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New consumption identities in virtual worlds. The case of Second Life.Nikolaou, Ioanna January 2011 (has links)
The dynamic development of new technologies influences consumers in many different ways reaching far beyond the shift in consumption patterns, challenging the way consumers live their lives. The role of new information technologies is continually growing in our daily lives changing the way we see the self and the world around us. Consequently, the advent of the computer culture incites a radical rethinking of who we are and the nature of being human, which clearly illustrates the postmodern age. As a result, over the past decades consumer research has moved away from simply viewing consumers as information processors to consumers as socially conceptualized beings. This Consumer Culture Theory (CCT) movement views consumers and consumer behaviour as articulations of meanings and materiality within the productive of complex cultural milieu.
This ethnographic thesis focuses on the three-dimensional virtual world of Second Life, which is a ¿Real Life¿ simulation and where the residents represent themselves through ¿avatars¿, creating a kind of virtual materiality. This raises interesting questions for consumer researchers, not just about how consumption is enacted, produced and articulated within this environment, but also in relation to theoretical and methodological issues. More specifically, this thesis critically examines the development of interpretive consumer research and the emergence of the Consumer Culture Theory framework in the context of the juxtaposition of reality and hyperreality and takes a position which goes beyond the 'body in the net/physical body' binary. Therefore, this thesis places the ¿avatar-as-consumer¿ at the centre of the research focus.
The current thesis develops a theoretical framework which examines the role of consumption in resolving key paradoxes. Moreover, it extends the netnography framework from mainly text based research to the visual characteristics of virtual worlds so that it can be useful for the study of complex online environments and as a result, how the role of the researcher goes beyond netnography to virtualography is discussed.
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I barnbokens värld - vägar in i barnboken och vidare ut i världen. : Förskollärares didaktiska resonemang och pedagogiska arbete med att levandegöra barnboken / In the world of the children’s book - ways into the children's book and further out into the world: : Preschool teachers’ didactic reasoning and pedagogical work in bringing children's books to life.Persson Fredin, Veronica, Österberg, Natalie January 2023 (has links)
I denna studie vill vi bidra med kunskap om hur man kan använda barnboken som redskap i förskolans verksamhet. Syftet med studien är att synliggöra förskollärares beskrivningar av hur de arbetar med att levandegöra barnböcker i förskolemiljön. Fokus är på vilka metoder och arbetssätt förskollärarna använder sig av för att bjuda in barnen i barnbokens värld, samt hur de resonerar kring sitt didaktiska förhållningssätt och användandet av barnboken i verksamheten.Studien utgår ifrån en kvalitativ intervjustudie med semistrukturerade intervjuer med 10 förskollärare från olika förskolor i Mellansverige. För att närma oss hur de levandegör barnboken, använder vi oss av litterära föreställningsvärldar och lekpedagogik.I resultatet framkommer att leken är central för både arbetssätt, genomförande och förhållningsätt. Den mest framträdande metoden är barnboken och att få uppleva den på många sätt. Barnboken är en utgångspunkt i hela arbetssättet. Dramatiseringen genom karaktärerna och miljöerna är andra centrala metoder för att levandegöra barnboken. Ytterligare en metod som framkommer är boksamtal, exempel där förskolläraren tillsammans med barnen diskuterar och pratar om boken under läsningen. I förskollärarnas resonemang är deras intresse, förhållningsätt och delaktighet i leken andra viktiga metoder. Arbetssättet som framkommer beskrivs lustfyllt och fångar både vuxna och barns intresse. I resultatet framkommer att när förskollärarna i studien tillsammans med barnen skapar en delad fantasivärld så kan barnens litterära erfarenheter utvecklas och litteraturen blir levande. De sociala gemenskaperna och arbetssättet främjar fantasi, utveckling och lärande. / This study aims to contribute to knowledge about children’s books as a tool for children’s learning. The purpose of this study is to highlight how preschool teachers describe how they use children’s books in their teaching to invite children into the world of the books and how they make books come alive and elaborate different topics. The study is based on semi-structured interviews with ten preschool teachers from different preschools in Sweden. We use literary fantasy worlds and play-pedagogy in the analysis.The result shows that play is central to both working methods and children’s learning with books. The social communities and the pre-school teachers’ way of working, foster children’s imagination, development and learning. The most prominent method is when children’s books become a starting point in the entire working method and the children can experience the books in multiple ways. The dramatization of book characters and elaborated environments are central methods of bringing the children's book to life. Book talks, where the preschool teacher together with the children discuss and talk about the book while reading it is another method. In the preschool teachers’ reasoning, their interest, attitude and participation in play are important. The working methods that they elaborates are described enthusiastically and captures an interest from both adults and children. The results show that when preschool teachers and children create a shared fantasy-world together, this gives the children literacy experiences and makes literature come to life in a memorable way.
