992 resultados para Situated action


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Increasingly the fields of Human Computer Interaction (HCI) and art are intersecting. Interactive artworks are being evaluated by HCI methods and artworks are being created that employ and repurpose technology for interactive environments. In this paper we steer a path between empirical and critical–theoretical traditions, and discuss HCI research and art works that also span this divide. We address concerns about ‘new’ ethnography raised by Crabtree et al. (2009) in “Ethnography Considered Harmful”, a critical essay that positions ethnographic and critical-theoretical views at odds with each other. We propose a mediated view for understanding interactions within open-ended interactive artworks that values both perspectives as we navigate boundaries between art practice and HCI.

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This paper considers the social logic of maternal anxiety about risks posed to children in segregated, post-conflict neighbourhoods. Focusing on qualitative research with mothers in Belfast’s impoverished and divided inner city, the paper draws on the interactionist perspective in the sociology of emotions to explore the ways in which maternal anxiety drives claims for recognition of good mothering, through orientations to these neighbourhoods. Drawing on Hirschman’s model of exit, loyalty and voice types of situated action, the paper examines the relationship between maternal risk anxiety and evaluations of neighbourhood safety. In arguing that emotions are important aspects of claims for social recognition, the paper demonstrates that anxiety provokes efforts to claim status, in this context through the explicit affirmation of non-sectarian mothering.

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Cette étude qui s’inscrit dans la perspective de l’action située, vise à comprendre le phénomène de (re)construction des communautés de pratique (CoPs) en contexte de fusion hospitalière. La recherche repose sur un devis d’étude de cas longitudinale qui combine plusieurs sources de données : documentaires, d’entretiens semi-directifs et d’observations de terrain. La stratégie d’analyse combine deux méthodes : l’une processuelle, permettant un ordonnancement temporel de récits d’événements et d'activités qui ont contribué à situer l’action dans le temps; l’autre selon l’approche de la théorisation ancrée, a permis la comparaison des données par leur regroupement systématique en catégories et sous catégories, tout au long de la collecte des données. La démarche de recherche processuelle adoptée, nous a conduit à révéler la dynamique de construction d’une communauté de pratique (CoP) à partir des caractéristiques inter reliées, identifiées dans la littérature et qui font référence à un engagement mutuel, une entreprise commune et un répertoire partagé. Ainsi, nos analyses montrent que le domaine d’action qui vient délimiter les points de convergence des participants, constitue le dénominateur commun de la pratique de la communauté qui met à jour des savoirs tacites et explicites qui s’échangent et se développent dans le temps. Cette pratique partagée, éminemment sociale, génère des connaissances et des règles négociées et entretenues par les membres dans le cadre de leurs rencontres. Nos analyses révèlent également que le processus d’évolution d’une communauté de pratique, s’inscrit dans une trajectoire d’apprentissages continue où se combinent de façon dynamique, des temps de participation intense, propices à la construction progressive d’une compréhension commune et négociée du domaine d’action (participation) et des temps de mise en forme de ces représentations (réification). Ici, la dialectique participation/réification qui se donne à voir, révèle un véritable travail d’organisation où la construction du sens à donner à l’action s’instruit à l’aune d’une régulation sociale omniprésente. Toutefois, le résultat de la régulation sociale, n’implique pas de facto, la rencontre d’une régulation conjointe. Plutôt, nos résultats mettent à jour un ensemble de régulations, tantôt concurrentes, tantôt en équilibre en regard du contexte dans lequel sont placés les acteurs. Enfin, nos résultats sur la dynamique de (re)construction des communautés de pratique en contexte de fusion, permettent d’appréhender le changement organisationnel non plus sous ses seuls aspects stratégiques et en direction des équipes dirigeantes, mais également sous l’angle des capacités d’acteurs « ordinaires » à l’initier dans une perspective continue et située.

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Negotiating boundaries: from state of affairs to matter of transit. The research deals with the everyday management of spatial uncertainty, starting with the wider historical question of terrains vagues (a French term for wastelands, dismantled areas and peripheral city voids, or interstitial spaces) and focusing later on a particular case study. The choice intended to privilege a small place (a mouth of a lagoon which crosses a beach), with ordinary features, instead of the esthetical “vague terrains”, often witnessed through artistic media or architectural reflections. This place offered the chance to explore a particular dimension of indeterminacy, mostly related with a certain kind of phenomenal instability of its limits, the hybrid character of its cultural status (neither natural, nor artificial) and its crossover position as a transitional space, between different tendencies and activities. The first theoretical part of the research develops a semiotic of vagueness, by taking under exam the structuralist idea of relation, in order to approach an interpretive notion of continuity and indeterminacy. This exploration highlights the key feature of actantial network distribution, which provides a bridge with the second methodological parts, dedicated to a “tuning” of the tools for the analysis. This section establishes a dialogue with current social sciences (like Actor-Network Theory, Situated action and Distributed Cognition), in order to define some observational methods for the documentation of social practices, which could be comprised in a semiotic ethnography framework. The last part, finally, focuses on the mediation and negotiation by which human actors are interacting with the varying conditions of the chosen environment, looking at people’s movements through space, their embodied dealings with the boundaries and the use of spatial artefacts as framing infrastructure of the site.

