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How interpersonal coordination changes the self: Theory, experiment, and adaptive HKB model of social memoryUnknown Date (has links)
How one behaves after interacting with a friend may not be the same as before
the interaction began What factors a ect the formation of social interactions
between people and, once formed, how do social interactions leave lasting changes on
individual behavior? In this dissertation, a thorough review and conceptual synthesis
is provided Major features of coordination dynamics are demonstrated with
examples from both the intrapersonal and interpersonal coordination literature that
are interpreted via a conceptual scheme, the causal loops of coordination dynamics
An empirical, behavioral study of interpersonal coordination was conducted to
determine which spontaneous patterns of coordination formed and whether a remnant
of the interaction ensued ("social memory") To assess social memory in dyads, the
behavior preceding and following episodes of interaction was compared In the
experiment, pairs of people sat facing one another and made continuous flexion-extension finger movements while a window acted as a shutter to control
whether partners saw each other's movements Thus, vision ("social contact") allowed
spontaneous information exchange between partners through observation Each trial consisted of three successive intervals lasting twenty seconds: without social contact
("me and you"), with social contact ("us"), and again without ("me and you")
During social contact, a variety of patterns was observed ranging from phase coupling
to transient or absent collective behavior Individuals also entered and exited social
coordination differently In support of social memory, compared to before social
contact, after contact ended participants tended to remain near each other's
movement frequency Furthermore, the greater the stability of coupling, the more
similar the partners' post-interactional frequencies were Proposing that the
persistence of behavior in the absence of information exchange was the result of prior
frequency adaptation, a mathematical model of human movement was implemented
with Haken-Kelso-Bunz oscillators that reproduced the experimental findings, even
individual dyadic patterns Parametric manipulations revealed multiple routes to
persistence of behavior via the interplay of adaptation and other HKB model
parameters The experimental results, the model, and their interpretation form the
basis of a proposal for future research and possible therapeutic applications / Includes bibliography / Dissertation (PhD)--Florida Atlantic University, 2016 / FAU Electronic Theses and Dissertations Collection
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Starts and Stops: Multimodal Practices for Walking as a Group in an Augmented Reality Place Based GameJones, Adam McFaul 30 March 2016 (has links)
Augmented reality, place-based games utilize GPS-enabled maps and mobile media recording devices to shift traditional classroom activities into real-world contexts. AR-games for second language learning is a new field of research, and few studies have examined the kinds of face-to-face interactions players engage in during AR-games. Using intensive, multi-camera video data of English language learners playing an AR-game, ChronoOps, this thesis describes how groups start and stop walking during gameplay. The method used is conversation analysis, and this study draws from theories of embodied and distributed cognition, situated learning, and interactional competence Walking to and from various destinations as a group is an important action for accomplishing the ChronoOps game. Thus, starting and stopping are sites where players orient to the tasks and environment of the game. Results show that starts and stops are projectable and accountable actions comprised of multiple semiotic fields including linguistic, gestural, and embodied practices. Furthermore, starts and stops are contingent on players' orientation to their place within the campus and game destinations, but also their place within the locally constructed nature of the AR-game task organization. These findings have implications for future research theories of learning in SLA and AR-games.
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