both negative and positive) creating all-consuming feel , making us difficult to manage with associated suffering. Good thoughts are like our Mob Signal (Positive thought) amidst noise(negative thought) in the atmosphere. Negative thoughts like noise outweigh positive thoughts. These thoughts often create unwanted confusion, trouble, stress and frustration in our mind as well as chaos in our physical world. Negative thoughts are also known as âdistorted thinkingâ.
Model Attribute Check Company Auto PropertyCeline George
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In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
This is a presentation by Dada Robert in a Your Skill Boost masterclass organised by the Excellence Foundation for South Sudan (EFSS) on Saturday, the 25th and Sunday, the 26th of May 2024.
He discussed the concept of quality improvement, emphasizing its applicability to various aspects of life, including personal, project, and program improvements. He defined quality as doing the right thing at the right time in the right way to achieve the best possible results and discussed the concept of the "gap" between what we know and what we do, and how this gap represents the areas we need to improve. He explained the scientific approach to quality improvement, which involves systematic performance analysis, testing and learning, and implementing change ideas. He also highlighted the importance of client focus and a team approach to quality improvement.
How to Create Map Views in the Odoo 17 ERPCeline George
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The map views are useful for providing a geographical representation of data. They allow users to visualize and analyze the data in a more intuitive manner.
2. What weâll be looking at over the next three sessions Interpersonal communication Team collaboration The online expression and exploration of sexuality and alternative cultures
4. What weâll be looking at this week What is Communication What is Computer Mediated Communication (CMC) Why research CMC in a virtual world Affordances Gender and communication Cultural variances On- and off-line effects of avatar appearance
5. What is Communication When you meet someone, you develop a set of expectancies about the other person. You then act toward the person in a way that is consistent with your expectancies. The other person interprets the meaning of your actions. Based on this interpretation, the other person responds. You then interpret the meaning of the other personâs response. http://unix.temple.edu/~susanj/jou55/model.jpg DARLEY, J. M. & FAZIO, R. H. (1980) Expectancy confirmation processes arising in the social interaction sequence. American Psychologist, 35 (pp. 867-881
6. WhatisComputerMediatedCommunication(CMC)and whyresearchit? Main areas of research in relation to communication include the effects of: The absence of social context cues (i.e. Body language, facial expressions) Anonymity Gender and culture Published in The New Yorker September 12, 2005 Next is an excellent video that explains the changes to written communication that have been brought about by the advent of hypertext
7. How does computer mediation affect communication? The âreal-worldâ communication tools most often affected by computer mediation and environmental affordances include: voice gestures facial expression body
8. Grounding changes with the medium Co-presence Visibility Audibility Contemporality Simultaneity Sequentiality Reviewability Revisability
9. Affordances Affordance Theory â J.J Gibson Perception of the environment leads to some course of action Affordances of VWs which affect communication include: the ability to use and/or make Gestures the ability and extent to which an avatars appearance can be customised the extent to which an avatar can be animated and whether the environment uses text, speech or a mixture of the two http://www.learning-theories.com/affordance-theory-gibson.html
10. Disinhibition The freedom afforded by virtual environments along with diminished visual and auditory clues and the narrow bandwidth of communication can result in a state of, what has been described as disinhibition (Joinson, 2003)
11. Culture and CMC Cultures may draw on different channels of communication for conversational grounding Cultures may differ in interactional goals, making different media more or less appropriate Understanding interactions between culture and CMC is important for: ⢠Building theories of collaborative technologies ⢠Designing tools for global distribution and/or cross-cultural communication http://www.engr.udayton.edu/faculty/wsmari/cts06/CTS2006%20Lucheon%20-%20Notes.pdf
13. Other Cultural Variances Context The extent to which information is made explicit or is assumed High-context culture Proxemics Clothing Emotes http://news.bbc.co.uk/2/hi/science/nature/8199951.stm JACK, R. E., BLAIS, C., SCHEEPERS, C., SCHYNS, P. G., & CALDARA, R. (2008) Cultural Confusions Show Facial Expressions are Not Universal Current Biology, (in press)
14.
15. The main reason men present as women is because they feel people are nicer to them and more likely to give them things (particularly relevant in a gaming environment) (Bruckman, 1993).
17. The anonymity or pseudo anonymity of virtual environments results in increased assertiveness for many women (Rodino, 1997).
18. When voice is available it presents a challenge for those who are presenting in the environment as a different gender or who prefer to present as gender neutral. The following video, while not strictly about communication is an interesting piece of gender research conducted in Second Life.