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La ricerca in oggetto ha analizzato le relazioni tra migrazione e salute mentale nel Distretto di Pianura Est dell'AUSL di Bologna. Attraverso un dispositivo d’indagine multi-disciplinare basato sui quadri teorici dell'Antropologia Medica Critica, della Salute Pubblica e della Psichiatria, la ricerca si è inserita nell’ampio contesto di sperimentazione di un innovativo modello di assistenza per pazienti migranti, denominato Centro di Consultazione Socio- Culturale. L'architettura dello studio si rifà a un modello di Ricerca-Azione Partecipata e Multi-Situata fondato su un approccio analitico e auto-riflessivo, il quale ha consentito di problematizzare, oltre alle azioni e alle traiettorie dei vari soggetti che operano nel campo della ricerca, anche le categorie oggetto della ricerca stessa. L'analisi, profondamente radicata nel dato empirico, è stata condotta a partire dall'esperienza degli attori sociali coinvolti. Le esperienze, le informazioni e le rappresentazioni reciproche sono state co-costruite in forma partecipativa attraverso l'uso combinato di metodologie quali-quantitative proprie sia delle discipline sanitarie sia di quelle sociali. Come materiali della ricerca sono stati utilizzati: dati primari e secondari prodotti dalle istituzioni e dalle organizzazioni del territorio stesso; informazioni provenienti dall'osservazione partecipante; colloqui con informatori-chiave; interviste semi-strutturate con decisori politici, amministratori, organizzazioni del territorio, operatori dei servizi, cittadini e pazienti. La ricerca ha dimostrato la validità delle prospettive teoriche utilizzate e delle strategie di lavoro proposte. Il modello di lavoro multi-disciplinare e multi-metodologico si è rivelato produttivo nell'indagare congiuntamente le prospettive degli attori coinvolti insieme alle loro traiettorie, alle reciproche interconnessioni e alle relazioni tra processi locali e globali. L’analisi auto-riflessiva ha consentito di analizzare le attività del Centro di Consultazione evidenziandone vantaggi e limiti. Infine, la collaborazione tra Salute Pubblica e Antropologia Medica Critica ha dimostrato una grande potenzialità e produttività sia sul versante della ricerca scientifica sia su quello dell'assistenza sanitaria.

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The emergence of mobile and ubiquitous computing technology has created what is often referred to as the hybrid space – a virtual layer of digital information and interaction opportunities that sit on top of and augment the physical environment. Embodied media materialise digital information as observable and sometimes interactive parts of the physical environment. The aim of this work is to explore ways to enhance people’s situated real world experience, and to find out what the role and impact of embodied media in achieving this goal can be. The Edge, an initiative of the State Library of Queensland in Brisbane, Australia, and case study of this thesis, envisions to be a physical place for people to meet, explore, experience, learn and teach each other creative practices in various areas related to digital technology and arts. Guided by an Action Research approach, this work applies Lefebvre’s triad of space (1991) to investigate the Edge as a social space from a conceived, perceived and lived point of view. Based on its creators’ vision and goals on the conceived level, different embodied media are iteratively designed, implemented and evaluated towards shaping and amplifying the Edge’s visitor experience on the perceived and lived level.

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This paper proposes a new research method, Participatory Action Design Research (PADR), for studies in the Urban Informatics domain. PADR supports Urban Informatics research in developing new technological means (e.g. using mobile and ubiquitous computing) to resolve contemporary issues or support everyday life in urban environments. The paper discusses the nature, aims and inherent methodological needs of Urban Informatics research, and proposes PADR as a method to address these needs. Situated in a socio-technical context, Urban Informatics requires a close dialogue between social and design-oriented fields of research as well as their methods. PADR combines Action Research and Design Science Research, both of which are used in Information Systems, another field with a strong socio-technical emphasis, and further adapts them to the cross-disciplinary needs and research context of Urban Informatics.