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Environment Adaptive Regret Analysis in Bandit Problems / バンディット問題における環境適応的リグレット解析Tsuchiya, Taira 25 September 2023 (has links)
京都大学 / 新制・課程博士 / 博士(情報学) / 甲第24939号 / 情博第850号 / 新制||情||142(附属図書館) / 京都大学大学院情報学研究科システム科学専攻 / (主査)准教授 本多 淳也, 教授 田中 利幸, 教授 鹿島 久嗣 / 学位規則第4条第1項該当 / Doctor of Informatics / Kyoto University / DFAM
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The PrismEllis, Darrah Melita 01 May 2023 (has links) (PDF)
"The Prism" is a magical-girl-themed fantasy light novel series about four best friends who finally graduated junior high school. Miya, Teresa, Liana, and Destiny are anxious to start their new high school lives (for better or worse) in their rough, monotone, and corrupt urban town of Quaint Village. Their plans are interrupted, however, by the opening of a brand new private school. Then, for the first time ever, all four girls end up in the same program. They're ready to make great memories together and spend much more time with each other.
Unbeknownst to them, their new school is nothing like the academically inclined programs they always had. They are no longer students carrying books, homework, and planners, scribbling and speed reading. They become soldiers, traveling subconsciously to another world. Their duty is to help Vita Mundi's Vice Sovereign and her family protect their people from criminals and life-sentence-serving convicts called Umbrans. In only a month, this tight posse goes from being a quartet of normal students in Quaint Village, to lady soldiers fighting and risking themselves for a parallel world. They will train under the mentorship of the Vice Sovereign and her family, steadily growing stronger in body, mind, heart, and spirit as they face harder and more powerful enemies.
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Anatomy and Evolution of Morton Subotnick’s In Two Worlds for Alto Saxophone and Interactive ComputerHeisler, Jeffrey A. 02 June 2010 (has links)
No description available.
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“Lost” in Conversations: Complex Social Behavior in Online EnvironmentsLivelsberger, Tara L. 13 August 2009 (has links)
No description available.
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Analysis of the Relationships between Changes in Distributed System Behavior and Group DynamicsLazem, Shaimaa 02 May 2012 (has links)
The rapid evolution of portable devices and social media has enabled pervasive forms of distributed cooperation. A group could perform a task using a heterogeneous set of the devices (desktop, mobile), connections (wireless, wired, 3G) and software clients. We call this form of systems Distributed Dynamic Cooperative Environments (DDCEs).
Content in DDCEs is created and shared by the users. The content could be static (e.g., video or audio), dynamic (e.g.,wikis), and/or Objects with behavior. Objects with behavior are programmed objects that take advantage of the available computational services (e.g., cloud-based services).
Providing a desired Quality of Experience (QoE) in DDCEs is a challenge for cooperative systems designers. DDCEs are expected to provide groups with the utmost flexibility in conducting their cooperative activities. More flexibility at the user side means less control and predictability of the groups' behavior at the system side.
Due to the lack of Quality of Service (QoS) guarantees in DDCEs, groups may experience changes in the system behavior that are usually manifested as delays and inconsistencies in the shared state. We question the extent to which cooperation among group members is sensitive to system changes in DDCEs. We argue that a QoE definition for groups should account for cooperation emergence and sustainability.
An experiment was conducted, where fifteen groups performed a loosely-coupled task that simulates social traps in a 3D virtual world. The groups were exposed to two forms of system delays. Exo-content delays are exogenous to the provided content (e.g., network delay). Endo-content delays are endogenous to the provided content (e.g., delay in processing time for Objects with behavior). Groups' performance in the experiment and their verbal communication have been recorded and analyzed.
The results demonstrate the nonlinearity of groups' behavior when dealing with endo-content delays. System interventions are needed to maintain QoE even though that may increase the cost or the required resources.
Systems are designed to be used rather than understood by users. When the system behavior changes, designers have two choices. The first is to expect the users to understand the system behavior and adjust their interaction accordingly. That did not happen in our experiment. Understanding the system behavior informed groups' behavior. It partially influenced how the groups succeeded or failed in accomplishing its goal. The second choice is to understand the semantics of the application and provide guarantees based on these semantics. Based on our results, we introduce the following design guidelines for QoE provision in DDCEs.
• If possible the system should keep track of information about group goals and add guarding constraints to protect these goals.
• QoE guarantees should be provided based on the semantics of the user-generated content that constitutes the group activity.
• Users should be given the option to define the content that is sensitive to system changes (e.g., Objects with behavior that are sensitive to delays or require intensive computations) to avoid the negative impacts of endo-content delays.
• Users should define the Objects with behavior that contribute to the shared state in order for the system to maintain the consistency of the shared state.
• Endo-content delays were proven to have significantly negative impacts on the groups in our experiment compared to exo-content delays. We argue that system designers, if they have the choice, should trade processing time needed for Objects with behavior for exo-content delay. / Ph. D.