19. On- and Offline Effects of Avatar Appearance Creating an avatar is an act of visual communication What does YOUR avatar say about you? Inworld appearance can impact real life behaviour
20. Key Points Computer mediated communication is pervasive in Western society The use of virtual worlds for socialising, work and education is increasing Affordances will differ according to the environment Verbal and non-verbal cues may be altered or missing in CMC which may result in disinhibition Overall, gendered communication styles carry over in virtual environments âInhabitingâ an avatar of a different race or culture will not necessarily provide you with an accurate experience of what it is like to come from a different race or culture and may, in fact, reinforce cultural stereotypes Avatars appearance can act back on the real-life behaviour
21. Further Reading BECKER, B. & MARK, G. (2002) Social Conventions in Computer Mediated Communication: A Comparison of Three Online Shared Virtual Environments. In SCHROEDER, R. (Ed.) The Social Life of Avatars. Surrey, UK, Springer. NAKAMURA, L. (2001) Race In/For Cyberspace: Identity Tourism and Racial Passing on the Internet. In TREND, D. (Ed.) Reading digital culture: Keyworks in cultural studies; 4. Malden, Mass.; Oxford, Blackwell Publishers. SLATER, M. & STEED, A. (2002) Meeting People Virtually: Experiments in Shared Virtual Environments. In SCHROEDER, R. (Ed.) The Social Life of Avatars. Surrey, UK, Springer. YEE, N. (2007) THE PROTEUS EFFECT: BEHAVIOURAL MODIFICATION VIA TRANSFORMATIONS OF DIGITAL SELF-REPRESENTATION. Communication. Palo Alto, CA, Stanford YEE, N. & BAILENSON, J. (2006) Walk A Mile in Digital Shoes: The Impact of Embodied Perspective-Taking on The Reduction of Negative Stereotyping in Immersive Virtual Environments. (Electronic Article). http://vhil.stanford.edu/pubs/2006/yee-digital-shoes.pdf, [date accessed] 8 November 2007 YEE, N., BAILENSON, J. N., URBANEK, M., CHANG, F. & MERGET, D. (2007) The Unbearable Likeness of Being Digital: The Persistence of Nonverbal Social Norms in Online Virtual Environments. CyberPsychology & Behavior, 10(1), 115-121. http://www.liebertonline.com/doi/abs/10.1089/cpb.2006.9984
22. Further Reading Journal of Computer Mediated Communicationhttp://jcmc.indiana.edu/ SHERWIN, J. (2007) Get a (Second) Life Studying Behavior in a Virtual World. Observer. Association for Psychological Science, (Online Journal). http://www.psychologicalscience.org/observer/getArticle.cfm?id=2179, [date accessed] 12 August 2009 DANET, B. (1996) Computer-Mediated Communication. Jerusalem, Hebrew University, (Online article). http://pluto.mscc.huji.ac.il/~msdanet/cmc1.htm, [date accessed] 12 August 2009 MARVIN, L.-E. (1995) Spoof, Spam, Lurk and Lag: the aesthetics of Text-based Virtual Realities. Journal of Computer Mediated Communication. Play and Performance in CMC ed. Indiana, International Communication Association, (Online Journal). http://www3.interscience.wiley.com/cgi-bin/fulltext/120837658/HTMLSTART, [date accessed] 12 August 2009
23. References Cited in this Presentation BRUCKMAN, A. (1993) Gender Swapping on the Internet. The Internet Society. San Francisco, (Conference paper). http://www.mith2.umd.edu/WomensStudies/Computing/Articles+ResearchPapers/gender-swapping, [date accessed] 15 August 2009 GACKENBACH, J. & STACKELBERG, H. V. (2007) Self Online: Personality and Demographic Implications. In GACKENBACH, J. (Ed.) Psychology and the Internet. Burlington, MA, Elsevier. HALL, E. (1966) The Hidden Dimension, Anchor Books. JACK, R. E., BLAIS, C., SCHEEPERS, C., SCHYNS, P. G., & CALDARA, R. (2008) Cultural Confusions Show Facial Expressions are Not Universal Current Biology, (in press) JOINSON, A. N. (2003) Understanding the psychology of Internet behaviour : virtual worlds, real lives, Houndmills, Basingstoke, Hampshire ; New York, Palgrave Macmillan. MCLUHAN, M. (2001) Understanding media: The extensions of man. London ; New York, Routledge. NAKAMURA, L. (2001) Race In/For Cyberspace: Identity Tourism and Racial Passing on the Internet. In TREND, D. (Ed.) Reading digital culture: Keyworks in cultural studies ; 4. Malden, Mass. ; Oxford, Blackwell Publishers. PHILIPCHALK, R. P. & MCCONNELL, J. V. (1994) Understanding human behavior, Forth Worth, Tex., Harcourt Brace College Publishers. RODINO, M. (1997) Breaking out of Binaries: Reconceptualizing Gender and its Relationship to Language in Computer-Mediated Communication Journal of Computer Mediated Communication. Annenberg, University of Southern California, (Electronic Journal). http://jcmc.indiana.edu/vol3/issue3/rodino.html, [date accessed] 18 August 2009 TAYLOR, T. L. (2002) Living Digitally: Embodiement in Virtual Worlds. In SCHROEDER, R. (Ed.) The Social Life of Avatars. London, Springer-Verlag. YEE, N. & BAILENSON, J. (2007) The Proteus Effect: The Effect of Transformed Self-Representation on Behavior. (in press in Human Communication Research). http://www.nickyee.com/pubs/Yee%20&%20Bailenson%20-%20Proteus%20Effect%20(in%20press).pdf, [date accessed]
24. Video Links CMC general http://www.youtube.com/watch?v=oAEIiguKAYU Animations and gestures http://www.youtube.com/watch?v=h_-3c_aC-O4 http://www.youtube.com/watch?v=WplYhxyFd3M http://www.youtube.com/watch?v=6WKo4G8aQBc