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Background: Integrating 3D virtual world technologies into educational subjects continues to draw the attention of educators and researchers alike. The focus of this study is the use of a virtual world, Second Life, in higher education teaching. In particular, it explores the potential of using a virtual world experience as a learning component situated within a curriculum delivered predominantly through face-to-face teaching methods. Purpose: This paper reports on a research study into the development of a virtual world learning experience designed for marketing students taking a Digital Promotions course. The experience was a field trip into Second Life to allow students to investigate how business branding practices were used for product promotion in this virtual world environment. The paper discusses the issues involved in developing and refining the virtual course component over four semesters. Methods: The study used a pedagogical action research approach, with iterative cycles of development, intervention and evaluation over four semesters. The data analysed were quantitative and qualitative student feedback collected after each field trip as well as lecturer reflections on each cycle. Sample: Small-scale convenience samples of second- and third-year students studying in a Bachelor of Business degree, majoring in marketing, taking the Digital Promotions subject at a metropolitan university in Queensland, Australia participated in the study. The samples included students who had and had not experienced the field trip. The numbers of students taking part in the field trip ranged from 22 to 48 across the four semesters. Findings and Implications: The findings from the four iterations of the action research plan helped identify key considerations for incorporating technologies into learning environments. Feedback and reflections from the students and lecturer suggested that an innovative learning opportunity had been developed. However, pedagogical potential was limited, in part, by technological difficulties and by student perceptions of relevance.

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What are the information practices of teen content creators? In the United States over two thirds of teens have participated in creating and sharing content in online communities that are developed for the purpose of allowing users to be producers of content. This study investigates how teens participating in digital participatory communities find and use information as well as how they experience the information. From this investigation emerged a model of their information practices while creating and sharing content such as film-making, visual art work, story telling, music, programming, and web site design in digital participatory communities. The research uses grounded theory methodology in a social constructionist framework to investigate the research problem: what are the information practices of teen content creators? Data was gathered through semi-structured interviews and observation of teen’s digital communities. Analysis occurred concurrently with data collection, and the principle of constant comparison was applied in analysis. As findings were constructed from the data, additional data was collected until a substantive theory was constructed and no new information emerged from data collection. The theory that was constructed from the data describes five information practices of teen content creators. The five information practices are learning community, negotiating aesthetic, negotiating control, negotiating capacity, and representing knowledge. In describing the five information practices there are three necessary descriptive components, the community of practice, the experiences of information and the information actions. The experiences of information include information as participation, inspiration, collaboration, process, and artifact. Information actions include activities that occur in the categories of gathering, thinking and creating. The experiences of information and information actions intersect in the information practices, which are situated within the specific community of practice, such as a digital participatory community. Finally, the information practices interact and build upon one another and this is represented in a graphic model and explanation.

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We argue that there are at least two significant issues for interaction designers to consider when creating the next generation of human interfaces for civic and urban engagement: (1) The disconnect between citizens participating in either digital or physical realms has resulted in a neglect of the hybrid role that public place and situated technology can play in contributing to civic innovation. (2) Under the veneer of many social media tools, hardly any meaningful strategies or approaches are found that go beyond awareness raising and allow citizens to do more than clicking a ‘Like’ button. We call for an agenda to design the next generation of ‘digital soapboxes’ that contributes towards a new form of polity helping citizens not only to have a voice but also to appropriate their city in order to take action for change.

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At a time when global consumption and production levels are 25 percent higher than the Earth’s sustainable carrying capacity, there are worldwide calls to find ways to sustain the Earth for this and future generations. A central premise of this study is that education systems have an obligation to participate in this move towards sustainability and can respond by embedding education for sustainability into curricula. This study took early childhood education as its focus due to the teacherresearcher’s own concerns about the state of the planet, coupled with early childhood education’s established traditions of nature-based and child-centred pedagogy. The study explored the experiences of a class of kindergarten children as they undertook a Project Approach to learning about environmental sustainability. The Project Approach is an adaptation of Chard’s work which is situated within a constructivist theoretical framework (Chard, 2011). The Project Approach involves in-depth investigations around an identified topic of interest. It has three phases: introductory, synthesising and culminating phase. The study also investigated the learning journey of the classroom teacher/researcher who broadened her long-held co-constructivist teaching approaches to include transformative practices in order to facilitate curriculum which embedded education for sustainability. While coconstructivist approaches focus on the co-construction of knowledge, transformative practices are concerned with creating change. An action research case study was conducted. This involved twenty-two children who attended an Australian kindergarten. Data were collected and analysed over a seven week period. The study found that young children can be change agents for sustainability when a Project Approach is broadened to include transformative practices. The study also found that the child participants were able to think critically about environmental and sustainability issues, were able to create change in their local contexts, and took on the role of educators to influence others’ environmental behaviours. Another finding was that the teacher-researcher’s participation in the study caused a transformation of both her teaching philosophy and the culture at the kindergarten. An important outcome of the study was the development of a new curriculum model that integrates and has applicability for curriculum development and teacher practice.