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Textmedierade virtuella världar : Narration, perception och kognition / Textually Mediated Virtual Worlds : Narration, perception and cognitionPettersson, Ulf January 2013 (has links)
This thesis synthezises theories from intermedia studies, semiotics, Gestalt psychology, cognitive linguistics, cognitive psychology, cognitive poetics, reader response criticism, narratology and possible worlds-theories adjusted to literary studies. The aim is to provide a transdisciplinary explanatory model of the transaction between text and reader during the reading process resulting in the reader experiencing a mental, virtual world. Departing from Mitchells statement that all media are mixed media, this thesis points to Peirce’s tricotomies of different types of signs and to the relation between representamen (sign), object and interpretant, which states that the interpretant can be developed into a more complex sign, for example from a symbolic to an iconic sign. This is explained in cognitive science by the fact that our perceptions are multimodal. We can easily connect sounds and symbolic signs to images. Our brain is highly active in finding structures and patterns, matching them with structures already stored in memory. Cognitive semantics holds that such structures and schematic mental images form the basis for our understanding of concepts. In cognitive linguistics Lakoff and Johnsons theories of conceptual metaphors show that our bodily experiences are fundamental in thought and language, and that abstract thought is concretized by a metaphorical system grounded in our bodily, spatial experiences. Cognitive science has shown that we build situation models based on what the text describes. These mental models are simultaneously influenced by the reader’s personal world knowledge and earlier experiences. Reader response-theorists emphasize the number of gaps that a text leaves to the reader to fill in, using scripts. Eye tracking research reveals that people use mental imaging both when they are re-describing a previously seen picture and when their re-description is based purely on verbal information about a picture. Mental spaces are small conceptual packets constructed as we think and talk. A story is built up by a large number of such spaces and the viewpoint and focus changes constantly. There are numerous possible combinations and relations of mental spaces. For the reader it is important to separate them as well as to connect them. Mental spaces can also be blended. In their integration network model Fauconnier and Turner describe four types of blending, where the structures of the input spaces are blended in different ways. A similar act of separation and fusion is needed dealing with different diegetic levels and focalizations, the question of who tells and who sees in the text. Ryan uses possible worlds-theories from modal logic to describe fictional worlds as both possible and parallel worlds. While fictional worlds are comparable to possible worlds if seen as mental constructions created within our actual world, they must also be treated as parallel worlds, with their own actual, reference world from which their own logic stems. As readers we must recenter ourselves into this fictional world to be able to deal with states of affairs that are logically impossible in our own actual world. The principle of minimal departure states that during our recentering, we only make the adjustments necessary due to explicit statements in the text.
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The hypertextual experience : digital narratives, spectator, performanceSwift, Elizabeth January 2014 (has links)
This thesis demonstrates how the dynamics of hypertext fiction can inform an understanding of spectatorial practices provoked by contemporary performance and installation work. It develops the notion of the ‘hypertextual experience’ to encapsulate the particular qualities of active user engagement instigated by the unstable aesthetic environments common to digital and non-digital artworks. The significance and application of this term will be refined through an examination of different works in each of the study’s six chapters. Those discussed are as follows: Performances: Susurrus, by David Leddy; Love Letters Straight from the Heart and Make Better Please, by Uninvited Guests; The Waves, by Katie Mitchell; House/ Lights and Route 1 & 9, by the Wooster Group; Two Undiscovered Amerindians Discover the West, by Coco Fusco and Guillermo Gómez-Peña. Digital works: Afternoon (1987) by Michael Joyce; Victory Garden (1992) by Stuart Moulthrop; TOC by Steve Tomasula; The Princess Murderer by Deena Larsen. Installations: H.G. and Mozart’s House, by Robert Wilson; Listening Post, by Mark Hanson and Ben Rubin. In developing and discussing the hypertextual experience the thesis uses a number of conceptual frameworks and draws on philosophical perspectives and digital theory. A central part of the study employs an adaptation of possible worlds theory that has been recently developed by digital theorists for examining hypertext fiction. I extend this application to installation and performance and explore the implications of framing a spectator’s experience in terms of a hypertextual structure which foregrounds its performative operations and its engagement with machinic processes.
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“Rule no.3: Never raid with pants on.” : An Anthropological Study of Communication, Co-Operation and Friendship in the ’Virtual’ World of WarcraftHaraldsson, Isabell January 2017 (has links)
The significance of technology and technological devices in the modern western society is steadily expanding, and affecting how the consumers of these products interact with one another. Both through these devices, but also how they interact without them the importance of studying these forms of interaction is therefore of rising significance. This thesis explores the world of online-gaming in order to map out how the players use, and are affected by the virtual aspects of the platform they use to create and reproduce their social bonds with one another. By analysing the relationship between the virtual and the actual it is possible to shed light on the potentials as well as the limits of online communication. The thesis purpose is to add to a deeper understanding within the anthropological discipline for interpersonal interaction within the frames of virtual spaces. The research has been conducted through a qualitative ethnographic field study with a guild of players who interact through the game World of Warcraft. This thesis will show that there is a strong interaction between the virtual worlds and the actual world. Thus it is possible for events that occurred in either space to affect the player.
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