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Dissertação apresentada à Universidade Fernando Pessoa como parte dos requisitos para a obtenção do grau de Mestre em Ciências da Comunicação, ramo de Marketing e Publicidade

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Since the first edition of the World Social Forum in Porto Alegre, Brazil, 2001, similar initiatives have flourished at the local scales. In the existing literature, local social forums are generally considered to be a natural replication of the world social forums. Beyond the label “social forums,” what do the practices of local social forums specifically entail and what is the meaning of these practices for local activists?I propose a comparison of eight cases situated in two distinct societies (Quebec and France). I use a multi-approach methodology, combining direct observation, focus groups, interviews, and documentary analysis.I show that despite strong national differences, a highly decentralized process, and the strong autonomy of local actors, local social forums share structural characteristics, and the expression “social forum” is associated with ways of doing things that limit the variety of local social forum initiatives: organizers share a common intentionality; the mode of operation of local social forum process and event belong to the same political culture and translate into the same practices; and the outputs of these gatherings are similar in terms of the building of ties. Overall, local social forums are used as tactical and cultural collective action repertoires by actors, redefining the boundaries of social resistance and its practices.

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La tesis propone un marco de trabajo para el soporte de la toma de decisiones adecuado para soportar la ejecución distribuida de acciones cooperativas en entornos multi-agente dinámicos y complejos. Soporte para la toma de decisiones es un proceso que intenta mejorar la ejecución de la toma de decisiones en escenarios cooperativos. Este proceso ocurre continuamente en la vida diaria. Los humanos, por ejemplo, deben tomar decisiones acerca de que ropa usar, que comida comer, etc. En este sentido, un agente es definido como cualquier cosa que está situada en un entorno y que actúa, basado en su observación, su interpretación y su conocimiento acerca de su situación en tal entorno para lograr una acción en particular.Por lo tanto, para tomar decisiones, los agentes deben considerar el conocimiento que les permita ser consientes en que acciones pueden o no ejecutar. Aquí, tal proceso toma en cuenta tres parámetros de información con la intención de personificar a un agente en un entorno típicamente físico. Así, el mencionado conjunto de información es conocido como ejes de decisión, los cuales deben ser tomados por los agentes para decidir si pueden ejecutar correctamente una tarea propuesta por otro agente o humano. Los agentes, por lo tanto, pueden hacer mejores decisiones considerando y representando apropiadamente tal información. Los ejes de decisión, principalmente basados en: las condiciones ambientales, el conocimiento físico y el valor de confianza del agente, provee a los sistemas multi-agente un confiable razonamiento para alcanzar un factible y exitoso rendimiento cooperativo.Actualmente, muchos investigadores tienden a generar nuevos avances en la tecnología agente para incrementar la inteligencia, autonomía, comunicación y auto-adaptación en escenarios agentes típicamente abierto y distribuidos. En este sentido, esta investigación intenta contribuir en el desarrollo de un nuevo método que impacte tanto en las decisiones individuales como colectivas de los sistemas multi-agente. Por lo tanto, el marco de trabajo propuesto ha sido utilizado para implementar las acciones concretas involucradas en el campo de pruebas del fútbol robótico. Este campo emula los juegos de fútbol real, donde los agentes deben coordinarse, interactuar y cooperar entre ellos para solucionar tareas complejas dentro de un escenario dinámicamente cambiante y competitivo, tanto para manejar el diseño de los requerimientos involucrados en las tareas como para demostrar su efectividad en trabajos colectivos. Es así que los resultados obtenidos tanto en el simulador como en el campo real de experimentación, muestran que el marco de trabajo para el soporte de decisiones propuesto para agentes situados es capaz de mejorar la interacción y la comunicación, reflejando en un adecuad y confiable trabajo en equipo dentro de entornos impredecibles, dinámicos y competitivos. Además, los experimentos y resultados también muestran que la información seleccionada para generar los ejes de decisión para situar a los agentes, es útil cuando tales agentes deben ejecutar una acción o hacer un compromiso en cada momento con la intención de cumplir exitosamente un objetivo colectivo. Finalmente, algunas conclusiones enfatizando las ventajas y utilidades del trabajo propuesto en la mejora del rendimiento colectivo de los sistemas multi-agente en situaciones tales como tareas coordinadas y asignación de tareas son presentadas.